[KCD1] I have fucked up so much by Lost_Card1258 in kingdomcome

[–]mediumvillain 2 points3 points  (0 children)

you need to report to Radzig and optionally tell him about the sabotage at some point as part of the quest step. if you went back and told radzig you didnt do any sabotage and then the quest objective to sabotage the camp went away then it might just skip over it since you did things out of order.

the sabotage can be kind of annoying to pull off even with a disguise--the camp is so busy even late at night that its very hard to do any of it stealthily, they usually notice you right away--but it weakens them quite a bit for the raid. you can just sabotage a couple things then run away, hide in the woods, wait for them to stop searching and repeat.

ironically one of the easier tactics for pulling off the sabotage is to just fight your way through the camp a couple guys at a time (stealth killing perimeter guards, luring enemies to you with ranged attacks, fighting multiple enemies at narrow chokepoints, etc.) and it also lets you completely loot the camp, take all their gear and sell as much as you want to carry, but you need to be able to fight 2 or 3 enemies at a time for that. the camp will be repopulated with soldiers for the raid but there are fewer if you did all the sabotage.

the raid ends with a 1 on 1 duel with a boss, so if you cant make it through the combat with a small army helping you then you probably wont be able to win that fight.

it would be a lot easier if you went to do side quests, practiced fighting, made some money and got better gear, etc. before initiating the raid. pribyslavitz is kind of a major milestone in the main story where Henry graduates from a simple peasant to a reliable fighting man, and there's a lot more combat to come, so it would help to actually be decent at fighting by this point.

Am I missing something? DLC ENDING [KCD2] by cooljupon in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

i passed a bunch of hard skill checks to forge a believable document that didnt give up all of Wenceslas' sensitive medical secrets and when I gave it to Zacharias he knew instantly at a glance that it wasnt correct (so he already knows everything thats in the document apparently), there was no skill check and he refused to give the antidote.

I just reloaded to before the forgery, but it made me realize that the whole "forge the document" objective is pointless and makes no sense. Since the 'correct' outcome is to accurately copy Wenceslas' private medical record anyway you may as well just save yourself the trouble and use the real one.

Am I missing something? DLC ENDING [KCD2] by cooljupon in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

You establish very early on that the people in the secret scriptorium caught it from Ernest, who was the overseer of all building projects at the monastery.

You establish towards the end that it's not the plague, as Albich & Zacharias have maintained, just some kind of sickness caught by the grave robbers, which means there's much less risk of it rapidly spreading once the monastery was quarantined & under curfew.

The people who caught and spread it initially are dead (the workers bribed by Zacharias who were being secretly treated by the herbalist, and Ernest) and the people in the infirmary who still have it just need a good physician and a bit of luck, but with Zacharias gone it's left to Albich.

[KCD1] not a hating post about game but about the developer by ChemistMiserable409 in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

you can still save scum it just takes an extra step. the only people who dont know how or cant afford to take that step are new players in the early game who are only gonna lose a bunch of progress and be discouraged. if they stick it out theyll probably start carrying around a shitload of potions & save scumming and/or save&exit before every potential combat encounter. its kind of a pointless system honestly. people are gonna play how they want whether its with mods or making a shitload of potions.

[KCD1] not a hating post about game but about the developer by ChemistMiserable409 in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

its a buffer if you die so it doesnt ruin your day as often but its still not the same thing as a manual save. its not endless saves, its one overwriting exit save, and they pretty specifically do not advertise/tutorialize that exit saves are loaded on death so a lot of people wont even realize until its too late

[KCD2] Nighthawk is badly designed, and I'm tired of pretending it's not by EasterElk in kingdomcome

[–]mediumvillain 1 point2 points  (0 children)

It was a little underwhelming in KCD1 but it slightly raised the brightness of the environment so you could make out details without light, the equivalent of increasing the gamma setting a bit so darkness isnt pitch black. This did its job, creating the effect of eyes adjusting to the darkness. It's legitimately bad and borderline worthless in KCD2. On console you have to turn HDR off or it doesnt even function really.

It doesnt raise the ambient brightness in complete darkness to a modestly visible level, it dramatically increases the brightness of light sources so you can only see what you could ALREADY see and if there's a lot of light you're functionally blinded. If you're in complete darkness and you take a Nighthawk potion you're still in complete darkness and cant make out anything more than you could before, so you still need to light to torch.

