Tying up loose ends of quests aka Post-completion artifacts

This is a place to post things that you take to be unexpected after quest/task/activity completion. Some might have been developed that way intentionally so it’d be a misnomer to describe these issues as bugs. If possible, include screenshots.

Anything I report below has an associated WH support ticket. @WH_janrucker

Epilogue (vanilla PS4, KCD v1.5)
Talmberg seige artifacts
First of all, the dialog choices with Sirs Divish and Robard still include options relevant before retaking the castle but no more.

Talmberg guards still patrol the outer bailey and town as if the castle were still captured. The guys in the outer bailey still fire arrows, but now they’re doing so at friendlies.


Keyser is still hanging out at the trebuchet. the deal was Keyser would go back. so not sure why he’s still here. will he return to Sasau after some gamedays? don’t know. Same goes for Robard (visible in background). His old spot at the combat arena is open.

at this point, Henry is over 20 days in playline and over 200 days in world time. The fires from the original sacking should be over with. they aren’t

The kitchen and tower doors are disabled to Henry (Open X doesn’t display). attached is a pic showing that the space is still operational as NPCs travel back and forth.

the damaged areas in the outer bailey and Henry’s old sleep room and guard barracks have some quirks. the NPCs seemed trapped. Look thru the window to see the woman trapped in the room (guard barracks-hostage keeping location)

This is what I mentioned the other day

figured it might be time for this topic to have a show and tell. feel free to add on about Talmberg or any other place/time/quest

Ya , and end game clean up is needed.

If they’re not going to offer a stand alone sandbox, that’s what I was thinking/hoping. Clean up the chaff left over from all the quests and then add some separate and new looping activities/missions. Put some randomness to get different locations, numbers and behaviors

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It’s like they are throwing everything in and it kind of makes this colourful mess. I was escorting Konrad from Sazava to Talmberg, he rode a horse next to me. No torch by the way, and we were surprised, actually I was ready cause I saw bandit in the bush but Konrad took off horse and ran towards the village 100 meters behind us. I killed bandit and shortly after guards came to check dead body. The beggar sitting on the road moved away and said it’s him so they went after us. Konrad came by his horse but not on top, rather walked… So I went my way and in two hours I went to Talmberg camp, there he was. Now I’m waiting for trebuchet to be built.

I’m disappointed that after you ask anyone “How’s life in Rattay” that dialogue choice does not go away and you have to scroll down to a question that is relevant to you.
If WHS can’t or won’t delete that dialogue after it’s used, maybe they could at least move it to the bottom of the dialogue choices?

mebbe it involves too much tracking of who said when and the amount of coding/data base andthe limited time they had in making the game so was & is a low priority (I agree tho with you)

So much of the dialogue is cookie cutter stuff, that each NPC probably accesses the same relevant file,
Venders and vagrants ask the same relevant questions that appear on screen.
The voices change, although many of them are the same like the faces.
i.e. The cobbler and vender in the Rattay town square use the same faces, (I’ll have to make note of their voices and dialogue) so at least two NPCs access the same face file, and if they don’t, this would probably push most consoles to their memory limits? Of course file access time-lag is probably causing pop-ins.

So, it should only involve a few lines of code, but possibly for each NPC.
Might be a lot of work.

I have noticed that the voice actor for Matthews side kick Fritz also plays Timmy, a guard, Jakob at least.

He has a quite recognizable back of the throat nasally pronunciation

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All your friends, your girlfriend, your mother, even your father can be found in other NPCs. I am paranoid now. I wish they had more voice actors.

Agree about How’s Rattay. Really wish the dialog choices were tweaked. Weather and gossip (saw a bear west of Pribyslavitz; heard Alex got ambushed near the Sasau woodcutter’s camp and lost his abc) could be alternatives.

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You’re most probably correct. That said, WH has time and money to polish the diamond

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Rovna artifact
The lone (?) guy in Rovna asks about getting the priest back. I got him to agree but he doesn’t appear in Rovna (even days after task completed)

Aquarius artifacts
-Alex doesn’t offer any completion related dialog.
-Jilted job seeker didn’t say anything after quest completed and dialog with NPC initiated.

Needle in a haystack and related quest artifacts
-Many of the NPCs don’t follow their routine.
-Some eat all day. The bowls are no longer missing but some still eat all day all night.


-When you talk to the monks (including those you reported to) they respond inappropriately. There’s no surprise you are alive instead of dead or a fugitive. And, you don’t receive a strong rebuke or extensive questioning about missing out on your duties.

Sir Radzig makes explicit mention that what happens there is beyond his control. Henry going AWOL should therefore reasonably be associated with a desire by the Sasau monastery to capture and punish him. The indifference to Henry’s return is incongruous.

Henry also gets a dialog choice that doesn’t exist.

There’s one priest on the right side of hill when you enter Rovna from Talmberg, nearby the burnt bodies at the church.

Wasn’t there before. Looked all around church. Will recheck.

Doesn’t depend on whether you asked him to go to Talmburg siege camp?

Double checked. He’s still not there.