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Colquetle's Amulet

Did anyone else not find this amulet where it should have been? With the dead family in AR4300? I'm curious if it was removed or if I am the only one who couldn't find it. It was just a feel good fetch quest that I like, no big deal. I'll report it on Redmine if anyone else chimes in.

Comments

  • SirBatinceSirBatince Member Posts: 882
    Stuff on the ground still randomly dissapears after a rest.

    Can we just get rid of that already in 2.0? It serves zero purpose but to cause problems.
  • FinnTheHumanFinnTheHuman Member Posts: 404
    I have that in my inventory right now. Who does it go to? I never bothered.
  • ChidojuanChidojuan Member Posts: 211
    edited April 2016
    @FinnTheHuman in the house above Firebead's in Beregost. I won't spoil the reward, it's just sort of nice, not that big of a deal. Let me know how it turns out. Looks like it might just be a bug with my current game then. Thanks for confirming.
  • LoldrupLoldrup Member Posts: 291
    Chidojuan said:

    @FinnTheHuman in the house below Firebead's in Beregost. I won't spoil the reward, it's just sort of nice, not that big of a deal. Let me know how it turns out. Looks like it might just be a bug with my current game then. Thanks for confirming.

    No, it's *above* Firebead's house.
  • ChidojuanChidojuan Member Posts: 211
    Whoops, sorry about that thanks @Loldrup.
  • alceryesalceryes Member Posts: 380
    edited April 2016
    Even Colquetle's Amulet disappears after a rest?! No wonder why I can never finish that quest! Isn't there a 'no rot' flag that can be put on it?
    I usually run down the side of that map because I'm busy building my party (Edwin, Minsc, Dorn). After I have everyone, I go back to Friendly's and pick up the quests from there. I don't mind that items disappear after a rest, but quest items (even small side quests) should never disappear.
  • grippegrippe Member Posts: 8
    I've heard Mr C may aggro if you pick the wrong response. Im always nice to him though
  • QuiqueQuique Member Posts: 62
    Yes, but funny to kill him with an evil party :D
  • FinnTheHumanFinnTheHuman Member Posts: 404
    Chidojuan said:

    @FinnTheHuman in the house above Firebead's in Beregost. I won't spoil the reward, it's just sort of nice, not that big of a deal. Let me know how it turns out. Looks like it might just be a bug with my current game then. Thanks for confirming.

    It turned out well, thank you. Tragic, actually, but completed.
  • TressetTresset Member, Moderator Posts: 8,268
    alceryes said:

    Even Colquetle's Amulet disappears after a rest?! No wonder why I can never finish that quest! Isn't there a 'no rot' flag that can be put on it?

    The only 'no rot' flag that exists to my knowledge is the plot flag, and that flag does other things too, such as prevent items from being sold. If it were put on the amulet in question then the greedy evil path of the quest would be pointless since the item could not be sold and would be useless outside of returning it to Mr. Colquetle to get a reputation point that evil parties may not want anyway... That is why this is not a bug per se, and would be, if anything, a feature request. The devs would likely have to make a new flag that prevents rot and does nothing else, and that may not be the easiest thing to do.

    Stuff on the ground still randomly dissapears after a rest.

    Can we just get rid of that already in 2.0? It serves zero purpose but to cause problems.

    Actually it does serve a purpose. Would you want to have massive piles of useless loot left on the ground forever wherever you kill things? Like all those extra short swords staying around forever from every kobold you kill? Did you know that many "waylaid by enemies" encounters take place in the same area? How would you like all the loot from all encounters to never go away from the waylaid areas so that you would have to sift through a mountain of garbage to get the gold pieces from all such encounters when traveling the coast way road?

    These are perfect examples of how things are often not as cut and dry as they appear to be and why you have to know what will happen before making sweeping changes to core elements of the game.
  • BillyYankBillyYank Member Posts: 2,768
    Tresset said:

    alceryes said:

    Even Colquetle's Amulet disappears after a rest?! No wonder why I can never finish that quest! Isn't there a 'no rot' flag that can be put on it?

    The only 'no rot' flag that exists to my knowledge is the plot flag, and that flag does other things too, such as prevent items from being sold. If it were put on the amulet in question then the greedy evil path of the quest would be pointless since the item could not be sold and would be useless outside of returning it to Mr. Colquetle to get a reputation point that evil parties may not want anyway... That is why this is not a bug per se, and would be, if anything, a feature request. The devs would likely have to make a new flag that prevents rot and does nothing else, and that may not be the easiest thing to do.

    Stuff on the ground still randomly dissapears after a rest.

    Can we just get rid of that already in 2.0? It serves zero purpose but to cause problems.

    Actually it does serve a purpose. Would you want to have massive piles of useless loot left on the ground forever wherever you kill things? Like all those extra short swords staying around forever from every kobold you kill? Did you know that many "waylaid by enemies" encounters take place in the same area? How would you like all the loot from all encounters to never go away from the waylaid areas so that you would have to sift through a mountain of garbage to get the gold pieces from all such encounters when traveling the coast way road?

    These are perfect examples of how things are often not as cut and dry as they appear to be and why you have to know what will happen before making sweeping changes to core elements of the game.
    It would be easier to turn one of the bodies into a container and put the amulet in it.

    I don't understand your second point. You seem to be implying that there's a play-style that doesn't include schlepping every single short sword and halberd back to town, and I'm having trouble wrapping my mind around that. :smiley:
  • TressetTresset Member, Moderator Posts: 8,268
    BillyYank said:

    Tresset said:

    alceryes said:

    Even Colquetle's Amulet disappears after a rest?! No wonder why I can never finish that quest! Isn't there a 'no rot' flag that can be put on it?

    The only 'no rot' flag that exists to my knowledge is the plot flag, and that flag does other things too, such as prevent items from being sold. If it were put on the amulet in question then the greedy evil path of the quest would be pointless since the item could not be sold and would be useless outside of returning it to Mr. Colquetle to get a reputation point that evil parties may not want anyway... That is why this is not a bug per se, and would be, if anything, a feature request. The devs would likely have to make a new flag that prevents rot and does nothing else, and that may not be the easiest thing to do.

    Stuff on the ground still randomly dissapears after a rest.

    Can we just get rid of that already in 2.0? It serves zero purpose but to cause problems.

    Actually it does serve a purpose. Would you want to have massive piles of useless loot left on the ground forever wherever you kill things? Like all those extra short swords staying around forever from every kobold you kill? Did you know that many "waylaid by enemies" encounters take place in the same area? How would you like all the loot from all encounters to never go away from the waylaid areas so that you would have to sift through a mountain of garbage to get the gold pieces from all such encounters when traveling the coast way road?

    These are perfect examples of how things are often not as cut and dry as they appear to be and why you have to know what will happen before making sweeping changes to core elements of the game.
    It would be easier to turn one of the bodies into a container and put the amulet in it.

    I don't understand your second point. You seem to be implying that there's a play-style that doesn't include schlepping every single short sword and halberd back to town, and I'm having trouble wrapping my mind around that. :smiley:
    Yeah, making containers would be much easier, perhaps that would be a better feature request. The problem comes when you reach that one floor of D's Tower. Loose items everywhere and not many sensible places for containers.

    As for the second point, I totally forgot about that. ;)
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