Monkey Baron
Arbiter
The monastery is certainly a nice change of pace, but playing it at launch was a total nightmare. It's novel for the first fifteen to thirty minutes, but then you remember that you need to sleep in order to save, which means replaying an entire day over again if you bugger something up. You can pick locks, but it's launch, so there isn't a sectorial layour on the lockpicking minigame yet and you only have one. Eventually you can duck out of the monastery and grab your old gear, but then you find out that all of your gear is marked stolen. Some of it is so high-end and expensive that the 'stolen' marker doesn't even disappear by end-game. You've got some savior schnapps now, but using it when you actually need to (i.e trespassing and stealth) actually raises your conspiciousness and makes them numerically more difficult, if only slightly. It's also a limited resource. You're awoken one night and everyone is sent to the centre courtyard. Nothing happens. You reload. Nothing happens again. You reload to the morning that you were planning to retrieve your gear, go through that entire process again, and now everyone is called to the centre courtyard again. This time the correct dialogue plays. More guards? Why? You haven't actually done anything to cause this. Oh, the trigger for this event went off by accident. You reload to five days earlier, play through everything again the exact same way, and this time it doesn't happen. An hour long quest has taken you about four.I liked the change of pace at the monastery. Made it stand out among the other quests and with the wait function you can cycle through the daily schedule without too much hassle. Quite a few ways to approach both the main quest objective as well as the side quests. As for the consequences:Continued the main story and made it to the infamousmonastery. I remember a lot of people complaining about this area but it seems interesting enough. I spent a lot of time trying to infiltrate it and kill Pious without becoming a monk but I couldn't find the fucker. I really like the idea of trying to find out who he is by living on the inside. It's pretty obvious who he is (the red herrings are way too obvious) but I'm looking forward to fooling around as a monk.
Speaking of which, I went ahead and told all of the novices that I'm looking for Pious. I can't help but feel as though this will have no consequences... am I wrong?
If you push it too far and start accusing a novice he'll tell on you. The penalty really isn't as severe as one would expect when you blow your cover and there isn't as much secret detective work involved either. I think the devs didn't manage to fully realise this quest as they actually envisioned. Still loved it though for what they were trying to do here.
I'm sure that with bugfixes, changes to lockpicking, and mods that allow you to save normally, the quest is amusing. Launch was another story, though. This was the only section of the game in my initial playthrough where the whole thing started to wear a bit thin.
Christ, that sounds so horrific. I also noticed that my stack of Savior Schnapps was gone. Hopefully I don't experience any bugs.
Speaking of bugs, I found one (kind of two) in the Sir Hans DLC that weren't gamebreaking but really made the second quest lackluster.
You have to torment a town and the quest lists a few compulsory pranks to do. After you complete those, the quest giver suggests that you take it further and find other ways to scare them. There seems that there are four extra ways:
1. making an agreement with the local bandits
2. spoiling the well water (the prompt to do this was bugged for me, probably because I did it after a certain point)
3. getting Fritz and Matthew to terrorize them. (I couldn't do this but maybe it's because I had them employed at Pribyslavitz. I don't think that makes sense considering their previous behavior)
4. killing a few villagers.
1. making an agreement with the local bandits
2. spoiling the well water (the prompt to do this was bugged for me, probably because I did it after a certain point)
3. getting Fritz and Matthew to terrorize them. (I couldn't do this but maybe it's because I had them employed at Pribyslavitz. I don't think that makes sense considering their previous behavior)
4. killing a few villagers.
To be fair none of those bugs are gamebreaking but it just made the quest a lot less fun for me.