"Ghost" Escalations


Pathfinder Online

Goblin Squad Member

Directly adjacent to Keeper's Pass there are hexes noted with escalation icons on the mini-map (Bandit Raids--one directly north was at 16.4% last night; directly northeast was at 9.9%). However, on entering those hexes there are no events noted in the upper right corner to decrease the escalations and there are also no escalation markers on the mini-map. Are these real escalations, or a bug?

Goblin Squad Member

Yeah I pass through those hex at least 4 or 5 times a day and there seems to be nothing going on escalation wise.

Goblin Squad Member

In my experience, when a monster hex or monster home hex is spreading its influence to adjacent areas, they will show escalation activity like you see. There will typically be no escalation mobs found until it gets above some level. Is it 25% to start spawning escalation mobs?

Goblin Squad Member

We also noticed that killing a few bandit and wolf mobs in both those hexes didn't affect the percentage either. We were focusing on those and not as much the ogres (since mainly we couldn't take out more than 3 ogres in a group - and we were looking for the escalation creatures).


A similar "ghost" escalation phenomenom I have seen is hexes where the primary escalation hex has been wiped out, but the adjoining hexes still have their "goblin raid" or "Bandit raid" at 0.6%- but no goblin raiders or bandit raiders to kill. Just generic mobs.

Goblin Squad Member

We did take out the boss of the escalation in the nearby monster hex - so that could be what happened here too.

Goblinworks Game Designer

1 person marked this as a favorite.
KotC - Erian El'ranelen wrote:
Directly adjacent to Keeper's Pass there are hexes noted with escalation icons on the mini-map (Bandit Raids--one directly north was at 16.4% last night; directly northeast was at 9.9%). However, on entering those hexes there are no events noted in the upper right corner to decrease the escalations and there are also no escalation markers on the mini-map. Are these real escalations, or a bug?

This is a display bug. The hexes are in the process of being infected, but have not yet reached their threshold to be considered infected. That number is set per escalation and is somewhere between 1000 for the mini-escalations and 5000 for the toughest escalations.

Basically, if you go to a hex and it says it has a low-strength escalation, but none of the encounters include the mobs from that escalation, then you're seeing this bug. It's on the list.

Goblinworks Game Designer

sspitfire1 wrote:
A similar "ghost" escalation phenomenom I have seen is hexes where the primary escalation hex has been wiped out, but the adjoining hexes still have their "goblin raid" or "Bandit raid" at 0.6%- but no goblin raiders or bandit raiders to kill. Just generic mobs.

If those hexes ever hit their infection thresholds, then they should continue running the infection even after the source hex was cleared. But if they never reached their threshold, without the source hex there's nothing pushing them up to the threshold, so they'll just stay in that weird state until another escalation comes along and pushes out the old attempted escalation.

Goblin Squad Member

Bob Settles wrote:
This is a display bug.

Thanks, good to know so we don't keep fiddling with those for a while.

Goblinworks Executive Founder

A way to see the information about how close a hex is to becoming infected would be nice, but it shouldn't look the same as an escalation on the way out.

Goblin Squad Member

To my understanding, the design is that if you clear an Escalation before it reaches a certain point, you gain special rewards, but if you clear it after it reaches that point, you don't gain those special rewards. It would indeed be nice to know whether or not an Escalation had already reached that point.

Goblin Squad Member

Is it true or false that the tougher an escalation is to clear the better the boss reward? Or are the boss drops in yet? I seem to remember from an ancient thread that hard escalations bore greater rewards, and letting the grow had an upside (better reward) and downside (dangerous to your group and tougher to clear).

Goblinworks Game Designer

Hardin Steele wrote:
Is it true or false that the tougher an escalation is to clear the better the boss reward? Or are the boss drops in yet? I seem to remember from an ancient thread that hard escalations bore greater rewards, and letting the grow had an upside (better reward) and downside (dangerous to your group and tougher to clear).

The only special rewards that are currently in are some escalation-specific achievements, particularly ones for killing off bosses, but they're kind of buggy and will at best go out to the party that strikes the killing blow.

Currently, the main reason that killing the boss pays off is that the boss is the toughest mob that escalation can spawn, and thus drops the best loot.

Community / Forums / Paizo / Licensed Products / Digital Games / Pathfinder Online / "Ghost" Escalations All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Online
Pathfinder Online