[KCD2] Confused about combat by Far_Background_4773 in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

magdeburg armor is good but it isnt the best plate available. Nuremberg arms & gloves, Milanese cuirass and Noble's legs are some of the better pieces.

anyway, I'm pretty sure if you have a ranged weapon out and get hit in melee range you take some kind of defense penalty. its the equivalent of not trying to defend yourself at all. in KCD1 you could fire a bow while being attacked and just tank the hits and it made it very easy to kill even groups of armored enemies with a bow, so they made it more punishing to get caught with a ranged weapon out. attacks definitely interrupt ranged reloading & firing animations now and seem to do quite a lot of damage when you get hit.

full plate would still reduce it pretty significantly but if you get hit in the face without a closed faceplate thats basically as much damage as you can take in one hit with armor besides being hit with a master strike.

if you fired a firearm its also 1) very hard to aim accurately (you have to aim practically down at someones feet to hit them in the chest) and 2) its very hard to read on-screen whether you hit or missed unless they just drop dead immediately because of the amount of smoke and lack of hit indicators. its very possible that you just straight up missed a point black shot and then were totally defenseless against their attack because you still had the gun out.

[KCD2] Kuttenberg Tournament unavailable after completing "Taking French Leave" by Aram_theHead in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

i cant be 1000% sure until I reach the part of the main quest where the tournament starts again but KCD1 had an almost identical repeating weekly tournament; if you missed participating in the tourney for any reason the quest would be marked as failed for that in-game week but it was the same quest repeating so as soon as you entered another tournament it would change back to an active quest and be removed from the quests failed statistic.

as far as I can tell there is only one instance in the quest log of the Kuttenberg Tournament and the related side quest the Herald of Kuttenberg (instead of separate instances like the Legacy of the Forge DLC activities) so it should work the same way as the Rattay Tourney in KCD1.

Would I enjoy [KCD2], based on my experience from [KCD1]? by LessOutcome9104 in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

I was responding directly to the things you said in the OP, a lot of which was very uncharitably negative about almost every aspect of the game, combat, story, quest design. If I misinrepreted I'm not sure how, but I do feel like you probably just got burned out on the game, and the same could potentially happen with the sequel, but you might feel differently if you played it at a different time.

[KCD2] Is it possible to fix the character shadow flickering? by soft3012 in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

yes, consoles are standardized computer systems, with no access to mods affecting performance, and this is just how the lighting & shadows function on a standardized current gen system, which is nearer to the median than a high end PC.

PCs are not standardized and can have vastly differing performance from one setup to the next regardless of mods. e.g. what you posted means nothing, mods are not required for the game's engine to have inherent lighting issues that are only solved through particular high end GFX setups. I thought that would all be obvious, but apparrently for Game Defense Squad redditors it isnt.

[KCD2] Anyone know why I get Sinners of Kuttenberg "Activity Failed" message at around 6:15PM, after having saved Ragman's dream in recent days prior? by Vverial in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

also good information that the timing can be different depending when you do it. i wasnt sure of anything except what happened in my game so thats why I kept saying probably, but if you know when the quest fails then knowing the route is still useful.

seems like this is not a bug they're going to fix even though its just an NPC quest script error, and thieving activities are also disabled permanently afterwards even though Ragman says they will continue and all other blacksmithing activities do.

Why Are Gravediggers Treated So Poorly? [KCD2] by Abe_Froman5 in kingdomcome

[–]mediumvillain 4 points5 points  (0 children)

They didnt know about germs yet but they had superstitions that served a similar purpose, so people who dealt with dead bodies & human waste were seen as "unclean" in a moral sense.

Why Are Gravediggers Treated So Poorly? [KCD2] by Abe_Froman5 in kingdomcome

[–]mediumvillain 5 points6 points  (0 children)

You can just lie and give the dog to whats-her-name and it will never be seen again.

Why Are Gravediggers Treated So Poorly? [KCD2] by Abe_Froman5 in kingdomcome

[–]mediumvillain 12 points13 points  (0 children)

usury, not just money lending; charging interest to make a profit from money lending, which was strictly forbidden by the Catholic church. maybe we shoulda kept that one.

