Lacks a FailureDebrief text.
Also, from IRC:
[03:29] <JohnBWatson> Hello all.
[03:30] <JohnBWatson> I've been trying to find the cause of the bug that causes EP's ED campaign to suddenly cut off for no real reason
[03:30] <JohnBWatson> Could 'expireTime= "5400"' be what is at fault?
[03:31] <JohnBWatson> IE: Does expire time begin when the player enters the system, or must the player first encounter the mission and decline it?
Not directly related, but regards another issue with the ED campaign.
Expire time starts when the mission is active - the player must accept/decline the mission.
The ED mission might be one without a debrief text intentionally, I'll check it out later.
Alright, that's what I had assumed. Couldn't have been that simple.
The ED campaign cutting off at this point is a common issue, which can be seen by checking out the high scores - there's got to be a cause somewhere, but I can't tell what it is by looking at the code.
Fixed in 1.8 Beta 4.
We now handle failure (e.g., if the player leaves the system); and we also fixed the problem with the mission chain failing.