Let the Devil's Crossing Smith Craft Dynamite

Apologies if this has come up before since it seems fairly obvious, but after you get to Homestead shouldn’t it be possible for Duncan and Angrim to be able to craft Dynamite? It would make sense from a gameplay and story perspective and save you running to and fro since Homestead and Fort Ikon don’t have inventors.

Yes.

But to implement this, Crate would have to investe time (=money).

Just so you don´t have to spend 5 seconds to go to Homestead.

Probably not gonna happen.

It appears that Captain Bourbon is not giving permits to the smiths to manufacture any dangerous explosives inside the prison:rolleyes:

not to mention not allowing the sharing of inventor services too…What a greedy guy…To him there is no happiness in giving… only receiving :eek:

Ultimately the warden who’s name is inscribed at the prison gate is to be blamed…

I believe it’s also to help keep all the settlements seem “alive”, useful and separate identities…instead of every settlement offering all identical services, or one settlement suddenly offering everything (traders, black legion, outcast etc)

Can you blame him…there’s not that much prison left, 1 or 2 accidents and no more prison left… just a pile of smoking rubble :stuck_out_tongue:

How would this make sense exactly?

The gameplay and story perspective is precisely not to have dynamite available to precisely make sense out of the quest that is to find some. Now I understand your point that this change would apply only once the quest is completed in order to save time and make things simplier, but I fail to see the “gameplay” or “story” sense here.

If you want some dynamite, just farm Cronleys’ places or address to the vendors later in the game. That makes sense to me.

Which stops making sense around Elite since you can run up and explode the barricade.

Black Legion has access to resources that Devil’s Crossing do not have (reclaim the cannon quest) just like Devil’s Crossing has the Inventor/Spirit Guide while Black Legion do not.

Then there are the faction vendors each having unique augments/items/blueprints and so on - so the uniqueness of each surviving camp is fine to me.

I agree, but the problem is not the vendors here.