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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 🙂

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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.

No problem, I've thought about it and I think it'll be a quick fix, patch should be ready tomorrow 


Mmhh, there isn't a way as for now but I might set up a script call command so you can check it directly in the conditional branch, I'll add that as well to the patch 😁 

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.

v1.6 is out, it should fix the problem :) 

Also external script call have been added!

(+1)

Seems like it's working perfectly now! Thank you for the script call addition as well.