FuriousRamsay Posted August 24, 2021 Share Posted August 24, 2021 At the moment the only way to have a quest fail is if you use the StayWithin objective and somehow leave the area. There has to be more ways to fail quests, especially when you aren't interacting with a POI. It would be good to include another type to the <requirement/> object that would allow the ability to check if the player is still alive or active in the game. The game is dearly lacking in terms of content and this would help create a lot more content. Link to comment Share on other sites More sharing options...
BFT2020 Posted August 24, 2021 Share Posted August 24, 2021 39 minutes ago, FuriousRamsay said: At the moment the only way to have a quest fail is if you use the StayWithin objective and somehow leave the area. There has to be more ways to fail quests, especially when you aren't interacting with a POI. It would be good to include another type to the <requirement/> object that would allow the ability to check if the player is still alive or active in the game. The game is dearly lacking in terms of content and this would help create a lot more content. If you die, you also fail the quest........ Link to comment Share on other sites More sharing options...
Telric Posted August 24, 2021 Share Posted August 24, 2021 If you are talking about modding, which I assume you are with the wording, setting the difficulty to insane will cause the quest to fail if you die, period. I haven't messed with difficulties between veryeasy and insane, but veryeasy doesn't fail if you die... Insane does. Link to comment Share on other sites More sharing options...
katarynna Posted August 24, 2021 Share Posted August 24, 2021 Very easy does fail if you die. All quests fail if you die before completing them. Except maybe buried supply quests... i don't know if they fail on any difficulty. Don't take my word for it. Start an ez mode nav game, pick up a fetch or clear quest, and intentionally let the zombies kill you or eat glass. Link to comment Share on other sites More sharing options...
Telric Posted August 24, 2021 Share Posted August 24, 2021 2 hours ago, katarynna said: Very easy does fail if you die. All quests fail if you die before completing them. Except maybe buried supply quests... i don't know if they fail on any difficulty. Don't take my word for it. Start an ez mode nav game, pick up a fetch or clear quest, and intentionally let the zombies kill you or eat glass. According to the xmls, all fetch and clear quests are defined as medium+, not veryeasy. The starter quest is veryeasy and if you die during it, you won't lose it. Link to comment Share on other sites More sharing options...
katarynna Posted August 25, 2021 Share Posted August 25, 2021 Well of course you don't lose the starter quests when you die. I thought you meant the easiest difficulty choice when you said very easy. I didn't realize you were talking about a tag on quests in the xml. Just a misunderstanding on my part. Link to comment Share on other sites More sharing options...
Telric Posted August 25, 2021 Share Posted August 25, 2021 All good. I'm just assuming by the OP's wording they are referring to modding they are doing, so I was pointing out modding related informations Link to comment Share on other sites More sharing options...
FuriousRamsay Posted August 28, 2021 Author Share Posted August 28, 2021 Thanks, I haven't tried playing with difficulty settings, will give that a try. Link to comment Share on other sites More sharing options...
FuriousRamsay Posted August 28, 2021 Author Share Posted August 28, 2021 (edited) Ok so you are both right and wrong. Yes the quest will fail on insane difficulty if you are in a scenario where there was a rally point. If there is no rally point, there is no way to fail the quest at a given phase. In the example below I ate glass during the Time objective, respawned and the quest (and timer) was still going. Waited for the timer to lapse, ate glass, died and was still going after. Activated the rally point, died and then it failed. I would want the ability to specify at which phase you could fail a quest when you die or leave the game. Would give the flexibility to only have certain stages where you could fail, not based on the type of objective basked into the code but based on choice. In the case below I would like it to fail so long as the Timer is active. <quest id="challenge_FailQuest"> <property name="name_key" value="challenge_FailQuest_name"/> <property name="subtitle_key" value="challenge_FailQuest_subtitle"/> <property name="description_key" value="challenge_FailQuest_description"/> <property name="icon" value="ui_game_symbol_quest"/> <property name="repeatable" value="true"/> <property name="shareable" value="true"/> <property name="category_key" value="challenge"/> <property name="difficulty" value="insane"/> <property name="difficulty_tier" value="1"/> <property name="offer_key" value="challenge_FailQuest_offer"/> <property name="completiontype" value="AutoComplete"/> <objective type="Time" value="80" phase="1"/> <action type="SpawnEnemy" id="zombieBoe" value="1" phase="1"> <property name="delay" value="1"/> </action> <action type="SpawnEnemy" id="zombieJoe" value="1" phase="1"> <property name="delay" value="3"/> </action> <action type="SpawnEnemy" id="zombieFemaleFat" value="1" phase="1"> <property name="delay" value="5"/> </action> <action type="SpawnEnemy" id="zombieJanitor" value="1" phase="1"> <property name="delay" value="7"/> </action> <action type="SpawnEnemy" id="zombieMoe" value="1" phase="1"> <property name="delay" value="9"/> </action> <action type="SpawnEnemy" id="zombieLab" value="1" phase="1"> <property name="delay" value="11"/> </action> <action type="SpawnEnemy" id="zombieArlene" value="1" phase="1"> <property name="delay" value="16"/> </action> <objective type="RandomPOIGoto"> <property name="phase" value="2"/> <property name="biome_filter_type" value="ExcludeBiome" /> <property name="biome_filter" value="wasteland" /> <property name="nav_object" value="quest" /> </objective> <objective type="RallyPoint"> <property name="phase" value="3"/> <property name="nav_object" value="rally" /> </objective> <objective type="FetchFromContainer"> <property name="phase" value="4"/> <property name="quest_item_ID" value="91"/> <property name="item_count" value="1"/> <property name="default_container" value="cntFetchQuestSatchel"/> <property name="fetch_mode" value="Standard"/> <property name="nav_object" value="fetch_container" /> </objective> <objective type="ReturnToNPC"> <property name="phase" value="5"/> <property name="nav_object" value="return_to_trader" /> </objective> <objective type="InteractWithNPC"> <property name="phase" value="5"/> <property name="nav_object" value="return_to_trader" /> </objective> </quest> I even tried using the RandomGoTo rally point and that doesn't fail the quest either. Seems very specific to going to POIs and having a clear or fetch objective, nothing else. <objective type="RandomGoto" value="200-300" phase="1"> <property name="completion_distance" value="50"/> <property name="nav_object" value="quest" /> </objective> <objective type="RallyPoint"> <property name="start_mode" value="Create"/> <property name="phase" value="2"/> <property name="nav_object" value="rally" /> </objective> Edited August 28, 2021 by FuriousRamsay (see edit history) Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now