Side quests which are not available after the main quest (Vranik)

So we’re now trying to get WH to fix slightly immersion breaking bugs before they stop random side quests being removed due to main missions…

Which side quest was removed? I´m pretty sure all missions which were released are included in the main game (and more)…

Haven’t you played through the main quest line? Once the final sequence begins you’re only supposed to lose quests even loosely relating to Rattay, I tested and lost “Mightier than the sword” which is a one part quest based in Uzhitz

I have no idea, what you mean…
“Mightier than the sword” is the Side quest where you learn to read in the game. I do always this Quest before starting the main quest line in Rattay…

I intentially tested to see which side quests would be removed, accepting them all then not doing any. I only had the quests based around Talmberg and Mightier than the sword removed.

They get failed due to the events that occur, but a lot of people have complained about failing quests completely unrelated and yet WH does nothing, even some of the bigger KCD channels have complained about it.

Okay, now I understand the problem…
As far as I remember you get a warning before you enter Vranik, about quests which are no more avaiable or failing.
But you are right, this side quest should be doable after the main quest line.

Have you made a bugreport to:
support@kingdomcomerpg.com
???
Thank you!

Thanks for splitting and I cba to make a bug report as far as I can tell quite a few others have.

I’ve played around 150 hours or more, and have yet to continue the Main Quest. Sounds like I chose well :wink:
That opening garbage kinda clued me in guess . . . I absolutely ABHORRED that scripted action sequence. In my opinion, any time a developer feels the “need” to resort to that kind of trash, they need to step back and rethink how they are structuring their narrative. It is lazy and insulting as a “gamer,” which is distinctive from a “VIEWER,” which is what those action sequences make the user into.
That said, having eventually finished the “Prologue” (yes, that is the “section” of the game you are in when you are playing those first few hours, it might seem like you are in the ACTUAL “open world” game part of the game, but you are not . . .) I can sort of forgive them for doing it that way. I hope they don’t do it ever again and I really hope I don’t encounter anything so egregious as I go forward with my ongoing play (currently now up around 150 hours of play). But with the Prologue now done, I can see why they did it that way. I think the mistake was to allow the illusion that that part of the game was open play when it isn’t. It is a tutorial which can only end ONE WAY. Oh sure, you can skill up a bit, become familiar with the game, get comfortable with the controls, and start to get “immersed” in the narrative; but end of the day, it doesn’t matter what you do for the first few hours of game play, you will wind up in the same location and pretty much in the same state (well . . . you CAN manage to loot a good bit of stuff, but I won’t spoil that . . .).
So My advice: Once you are done with the prologue (and it the game will make you quite aware of that), then here is another bit of advice with an effort not to “spoil” but simply to facilitate smooth and fun play: IF you are a lover of “Open World Role Play Gaming” (as I suspect most purchasers of the software must be!) then here is my suggestion: After finishing the Prologue DO NOT continue the Main Quest. Just explore, roam, do side quests, etc.
I myself, in the ~150 hours plus so far played have yet to continue the Main Quest after finishing the prologue and the game is absolutely wonderful. However, I saw some folks on the Steam community complaining about a bit of that same “Railroading” scripted action sequence nonsense if not a sense of being “rushed” through with episodes of the quest line during the first chapter or two of the Main Quest. Apparently though, that only continues for a couple chapters and then one “is free” to play the open world again.
Enjoy!

Do you mean the fight with Runt? If so, interesting … Viktor’s design porn talk excoriates devs for having the game (NPCs) cheat. As best I can tell, it’s not possible to defeat Runt in that scene. Suffer one hit and you’re toast (iow, cheating)

There are 4 different ideas when the prologue ends, as soon as you’re back in Rattay, you’re allowed to freely roam, when you finish dealing with the Neuhof bandits, free horse and finally some respect, when you raid Pribyslavitz, access to from the ashes and a relationship that is bearable and finally, when the main quest line ends, the main quest has no buffering between quests making it easy to just blitz through the quests without a second thought.

There are a number of things which are “not possible” to do in the prologue which the game presents to the end-user as if they “might be possible:”
The fight with Runt is one prime example.

