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I lived with Franciscans for a period of time after grad school, see KCD forum thread if interested in deeper discussion...
https://forum.kingdomcomerpg.com/t/re-monastic-life/62572
Trust me, I had my problems with monastery as well (KCD and IRL...), but disagree that it is poorly done. More mature players will enjoy it if they open their minds and understand what is being portrayed.
A few tips: the best way to find the monk who sells lockpicks is at meal time. He's sitting there in the room.
Also concerning the circators: in the evening, after 9pm, go down to the cellar in the basement (stairs from the dormitory all the way down): you will find them drinking. Drink with them, play dice and every time you raise your glass or play a game you raise their disposition. Become their friend and they will be more lenient. There's also a water trough to wash yourself in the basement so you don't stink too much.
You can also advance time while doing your tasks (like attending mass) instead of just sitting there in the room and waiting. Still, looking for the stuff you need at night is much easier. The circators are drinking and everyone else (well there is one exception) is asleep at 10pm.
Finally, you can smuggle some stuff inside: immediately before starting the quest, you can lockpick the door that grants entrance to the cellar (South East corner of monastery). I drop some lockpicks, a few footpad and bard potions, and Groshen in the first chest in front of the door and just retrieve them when I am inside (don't put too many things in it as items will be marked as stolen when you retrieve them). You can also drop items you want in your personal chest at the nearby inn before entering the monastery and access it during a quest the circators give you when you drink with them.
1. Listen to the circators at night in the basement
2. Talk to the novice they're harassing
3. Read the abbots book.
4. Talk to Pious.
You can get all of that done in the first 24hrs. You can avoid the daily routine and leave the monastery, returning at night to talk to the novices in the dorm when the circators are in the basement.
Alternatively the psychopath solution to avoid soiltary is to kill the circators by luring them into the basement during the day, stabbing them in the back after they talk to you and stashing their bodies in solitary.
The monastery quest is my second favorite part of the game .
My all-time favorite is Henry getting the parish priest in Uzhitz to violate the sanctity of the confessional (and my inner Lefebvrite was delighted that the priest had his back to the congregation throughout much of the mass).
The few times life in the monastery became tedious, hitting the T key to make time advance for a couple of hours to the next daily event made a big difference.
I'm sorry that there wasn't a more involved routine for copying manuscripts (though it would have felt a bit like cheating if you're used to reading Latin).
But my biggest complaint was that the reader in the refectory kept reading the same passages from the rule of St. Benedict over and over. It takes a few days in the monastery to get into the swing of things, so you need more readings. I've never spent time in a Benedictine monastery (and certainly not a medieval one), but I always assumed they read through the rule from beginning to end, rather than the same few passages over and over.
My ex-wife wrote a master's thesis on oblates, and I seem to recall a lot of weird rules about lights after dark (stairwells were frisky places in the middle ages).
I bet you got used to Bethesda RPGs and the checkpoint chasing they've implemented since Oblivion, and now that your attention span is completely gone you can't be arsed to actually problem-solve your way through a questline.
- Main character and protagonist Henry sees his family slaughtered by an army of mixed forces in support of the would-be king.
- Henry has a run-in with bandits and a bandit leader in particular that prevented him from getting closure and burying his parents, while also losing out on fulfilling his father's last wishes (deliver the sword to the noble).
So...where are all the combat missions intended to counter both of those?
Where is the desire to "go home" to Skalitz and rebuild that would be natural among those who were put out?
Instead, the Dev's took a left turn toward unrealistic efforts to craft a video game. And, without real closure and impact of decisions seen out by the player/character Henry. I harped on this in another thread, but - take the Scavenger quest, where Beran is the guy you should be helping out as a former neighbor to get his stashed valuable goblet and coin. You don't get his help to go retrieve the items - must do it solo. That was a great moment to potentially gain a temp 2-person mission to go back and start the first of a "fight for Skalitz" return/rebuild effort. Instead, it's a Treasure Hunt to fulfill the debt of the town drunk who owed the family money. Really? For a game that wants to show an immorality and corruption problem in the church, it has no fulfilling game play that supports good morals (here's your 20 coin back for telling me about Kunesh trying to get you to do the mission for him instead). As if all church morality were dead during the time of this war, and morality had no benefit.
The Dev's have a background collage of history/facts, yet then proceed to portray a 21st century refugee simulator. And a play-a-monk simulator. And play-like-you're-a-noble simulator. And play dice simulator. And play archery simulator. And play sword fighting (w/Bernard) simulator. And flower picking. And shallow romance.
But where is the focus and character improvement in the revenge and rebuild lanes? I see many forum threads about players doing all the training with Bernard, and doing various schemes to raise funds to pay for "Training" (that you don't see/experience but just click and pay for...) -- all to power-level their character for a single fight with Runt(?)!. And clear the map of most threats in not so many fights over time, grinding to a final battle that seems a quick-ending.
I think the Dev's failed to weigh the mission percentages toward what would be motivations for a character in this situation. There would be many more missions oriented at degrading the would-be king's forces or logistics tail. Raids (look 'em up, kids), rather than large field battles.
There would be more missions at not just the Runt character, but anyone who isn't getting "on board" to align with King Wenc and his allies. Technically, it would not be a "rebellion" or insurgency - it would be a "God save the King" moment in the game. Find pro-King Wenc allies. Build small raiding forces. Support and rebuild Skalitz and surrounding area. Raid isolated Cuman parties (with small groups, not continual solo 1 on 3 silly fights that mechanically don't work well with the combat system they made).
The Kunesh fight up front - you can get your "Friends" to help. But - they don't have the same desire as you to train and arm up and join the effort to help the King? The friends are just looking for a job that pays the most with the least work so they can keep drinking?
And....Henry can't effectively help/work for coin at actual Blacksmithing, really? Can fetch/grab quest for them. And Henry has zero "Repair" skill as a former Blacksmith's son? Maybe Dev's shortchanged the "varying start conditions" option here. Could have had Henry be the son of any of the occupations related to "Skills" with dad having made/obtained an item related to that. Lacks immersion in the lane you start from. Your character drinks/gets drunk more than working in the craft your dad would have taught you.
I could go on a while, but - the OP is right in that - there are moments in this game that it simply becomes tedious without reward. If Dev's made the tedious filled with a world-class education on history, then - ok, could see the trade off (but there isn't). Or, the tedious was out-weighed by fantastic game play which helps bring both immersion and closure in a revenge-minded protagonist, and in technical terms -- a combat system that isn't trying to be 21st century Dragon's Lair (click at just the right time in the right direction).
This really misses the point. The monastery quest is a brilliant (and perhaps the only) video game portrayal of life in a medieval monastery. Does the word monastery occur even once in that post?
Probably should have watched a gameplay video before getting into this game.
This is what inspired my last post - the OP is offering a valuable point about how enjoyable the game becomes over time. It lessens. And I don't think DLC fixes or helps that, based on what I am seeing also. I am still playing the game, but I'm around this same playing hour mark now, and experiencing the same tedium without fulfilling game play.
https://www.youtube.com/watch?v=evCtzMqNJiU