The "problem" is the detection of failing a quest. As far as I know the game realizes a "quest failed" as soon as you BUILD a tower of the faction you are NOT allowed to HAVE. Since you didn't build any tower since receiving the quest in that game, the "failure" wasn't detected.
Correct me if I'm wrong (but I'm pretty sure I'm not)
A possible solution to this "problem/exploit" would be to mark having said faction tower cards enabled as failing the quest or round base checking whether there are towers of the Forbidden faction in game every turn (not end of game bc you could just sell right before end)
Hey Margock! Thanks for reporting this!
Derph Minh, you're right about the way the quest failed is triggered at the moment. And the best solution right now is indeed to check the currently build towers when resuming a game.
Will add a ticket for this to be fixed in 1.1!
Cheers guys!
Uhm Andy,
does it mean you can carry a game with lets say a Scarface (in Metro/Dark) replacing the Scarface with a Shadow and then you get the quest Darkness/Nature and it will still count for that game? So do you only check CURRENTLY ACTIVE TOWERS or do you check for ANY tower build in that game, still standing or sold?
Wouldnt it be easier to just check the "used races"?
When would such an Scenario might happen?
You have 3 Dailys: Metro+Darkness, 7 Challanges and making money.
You finish the Challanges and the money thing then going Darkness only and refreshing the Quests.