In Progress [1.5.0] Here's one possible cause of the number of available issues/quests dropping over time. Save/Reload bug.

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Summary: With 1.5.0, there have been many people noticing a drop in the number of available quests over time. This is possibly cause by a variable not being saved properly when quiting the game. The value of the variable "_additionalFrequencyScore" is set to 0.2 when a new game is created in the OnNewGameCreated method of the IssuesCampaignBehavior class. This variable partly controls the number of total quests that spawn over time.

However, upon reloading a save, the variable reverts to 0, so in the CalculateIssueScoreInternal method you can see that the threshold for a new quest to be created changes, making it harder for new quests to be created when old ones expire or are completed.

How to Reproduce: Create a new game. Set a breakpoint in the CalculateIssueScoreInternal method to see what the value of the _additionalFrequencyScore variable is. It should be 0.2. Let the game run for awhile and use the in-game console command "campaign.print_issue_statistics" to see how the number of issues changes over time. Once it has stablized, save the game and reload the save. Check the value of _additionalFrequencyScore again, and it should now be 0. By letting the game run some more, you can use the console command to see the number of available issues fall over time.

Media:

The _additionalFrequencyScore variable is initialized in the OnNewGameCreated method of the IssuesCampaignBehavior class:

On-New-Game-Created.png


The CalculateIssueScoreInternal method is where the variable is used to control the number of quests that spawn over time, shown below:

Calculate-Issue-Score-Internal.png


Version: 1.5.0
 
+1
It's really hard now to get good relations with noteables.
Furthermore the quest "x needs seed grain“ just give you 20+ relationship what is huge but the quest starts always with" need 33 pieces of grain" even in the early game. The best money making quests by now are "training soldiers" =>bugged you need just one troop to get the full 2.4k, and "gang leader needs weapons" for 9 hatchet from looters you get 3.4k denars
 
Summary: With 1.5.0, there have been many people noticing a drop in the number of available quests over time. This is possibly cause by a variable not being saved properly when quiting the game. The value of the variable "_additionalFrequencyScore" is set to 0.2 when a new game is created in the OnNewGameCreated method of the IssuesCampaignBehavior class. This variable partly controls the number of total quests that spawn over time.

However, upon reloading a save, the variable reverts to 0, so in the CalculateIssueScoreInternal method you can see that the threshold for a new quest to be created changes, making it harder for new quests to be created when old ones expire or are completed.

How to Reproduce: Create a new game. Set a breakpoint in the CalculateIssueScoreInternal method to see what the value of the _additionalFrequencyScore variable is. It should be 0.2. Let the game run for awhile and use the in-game console command "campaign.print_issue_statistics" to see how the number of issues changes over time. Once it has stablized, save the game and reload the save. Check the value of _additionalFrequencyScore again, and it should now be 0. By letting the game run some more, you can use the console command to see the number of available issues fall over time.

Media:

The _additionalFrequencyScore variable is initialized in the OnNewGameCreated method of the IssuesCampaignBehavior class:

On-New-Game-Created.png


The CalculateIssueScoreInternal method is where the variable is used to control the number of quests that spawn over time, shown below:

Calculate-Issue-Score-Internal.png


Version: 1.5.0
Thanks for always digging in to find out what going on in the guts of BL!
Do you think this will be easy for them to hotfix? Could hot fix repair the drop in quests in an ongoing game?
 
Thanks for always digging in to find out what going on in the guts of BL!
Do you think this will be easy for them to hotfix? Could hot fix repair the drop in quests in an ongoing game?
No problem!

In my not-so-professional opinion it shouldn't be a tough fix. And yes, if they fix it in a way that allows it to affect current saves, then quest numbers should recover in a fairly short amount of time.
 
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