v0.13.3 - NPC Quests & Turn In Patch Notes
What's new in v0.13.3 - NPC Quests & Turn In
NPC Quest System
- NPC-bound quests - Quests can now be tied to specific NPCs via the
npcViewIdfield. NPC quests are hidden from the main quest log until accepted — players discover them by interacting with NPCs - NPC Quest UI - A dedicated two-panel quest page for NPC interactions. The left panel lists available quests with status indicators, the right panel shows quest details including dialogue text, objectives, rewards, and action buttons (Accept, Turn In, Claim, Abandon)
- NPC accept gating - Quests with
npcRequiredToAcceptcan only be accepted through the NPC quest page, not from the main quest log. Once accepted, NPC quests appear in the normal quest log for tracking - Quest dialogue text - Three new markdown fields on quests (
incompleteMarkdown,activeMarkdown,completeMarkdown) display contextual NPC dialogue based on quest state. Per-objective dialogue is also supported viadetailMarkdownon objectives. Text supports#headers,##subheaders,bold, and*italic*formatting /mmoquestuicommand - Admin/console command to open the NPC quest page for any player. Usage:/mmoquestui
Turn In Objective Type
- TURN_IN objectives - New quest objective type that removes items from the player's inventory. Players click the "Turn In" button in the quest UI to submit items. Supports partial turn-in — if you have 7 of 10 required items, you can turn in what you have and come back for the rest
- Turn In button in quest log - When the current objective is a TURN_IN type, a "Turn In" button appears alongside the Abandon button in the main quest page
- Item matching - TURN_IN objectives use the same match modes as other objectives (EXACT, CONTAINS, PREFIX) for flexible item ID matching
Looking for technical details? View full developer changelog for v0.13.3 - NPC Quests & Turn In