0.4.0e Patch Notes
|
Hello.
I’m attaching a YouTube video as proof — after running 56 rooms, I barely managed to get two Lock Medallions: https://youtu.be/cL_1rLjMjCs Because of this extremely low drop rate, I’ve already had to rebuild my second chain twice, simply because I didn’t have enough locks to continue. Before the patch, I clearly remember that by the halfway point of the temple I already had a full set of medallions, so something definitely feels off now. It really seems like the drop rate isn’t working as intended, so I’d appreciate it if you could take a look at this. | |
" You linked a single temple run to prove your point lol. You failed to even do that because 2 locks is plenty adequate to at least maintain progress. Please for the love of god stop this conspiracy, its pure rng whether or not you get locks. All that matters is that for a sufficiently long period of time, you get the necessary number of locks on average to develop ur temple into its endstate — something a singular run has neglible bearing on. |
|
|
Just to clarify — this isn’t meant to be any kind of conspiracy theory. The video is simply there to show what happens in a rebuilt, high‑level temple, because that’s exactly where the problem appears. As I mentioned earlier, this wasn’t an issue before the patch. For the last three days I haven’t made any progress at all — only regression — because I keep running out of locks.
Regarding the “average RNG” argument: if the average drop rate were actually working as intended, I would always have at least a few spare locks saved up. But as you can see in the video, I’m left with just one. If the two locks in this run hadn’t dropped, I would have completely lost my second chain, because I always keep one lock in reserve to prevent the first chain from degrading. Talking about long‑term averages like “250 locks over 100 runs” doesn’t reflect the real issue. That kind of average still allows scenarios like 10 runs in a row with zero locks, and the remaining 90 giving all the drops. The problem is that after those 10 dry runs, there’s nothing left to block — the temple progress is already gone. That’s why I’m reporting this. It’s not about theories — it’s about showing that something feels off specifically after the recent patch, especially in larger temples where the drop rate should logically be higher, not lower. | |
|
[/quote]
You linked a single temple run to prove your point lol. You failed to even do that because 2 locks is plenty adequate to at least maintain progress. Please for the love of god stop this conspiracy, its pure rng whether or not you get locks. All that matters is that for a sufficiently long period of time, you get the necessary number of locks on average to develop ur temple into its endstate — something a singular run has neglible bearing on. [/quote] No, I'm convinced you're wrong. My temple had 75 rooms (including 61 T3 and 10 Spymasters T3) and when I finished it (late, without cheating like the streamers), I had no problem with medallions. On the contrary, I had too many, always 5 in my inventory, and I left some on the ground. What happened was that the more I increased the THIRD of my rooms, the fewer medallions dropped. I saw my stock slowly DECREASE until tonight, when I failed to get the two medallions I needed. And so I lost a large part of my secondary snake. It can't be bad luck because between too many medallions and not enough medallions, I must have done at least 20 runs (I was trying to reach level 100). I conclude that GGG has implemented this system of decreasing medallion loot based on the third of the rooms. The closer we get to a full T3 temple, the fewer medallions we have to maintain it. As a result, statistically, the temple collapses. I have no words to express my disgust at this mechanic. |
|
" I recorded a second video to show the issue even more clearly. This one starts from the middle of the run, and by that point not a single lock had dropped. The one lock I’m holding — as I mentioned earlier — is the emergency one I always keep so that at least one chain doesn’t degrade. Later in the run, only one lock finally drops. By the end of the run, I actually lose my second chain, because the drops simply aren’t enough to sustain both. After leaving the temple, I end up with just two locks total — and that’s only because I always keep one in reserve. Here’s the video: https://youtu.be/qt2pNhrtmmU This is exactly what I’ve been trying to point out. With drop rates like this, there’s no way to build up any buffer. It almost feels like the recent patch may have fixed one thing but unintentionally broke something else in the process. | |
" You clearly do something wrong, and you show videos that are supposed to prove something from the middle of a temple run, why only from the middle?. Maybe you deleted locks or skipped rooms with locks on the ground to prove your point on forum (for whatever reason) and then started recording, we don't know the truth there. There is no way you are not dropping enough locks to maintain just two snakes, i am playing daily and have no problem maintaining two snakes. Like i said, you are either not telling us the entire truth or clearly do something wrong. Also kinda weird architect position. Last edited by Rod#7054 on Feb 15, 2026, 6:58:04 PM
| |
|
1
|
|
|
If I party with anyone - enter my temple and exit in anyway my temple is closed - I still have to press the button to finish the run but I can't re-enter even if I haven't pressed the button. Simply put when I exit my temple in a group the red portal/doorway goes dark not allowing re-entry. This means if I take anyone into my temple with me I can't leave until the run is complete and I have picked up everyhting I want before leaving, it also prevents me getting out to apply a room upgrade to free up medallion space.
I also opened a temple in just a party of 2 the other day - he enterd the Vaal Ruins - I was there waiting for him - him entering the Ruins lagged me out - I log back on - temple closed - locks and crystals used. I thought this pactch had addressed this - all it seems to have done is stop your temple automaitcally closing not allowing one to apply any medallions before closure. I hope you can fix this becasue it is quite a frustrating. PC Player. Last edited by VicVip0r#2949 on Feb 16, 2026, 4:57:52 AM
|
|
|
.
Last edited by Mitrof4n#1008 on Feb 18, 2026, 9:29:59 AM
|
|
" " Complete nonsense. Today, without any fear, I launch my temple of 77 rooms and 6 parties of random people... WITHOUT HAVING ANY LOCK, the result: 2 runs, and both runs I collect 2 locks for the sustain of the temple. The strongest are lucky. Last edited by Mitrof4n#1008 on Feb 18, 2026, 9:31:08 AM
|
|

























