[Blue Burst] EP2 CCA/Seabed Intercoms aren't saving found Message Logs properly
Create a new Solo Mode EP2 room and port to Seabed, kill a few monsters until you find a green terminal, select Search Log it will say it has found 1 log, walk back to the beginning of the area a bit until you find the Elly's intercom, talk to it and select Message Logs, she will then say There aren't any message logs to show!"
This behavior is all over the place in quest 7-1 this functionality does work but in quest 8-2 it doesn't, for the time being I attached the log of only the Solo Mode session EP2SoloLogSearchIntercom.txt
Might be related to general EP2 story mode flags affected by all PW quests at https://github.com/fuzziqersoftware/newserv/issues/492
In One-Person mode the Intercoms/Terminals will permanently save to the character data the amount of times you had spoken to them or saved/accessed logs, subsequent parties created wont trigger their initial greetings anymore and the found logs will persist as well.
This will happen even if you haven't progressed in the main story via gov quests.
I guess ideally in this case they should behave similarly to the monuments in EP1 solo mode, by reseting their state to OFF if you havent completed the specific gov quest that triggers them.
Again in the case of Episode 2 all these flag checks checkpoints begins if quest 6-5 for sure like happens to Elly in #492 , but i'm not sure at which points the other checkpoints are found in the 7-x or 8-x series....
At the very least the intercoms flags doesn't seem affected by loading other EP2 quests such as Towers or the PW series, like happens to Elly in the lab...
With what I've learned during the fix of the #492 , I'm under the impression in the case of the intercoms/computers across EP2 they are indeed meant to work in the way they currently are during free exploration normal/one-person mode.
I don't remember if they ever acted differently depending on the govquest progress like happened for example with the EP1 monuments in the retail server, because at the time I dind't do enough one-player explorations in EP2....and didn't paid much attention to what was happening with these comms either....
Episode 2 gov quests on their own also preloads all the required flags to enable/disable all the required message logs and dialogs to continue the story depending on which one you load so the player can still enjoy the full story regardless.
If by any chance you remember this specific detail of the retail server or discover if the client internally is expecting this functionality feel free to revisit this one, if i find any information regarding this lost in some old blog/video i will revisit it as well.