bug: quests with Combat Power requirements do not auto-start #157

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opened 2026-03-26 10:01:09 -07:00 by hikari · 0 comments
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Bug Report

When Auto: ON is enabled for quests, quests without special requirements auto-start correctly. However, quests that have a Combat Power requirement do not auto-start, even when the player has sufficient Combat Power to meet the requirement.

Steps to Reproduce

  1. Enable Auto: ON for quests
  2. Complete a quest with no special requirements (e.g. First Step, Goblin Camp) — these auto-start correctly
  3. Reach The Haunted Mine (or any quest with a Combat Power requirement)
  4. Observe that the quest does not auto-start, despite having sufficient Combat Power

Expected Behaviour

Quests with a Combat Power requirement should auto-start when Auto is ON and the player meets the requirement.

Actual Behaviour

Quests with a Combat Power requirement are skipped by the auto-start logic entirely.

Root Cause

The auto-quest CP calculation used a broken reduce formula that multiplied the running total by a.count instead of adding a.combatPower * a.count. Any adventurer with count: 0 zeroed out the entire running total, causing partyCombatPower to always be ~0. Since all unused adventurers have count: 0, this made every CP-gated quest fail the (q.combatPowerRequired ?? 0) <= partyCombatPower filter.

Resolution

Fixed in commit 4c297f1 — replaced the broken reduce with computePartyCombatPower(next), which correctly applies all multipliers (adventurer-specific upgrades, global upgrades, prestige, equipment, set bonuses, echo, crafted, and companion multipliers).


This issue was created with help from Hikari~ 🌸

## Bug Report When **Auto: ON** is enabled for quests, quests without special requirements auto-start correctly. However, quests that have a **Combat Power requirement** do not auto-start, even when the player has sufficient Combat Power to meet the requirement. ## Steps to Reproduce 1. Enable Auto: ON for quests 2. Complete a quest with no special requirements (e.g. *First Step*, *Goblin Camp*) — these auto-start correctly ✅ 3. Reach *The Haunted Mine* (or any quest with a Combat Power requirement) 4. Observe that the quest does **not** auto-start, despite having sufficient Combat Power ❌ ## Expected Behaviour Quests with a Combat Power requirement should auto-start when Auto is ON and the player meets the requirement. ## Actual Behaviour Quests with a Combat Power requirement are skipped by the auto-start logic entirely. ## Root Cause The auto-quest CP calculation used a broken `reduce` formula that multiplied the running total by `a.count` instead of adding `a.combatPower * a.count`. Any adventurer with `count: 0` zeroed out the entire running total, causing `partyCombatPower` to always be ~0. Since all unused adventurers have `count: 0`, this made every CP-gated quest fail the `(q.combatPowerRequired ?? 0) <= partyCombatPower` filter. ## Resolution Fixed in commit `4c297f1` — replaced the broken reduce with `computePartyCombatPower(next)`, which correctly applies all multipliers (adventurer-specific upgrades, global upgrades, prestige, equipment, set bonuses, echo, crafted, and companion multipliers). --- ✨ This issue was created with help from Hikari~ 🌸
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Reference: nhcarrigan/elysium#157