0.4.0d Hotfix 2

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mistre83#3550 wrote:
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Mitrof4n#1008 wrote:
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Ururuj#5278 wrote:
I went through 70 rooms twice, 1 time it gave me 2 locks, 2 times it gave me 1 lock, 3 times it gave me 0, and in the end I broke the Temple. Stop talking nonsense if you don't get paid for it.


I have 14 Spymasters, and in three runs I got only one lock (and not from a Spymaster).

A lot of people are experiencing the same issue, so I don’t think all of us suddenly started doing something wrong.

The only difference I notice in your temple is that you are not using the Russia tech, but the normal one.

However, if this is the reason, I would like to know why this huge nerf was not mentioned in the patch notes.

Build smithy, upgrade them to tier 3, build alchemy lab t3. High chance for drop advanced medalion - it's drop lock. Believe me, I stayed in the temple until the new year and hotfix 15 - 100 hours, this year i spent 50 hours in the temple, i know what i'm talking about..
Last edited by Mitrof4n#1008 on Jan 18, 2026, 5:48:47 AM
I drop 6 locks every run. So.. who experience something else - skill issue.
Wer von seinem Tag nicht zwei Drittel für sich selbst hat, ist ein Sklave
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Tetsix#3305 wrote:
I drop 6 locks every run. So.. who experience something else - skill issue.


My temple is exactly the same as it was four days ago. Back then, I was getting 2–4 lock medallions per run; now, with the same setup, I’m getting 0–1.

If many people are experiencing the same issue, how is it possible that all of us are suddenly doing something wrong at the same time?
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mistre83#3550 wrote:
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Tetsix#3305 wrote:
I drop 6 locks every run. So.. who experience something else - skill issue.


My temple is exactly the same as it was four days ago. Back then, I was getting 2–4 lock medallions per run; now, with the same setup, I’m getting 0–1.

If many people are experiencing the same issue, how is it possible that all of us are suddenly doing something wrong at the same time?

If you dont drop 4-6 lock every run -
Spoiler
your's temple is wrong
ok, 2 lock you need for sustain.
Last edited by Mitrof4n#1008 on Jan 18, 2026, 7:10:21 AM
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Mitrof4n#1008 wrote:
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mistre83#3550 wrote:
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Tetsix#3305 wrote:
I drop 6 locks every run. So.. who experience something else - skill issue.


My temple is exactly the same as it was four days ago. Back then, I was getting 2–4 lock medallions per run; now, with the same setup, I’m getting 0–1.

If many people are experiencing the same issue, how is it possible that all of us are suddenly doing something wrong at the same time?

If you dont drop 4-6 lock every run - your's temple is wrong


My setup:
13 Spymasters (T3)
13 Garrisons (T3)
1 Smithy (T3)
2 Alchemy rooms (T3)

What exactly is wrong with this? Days ago, all of us were able to get enough locks with this configuration — and now we can’t.

I think they may have nerfed lock drops if you are using the “Russian method.”

But I don’t want to destroy my temple just to confirm it. I just hope GGG will tell us why so many people are experiencing this.
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My setup:
13 Spymasters (T3)
13 Garrisons (T3)
1 Smithy (T3)
2 Alchemy rooms (T3)

What exactly is wrong with this? Days ago, all of us were able to get enough locks with this configuration — and now we can’t.

I think they may have nerfed lock drops if you are using the “Russian method.”

But I don’t want to destroy my temple just to confirm it. I just hope GGG will tell us why so many people are experiencing this.

You need more smithy t3 + more alchemy t3 for drop lock sustain!
Russian tech has nothing to do with it, the rules are equal for everyone.
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Mitrof4n#1008 wrote:
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My setup:
13 Spymasters (T3)
13 Garrisons (T3)
1 Smithy (T3)
2 Alchemy rooms (T3)

What exactly is wrong with this? Days ago, all of us were able to get enough locks with this configuration — and now we can’t.

I think they may have nerfed lock drops if you are using the “Russian method.”

But I don’t want to destroy my temple just to confirm it. I just hope GGG will tell us why so many people are experiencing this.

You need more smithy t3 + more alchemy t3 for drop lock sustain!
Russian tech has nothing to do with it, the rules are equal for everyone.


Okay, this could help, but why have Spymasters almost stopped dropping lock medallions since yesterday?

Why, with this configuration (which is more or less standard), were all of us able to get 2–4 medallions per run before, and now, if we’re lucky, we get 1?

And I repeat: all our temples are the same.

So if our temples are the same as they were days ago, how is it possible that all of us are getting fewer lock medallions?
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Tetsix#3305 wrote:
I drop 6 locks every run. So.. who experience something else - skill issue.

I used to be like this too, until yesterday—when only 0-1 locks would drop from 72 rooms and everything changed.
I am pretty sure there's a bug that was created in the last week with room ownership that is causing the medallions to not drop. They made several changes to patch bugs and crashes and it definitely feels like this bug came out of it.

What's the bug?

I think that "non-native" enemies do not drop medallions if they are the last to die. So a roll to see if you even got the medallion isn't even made if a non-native enemy is in the room and is the last to die.

What is considered native?
- Spawned bosses via buildings (such as Quadrilla Sergeant). The room they are spawned in is considered native. If they move into another room, they are considered non-native even though they count towards the room completion.

- Spawned bosses that start inactive, such as the Spymaster, the Commander, the Flesh Surgeon bosses, the Forge Master, the Imitation Triumph are all considered native to the room and count towards dropping the medallion if killed last.

- Any monsters that are spawned in their original positions. They will be native to the room they are in. If they dash through a door or teleport or jump into your room while being in another room, they will be considered non-native and add to the clear requirements of the room you are in.

What is non-native?

- Any monster that was in a different room originally that moved into your active room, adding to the room clear requirement.

- Any SUMMONED unit. The biggest offender is the Spymaster. When the boss is triggered, many summoned units are added to the fight and NONE of them are considered native to the room but are required for the clear requirement for the room. Activated units such as the bosses or the units in the surgeon rooms are considered native.

- Any monster that was in a different room but is now in your current room.

What do I do to try to work around it?

- I luckily have a suboptimal build that doesn't clear rooms automatically and requires me to aim my attacks to blast portions of the screen.

- The goal I have is to kill native monsters last. For the Spymaster, its difficult to know which mobs are native since they get mixed in with the summoned ones so I try to make sure the Spymaster DIES LAST. For the Legion Room and other barracks, I try to kill the Drill Master last.

TLDR - Kill the spymaster last (if your build is able to discriminate), the lock drop rate spikes and starts to make way more sense.
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mistre83#3550 wrote:



Okay, this could help, but why have Spymasters almost stopped dropping lock medallions since yesterday?


I have no idea, today, like yesterday, like the day before yesterday, I’m consistently looting locks.

You ALWAYS need to have a buffer of 3-4 lock to prevent the temple from being destroyed. That's the whole secret.

And about the comment above about murder last.. This is complete nonsense! I'm playing CoC Impending Doom - and the whole room explodes with just one button, so you can't tell who you killed with the comet and in what order :)

Of the non-native monsters, I only saw construct golems in the garrison rooms- or unique lizards.

Even more, I came across the fact that humanoids from rooms located on a different circle are able to jump over walls, stand on the wall, and in the end they will end up in the same room with you.
Last edited by Mitrof4n#1008 on Jan 18, 2026, 8:19:53 AM

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