Quest order check
Your AI walks every order in which a player can do your quests, and finds out whether each quest can still be finished. If doing one thing first locks a quest out for good, you get the exact moves that cause it, so you have proof you can replay in your own game.
When you need it
When quests depend on each other and players can do them in any order: open worlds, side quests, factions. Ask for it whenever you add a quest, and have your AI show you the report with how many orders it covered.
Say this to your AI
Use the quest order check from Spielerando on my quests. Find out whether any quest can be locked out for good, and show me the exact moves that do it.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP
Settings
- maxStates (200000): The walk stops after this many different situations. The report says if that happened, and then it only speaks for what was walked.
Your AI gets the code
The finished code and math come through the Spielerando connection, so your AI can use them right away. Connect your AI
Common questions
how do i make sure no quest can be locked out
Have your AI walk every order of play, not just the one you had in mind. If a quest can no longer be finished after some moves, the report lists those exact moves and what the quest is waiting for.
can players break my quests by doing them in the wrong order
They can, and it is easy to miss because most orders work. This walk tries them all, so the one bad order shows up with the moves that cause it.
what if losing a quest is part of my game
Mark that quest as one that can be lost, such as when a player must pick a side. It is then not reported as locked out, but it must still be possible to finish it in some way.