Uploaded July 2026 | Updated September 2026, 2 weeks ago
The Rust programming language is becoming increasingly popular for its built-in, memory-safety capabilities. But Rust alone is not enough to meet functional safety requirements. Watch the webinar to learn how Rust static analysis helps fulfill compliance requirements for safety standards.
Perforce Static Analysis free trial: perforce.com/products/sca/free-static-code-analyzer-trial
Learn more about Perforce Static Analysis Rust support: perforce.com/resources/sca/rust
The Rust programming language is becoming increasingly popular for its built-in, memory-safety capabilities. But Rust alone is not enough to meet functional safety requirements. Watch the webinar to learn how Rust static analysis helps fulfill compliance requirements for safety standards.
Perforce Static Analysis free trial: perforce.com/products/sca/free-static-code-analyzer-trial
Learn more about Perforce Static Analysis Rust support: perforce.com/resources/sca/rust






![Everything Is Connected: Warhorse Studios’ Quest System for Kingdom Come: Deliverance II
In Kingdom Come: Deliverance II, quests aren’t isolated scripts—they’re a tightly connected web of story, state, dialogue, and world logic. Making that work at the scale of a 250‑person, six‑year production required tooling designed specifically for narrative complexity.
Warhorse Studios Lead DevOps Programmer, Petr Nohejl breaks down Scout, Warhorse’s proprietary quest system. Originally built as a dialogue editor, Scout evolved into the central system driving quests, random encounters, NPC behavior, and narrative state across the entire game.
Rather than hiding complexity, Scout makes it visible. Petr explains how designers navigate a bird’s‑eye view of quest dependencies, how validation happens long before QA ever sees a build, and why Perforce P4 isn’t just used for version control—but is embedded directly into the workflow.
In this episode:
How Scout grew from a dialogue tool into the core quest and dialogue system for KCD II
Why Warhorse built a custom quest system and how it unlocked access for sound, localization, and narrative teams
The “switchboard” view that exposes quest dependencies across the entire game world
How P4 server‑side triggers validate quest logic before changes hit the build pipeline
Why Warhorse runs real in‑game scenarios 24/7 to catch issues at scale
Lessons carried forward from Kingdom Come: Deliverance I, including the origin of the “I feel quite hungry” meme
Easter eggs, side projects, and the human craft behind a large RPG production
Speakers:
Jase Lindgren, Principal User Advocate, Perforce
Petr Nohejl, Lead DevOps Programmer, Warhorse Studios
Find Us Online:
Perforce.com
https://www.perforce.com/podcasts/p4/in-development
https://www.linkedin.com/company/perforce/
Timestamps:
[00:00:00] Cold Open
[00:02:10] Welcome & Kingdom Come Origins
[00:04:54] Scaling Development at Warhorse
[00:13:42] Quest Assets & Workflow Rules
[00:16:47] Scout Tool Deep Dive
[00:28:45] Validation, Automation & Testing
[00:35:36] Open World Challenges
[00:40:27] Quest Design Examples
[00:47:32] Humor, Memes & Easter Eggs
[00:54:43] History, Career & The Future Everything Is Connected: Warhorse Studios’ Quest System for Kingdom Come: Deliverance II](https://i.ytimg.com/vi/n-Gu1TQW1uU/mqdefault.jpg)



