In the past project (C++), I have these flag variables where I used for memorizing what has happened and what has not. (And I have to code accordingly)
I see that in C2, we can simply use persist behavior, for objects to remember their state. From the manual, I also see that save/load shall take this into account.
But to be very sure here, I got myself a number of dictionaries and arrays, which are for storing, for example, how many potions, elixirs, etc. do the player have. Moreover, I have many global variables, and some more instances (like those unlockable doors that become permanently unlocked in one playthrough) that should be "persisted". All of these are saved, right? (sorry, I am paranoid) Is there anything that won't be saved (beside those with no save behavior)? Or is every single data down to every single byte is saved?