It never says it’s possible, it’s 4 bandits, one of whom is a major player in Sigismund’s raid vs a lowborn blacksmiths son who eventually learns combat skills. At the time no matter your experience Henry as a person shouldn’t be able to compete with Runt…

@Pentaxon
The fact I have control of the toon implies “it is possible.”

Watching a movie of an event transpiring in which your toon gets beat down, and then another movie which transports the viewer to the starting location of the game is one thing and a fine thing.

Putting the viewer INTO the beginning of that movie and giving them the same type of control over the in-game entity which they have been manipulating for anywhere from 1 to 100 hours in play line already, and altering the underlying source code that regulates physics, combat and damage so that it is IMPOSSIBLE for the player to win, or to use any of the skills or understanding they might already have gleaned from playing the game, and THEN continuing the MOVIE with the travel scene to Rattay . . . THAT is NOT the same thing as simply WATCHING the whole movie and it is in fact a truly abhorrent, detestable, shameful model of game design, which should be scorned heartily by all gamers.

In the parlance of Viktor (lead designer), this is design porn. He further states small studios should eschew design porn

Would’ve made more sense (and avoided design porn), if Runt gang just grabbed Henry (rendering him defenseless) and then Runt delivered the coup de grace

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I’m edified that the head honcho of the studio is (apparently) in agreement with the philosophy that gleefully stomping on internal consistency for the sake of “aesthetics” or “narrative” is bad design; though it is puzzling why he allowed it to go to market with the narrative/game structured in the way it is. At least once we get to Rataje we can roam freely :grinning:

We all have to compromise our ideals for the sake of finishing projects and putting bread on the table, and that is a legitimate and possible explanation.

Did exactly the same and pretty much same sentiment. That said, that behavior disregards the urgency in the story and suggests Henry’s too self centered or obsessed for his own good

Have a hunch. In this case, design porn was implemented to preserve the dramatic or shock value of the kanabō. Nowhere else is this weapon in play.

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Well! :grinning:
As you and I are well aware, the true hallmark of an “Role Playing Game” is that the user/Player can DECIDE about the composition of the player character(s) they control. So, my current Henry can be whatever I decide “he wants” to be, just as my preceding Henry could be something diametrically opposed, or merely tangential, or even “very similar, but not quite the same.”

As far as the “urgency” of the need to go talk to Sir Radzig . . . well, Henry got his ass beat by some scum bag bandits who are presumably in possession of that sword. Fools rush in where angels fear to tread, so to the extent that the “urgency” derives from the need to get that sword, it makes just as much sense for Henry to forego speaking to Radzig until he feels he is sufficiently capable that he might have some chance of actually succeeding at getting the sword back. As far as, not letting Sir Radzig know he survived and that he is going to get the sword back, pretty much same explanation: Radzig didn’t seem too sussed about the sword when he was escaping Skalitz, and he is a freaking Lord after all. What difference does a sword make!?

I cannot see any coherent basis to argue that there is any inherent “urgency” for Henry to continue Main Quest once he arrives in Rataje. In fact, the way the story is structured is brilliant role play gaming writing/design. It creates an objective which the user/player are “aware of” and “have reason to engage with” and which promise “reward” (both in the sense of in-game assets for the character, and enjoyable experience for the user), but then it sets those objectives on the table with the other Quest Log items and allows the end-user to study them, analyze which they wish to pursue (if any) and in which order to pursue them.

Of course, the occasional “This really is urgent” objective is fine too, but an RPG on Rails is never a good thing, and I was so happy once I got to Rataje and was relieved to find that this game is not an RPG on rails.

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The urgency is more along the lines of there’s a foreign invasion afoot, and Henry is destitute and poorly skilled.

If we want to be critical, then we have to say WH didn’t simulate these conditions well enough, and thusly our gameplay style is tenable. It shouldn’t be…

WH isn’t going to change the basal conditions to ‘encourage’ Henry to report to his Lord. So, the game is what it is. And, my next playthrough I’ll repeat what we’ve done before

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