Adding new quest nodes to save data
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- Posts: 2
- Joined: Wed Nov 18, 2020 3:22 pm
Adding new quest nodes to save data
Quest Machine is awesome. I have some quests set up already with the PixelCrushers save system saving all of the game's data. There is a little problem though. When I update a quest that was already given to a player with new quest nodes it looks like those new nodes aren't registered in old save data. Is there a way I can refresh all of a player's existing quests?
Re: Adding new quest nodes to save data
Hi,
I'll look into the best way to handle that.
Right now, if you add new quests, you can tick the QuestJournal/QuestGiver's Save Settings > Add New Quests Since Saved Game to register them when loading a game that was saved before adding them.
However, hand-written quests are recorded in saved games in a compact byte format. This is great for keeping saved game sizes small, but it prevents some challenges when changing the structure of the quest underneath it. I'll see what I can do in the next release without introducing any breaking changes to the format that would cause problems with projects' existing saved games.
I'll look into the best way to handle that.
Right now, if you add new quests, you can tick the QuestJournal/QuestGiver's Save Settings > Add New Quests Since Saved Game to register them when loading a game that was saved before adding them.
However, hand-written quests are recorded in saved games in a compact byte format. This is great for keeping saved game sizes small, but it prevents some challenges when changing the structure of the quest underneath it. I'll see what I can do in the next release without introducing any breaking changes to the format that would cause problems with projects' existing saved games.
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- Posts: 2
- Joined: Wed Nov 18, 2020 3:22 pm
Re: Adding new quest nodes to save data
Thank you very much for the help! Using a new quest works as a solution too.
Re: Adding new quest nodes to save data
Great! Sorry about that restriction on existing quests. I'll see what I can do in a future release to lift it.