From 9f8f4f1cd169508f90ed49a470987ee896a450a6 Mon Sep 17 00:00:00 2001
From: BenRQ <40794717+BenRQ@users.noreply.github.com>
Date: Mon, 15 Oct 2018 19:44:00 +0200
Subject: [PATCH] #916 Rework to fix major regression (some quests not
 starting)

- secure Mythos phase state machine rather than mess with event validity
---
 unity/Assets/Scripts/Quest/EventManager.cs       | 3 +--
 unity/Assets/Scripts/Quest/RoundControllerMoM.cs | 3 ++-
 2 files changed, 3 insertions(+), 3 deletions(-)

diff --git a/unity/Assets/Scripts/Quest/EventManager.cs b/unity/Assets/Scripts/Quest/EventManager.cs
index 70fdcf5c4..9b2bf5511 100644
--- a/unity/Assets/Scripts/Quest/EventManager.cs
+++ b/unity/Assets/Scripts/Quest/EventManager.cs
@@ -694,8 +694,7 @@ public bool ButtonsPresent()
         virtual public bool Disabled()
         {
             // check if condition is valid, and if there is something to do in this event (see #916)
-            return (!game.quest.vars.Test(qEvent.conditions)
-                    || (!qEvent.display && qEvent.operations.Count == 0 && qEvent.nextEvent.Count == 0));
+            return (!game.quest.vars.Test(qEvent.conditions));
         }
     }
 
diff --git a/unity/Assets/Scripts/Quest/RoundControllerMoM.cs b/unity/Assets/Scripts/Quest/RoundControllerMoM.cs
index 787d51e02..e63cb5e73 100644
--- a/unity/Assets/Scripts/Quest/RoundControllerMoM.cs
+++ b/unity/Assets/Scripts/Quest/RoundControllerMoM.cs
@@ -140,7 +140,8 @@ public override bool CheckNewRound()
                     game.stageUI.Update();
                     return false;
                 }
-                else
+                // this is a recursive call, so we don't want to bring back monsters, if we have reached the end of activations
+                else if (game.quest.phase != Quest.MoMPhase.horror)
                 {
                     // going through monster activation: switch to phase monsters
                     game.quest.phase = Quest.MoMPhase.monsters;