With how old school this game does some shit, and how I’ve been dicking about I am slightly worried I will hit a hidden time limit, like in Fallout 1 before I even attempt to dive into the main quest. I’m not just gonna turn squidy all of sudden and end my game if I take too long, am I?
There are, bit pissed about it tbh. The over arching feedback on ‘time’ is to take a long rest whenever you feel the need but also that you need to take them to progress the main story; so long rests are fundamental to the game.
This is great, except at least one quest does have a timer and no, I didn’t read/see/hear any warning about this.
I’m fine with some quests actually having a timer, just mark them red in the journal or something
I read in a review that there is talk all the time about getting cured of your problem quickly, there really is no time limit and you can enjoy and explore the game until you finally get a cure.
Some specific quests have time limits (long rest based ones) but those that do are pretty explicit about it and make a point of warning you before you can unintentionally progress them.
I didn’t get any warning when I missed out on a quest in the Underdark. At least no warning that I recall receiving. It wasn’t big deal, just means that my next playthrough will be different.
Was that the
spoiler
Nere/save the gnomes quest in Grymforge?
I got a warning before I rested (right when I went to camp) that I was going to fail that one (psychic call for help, that they were about to die), I did rest specifically in that area of the underdark though, the scene might not trigger elsewhere? IDK.
Yes, it was that. I didn’t notice getting such a warning, but it’s definitely possible I did and just didn’t pay attention.
If you fast travel too far away the quest also auto-fails with no warning.
Ah, it’s quite possible that is actually what happened as I had fast traveled back to the Myconian village, and did a few other things before returning.