If you choose to attack Thristwn during the course of the Far From Home quest in Defiance Bay (Brackenbury/Ondra's Gift), by means of the [Aggressive] option in telling him to stay away from Serel, the entire establishment (The Charred Barrel) turns hostile.
Considering that nothing like that happens if you do the opposite - force your way to Serel at the Salty Mast by killing her guards - I cannot believe that this is working as intended.
Also, even if you do not initially agree to get the medallion for Thristwn, you still get the quest, and much of the dialogue suggests that you have agreed to help him. When you return to Thristwn after talking to Serel and coming to the conclusion that she deserves it more, your only dialogue option is to actually agree to get the medallion for him.
This updates the quest, and then when you next talk to him, you can tell him that you've come to the conclusion that she deserves it more, leading to the argument which can get the entire inn violently murdered.
Also, the fact that you get greatly reduced options in dialogue when talking to her after killing her guards makes very little sense, compared to the options given to you if you pay to sleep with her and instead just ends up talking to her. It stands out as very odd and the dialogue is extremely shallow. Not a bug, just a comment.
Solutions:
The quest should not start unless you agree to help Thristwn to begin with.
If you choose to deal with him violently, the entire Inn should not turn hostile.
The entire quest feels a bit wonky and unfulfilling, and should probably get another pass at the very least. It feels rather forced upon you, and lacking in options. If you side with Serel, your only option is to either attack him (and thus make the entire establishment hostile, currently) or tell him that you'll deal with him later; unless you have Resolve 17, which gives you a pacifist "get over it" option, or Might 16, which gives you another [Aggressive] option that doesn't necessitate attacking him.
Suggestions:
Allow the threat to be attempted without 16 Might (Aggressive), but resulting in him pushing back, panicking, and attempt to attacking you.
Have a Might 16 option to rough him up (Aggressive), resulting in a second option to either let him go peacefully (Benevoloent), or to actually kill him then and there (Aggressive or Cruel).
Question
Luckmann
If you choose to attack Thristwn during the course of the Far From Home quest in Defiance Bay (Brackenbury/Ondra's Gift), by means of the [Aggressive] option in telling him to stay away from Serel, the entire establishment (The Charred Barrel) turns hostile.
Considering that nothing like that happens if you do the opposite - force your way to Serel at the Salty Mast by killing her guards - I cannot believe that this is working as intended.
Also, even if you do not initially agree to get the medallion for Thristwn, you still get the quest, and much of the dialogue suggests that you have agreed to help him. When you return to Thristwn after talking to Serel and coming to the conclusion that she deserves it more, your only dialogue option is to actually agree to get the medallion for him.
This updates the quest, and then when you next talk to him, you can tell him that you've come to the conclusion that she deserves it more, leading to the argument which can get the entire inn violently murdered.
Also, the fact that you get greatly reduced options in dialogue when talking to her after killing her guards makes very little sense, compared to the options given to you if you pay to sleep with her and instead just ends up talking to her. It stands out as very odd and the dialogue is extremely shallow. Not a bug, just a comment.
Solutions:
The entire quest feels a bit wonky and unfulfilling, and should probably get another pass at the very least. It feels rather forced upon you, and lacking in options. If you side with Serel, your only option is to either attack him (and thus make the entire establishment hostile, currently) or tell him that you'll deal with him later; unless you have Resolve 17, which gives you a pacifist "get over it" option, or Might 16, which gives you another [Aggressive] option that doesn't necessitate attacking him.
Suggestions:
- Allow the threat to be attempted without 16 Might (Aggressive), but resulting in him pushing back, panicking, and attempt to attacking you.
- Have a Might 16 option to rough him up (Aggressive), resulting in a second option to either let him go peacefully (Benevoloent), or to actually kill him then and there (Aggressive or Cruel).
Edited by LuckmannLink to comment
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