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  1. #1
    Community Member Zenix_Leviticus's Avatar
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    Default Threnal East Part 2 nearly Unplayable

    Formed a group this morning for some speed runs through Threnal East 1&2.

    The first time we completed both parts because the Golems came to life in Part 2. We tried
    three more times and the clay golems didn't come to life and coyle and hi idiots wouldn't stop
    trying to attack them. Until Coyle gets to the door at the bottom, the quest won't go to the
    next part where the side doors open.


    Why oh why does one fix break several other things?
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  2. #2
    Uber Completionist Lithic's Avatar
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    One way around this is to let coyle aggro on a mephit, take the mephit aggro, and lead the mephit beyond the golems. Once out of golem sight, you can kill the mephit and move on.
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  3. #3
    Community Member Zenix_Leviticus's Avatar
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    Nice suggestion!!

    I was trying to figure out something safe enough to let him agro on..


    I just wish the golems always came to life. That would fix this whole thing.
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  4. #4
    Community Member Vengenance's Avatar
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    Quote Originally Posted by Lithic View Post
    One way around this is to let coyle aggro on a mephit, take the mephit aggro, and lead the mephit beyond the golems. Once out of golem sight, you can kill the mephit and move on.
    I used this same trick on Saturday when he got stuck on the Golems; it worked like a charm.
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  5. #5
    Community Member Thailand_Dan's Avatar
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    Had the same thing happen to me. I could attack the clay golems with my smite club, and 0's were popping up, but he seemed to save on confirmed crit, no matter what he rolled when I hit a 20. After about 15 minutes of swinging at the motionless clay golem, I gave up. Thx for the advise to get around this one.

    Isn't this one of the oldest quests in game? Has this bug always been here?

  6. #6
    Founder phinius's Avatar
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    Reaching the first shrine at the top usually activates the golems. Rather than taking the first or second left to head to the bottom continue straight to the shrine. The golems should activate after that.

  7. #7
    Community Member Gordo's Avatar
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    This is NOT a cure all. We already tried this tactic this weekend and it failed numerous times. It is a bug and needs to be fixed. Coyle is a tool.

  8. #8
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    Quote Originally Posted by Thailand_Dan View Post
    Had the same thing happen to me. I could attack the clay golems with my smite club, and 0's were popping up, but he seemed to save on confirmed crit, no matter what he rolled when I hit a 20. After about 15 minutes of swinging at the motionless clay golem, I gave up. Thx for the advise to get around this one.

    Isn't this one of the oldest quests in game? Has this bug always been here?
    All immobile/unactivated Mobs are now Completely immune to everything until they "Spawn" No More Smiting innactive Constructs.
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  9. #9
    Community Member In_Like_Flynn's Avatar
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    Quote Originally Posted by Impaqt View Post
    All immobile/unactivated Mobs are now Completely immune to everything until they "Spawn" No More Smiting innactive Constructs.
    Good. Less silly is better.
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  10. #10
    Developer DeadlyGazebo's Avatar
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    Post Golems in threnal

    Quote Originally Posted by Zenix Leviticus View Post
    Formed a group this morning for some speed runs through Threnal East 1&2.

    The first time we completed both parts because the Golems came to life in Part 2. We tried
    three more times and the clay golems didn't come to life and coyle and hi idiots wouldn't stop
    trying to attack them. Until Coyle gets to the door at the bottom, the quest won't go to the
    next part where the side doors open.


    Why oh why does one fix break several other things?
    One fix breaks other things because things are interrelated, of course.... There's a big hunk of code that controls what your pets/allies/charms can attack. We made a number of changes in that code recently; unfortunately it did cause this unexpected issue.

    That said, we are aware of the problem, and a fix is on the way (ETA unknown, but hopefully it will be in a patch soonish).

  11. #11
    Community Member swooshrp's Avatar
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    Default Gianthold Tor

    Quote Originally Posted by DeadlyGazebo View Post
    One fix breaks other things because things are interrelated, of course.... There's a big hunk of code that controls what your pets/allies/charms can attack. We made a number of changes in that code recently; unfortunately it did cause this unexpected issue.

    That said, we are aware of the problem, and a fix is on the way (ETA unknown, but hopefully it will be in a patch soonish).
    Gianthold Tor is having the same problem on the giant skeletons right before you enter each dragon. Though curiously it has been only the white dragon. We would just go onto the blue dragon and come back and it would work properly...

    One side note, I havent tried going to a different dragon first yet other than white, so I am not sure if it's related. I believe it be related to either AE spells or charmed monsters, but this hasn't been fully tested.

    Anyways, you may be able to look there for more clues on whats causing it.

    Thanks.
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  12. #12
    Community Member Zenix_Leviticus's Avatar
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    Quote Originally Posted by DeadlyGazebo View Post
    One fix breaks other things because things are interrelated, of course.... There's a big hunk of code that controls what your pets/allies/charms can attack. We made a number of changes in that code recently; unfortunately it did cause this unexpected issue.

    That said, we are aware of the problem, and a fix is on the way (ETA unknown, but hopefully it will be in a patch soonish).
    Thanks for the response!!

    Most reasonable people don't expect perfection. What they expect is someone to acknowledge their issue and deal with it. You
    Sir have done that!

    This post has to be the most useful the forums have ever been to me. I got a temporary work around and the acknowledgement
    that the issue is being looked at by a dev.

    Ale for everyone!! Let's celebrate!
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  13. #13
    Community Member HumanJHawkins's Avatar
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    Default

    Quote Originally Posted by DeadlyGazebo View Post
    One fix breaks other things because things are interrelated, of course....
    Just a thought... Did you look into just having an attack on inanimate objects trigger them to activate? Sure the occasional smite would get through on the first attack, but overall this would be a good realistic solution. It would certainly stop the ranger sitting there trying to banish an elly for 2 minutes rather than just waking it up and killing it.
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  14. #14
    Community Member GlassCannon's Avatar
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    Exclamation Everyone Stop Panicking!!!

    Quote Originally Posted by DeadlyGazebo View Post
    One fix breaks other things because things are interrelated, of course.... There's a big hunk of code that controls what your pets/allies/charms can attack. We made a number of changes in that code recently; unfortunately it did cause this unexpected issue.

    That said, we are aware of the problem, and a fix is on the way (ETA unknown, but hopefully it will be in a patch soonish).

    wait... was I the only one panicking? oh... ok then.

  15. #15
    Community Member MrWizard's Avatar
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    Quote Originally Posted by DeadlyGazebo View Post
    One fix breaks other things because things are interrelated, of course.... There's a big hunk of code that controls what your pets/allies/charms can attack. We made a number of changes in that code recently; unfortunately it did cause this unexpected issue.

    That said, we are aware of the problem, and a fix is on the way (ETA unknown, but hopefully it will be in a patch soonish).
    yea...and charms...wow....good way to take that spell out of the game..

    near completely broke at times.
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