Bug (?) with "release captive"
Probably. I had the same problem with a timed mission. The same arc has three other unfailable missions with captives, which work fine. I've had to remove the timer for now.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Thanks. That's how I'll handle it for now.
Any reports of this captive happening with other failable missions, such as missions where a boss runs?
"Bombarding the CoH/V fora with verbosity since January, 2006"
Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers
A CoH Comic: Kid Eros in "One Light"
[ QUOTE ]
While testing a new arc tonight, I encountered some buggy behavior. Along with several other goals, the mission at issue included two instances of a "release captive" goal. All the enemies' and hostages' dialogue and animations played correctly, and the hostage properly ran away once the captors were defeated.
However, as soon as the hostage reached an elevator, the mission failed. The system seems to be treating the hostage as an escaping boss. Has anyone else seen this happen, either in a published mission or in testing?
I should add that the mission at issue could be "legitimately" failed, since it is timed, but both times I tested it and saw this bug, I had well over an hour of time left. I wonder if the "failable" flag is part of what's causing this problem.
[/ QUOTE ]
Yes - my son is writing an arc that had a release captive, and when I tested the mission containing it the mission failed when the captive reached the mission door.
His mission was a timed one as well.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
Yes, this showed up in Beta and was bugged there, and has been bugged since I15 went live. Best thing you can do is bug it yourself and use the work around.
Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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While testing a new arc tonight, I encountered some buggy behavior. Along with several other goals, the mission at issue included two instances of a "release captive" goal. All the enemies' and hostages' dialogue and animations played correctly, and the hostage properly ran away once the captors were defeated.
However, as soon as the hostage reached an elevator, the mission failed. The system seems to be treating the hostage as an escaping boss. Has anyone else seen this happen, either in a published mission or in testing?
I should add that the mission at issue could be "legitimately" failed, since it is timed, but both times I tested it and saw this bug, I had well over an hour of time left. I wonder if the "failable" flag is part of what's causing this problem.
"Bombarding the CoH/V fora with verbosity since January, 2006"
Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers
A CoH Comic: Kid Eros in "One Light"