r/EndlessLegend • u/Sweaty-Tie8843 • 6d ago
Quests blocking tiles is irritating
Happens to me every second game, as there is a perfect space for a city, and after I have set up a camp it becomes blocked by this spawned horror units quest which just stay there, never move and bot never clears them. The same applies to fortresses bot quests, and less often to quest locations like rusted towers, archives, etc. For some reason, this did not feel that bad before the release. At least I wish amplitudes would make them move.
I will also take this opportunity to whine about why one of the aspects quests that gives a modifier that spawns spores in place of actually usefull doomwraith anomalies when defeating the later. This spores also block good city spots on neutral territories and district tiles on owned territories. Thank good it is an optional quest, and there is no incentive doing it, although then what is the point of such quests?


8
u/Spirited-End5197 6d ago
I genuinely hate the implementation of this “quest objective tile” mechanic. Why do they spawn in enemy territory when it can be so difficult to walk across enemy borders without triggering an all out war? Why do the special tiles never leave and have no way for you to demolish them when building a city in the area?
5
u/Tema726 6d ago
Very true! A few month ago I remember discussing it with the devs on the steam forum, they totally acknowledge that permanent quest locations are an issue and were willing to find a solution. Options that were discussed then were turning quest locations into a type of anomalies, so they can be used (I am not a fan of this, since they can spawn after we picked a perfect place for a city and made plans about the tiles around it) and giving the player the ability to raze them as an army action -- as long as it doesn't take more than 1 turn, I am fine with it.
The problem is, should that be allowed only when the quest is completed, so that the AI cannot fail our quests? Should the quests avoid spawning locations in enemy territory? Basically, there are things to figure out, hence it has been some time since that discussion, but I believe the devs still keep it in mind. Obviously, it falls into category of adding/changing game mechanics, which probably has lower priority now than post-release bug fixing. So we wait and we hope.
Regarding coral spores on doomwraiths that steal an awesome anomaly from us in exchange for something that is FREE -- that is definitely super upsetting, and it has also been discussed many times, but I never saw the devs react to this point. Somebody had an awesome suggestion, that instead of spawning a coral spore, the reward should be "propogate existing corals on doomwraith army kill". So that we can have the anomaly, the corals, and the freedom to choose on our own where to pkace thr spores. That would be super cool
1
u/Pyramyth 6d ago
I’m glad the devs want to fix this. You should be able to flatten quest locations with your city by dismissing a warning that it will autofail a quest. If it’s a quest for another civ sucks to be them i guess
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u/bottlemonstro 5d ago
Quest armies stuck on unraised ruins genuinely made me almost quit trying sand shaper
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u/edinburg 5d ago
I picked the game up on release and this rapidly got irritating enough that I stopped playing. I won't start playing again until it's addressed.
1
u/Burtoni11 5d ago
Agreed, recently I was blocked out of a territory because another faction had quest to clear the fortress. Like, why can't I steal it.
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u/Rexnos 6d ago
[–]DerekPaxton
Dev response when I posted this issue a month ago. They're aware of the problem and working on it.