Hello,
me again with another proposal:
Right now, creating sub-objectives in Adventure Creator means assigning them to a shared inventory category, which feels a bit awkward and unintuitive. This setup seems to mix two unrelated systems. It also creates a kind of “fake hierarchy,” where sub-objectives only appear grouped but aren’t actually connected. They are merely grouped by a tag instead of being true children of a parent objective. This makes quest organization less clear and can quickly clutter up the Inventory Manager.
It would be much cleaner if objectives could directly contain sub-objectives, forming a true hierarchy inside the Objective system itself. That way, a parent objective could naturally hold its related tasks without relying on external categories, keeping everything self-contained and easier to maintain.
Also, the objective related actions in actionlists cannot target sub-objectives properly at the moment.
And a condition to get a certain amount of sub-objectives to consider the parent objective finished would be useful. Taking the example from the manual, there is progress once you talked to 3 out of five towns people.
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Comments
Thanks for the feedback.
I'm open to suggestions, here.
Sure, let me make it specific. My perfect solution would look like this:
Use case: "Talk to the townspeople" when the objective starts, "I talked to the townspeople. Those stupid buggers did not know anything" when it ends.