0.4.0d Restart Fix

Completely unacceptable that so many got screwed. Temple is literally unfixable for this character without shredding it and starting over.

An hour rollback should have been deployed. unreal.
You turned the grinding game into a building game and we have to play it because we can't get any items otherwiseXD Friggin' designers.
Great, all my chain of Tier 3 golems gone. Several hours there thrown down the toilet. At least, you could do a backup load before patch and nothing would have happened. That's what a competent company would do with such a HUGE mistake.
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Thanks for fast response but please consider rollback of temples. Everyone playing between the patches lost hours to days of temple building progress to this bug while no comparable amount of new progression could've been made in that time i.e. a rollback would be a net positive for virtually everyone.


"virtually everyone" No dude, just no.


Explain yourself. You'd loose whatever little progress you made on your temple in that hour, granted you were lucky enough to not get hit by this. That's a few hands of room cards.

Other players, who didn't do a single thing wrong, lost their entire temple to this bug.


My dude, if you have a complete temple already and is not PRE locking it, yes you did something wrong
Just adding another data point that I believe something has changed with the lock medallion drop rates. Struggling to sustain locks with 11 T3 spymasters and 11 T3 Garrisons.

Some hard data: my last 13 temple runs have had the following number of locks dropped:

0, 0, 1, 1, 0, 2, 0, 1, 2, 1, 2, 0, 1

Average: 0.85 per run.

I was averaging >1 lock when I had far fewer spymasters during the previous week as I was building my temple. I don't have any data there, but I was consistently at 6/6, had no fear of running out after hitting ~5 T3 spymasters, and was able to use multiple locks per run often.

RNG sometimes RNGs, but this feels off.

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Will pause playing until I hear something. I cannot risk losing a week's worth of grinding and progress on my 1/3rd built temple. Already way too much time required and it's unacceptable to lose that at this point
I am getting stuck in Alchemy Lab lvl 3 for the second time in 2 runs, where even after killing all mobs the statue is not clickable as the text line on it doesnt apear > in result I can't progress to the next door. Also got stuck in lgeions room wehre the mob that was supposed to kill the scorpion somehow ended up behind the door, so I couldnt kll him. CAn you please look into this? looks like mobs are somehow running to other room
hello, will there be a rollback on temples since it many of us lost so many rooms with this bug...... please, it is not fun to lose a full day progress on something that is not your fault
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RON#7409 wrote:
After already bricking everyone's temples... no one cares anymore we quit.


"everyone" "we" lmao.
imagine actively punishing your players that use a new mechanic too well, by nerfing lock drop rate. and then convenient bug that causes a large amount of players to lose / brick temple progress. so much incompetence. surprised people are still playing :D
I don't get why people keep saying this nonsense about 'why didn't you lock the Temple in advance?' No matter how many Spymasters you have, if you're unlucky, you can go 2-3 runs in a row without dropping even a single lock medallion. In that case, you can't lock the Temple ahead of time.

In my case, that's exactly what happened. I have 11 Spymasters, and I went two runs in a row without getting even a single lock medallion. So I couldn't lock the Temple before starting, but fortunately in that run I ended up picking up 4 lock medallions. However, the moment I exited the Temple, the rooms immediately closed and 7 rooms just vanished.

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