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Those items are meant to stay in the chest. I'm not sure why the circator would take them if they were not marked as stolen other than the idea your worldly goods are not meant to be inside the Monastery. Most of those items are useless inside the Monastery anyways, other than lockpicks maybe.
As a last resort, you can always slay one of the apprentices to just move on with the quest if you like.
loading a previous save is probably the only way to retrieve your items though.
Ahhhh........... I thought since I was already outside I might as well take my stuff, right? LOL! I was trying to be efficient
But yeah, I can't find my items. I couldn't find Brother Cellarius or any lockpicks before I lost my patience (They took my 20+ lockpicks and all my custom dice too).
I can confidently say that my items are not on the bodies of the circators
Looks like I'm going to have to load a savegame from 2 weeks ago :(
Nope. It didn't work like regular guards. The circator that confiscated my item only had his standard gear.
i think this is the best option.
i dont expect it will get ur stuff back, but maybe a demon will appear and give you untold wealth and power ?
i have done the monastery quest at least 3 times - now i just sneak in at night and murder the right person - a bit tricky, but certainly somewhere between "doing the quest" and "a massacre at the monastery" :)
Not sure it's a bug ?
OP said that during the monastery quest they went and grabbed all their stuff from the chest that you normally dont grab until you leave the monastery, and then they got busted for roaming the monastery by the guy who puts you in solitary after the first time - and apparently this guy took all his gear.
I agree that the best approach is to drop everything into the tavern storage chest except a simple shirt, pants, and shoes - and then start the quest
And as you said, there was a bug early in game release where all the gear would vanish from the Monastery chest, but i think that's been fixed (provided you start a new game from scratch)
If it was just stashed somewhere in the monastery, then it's fine. But I couldn't find it and there is no indication to whether my items still existed or not
While I unlocked most chests in the monastery, there were a few that remained locked but all my lockpicks were confiscated by then and I couldn't find the brother that sold lockpicks so I went into town to look for some but also couldn't find any (I only took torn pages btw, I did not steal anything)
That was when I lost my patience, returned to the monastery and stealth KO'd the circators and a bunch of other monks nearby but they did not have chest keys nor my items.
I also looked in the Abbott's room but my things weren't there.
I think if I had more patience and found a lockpick, I might have found my confiscated items... there's no indication of where it would be though. Like, I doubt my items would be in the library chests right?
Other RPGs have a chest beside the prison that's a QOL design decision for good reason, but there is no chest beside the prison cave in the monastery (Let's no argue about realism and simulation here... If I can gallop my horse into a fence or tree or off a cliff at full speed and not break my horses' legs for QOL reason, there should be no reason I can't recover my unique armour set or dice set here either)
I'm beginning to suspect this was an edge case that was overlooked? The devs did not expect players to do this so they did not install a safety net or put up warnings?
Fair enough - yeh - "overlooked" perhaps, but certainly a bit harsh if ur items are unrecoverable.
I discovered early on that you can break into the monastery and stash items (like lockpicks) into the hallway cabinets - so i was doing this first before pledging to enter the monastery.
Also, i think there are 2 ways to obtain lockpicks when in the quest - one is from one of the acolytes, and i think one is hidden behind some lectern on the ground iirc (like it was dropped).
To be clear, it suks that all ur stuff got taken - that's really a crappy game design. i really wish it didn't do that.
But as far as the "QOL" design decision, there is a chest in the Rattay Priest house that acts as a "Lost and Found" for certain quest items - like Bandit Captain spurs.
https://kingdom-come-deliverance.fandom.com/wiki/Lost_and_Found
To be fair...though. how would you expect it to happen in real life? You broke the rules of the the order / monastery. You gambled, you lost. Now you want no consequences? Special dispensations?
Put it another way...what would you expect of a game that tries to be realistic? That, intentionally and by design, has an overarching philosophy of zero patience with unrealistic expectations or gameplay and poses consequences for trying to bully the game?
I didn't leave anything in that chest--IIRC, the dialog makes it clear that when you enter the monastery everything that you are carrying now belongs to the monastery. Like in real life.
Later I snuck out and retrieved some lockpicks and potions from my horse and hid them in hallway chests too.
The monastery becomes relatively easy and even mildly interesting once you do that.
-Church
Yes, this mission is more fun when you know what to expect, so getting railed on a first try blind playthrough when your saviour schnapps are gone is not a pleasant kind of surprise
I think the Brothers-In-Arms gameplay design is a worthy generalisation "War is hell, but that doesn't mean a video game has to be"... There is a design language baked into video game convention. If you want to subvert that expectation, you must be clear with your intent.
Breaking conventions without reason or clarity is not clever or demonstrative, rather, it can make the game feel broken. Also, a game has to be built around technological limitations... as much as you or the devs want this to be like real life, it is impossible and compromises are taken. It is these compromises that form the expectations of gameplay, and not ones informed by so called "real-life"
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But if you want to talk about "real-life", these are monks that can't even leave the monastery grounds to fetch themselves a cask of wine. So therefore, it is logical that my items should be on the property.
If they did leave the monastery, it would be very suspicious, townspeople would witness and report seeing the monks trying to sneak off with my 60,000 groshen. People would gossip, key figures would be gone, there would be a forensic trail...
Of course, these things can't be emulated because games can't replicate the novelty of real-life. Every linear interaction has to be scripted in. With this in mind, it is better to form expectations based on decision trees, scripting and design limits rather than the lazy "oh real-life herp derp"