I am currently playing it again in a new run; this time it seems to go smoother. For instance, I was able to solve the quest with that female halfling and her missing relative. Next came the dog quest. The interesting (to me) thing is that I never noticed that female halfling before. Is the order of quests random? At any rate, I'll keep a closer eye on what is going to happen next, so that I can give more feedback. I think the thing that confused me the most is the step-wise progression. In other mods we often have more hints along the way; for the quest with the female halfling that was all fine, the only confusing part to me is that I have not seen this quest yet (but it could be new perhaps, so I then may not have missed it when it was not written yet).
Hello! Yes, this quest was added in the latest update, it wasn't there before.
Quests now start sequentially one after another - this is done the same way as in other strongholds (for example, episodes with the majordomo in Nalia's castle also go in turn).
I have kind of had about three quests or subplots happen: the father-daughter one,
the dog and the pirates (I think). And the one in the cellar also did one mission
and is now sleepy after having eaten a lot.
When I talk to the second-in-command, he talks about a nanny having a boy who sees
ghosts. This continues even after many days of waiting and in-game time passed
too. So it seems to have stalled here.
A problem I have is that nothing seems to "progress". Perhaps I need to do something
else but it is not clear to me. Is it possible to add more details to the steps in
between the ~first three subquests or whatever these are, and whatever comes afterwards?
There is a second, smaller problem I see. I can not easily tell which comments can
be investigated by the player. The other detectives talk about things such as graffiti
and what not; I guess these are not player-runnable.
By the way, I also had a small idea. We could perhaps rescue a small boy or find him,
and then recruit him. This could then kind of be a messenger, a bit like Delon or what
was the name (for Umar Hills). The idea could be that this NPC (he may be in the kitchen
next to Mary or Anne or whatever was the name) could find the party and notify them
of news.
Perhaps some of the plot continues past chapter 6 - I have not yet entered chapter 6,
still solving other mods quests right now.
Anyway, TL;DR - I think it may be useful to have a look in particular at the second-in-command
NPC, and see which transition paths could be more clear. (I understand that he can not
have in-game knowledge about quests that are about to happen in the future, as that has
not happened yet, but perhaps he could have more content to say or something like that,
as right now I am not quite sure what can still happen. It is usually easier to know
once one has solved the quests in a mod; right now I guess I am missing some of them. The
idea of a detective guild is, by the way, really good - lots of small things could be
added in the future too! There could even be a raiding party, e. g. "if siding with
evil, have thieves attack" or "if siding with good, have vampires etc... attack" or something
like that.)
I hope this feedback is a bit more useful - I am struggling in the ~middle transition parts,
that is not quite sure what to do next.
Thank you very much for your feedback! Our idea was to create the impression of a real small company - and one that would "live its own life" and would not require constant player participation (the game already has an excessive focus on the protagonist, in my opinion, and I wanted to get away from this), so the manager asks the player to help not in every case, but only in a few. The player's task is to save the guild itself, hire employees for it, after which they will do their job, and the player will be asked for help only in those cases when it is required. If the player, as the head of the guild, completed all the quests on his own, it would be unclear why the guild as an organization is needed and what the employees receive a salary for
I can not easily tell which comments can
be investigated by the player..
As I wrote earlier, this is very easy to determine - all the quests that the player can complete independently or at least track their completion are marked in the journal as active quests. All other phrases from the "news" are an analogue of rumors from taverns, which are not currently active quests.
Judging by what you write, there are no problems, everything is developing exactly as planned. The guild has tasks that hired detectives solve on their own, and there are 3-4 quests where they also ask the player himself as the head of the guild to help. You have completed these quests and episodes, everything is fine. There is still the quest "Honey Gambit" about two gnome merchants - you mentioned that it appeared in your last playthrough. Also in the Maevar's guild, you can help the wounded orc and then invite her to settle in the detective guild, if you want, to then see the "consequences" of this kindness.
In the ToB (in Amketran) there will also be one small humorous episode, where the bugbear will send you a letter and tell you about the guild's affairs.
Thus, you have successfully completed the quests that are currently available. After this, the guild will continue to generate income, like other strongholds. But there will be no new quests. We planned to make more of them, but the mod was not fully implemented, so for now this is all that is there. We'll think about your idea about a boy, thank you!
When I talk to the second-in-command, he talks about a nanny having a boy who sees
ghosts. This continues even after many days of waiting and in-game time passed
too. So it seems to have stalled here.
Does he say this phrase every time you start a dialogue? It should appear randomly, i.e. be replaced by other rumor phrases.
Comments
Quests now start sequentially one after another - this is done the same way as in other strongholds (for example, episodes with the majordomo in Nalia's castle also go in turn).
I have kind of had about three quests or subplots happen: the father-daughter one,
the dog and the pirates (I think). And the one in the cellar also did one mission
and is now sleepy after having eaten a lot.
When I talk to the second-in-command, he talks about a nanny having a boy who sees
ghosts. This continues even after many days of waiting and in-game time passed
too. So it seems to have stalled here.
A problem I have is that nothing seems to "progress". Perhaps I need to do something
else but it is not clear to me. Is it possible to add more details to the steps in
between the ~first three subquests or whatever these are, and whatever comes afterwards?
There is a second, smaller problem I see. I can not easily tell which comments can
be investigated by the player. The other detectives talk about things such as graffiti
and what not; I guess these are not player-runnable.
By the way, I also had a small idea. We could perhaps rescue a small boy or find him,
and then recruit him. This could then kind of be a messenger, a bit like Delon or what
was the name (for Umar Hills). The idea could be that this NPC (he may be in the kitchen
next to Mary or Anne or whatever was the name) could find the party and notify them
of news.
Perhaps some of the plot continues past chapter 6 - I have not yet entered chapter 6,
still solving other mods quests right now.
Anyway, TL;DR - I think it may be useful to have a look in particular at the second-in-command
NPC, and see which transition paths could be more clear. (I understand that he can not
have in-game knowledge about quests that are about to happen in the future, as that has
not happened yet, but perhaps he could have more content to say or something like that,
as right now I am not quite sure what can still happen. It is usually easier to know
once one has solved the quests in a mod; right now I guess I am missing some of them. The
idea of a detective guild is, by the way, really good - lots of small things could be
added in the future too! There could even be a raiding party, e. g. "if siding with
evil, have thieves attack" or "if siding with good, have vampires etc... attack" or something
like that.)
I hope this feedback is a bit more useful - I am struggling in the ~middle transition parts,
that is not quite sure what to do next.
As I wrote earlier, this is very easy to determine - all the quests that the player can complete independently or at least track their completion are marked in the journal as active quests. All other phrases from the "news" are an analogue of rumors from taverns, which are not currently active quests.
Judging by what you write, there are no problems, everything is developing exactly as planned. The guild has tasks that hired detectives solve on their own, and there are 3-4 quests where they also ask the player himself as the head of the guild to help. You have completed these quests and episodes, everything is fine. There is still the quest "Honey Gambit" about two gnome merchants - you mentioned that it appeared in your last playthrough. Also in the Maevar's guild, you can help the wounded orc and then invite her to settle in the detective guild, if you want, to then see the "consequences" of this kindness.
In the ToB (in Amketran) there will also be one small humorous episode, where the bugbear will send you a letter and tell you about the guild's affairs.
Thus, you have successfully completed the quests that are currently available. After this, the guild will continue to generate income, like other strongholds. But there will be no new quests. We planned to make more of them, but the mod was not fully implemented, so for now this is all that is there. We'll think about your idea about a boy, thank you!
Does he say this phrase every time you start a dialogue? It should appear randomly, i.e. be replaced by other rumor phrases.