Bug/Proposal: Klanq quest unfinishable after visiting Grit Gate

Issue #8173 resolved
Former user created an issue

Bug:

I got the answer from Klanq to help Grit Gate, then wandered around the map, assuming that is all I had to do spread Klanq. I saw the quest said "After convincing Klanq (checked off) go to Grit Gate." I went to Grit Gate and completed the quest and was given the Tomb of Eaters Quest. 
During this time I noticed I still had Klanq and then saw there was a quest for spreading it. 
I started following the instructions for spreading and none of the conditions will check off the list, even when I diligently complete them by activating the ability. 
Klanq is now at Grit Gate and makes no mention of the quest either when I talk to him.

There is no mention of Klanq in the Corpus, can it be cured as such?

Related Proposal on Fungal Infections: Will you add a note in the corpus on the general stratum of the remains requested or a dynamic journal page on creature notes? E.g. "earthworms are typically found 4-8 strata". That way when the corpus asks for remains there is a goal and a chance of finding them. These days (200 hours+) if I get a fungal infection I mostly give up because sacrificing several hours to scour low level areas, without any better ideas, is miserable. There could be a line in the corpus telling where to find the creature specific to the recipe. That would make sense and be a tiny adjustment with great positive effect! Now if the player commits to finding the remains, and it still takes hours, what about a unique reward for completing the quest? Example: A bracelet of the remains granting something useful for midgame (immunity to that specific infection, affinity for the faction of the remains, some decent arm slot defense). Such a token would be much more rewarding and mentionable. You would think I would know how to prevent infections with all these hours, but I did not encounter such knowledge in the main storyline. Could a warden suggest getting a gas mask or fungicide equipment? The wardens would be a good vehicle to dispense area-specific hints. I do like the idea of infections and their risk, as an homage to rogulike difficulty, but a hint and a reward would be immensely enjoyable while improving immersion.

tl:dr; Corpus quests are unpleasant and there is no comparable reward or token for the amount of hours invested cure an infection, which provided would be better with the same player investment required to cure. Preventative knowledge would be fun to learn in game vs wiki.

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