More of a design concern. During the 4th (?) mission (rescuing the captive spriggat on behalf of Lakshmi Bana), killing all the bandits before releasing the spriggat from her cell results in an immediate end of the mission, which makes sense, but it then proceeds without adding the spriggat to your party. Now, one would think that with the entire bandit camp slaughtered, our heroes would've had more than enough time to rescue the prisoner and take her with them, but apparently its not the case.
Prolonging the battle even after the enemies are dead to allow the player to manually interact with the captive OR automatically triggering the scripted interaction once the last enemy dies would make more sense than "Oh well, we killed everyone, let's forget the actual reason we came to do it and go home now".
Or was that fight meant to be un-winnable and forcing the players to rush in, smash-and-grab and retreat from bandit reinforcements?
Prolonging the battle even after the enemies are dead to allow the player to manually interact with the captive OR automatically triggering the scripted interaction once the last enemy dies would make more sense than "Oh well, we killed everyone, let's forget the actual reason we came to do it and go home now".
Or was that fight meant to be un-winnable and forcing the players to rush in, smash-and-grab and retreat from bandit reinforcements?