Pillars of Eternity

Pillars of Eternity

View Stats:
nlaslett Mar 13, 2017 @ 9:50pm
Temple of Woedica - After the Quests [spoilers]
So I'm in Act 3 and completed the 3 quests that you pick up talking to the lead priestess in the Temple of Woedica. Foiled their plans, reported back the cypher lady, got into the council meeting, watched the town burn, etc.

Now I am passing back by this way hunting down that fampyr with a bounty on his head and stopped in to see what the Temple looked like post-riots.

Much to my surprise, everything is just as I had left it. I can go into the main chaimber wearing a mask, talk to one of the shrouded figures, and chat them up about these 3 quests. All the other mercs are still hangout out in the temple. Hell, even that stammering novice is still up in the north room getting ready for his interview.

Did I miss something? Fail to trigger some event? Or is this just The Temple That Time Forgot? It seems broken that I've killed all their agents, destroyed their immediate plans, and sent their leader packing and yet here they are all just chilling.
< >
Showing 1-4 of 4 comments
Sounds odd, and later today I will enter that temple and can try to reproduce. I've never returned to talk to them once more, only to clear the temple for fun.

There are multiple ways to enter the temple (resolve, bribery, the mask) and two ways to finish the quest: 1) Kill everyone and learn about the plans via watcher powers. 2) Pass the test and learn about the plans by peaceful talking.

It could be a bug, that if you do it with peaceful resolution, it would be possible to redo the conversations when you return. Will reply to this topic in some hours.
So, meanwhile I've reproduced it. Visited the three places to close those three quests, then returned to the temple. There is no reset or anything like that. The guards don't block the way and don't start talking as when visiting the temple for the first time, but if talking to them myself, one can redo the initial choices of how to enter the temple. Then inside, everything is as left behind. The door to the sanctuary is still open, and the Acolyte doesn't start talking, but still offers the same six conversation options as before, if wearing the hood.

These Leaden Key are not updated by anything you do in the game outside the temple. The game doesn't handle them in any special way, not even if eliminating other Leaden Key groups somewhere else.
nlaslett Mar 15, 2017 @ 9:18pm 
Thanks for making me feel a little less crazy!

I feel like there are a number of areas in PoE where interactions don't seem to update as the story evolves, like the devs were going for this big, deep, rich story but never really were able to tie out all the story lines. Exploring Defiance Bay after Act II and the burning of the city is a little surreal in that too much is unchanged. Conversations with random characters give options that now feel really out of place.

Oh well...but it sure is a pretty game. :-)
Obsidian has the potential to make an even better game, where the player's decisions would have a real impact on the game world. In PoE they've already shown that they can change areas completely as the player advances through the game (such as during the riots in Defiance Bay), make them inaccessible (such as Stormwall Gorge or Lle a Rhemen) or make them more lively (such as Stalwart and Durgan's Battery).

That's what some reviewers or critics in forums have stumbled on, too.

Once the riots in Defiance Bay come to an end, everything is back to normal. Letting commoners or the town crier say new things isn't anything like spectacular. Changing Defiance Bay more - such as with increased patrols from the Crucible Knights or new off-limits areas - and adding some new quests would make a better experience.

I would like events where some villages or buildings are burnt down and lost, for example, and where the game world changes and doesn't appear static.
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Mar 13, 2017 @ 9:50pm
Posts: 4