Uploaded March 2026 | Updated September 2026, 2 weeks ago
When it comes to Laravel upgrades, Laravel Shift is a great first step. However, it is rarely the whole answer and full solution. In this video, we go through where Laravel Shift falls short and what it really takes to update Laravel applications in complex, real-world applications.
If you’re wondering how to upgrade Laravel apps without breaking production, start here.
More About Laravel Shift Alternatives: https://ter.li/gx572i
Laravel Migration Support: https://ter.li/yoq6jw
Check Us Out On:
LinkedIn
Perforce Zend: linkedin.com/company/perforce-zend
Perforce Software: linkedin.com/company/perforce
X
Perforce Zend: https://x.com/zend
When it comes to Laravel upgrades, Laravel Shift is a great first step. However, it is rarely the whole answer and full solution. In this video, we go through where Laravel Shift falls short and what it really takes to update Laravel applications in complex, real-world applications.
If you’re wondering how to upgrade Laravel apps without breaking production, start here.
More About Laravel Shift Alternatives: https://ter.li/gx572i
Laravel Migration Support: https://ter.li/yoq6jw
Check Us Out On:
Perforce Zend: linkedin.com/company/perforce-zend
Perforce Software: linkedin.com/company/perforce
X
Perforce Zend: https://x.com/zend










![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)