Strange bug: Package on the ledge above the abandoned farm has broken items

BattleLord

Staff member
Loreseeker
Joined
02/12/2017
Messages
767
When exploring, I discovered the package next to the skeleton on the ledge above the Abandoned farm and noticed that it has 2 broken items in it.
At the time, I didn't really think much about it, except that it's just there for some flavor.
After all, the guy clearly fell to his death, so having the items that he was carrying be broken from the fall makes sense to me.

However, afterwards I had to reload the save file, and when I returned back to the ledge, I noticed that there weren't any broken items in the package, and instead it had some flowers and a recipe.

I do have a theory about what could have happened.
Earlier, I did the Hunters Hunted quest, and because I don't have a lockpicking character in this team, I broke open the cage.
So I suspect that breaking open the cage somehow was connected to the package and broke the items inside.

However, my last save before that point is quite a few fights back, so I'm unable to test out if this theory is true.
 

DavidBVal

Developer
Staff member
Administrator
Joined
28/02/2015
Messages
7,581
When exploring, I discovered the package next to the skeleton on the ledge above the Abandoned farm and noticed that it has 2 broken items in it.
At the time, I didn't really think much about it, except that it's just there for some flavor.
After all, the guy clearly fell to his death, so having the items that he was carrying be broken from the fall makes sense to me.

However, afterwards I had to reload the save file, and when I returned back to the ledge, I noticed that there weren't any broken items in the package, and instead it had some flowers and a recipe.

I do have a theory about what could have happened.
Earlier, I did the Hunters Hunted quest, and because I don't have a lockpicking character in this team, I broke open the cage.
So I suspect that breaking open the cage somehow was connected to the package and broke the items inside.

However, my last save before that point is quite a few fights back, so I'm unable to test out if this theory is true.

that's a good catch, noted!!!

Smells like shared unique IDs... again

Not exactly. I already added a gamewide check for duplicated IDs, so unless I mess it with the check or forget to run it, shouldn't happen again.

But the way I am storing in a flag that the last container was broken open is "provisional code" that somehow remained there until now. No wonder it's faulty.
 

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