Syndicate Encounters missing actual Syndicate

I first noticed this last night, whenever I have a Syndicate encounter, the first one loads correctly, and the rest don't have any Syndicate members in them.



This also happens to encounters in the actual map, so it's not the case that I simply missed the timer in research. Right before that research encounter on that map, a Transportation encounter did not include any Syndicate members.
Dernier bump le 20 juil. 2019 à 07:33:57
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I had same for fortification.
Bug # 4,040,082,052
I've got the same. Usually intervention encounter comes first. Then, if I neither bargain, kill nor interrogate with all and leave at least one syndicate member as is because I don't like either option, no other enounters spawn. The research cellar will spawn and I can clear it but the timer won't start upon entering and there will be no syndicate member in it.
If I go back and chose an option with the intervention encounter, I can reenter the research cellar and it works. (the monsters will all be dead and I just have to kill the syndicate member)
You can’t leave them without dealing with them. It won’t enable the next encounter until you deal with them all. It’s working as intended. Same reason as last league once you started a new encounter like in a Zana map, it disables the old encounter. Because choices you make affect the next encounter.
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Just now, the research cellar was empty although I dealt with all members. So still buggy...
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ammo109 a écrit :
I first noticed this last night, whenever I have a Syndicate encounter, the first one loads correctly, and the rest don't have any Syndicate members in them.



This also happens to encounters in the actual map, so it's not the case that I simply missed the timer in research. Right before that research encounter on that map, a Transportation encounter did not include any Syndicate members.


Thanks for your report, this normally occurs when you don't make a choice for all your previously defeated Targets. Leaving a defeated Target without making a choice will result in other Encounters not starting, you will need to go back and make a choice.

In an upcoming patch we're adding another choice which is to "Release" the Target.
Hello,

Encountered a bug where there didn't spawn any syndicate members in the syndicate laboratory. Was the first encounter i had on the Pit map. Fortification later on did spawn Hillock. Went back to check and still no spawn inside the laboratory.

Hope this helps.

Same here. For me, it seems to happen when I dismiss members from the syndicate. Like, the encounters are pre-loaded, and there are duplicate members in the encounters, so when you select the option to remove one from the syndicate, if they were supposed to be in a latter encounter, they're no longer there, because you dismissed them earlier.

That's the only common thing I've noticed, is that it happened when I remove someone from the syndicate.

Bug#: 3,128,704,107
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Jatin_GGG a écrit :
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ammo109 a écrit :
I first noticed this last night, whenever I have a Syndicate encounter, the first one loads correctly, and the rest don't have any Syndicate members in them.



This also happens to encounters in the actual map, so it's not the case that I simply missed the timer in research. Right before that research encounter on that map, a Transportation encounter did not include any Syndicate members.


Thanks for your report, this normally occurs when you don't make a choice for all your previously defeated Targets. Leaving a defeated Target without making a choice will result in other Encounters not starting, you will need to go back and make a choice.

In an upcoming patch we're adding another choice which is to "Release" the Target.



This may be part of it, but this is not always the case. You can't even enter the laboratory until you've dealt with previously defeated targets, because Jun isn't even there. I also just entered a laboratory with no syndicate members in it, and know for certain that I dealt with all previously defeated targets. I always do now, because I wasn't able to do the other encounters in a previous league if I didn't.
Dernière édition par VanMerrick#0501, le 18 juil. 2019 à 21:14:56
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VanMerrick a écrit :
snip

Please avoid reviving old threads. There is one from last week or so. Most of what others said is due to lack of information, not actual bug and things may have changed in these last months.

You are right about encounters being pre-loaded. This is why, if branches can spawn when we open the area, then the facilities will spawn (carts, fort, lab).

However, if you don't interact will all members in the first encounter then no one will show up in the next (need to finish one before triggering the other). A branch can't spawn if there's only the leader, so if you moved, expelled or imprisoned the only other guy then no one can spawn. A branch can't spawn of intelligence is full (safehouse ready to run) so if you somehow increased another branch's intelligence to 100% then its members can't spawn. All of these is by design.

I believe, but not certain, that a member can appear more than once as long as the condition for their spawn is valid.

And then there's some kind of bug that would prevent spawning, at least according to the Known Issues thread, so yeah, it's complicated.


Edit: Jatin's post was prior to the devs blocking access to the lab if there's another unfinished encounter. As I said, old thread.
Dernière édition par Zphyr#7004, le 18 juil. 2019 à 21:23:34

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