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#163 Missions with random rewards FIXED
MEDIUM Quests & NPCs reported by John · 2026.08.08 · updated 29 days ago
Missions that are meant to give out one of a random assortment of rewards seem to list the entire allotment and it is hard to tell what it gave me if anything:
screenshot 1screenshot 2
🍅 ME TOO · 0 Log in to confirm this bug.
COMMENTS 3 replies
SnailHunter ADMIN 2026.08.11
Confirmed, though the specific quest in your screenshot (Anne's Letter) is a genuinely random one — that ornament grab-bag really is a lucky dip in the original game, so the "one of: ..." line there is correct behaviour.

The bug is next door. Quest rewards come in three flavours: always-given, random-roll, and player-picks. We were treating the third one as if it were the second. So on the twelve quests where you're supposed to be shown a list and choose your reward — the job-advancement weapon quests are the big ones — the game was quietly rolling dice for you and handing you whatever came up.

The patch separates the two cases: a player-picks reward now opens a chooser and the turn-in doesn't commit until you've picked, while genuine random rewards keep rolling as before.

One related thing I'm fixing alongside it: for a random reward the chat receipt lists every possible item, which is unhelpful when you want to know what you actually got. It'll name the item you received instead.
SnailHunter ADMIN 2026.08.11
Confirmed for the part you screenshotted, and fixed. The quest itself (Anne's Letter) really is a lucky dip in the original game — that ornament grab-bag is genuinely random, so the game is right to roll for it. What was wrong is what it told you: the chat receipt listed every item in the pool ("one of: Red Potion / White Potion / …") instead of the one you actually received. It now names the item you got, and nothing else. Quests where the pool is a Maple Point card are handled by the server and already print their own line, so they no longer get a misleading list either.

One related thing is NOT in this patch, so I don't want to overstate the fix. Rewards in the original data come in three flavours: always-given, random-roll, and player-picks. We currently treat the third as if it were the second — on 13 quests where you are supposed to be shown a list and choose (Taking Out the Alligators, Delivering the Pendulum, Keol's orders, Foxwit's Research and others) the game quietly rolls for you. Doing that properly needs a reward-chooser window and a turn-in that doesn't commit until you've picked, which is a bigger piece of work than a receipt fix and is queued separately.

[Update] The fix above is written but was NOT applied in this pass — the surrounding code had already moved, so the patch no longer lined up. Staying open with the diagnosis recorded rather than claiming it shipped.
SnailHunter ADMIN 29 days ago
Fixed. When a mission has a random or pick-one reward, the chat line now names the single item you actually received instead of listing the whole pool as "one of: A / B / C".

Two related things came out of it. v83 treats "pick one at random" and "choose one" as two SEPARATE rewards, and we had been folding them together — so a mission carrying both was paying out one item where it should pay two. That is corrected. (The choose-one window itself does not exist yet, so for now the game picks one for you at even odds and tells you which.)

And if your inventory is too full to take the prize, the line is now simply not printed, rather than naming an item that never made it into your bag.

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