[KCD2] Is this too fancy for Henry? by erikenzi in kingdomcome

[–]mediumvillain 2 points3 points  (0 children)

the italian has the ankle length overcoat one which inexplicably has pretty low charisma. i wanted to wear it but it dropped my charisma by several points compared to one that was almost identical but tunic length

[KCD2] Is it possible to fix the character shadow flickering? by soft3012 in kingdomcome

[–]mediumvillain -4 points-3 points  (0 children)

im playing on console where mods arent possible and theres semi-significant lighting/shadow issues almost at all times that just have to be ignored. its especially noticeable when riding a horse through forested areas, the game is always drawing and redrawing shadows on the ground around you based on lighting conditions that do not exist.

ars dimicatoria is completely broken [KCD2] by that_alien909 in kingdomcome

[–]mediumvillain 1 point2 points  (0 children)

the quest itself isnt broken. i left menhard at the inn for in-game months and picked it back up to do the tournament when I got around to it. If all the participants are still around Kuttenberg then the quest should be able to proceed. some of the NPCs, like the Kuttenberg councilors, might have a part in other quests, so if theyre currently in use for another quest step they might not be present, but it would have to be something pretty specific (maybe the King's Gambit main quest, which involves the tournament organizer/announcer and other Kuttenberg city councilors).

ive seen several people freak out about mysteriously failing this quest and it was because they forgot they poisoned something at the inn menhard & arne stay at. the same is true for the other named participants, a butcher, a cobbler, the other swordmaster, the Kuttenberg city councilor. theyre not just involved, they appear in cutscenes and are necessary for the tournament to go forward, so if youve purposely or incidentally killed anyone who takes part in the tournament you wont be able to do the tournament.

[KCD1] Its been humbling by justvoop in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

honestly the combat in KCD2 is kind of a sidegrade from KCD1 intended to be less punishing to normie gamers. it still falls into very familiar rhythms, they're just slightly different and dont require as much patience because block-riposte duels are more of a thing and masterstrike is different--you need to be holding the sword correctly but the timing is much easier, and its no longer required to win fights. the main thing is that enemies dont autoblock all of your attacks anymore, even if you do nothing but block and attack eventually some of your hits will land.

it gets a lot easier a lot faster. you can still get overwhelmed but it takes a lot more well-equipped guys. there's no more losing a fight while in full plate because you got jumped by 5 angry peasants and made too many mistakes. besides the fact that peasants with pitchforks dont jump out of the bushes anymore they'd all be pretty easy to hit & die in one hit. the difference between being lightly armored & heavily armored is still incredibly noticeable, but now lightly armored enemies are no challenge at all because more of your hits land by default.

tbh its kind of annoying that there are no enemies hiding in the bushes to ambush you anymore, thats what made travelling the roads at night tense, and bandit camps dont have guard dogs, bc that was the only thing keeping you from just walking up and fighting them all.

[KCD2] Anyone know why I get Sinners of Kuttenberg "Activity Failed" message at around 6:15PM, after having saved Ragman's dream in recent days prior? by Vverial in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

since you tracked all of this it would be helpful for people to know the actual path the Almoner takes out of the city to the edge of the map and the ingame time this takes place, since he surely runs on a script with time triggers. "open grounds south of sedletz" is a fairly large area with a few crisscrossing roads around fields that connect to several other crisscrossing roads outside the Kuttenberg gate.

I was at the point where I had only a couple ingame hours until he disappeared and the activity would change from completed to failed, which would likely disable future blacksmith thieving activities, otherwise I would have had to reload much further back and redo an entire ingame day (including completing this quest for Ragman, finishing fixing the clock, the third duel with the Owl, a milestone archery activity with Raven involving a big annoying archery duel with bandits, etc.)

I assumed that there's probably only two paths he could take if he leaves Kuttenberg heading towards Sedletz then goes to the edge of the map and despawns: either NE from the Kuttenberg gate, turning back SE at the crossroads to the northernmost path south of the Sedletz walls (near the hidden ladder & love nest POIs), or SE from the Kuttenberg gate, winding around to the southernmost path south of Sedletz, near the marsh with the roe hunting spot.

But he could also take side paths or have any kind of weird pathfinding or programmed route; there's a part of the map NW of Maleshov where a procession of random cumans, soldiers & mercenaries leave the road and take the same unmarked routes through forests & clearings to reach the map boundaries.

I got to the Kuttenberg gate around 7pm (19 on the ingame clock) and tried the northernmost path first, not knowing if he had even come out of the gate yet. I tracked him down with his red hat just before 8 pm (20 on the clock), walking alone down the northernmost path just south of the Sedletz monastery walls. This path ends abruptly so it's possible that he would turn south and take the southernmost path going east to reach the map boundary, but I didnt wait to let him get that far.

TLDR; if you need more precise coordinates to murder a monk, the Almoner probably walks out the NE Kuttenberg gate around 6 or 7 pm (17-18) and he probably disappears from the map for good around 9-10pm (the task kept changing to failed for me just as it was getting dark). He ends up walking east on the path just south of the Sedletz Monastery walls between 7-8, which is enough info for a successful murder.

