Mmmhhh, that shouldn't happen as the quest are saved in the Game_System of your savefile. I'll try to recreate the bug and see if I can come up with a solution, maybe a forced quest load will be enough 🙂
Viewing post in RPG Maker MZ Plugin: QuestLog comments
Okay, I appreciate that and thank you for the quick response!
I'd also like to ask if there's a way I could check if a quest is complete and base a conditional branch off that without using a switch or variable?
I'd like to fail a quest if someone leaves that area's quest (w/o completing it) as it will be inaccessible from that point on.
Thank you!! I've been doing it a slightly clunkier way but a check would be very useful.
To give more info on the issue, it seems like it only happens if I open the game, then immediately go take a quest from a save without opening the quest log. If I open the quest log at least once, I can load saves without this issue.