My post from the 23rd still applies. The issue is fixed, it’s being run through QA (our testers), then it will be applied to Live during a content update. I do not have an ETA for when it will hit Live.
https://forum-en.gw2archive.eu/forum/support/bugs/The-hatchery-bugged/528545
As noted above, you have to leave the trebuchet before its shot lands and ends the objective. There’s a bug with losing control of the trebuchet during the camera cutscene. It has been fixed, but I don’t know when it will hit Live. Thanks!
Did you face the corrupted kodan? You might need to check to see if one of the enemies got drawn behind a building or another spot where you can’t see him, all of the enemies in the area need to be dead.
What’s your current objective?
Did you use the L40 manual? You must use it before you can use the grandmaster’s manual.
What’s your current objective? The twin is held captive near the boss, it shows you where he is in the cutscene.
I’m not sure I understand the bug, the location in the screenshot is well within the instance boundary, so there’s nothing preventing you from reaching it.
It’s a puzzle. Zojja will pretty much tell you how to pass the gate if you talk to her.
You need to use emotes (not skills) to trigger each of the 3 motion sensors in front of the gate. “Yes”, “Surprised”, and “Laugh”. TIming doesn’t matter.
In general, named NPCs in a story step will revive you IF they’re not in combat.
Please check other threads on the same topic before posting.
https://forum-en.gw2archive.eu/forum/support/bugs/The-hatchery-bugged/590083
Note that the story step is in Fireheart Rise, it’s trying to send you along the most direct route, but it’s not taking into account the closed asura gate.
To the best of my knowledge, CS has no way to change a character’s active story step, so this isn’t something they can try to work around. The fix will be live long before I could try to hack something together and get it pushed to the live servers, so I have to ask for your patience.
I haven’t had any updates since my post a week ago, which is that we found the issue and fixed it, and it’s going to pushed as part of the scheduled content update. I do not have a specific date at this time, but it is a priority and I apologize for the wait. Please understand that even “simple” fixes can affect seemingly unrelated content, which is why we have infrequent “large” content updates instead of trying to hotfix every issue that comes up.
There’s another (long) thread on this topic. As noted, I’ve found and fixed the issue, it’ll be included in a future content update. I don’t have any specifics past that, sorry.
What’s your current quest objective? Which NPC? I need more information. Thanks!
The story step takes place in Mount Maelstrom. If you zoom out on the world map you should see a marker for the actual entrance. It’s trying to find the shortest route to the entrance, but it doesn’t know that the asura gate is closed.
You need to kill undead until that objective completes.
Ok, glad to hear it. The undead ARE supposed to stop appearing once the wraith is dead, I’m looking to see if that’s not working for some reason.
If you haven’t completed the “slaughter undead” step, keep killing.
EDIT: That doesn’t match up with what I’m seeing, the wraith isn’t attackble until you complete the “slaughter undead” step. Is that objective ACTIVE or COMPLETE?
(edited by Jeffrey Vaughn.1793)
What’s your current quest objecitive? There aren’t any respawning undead once you complete the step to slaughter them and trigger the wraith, so I’m not sure where you are.
I just ran through it as a thief, if you don’t run through the middle of the portals (and draw all of the elementals to you) you can run around and face the boss and, at worst, 2 L15 elementals. (And that one level makes a big difference.)
Not a bug. The story mode of the dungeon, and the story step that takes place in the dungeon, are not the same thing. As you mentioned in the OP, you were on the L32 story step at the time.
I just ran through it with no issues, are you killing everything on the way or just trying to rush to the corpse? You can examine it once you’ve killed the critters in the way.
Change the zone you’re in, or log out and back in.
I just used Blinding Powder while fighting dredge and, though they ignored the Blind effect, I was stealthed 3/3 attempts.
When the water bucket is poured on a location, it sends a short-range “signal” to indicate that it’s been used. Have you tried adjusting your character’s position to see if you’re dumping the water in a different spot than the game is looking for? (For example, standing ON the drunk and dumping the water near him won’t work.)
The costume pieces are “town clothes” which means that equipping it visually replaces all of your normal gear. In the Hero panel there’s an icon above the hero to switch between town clothes and normal gear.
A fix has been made, but it won’t be applied to the Live servers until it’s confirmed by our QA department and approved. Normally, fixes are applied to the next content update (which is slated for early Nov) but I’ve asked for them to fast-track this fix, but I don’t have an ETA for when the fix will go live.
(edited by Jeffrey Vaughn.1793)
I have completed the story TWICE and have received no token. My patience is at breaking point.
Completing the dungeon’s story MODE does not award a token. Completing your personal story does. Also, make sure your mail inbox is receiving new mail; if it’s full, you won’t get the token until you clear it out.
Completing story MODE of the dungeon does not award a token. Completing the personal story does. Also, make sure that your inbox is receiving incoming mail; if it’s full you won’t get the mail until you clear it out.
Please check for other posts on the same topic before making a new thread.
We’ve tried this multiple times with 1,2, and 5 players, and have not encountered this bug. : (
AFAIK anyone who has completed the story has been sent a Pact token. Make sure your inbox is allowing new mail.
Unfortunately, no, I don’t know of a workaround. Also, with all the high-priority fixes going in for the Halloween update (crash bugs that can affect all players, for example) I’m not sure when this fix will get pushed to Live.
There are two threads on this issue, I forgot to update this one.
https://forum-en.gw2archive.eu/forum/support/bugs/The-hatchery-bugged/517476
Please look at the forum for other threads before posting. Thanks!
https://forum-en.gw2archive.eu/forum/game/story/Personal-Story-Quest-The-Hatchery-Bug/511612
I’ve asked out QA team to look at the second issue (order switching if you do the lesser race stories co-op). I’ll give an update once I know more.
Update: Ok I found and fixed the issue, and I’ve asked if it can be fast-tracked and put in before the next content update (which is in Nov.)
Please read my post above.
Please check the forum for other posts before making a new thread.
https://forum-en.gw2archive.eu/forum/support/bugs/The-hatchery-bugged/510269
I’ve said it before, we’ve fixed the bug to prevent it from affecting new players, but we CANNOT fix characters that have already been affected. There is NO differencetween a character that was sent to the Vigil because of the bug, and one that chose the Vigil, so there is no way to do any automatic fix. CS does NOT have the ability to change a character’s active story steps, so this is not something that can be dealt with on a case by case basis if you petition them. I wish I had better news, but I’m just being brutally honest.
It’s completing the actual storyline.
I’m not entirely sure I understand the question. The entrance to the Pact area where the merchant is located was accessible on our test servers, but not on Live. We’ve corrected that, and it should be getting updated soon.
I’ll take a look at it, it was fine when we tested it before the update, but it’s possible some other unrelated issue go introduced. If you can make a note of it, knowing the order that you saved the skritt in would help.
We’re working on a fix, the issue is something that worked on our test servers but didn’t work on Live, so we had no way to catch it before the update, unfortunately.
I’ll take a look at it, it was fine when we tested it before the update, but it’s possible some other unrelated issue go introduced. If you can make a note of it, knowing the order that you saved the skritt in would help.
Do you have “Fast cast ground targeting” turned on options? It will use the mouse cursor’s position to place ground targeted effects, so no targeting circle is shown, and if your cursor is not on a valid target (i.e. it’s pointing at the sky or a distant object) it will give the “out of range” error.