Waterdeep Fighters Guild - Gladiator

This forum contains bugs which the test team think are fixed are awaiting confirmation from the initial reporter of the bug.
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Zethanon
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Waterdeep Fighters Guild - Gladiator

Post by Zethanon » Wed Oct 30, 2013 4:32 am

When I tried to join the Fighters Guild, the gladiator wasn't spawning.

I told the recruiter I was ready, he told me to face my foe, and when I would go down...

The recruiter says to you 'Go then, warrior, and prove yourself.'
The recruiter says to you 'Your opponent awaits you below.'
The recruiter says to you 'Return again and ask to fight him if you cannot defeat him this time around.'
You wink at the recruiter.
You see A stone stairway.
A stone stairway
S-The Field of Tr U-Entrance to the
A narrow stair hugs the walls of this tall tower and, at the
height of perhaps six or seven meters, reaches a doorway set
inside of an arch. The floor and the stairs have been white
washed and a persistent glowlight hums up above the door its
light casting deep shadows on the steps.
Nothing. I figured out a way to keep him there, because there were times this would happen:

The recruiter nods to you and points down.
The recruiter says to you 'He is waiting for you.'
You see A stone stairway.
a gladiator is nearby down from here.
A stone stairway
S-The Field of Tr U-Entrance to the
A narrow stair hugs the walls of this tall tower and, at the
height of perhaps six or seven meters, reaches a doorway set
inside of an arch. The floor and the stairs have been white
washed and a persistent glowlight hums up above the door its
light casting deep shadows on the steps.
The sky is warm and stormy and a warm southerly breeze blows.
He'd spawn, but as soon as I went to greet him, he would disappear. How I made him stay for my quest in particular was to have someone stay in the room with him, as he spawned, and he will remain in the room. This is just a heads up that this happened, and this is how we bandaged the issue.

tl;dr
Gladiator wasn't spawning, when spawned would disappear unless someone was in the same room with him.
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Let's kill them all.
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Harroghty
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Re: Waterdeep Fighters Guild - Gladiator

Post by Harroghty » Wed Oct 30, 2013 3:04 pm

So, yes, the gladiator does have a 15% change of departing if there is no one in the room because otherwise he would sit there for days. Still, it is possible, but very unlikely for him to run off before you get down there. In five iterations of testing this morning, this did not happen once for me.

I have no idea why he would depart upon your entry. His greet program does not dismiss him in any way.

Has anyone else had issues with this?
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Kinni
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Re: Waterdeep Fighters Guild - Gladiator

Post by Kinni » Thu Oct 31, 2013 1:51 am

I had this issue just the other day. Character was asked to go face the gladiator, I ran all around since I'd never made a fighter before and couldn't find him! I asked again and he spawned.

That being said, I made several attempts before winning, so this happened to me twice within my five tries. I also, on one of my attempts, had TWO gladiators spawn. Attacking one, did cause the other to join in and, needless to say, I got my ass kicked.
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Re: Waterdeep Fighters Guild - Gladiator

Post by Tyeslan » Thu Oct 31, 2013 9:27 am

I have had it happen several times for me. To the point where I have just walked off, and waited until later to deal with it. He will stay if someone sits in the room while he spawns, but otherwise he doesn't like to appear, and stay.
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Re: Waterdeep Fighters Guild - Gladiator

Post by Casamir » Thu Oct 31, 2013 3:27 pm

Maybe some sort of self additive questbit to slow down the mob vanish would work, at least the first time out?
time_prog 15%
if questr(x,y,z,$i) == 0
mpmset $i questr x y x 1
else
<rest of code>
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Harroghty
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Re: Waterdeep Fighters Guild - Gladiator

Post by Harroghty » Thu Oct 31, 2013 4:05 pm

There is an easier solution, but I am a little busy today. I'll have it up tomorrow morning at the latest.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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Harroghty
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Re: Waterdeep Fighters Guild - Gladiator

Post by Harroghty » Thu Oct 31, 2013 8:09 pm

Okay. Thanks for all of the reports.

This is fixed on the game port. Let me know how it works out.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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