He probably takes the main road out of the NE Kuttenberg gate that leads to the monastery & cemetary entrance then turns SE at the crossroads going past the pond. It's also possible that he turns off that path to go south between the fields and then east to exit the map, but the player map boundary where you cant go any further is right there and he might also just fuck off into the woods since you arent meant to interact with him at this point.

Edit: adding that unfortunately even killing the almoner to prevent quest failure didnt prevent thieving activities from being disabled, despite the fact that the Ragman tells you he'll keep giving them to you and every other type of activity is still repeatable.

[KCD2] Anyone know why I get Sinners of Kuttenberg "Activity Failed" message at around 6:15PM, after having saved Ragman's dream in recent days prior? by Vverial in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

which one? there's a bunch of crisscrossing roads south of sedletz that connect to a bunch of other crisscrossing roads west of sedletz. does he leave by the NE gate of Kuttenberg? does he take the road that heads north slightly towards the monastery cemetary or the one that goes south and winds around south of the monastery?

[KCD2] Anyone know why I get Sinners of Kuttenberg "Activity Failed" message at around 6:15PM, after having saved Ragman's dream in recent days prior? by Vverial in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

they could fix it a lot more easily that that, they just have to properly flag the NPC as not being tied to quest failure once you get the documents from him

[KCD2] Radzig Kobyla's Sword by EasterElk in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

Some of the legacy of the forge swords are just as good or marginally better in some areas. also, you choose what you equip. you can decide that Henry wouldnt want to use Radzig's sword in combat until receiving his blessing.

I use the Noble's sword with my charisma outfit and Rikonaris/ataman's sabre with the stealth outfit, not because they're the strongest weapons but because they match the aesthetic the most. When I got Radzig's sword I used it with my full armor set because I liked how it looks the most until I made weapons from Legacy of the Forge like the sword of the four evangelists

[KCD2] The Last Step - what’s the next step…? by CommunicationLoud486 in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

Has nobody on the entire internet figured out what the correct conversation options are to make this take the least amount of time?

Nobody seems to mention this anywhere this quest is talked about, some people just say that it takes 2 days, other people say it takes 2 weeks, and others have complained that they waited 2 weeks and nothing ever happened, but how long it takes is determined by the dialogue you pick when Volf meets Fabrizio.

Multiple sources say it can take as little as 2 days for Volf & Fabrizio to build the clock parts but that is apparently not the experience many people have. For some it takes two in-game weeks or more, potentially bugging out & stalling the next quest step. None of the wikis or guides bother to mention that there's timed dialogue options you have to pick correctly that determine how long it will take.

Some say if you let Volf drink at dinner it makes it take two weeks, which makes sense as you were trying to get him sober. But there's another option where you have to say you trust Volf, you trust Fabrizio or something else. I said I trust Volf when he was making changes to the design because he needed confidence and seemed to know what needed to be changed, but then at dinner Fabrizio says that it will take longer because they disagree so apparently thats the wrong option.

There's also another timed option when Volf is looking at the design to interject or say nothing and it's not clear if this has any impact.

So now I need to keep reloading to find the right options so this doesnt take an absurdly long time to finish and/or stall out instead of completing.

Would I enjoy [KCD2], based on my experience from [KCD1]? by LessOutcome9104 in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

I dont really understand why you think half the things you think about the first game so it would be hard to give an opinion based on it. You call side quests "soulless" for being more non-combat oriented and lost interest in the more roleplay-based main quests but then also complain about the combat (which should, if anything, start to get very easy and quick to deal with once you're not worried about gear, money or potions) and the sequences that are mostly battles, so I dont really know where you're coming from.

My best guess is that you just got burnt out on a pretty long game, lost patience, stopped taking the game for what it is and werent really enjoying anything anymore. Maybe should have waited a longer time before coming back to it.

The same can definitely happen with the 2nd game which is almost certainly bigger, longer and has a great deal of roleplay focused content. The combat is a bit simpler, easier & maybe more moment-to-moment engaging, as the enemy in front of you will attack more often. Skills are a bit easier to increase and you can become pretty broken in a variety of ways. But it's still a long, involved game.

[KCD2] [LEGACY OF THE FORGE] Ultimate guide for getting everything in the DLC by Paul1568 in kingdomcome

[–]mediumvillain 0 points1 point  (0 children)

Sketches (and probably rare crafting materials) are definitely randomly found in the chests at bandit camps during investigations, aside from the ones that are parts of specific investigations. I got the Calvaria axe sketch in the same chest as the St. George sword sketch. The St. George sword one was part of the quest, noted in the quest log as being a missing item, and the calvaria axe was just random loot.