Originally Posted by Rhobar121
In my opinion, the game should communicate somehow that you should go to the camp. A short information from the character that we should return to the camp would be enough.
Events in the camp should not overwrite one another and should be triggered in the order they are unlocked (even if you have to rest a few times in a row) the only exception should be the death of characters.
At this point, some events are almost impossible to unlock in a normal game without meta-knowledge, the problem is that you lose a lot of really important information and characters development.

A good example is the weave scene


Despite losing a lot of hours, I have no idea how to unlock it. I would not be surprised if there were more such events.


I only *just* got that scene! I have no idea what triggered it either, it was pretty cute though <3. I've always found Gale the most easiest person to get approval from, but I only just saw that scene with him :X.



Originally Posted by blazerules
I just rest at camp more than I do short rests which "fixes" the issue for me.

Spoke of this before but... character stubs his toe and loses 1HP? Rest at camp. Uses random spell by accident? Rest at camp. I think I rested at camp 8+ times before I arrived at the grove. 9 if you count after the gate fight.

This is especially so when I did a playthrough using the tadpole since its once per full rest? So I just rested at camp after each use of that. Im suspecting this mechanic of once per rest with tadpole is to encourage people to do full rests but considering I didn't even use tadpole powers my first go around dunno. I wonder how the full game will react to that bit proper.


This is a workaround I guess :X, but it sort of ruins the immersion and role playing element for me.

It did make me laugh about stubbing his toe and he goes straight to resting at camp though! XD