[1.5] [Bug] Quest_RampagingUmberdroth #UNRESOLVED

This quest used to work properly a long time ago (Don't ask me which version, might have been in Fallen Enchantress), but something was changed and now it doesn't work properly.

 

It doesn't work properly in that at some point at the beginning it creates a village (to which you are supposed to go and kill the Umberdroth) but it never lets you get there. The sequence of events just break down and before you know it you're fighting the Umberdroth.

 

<Description>Make your way to the village</Description>
<Treasure>
<GameModifier>
<ModType>Map</ModType>
<Attribute>CreateGoodieHut</Attribute>
<StrVal>Abandoned Village</StrVal>
<Unitclass>GH_Quest_AbandonedVillage</Unitclass>
<Radius>3</Radius>
</GameModifier>
</Treasure>

 

As a result, the GH_Quest_AbandonedVillage does not clear up from the map on itself (You have to go through it and nothing happens then). 

 

While you're not prevented from completing the quest, I don't think this one is working properly.

 

 

 

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5,990 views 3 replies
Reply #1 Top

Hrm...I know I completed this one successfully in my last game.  I do have CoS installed, though, so not sure if that modifies the quest at all.

Reply #2 Top

Yeah, what I wrote is somewhat confusing, I can see that now.

 

The quest does work (You can complete it eitherby fighting or by pork(ing!)).

 

It just doesn't seem to work properly (At least for me); you never have to go to the village if you choose to fight the Umberdroth, the tactical map loads immediately (After a few choice texts actually but still, you don't move at all) and that goes against the Quest Description:

 

"There used to be nearby village, until a traveler brought an umberdroth to town.

 

After putting on a show, the creature went wild and wrecked half the town. Naturally the villagers fled for their lives.

 

The umberdroth on the other hand has taken a liking to the village. Clear it out and they'll give you their only item of real value, an enchanted sword."

End of quote

 

Phase I

<QuestObjectiveDef>
<ObjectiveID>0</ObjectiveID>
<NextObjectiveID>1</NextObjectiveID>

...

<QuestChoiceDef>
<Description>He's useless. I will handle the Umberdroth myself</Description>
<NextObjectiveID>1</NextObjectiveID>
</QuestChoiceDef>
</QuestObjectiveDef>

 

Phase II

<QuestObjectiveDef>
<ObjectiveID>1</ObjectiveID>
<NextObjectiveID>2</NextObjectiveID>
<Description>Make your way to the village</Description>

<Treasure>
<GameModifier>
<ModType>Map</ModType>
<Attribute>CreateGoodieHut</Attribute>
<StrVal>Abandoned Village</StrVal>
<Unitclass>GH_Quest_AbandonedVillage</Unitclass>
<Radius>3</Radius>
</GameModifier>
</Treasure>

 

Shouldn't they actually let you arrive at the Abandoned Village before setting up the fight?

 

* * *

 

Also, and this is a separate issue, but can "JoinArmy" Quest units be beefed up? The Naja, the Butcherman, and the Umberdroth are all a bit underpowered (Maybe level 3 would be nice?)

 

For example, in Quest_RampagingUmberdroth:

Either fight a level 9 Umberdroth (Beefed up to 18 if using Insane World Setting? [Can't remember if World Setting applies to Quest Spawns] ) which you could tame (Beastlord / Collar)

OR

JoinArmy: Umberdroth Level_1 (Really? I get that getting 6 SaltedPorks isn't very hard, but unless you find this quest right at the beginning this isn't gonna be very useful or maybe I'm just not protective enough of my little things).

 

 

 

_________________________

LH Mods by Primal

XtraDeconstruct

XtraDeconstruct Canons