The issue here is that quests are quite loosely coupled with the actual events and actions that occur within the quest itself. The content server does have a command to reset your questlog, but it doesn't account for several things: NPCs that were spawned for the quest, hidden persistent data...
Since NPCs are zombies on the server and only sent as players to the client, lumberjack NPCs at the lumber mill are able to spawn as baby zombies. This does not affect them cosmeticallybut there's a couple functional issues that go hand-in-hand with it.
Affected lumberjacks run at the speed of...
This is a duplicate of these reports. Please use the forums search feature to determine if a bug has already been reported. Relevant keywords (i.e.: characters, class, npc) should usually tell you if there's an existing bug report.
You underestimate how much we currently have on our plate. There are more pressing issues than an attribute reset function. It's simply not possible to juggle all these issues and have them resolved to satisfaction all in a timely manner.
We're in no rush to get this sort of in-depth testing...
Closing as a duplicate of multiple other reports tied to an overlying bug that allows unintended interaction with most, if not all, tile entities and containers.
Unless it can be confirmed that at least one NPC does not spawn upon accepting the quest, I have doubts that this occurs exactly as suggested. The NPCs are only spawned once you accept the quest and at no other point, so I don't see why it would decide to show up only after some time...
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