Everything Wrong With Sky Passages: Megathread

I’m sorry I’m taking liberty of creating this megathread. There’s a lot of complaints about Sky Passages, I just want to round them all up here and explain for devs’ convenience.

  • Game Version: 100.17.22308.0

  • Build Number: 481060R

  • Platform: Steam

  • Operating System: Windows 10

1. Villagers wouldn’t garrison into Sky Passage (Atlantis #1)

Problem:

This isn’t actually a bug with Passages. This is rather a design problem.

Both games include “one-click garrison” toggle in settings. This toggle allows units to garrison into buildings by right-clicking them. It is on by default in AoM, as you can tell judging by how people react to this being off by default in Retold.

There's something else though...

Not concerning Passages but irksome still: with “one click garrison” enabled in Retold villagers would ignore damaged buldings and garrison into them still. In AoM villagers follow this logic: REPAIR IF ABLE THEN GARRISON IF ABLE. In other words, repair has priority over garrison. In Retold, vills either repair with one click and garrison with hotkey, or repair with hotkey and garrison with one click.

Solution:

Retold should have “one-click garrison” enabled by default for all players. Also please update vills to have repair priority over garrison.

2. On maps with pre-existing Sky Passages, player built Sky Passages wouldn’t connect to pre-existing ones (Atlantis #2)

Problem:

Units can in fact travel between pre-existing and player-built Passages, but not without problems. Let’s call pre-existing Passage network A and player-built one B.

  • A unit entering an A passage cannot exit a B Passage by clicking unit icon in garrisoned units list. The unit instead exits the A Passage they entered through. Same vice versa.
  • A unit entering an A passage can exit a B Passage by clicking “unload garrisoned units” button of the latter. The problem with this is that all units exit, not just the ones you want.
  • When a unit enters an A Passage, only A Passages light up. Same for B.
  • When a unit enters an A Passage and exits a B Passage, A Passages remain lit as if containing units. Same vice versa.
  • Running a unit through A Passages in and out clears them of lit bug. Same for B.

3. Units can un-garrison from Sky Passage foundation

Problem:

Self-explanatory. Passage foundation has a garrisoned units list, units garrisoned into another Passage appear on that list and can exit through the unfinished foundation. Subject to bugs from p.2.

4. Units won’t garrison when rally point set on a Passage

Problem:

When a unit-producing bulding has its rally point on a Sky Passage, units trained there would run to the passage and mass around it but would not garrison. This is just one of many problems with garrisoning rallied units in Retold. AoM has the same problem with Sky Passages but none of the rest.

  • Units walk to and/or garrison when rallied to: transport ship, same TC
  • Units walk to but don’t garrison when rallied to: another TC, manor
  • Units don’t walk to and stay at spawn when rallied to: tower, fortress

Solution:

This should be stream-lined. Units should walk to and garrison when rallied to applicable targets.


This is all I have for now. If you have other Sky Passage related problems please coment here! I will investigate and add.

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