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Marshal Forwyn and crowd of angry villagers still around after finishing Battle of Yenwood

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Issue: the crowd of angry villagers (with the Marshal) are still in front of my keep entrance even after I finished the Battle of Yenwood. The Marshal is also still in my Great Hall. I can talk to him and initiate the Battle; the cutscene happens and I can go through all the dialogue options, though the ones I've already chosen are greyed out. Then when I select the "charge" option, it loads the Yenwood fields map, which is empty (as appropriate, because I already fought the battle.)

 

Not a big deal. Livens up my stronghold a bit. :)

Hey TheMetaphysician,

 

This issue has been fixed as it has been mentioned on the forums quite a few times. Fortunately this issue has been fixed and will be in the next 3.02 patch!

 

Thanks!

The mob is gone but the mob's sound can still be heard in today's 3.02.09XX beta release. And why does Aloth say "Better indeed." everytime when returning to the keep?

And why does Aloth say "Better indeed." everytime when returning to the keep?

 

The game had a number of sound files for NPCs that were never hooked up and never played. Among them, comments on your progression restoring Caed Nua; guess that's what Aloth's remark is (barks for clicking repeatedly on a character and for friendly fire were hooked up in 3.0.) Perhaps firing it every time you visit the stronghold is a bit too often?

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Hey everyone,

 

I have confirmed the bug and written up a report.

 

As for the barks, Andrea is correct. There was barks meant for your companions to trigger whenever you built something new in the Stronghold, but these were never hooked up properly. 

 

Thanks again!

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