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They want it as fertiliser.
cool except I actually had time pass forward when I moved to a different area and not from resting. same concept except it was because I had sent some explosive to camp and had to go get it.
guess why that might be a problem for some people? I was trying to help those folk.
that's awesome but what I was saying is actually trying to side with nere like the game says you can is what is broken.
like, every single variation of events that I can try from my save ends with a guard deciding that one of the enemies was actually a crime to fight and then nere goes hostile and can't do anything about that. it's like the game thinks you did a crime. I don't know how more clear I can be about this.
this game will not allow you to side with nere.
It does actually, but it doesn't do so explicitly. It just reminds you periodically that the tunnel looks like it's going to imminently cave in.
Personally I do agree this is a bad design choice. The reason is that there have been thousands of quests written for cRPGs over decades with quest givers imploring you of the urgency of their situation and in almost 100% of cases it doesn't matter two hoots when you get round to doing it.
It follows that if you want to put time limit pressure on players to get a specific quest done then you have to be explicit about what the time limit is. I know the writers in this case didn't want to do that because, like, who could possibly know exactly when the tunnel in question is going to fall in etc, but because of this training we all have that unless told specifically otherwise (like in minutes, hours, days, weeks, rests, whatevers) then we can always do the thing when we want to.
I think in this case the tunnel goes down after two rests after arrival at the area. The game should tell you that. I couldn't complete this because I did the forge first and needed a rest after Grym. When I got to the Nere situation I had nothing left and needed another rest. Another rest triggered the default tunnel fall. Not that it matters that much unless your doing an evil playthrough but it's still jank.
keep in mind it isn't only rests but if you travel away from the area that counts too.
The main problem with this quest is that IT IS BUGGED. Siding with nere, telling nere you will "take their heads" like he says? makes the game think you did a crime. So the point of this thread is to let people know that even if the game tells you that something is an option, save beforehand because sometimes the game is just broken and doesn't work adn you won't know until you're 100 hours in.
dude that's so intensely frustrating. I've done every variation I can think of BEFORE the fight starts with the singular exception of "kill literally every single person who isn't caved in" which I think is what you're suggesting to do.
if you don't talk to the rebel leader dueregar, every single deep dwarf goes hostile when nere comes out. so nere goes hostile at you too, because you killed "nonhostile" guards. I found that I had to talk to the rebel leader, decide to support him, destroy the arcane eye, then betray them when nere comes out to get any of that to function as it seems to be intended to function.
and then after that fight anyone who isn't in the immediate area accuses you of assault and murderhobo behavior the second the fight ends, nere goes hostile, save ruined.
hopefully if I try your way my UI won't break and prevent me from doing anything in the game again.
Even when I did this fight in the "good" path (kill Nere) the dwarves bugged to hell and back.
"Help! I'm being attacked!"
"My friends will avenge me!"
After all siding with Nere and going hostile on me of course. I think it's just an issue with the dwarves themselves, always being considered innocent bystanders, even as they actively engage and attack you
between that and the pretty long load times it really strangles one's ability to actively enjoy their time spend with this game. that sucks, because the game is actually really good. i don't know how much one can expect the devs to fix things, as far as I can tell there's both good communication between the bugs in this game and also zero communication whatsoever and nobody can tell what the hell is going on at any time.