Grim

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Aug 17, 2016
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...aaaaand im almost certain this "disruptive manner" is also the cause of a fair bit of crashes ive experienced before i started stripping cards of modules. Gotta point a finger on something/one!
I'm not experiencing any crashes, but I'm getting a lot of interference from other modules with my own module. They'll essentially cancel whatever my module was doing in order to do what their module wants to do instead. The Stalker module is one of the worst offenders I've encountered so far.
 

Monosomething

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May 24, 2019
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I'm not experiencing any crashes, but I'm getting a lot of interference from other modules with my own module. They'll essentially cancel whatever my module was doing in order to do what their module wants to do instead. The Stalker module is one of the worst offenders I've encountered so far.
Well, i havnt the slightest idea about modules, apart from the few ive tested, but the default game has two forms of stalking built into it already:

1. The stupid one, where the NPC will cling onto you and follow you around (which is mighty annoying, by the way...)
2. A more refined stalking mechanic, where the NPC will follow you around at a distance, not interact with you, but hang around in the same area as you, while looking in your direction:

Imagine youre in the locker room of the school, standing next to the lockers themselves. An NPC with high love count will enter the room, but rather than clinging onto you like example 1, it will just walk around, stopping from time to time to look at you, then move about some more, repeat. If you move from the locker room to, say, the courtyard - the NPC might follow you there, and if youre standing next to the tables - the NPC will chill on the far side of the area, while facing you.

With that said, i have no idea how the stalker module actually works (since i find it pointless, given what ive just described). What is even the intent of the module, if stalking is already in the game? Some things will just never be known...
 

Grim

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Aug 17, 2016
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Well, i havnt the slightest idea about modules, apart from the few ive tested, but the default game has two forms of stalking built into it already:

1. The stupid one, where the NPC will cling onto you and follow you around (which is mighty annoying, by the way...)
2. A more refined stalking mechanic, where the NPC will follow you around at a distance, not interact with you, but hang around in the same area as you, while looking in your direction:

Imagine youre in the locker room of the school, standing next to the lockers themselves. An NPC with high love count will enter the room, but rather than clinging onto you like example 1, it will just walk around, stopping from time to time to look at you, then move about some more, repeat. If you move from the locker room to, say, the courtyard - the NPC might follow you there, and if youre standing next to the tables - the NPC will chill on the far side of the area, while facing you.

With that said, i have no idea how the stalker module actually works (since i find it pointless, given what ive just described). What is even the intent of the module, if stalking is already in the game? Some things will just never be known...
The Stalker module is essentially a more aggressive, more persistent form of stalking. It'll perform a number of actions towards the target when it detects that there's no witnesses around.
 
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Monosomething

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This makes absolutely no sense...
I have replaced the dead in my class with some cards. I was observing MM (it is fascinating how this works... when it works).
"Reverse-MM" is a thing, looks like:

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This... "balance"... should not result in this LLDH. Ive posted about this before, but this time i was looking out for it.
Interesting... so, if MM strikes, either two NPCs become absurdly drawn to eachother, or one of them gets repulsed from the other, regardless of the result of their interactions.

Its, like, i think i know the game inside out, and then it throws a curveball i wasnt even expecting.
(obviously, theres no modules at work here, and i wasnt interfering with their interactions)
 

Kujokuji

Newbie
Mar 12, 2019
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I've been getting this glitch more recently where a character warns me about stalking them even though I'm not...? I don't think it's correlated but it seems to happen after me getting slapped by an unrelated character.
 

Grim

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I've been getting this glitch more recently where a character warns me about stalking them even though I'm not...? I don't think it's correlated but it seems to happen after me getting slapped by an unrelated character.
Is it the same character warning you each time? It might be related some module on the card, but I'm uncertain as to which module might cause that. I once had a character warn me about stalking before even though I was just standing in the same room the entire time as NPCs went in and out of it. By the game's logic, I guess every time the character re-entered the room that I was standing in it would add +1 to the number of rooms I had "followed" them into.
 

Kujokuji

Newbie
Mar 12, 2019
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Is it the same character warning you each time? It might be related some module on the card, but I'm uncertain as to which module might cause that. I once had a character warn me about stalking before even though I was just standing in the same room the entire time as NPCs went in and out of it. By the game's logic, I guess every time the character re-entered the room that I was standing in it would add +1 to the number of rooms I had "followed" them into.
I guess so, it's been happening occasionally.
 

Monosomething

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May 24, 2019
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I've been getting this glitch more recently where a character warns me about stalking them even though I'm not...? I don't think it's correlated but it seems to happen after me getting slapped by an unrelated character.
Is it the same character warning you each time? It might be related some module on the card, but I'm uncertain as to which module might cause that. I once had a character warn me about stalking before even though I was just standing in the same room the entire time as NPCs went in and out of it. By the game's logic, I guess every time the character re-entered the room that I was standing in it would add +1 to the number of rooms I had "followed" them into.
Definitely sounds like something a module would do. Im not quite sure about the exact mechanics of how the PC stalking works, but im guessing you would literally need to trail a NPC when it goes from one room to another for a fair bit of time/rooms.

First time i was told to stop following someone was literally some time after i started playing this game. The second (and last) time was... 3 months ago? 4? The requirements for the NPC to tell you to back off seem pretty steep.
 

Grim

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Definitely sounds like something a module would do. Im not quite sure about the exact mechanics of how the PC stalking works, but im guessing you would literally need to trail a NPC when it goes from one room to another for a fair bit of time/rooms.

First time i was told to stop following someone was literally some time after i started playing this game. The second (and last) time was... 3 months ago? 4? The requirements for the NPC to tell you to back off seem pretty steep.
I can only recall ever getting that conversation the one time that I mentioned, and that was like a couple weeks ago, so it seems to be pretty rare. For somebody to get it multiple times in a short time frame does sound odd to me, which is why I would guess it's caused by a module of some sort, but without knowing what modules are on the PC and the card complaining about stalking, I can only speculate.
 

Bocoboco

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Jan 18, 2018
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New and a video for the new game are up. Interestingly enough, it shows that there can be more characters than the initial 12 in the world.

Again, someone else will have to translate the images, but here are the two passages at the top and bottom of the new page:

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I noticed that they're really emphasizing the town changing based your actions/inaction. It probably wont be that in-depth, but it sounds neat.
 
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Grim

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New and a video for the new game are up. Interestingly enough, it shows that there can be more characters than the initial 12 in the world.

Again, someone else will have to translate the images, but here are the two passages at the top and bottom of the new page:

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I noticed that they're really emphasizing the town changing based your actions/inaction. It probably wont be that in-depth, but it sounds neat.
Yeah I've seen in some instances that there's definitely more than 12 characters in view, so I'm curious how that works. Can they all be interacted with, or are you limited to 12 at a time. Are all of them "real" characters, or are the rest merely unimportant background characters.

Edit: The cafe shot in the video seems to show 24 characters in view. That's the most I've seen so far. It could be a Sims-type situation, where you have all of the real NPCs (residents) that you can interact with fully and have the full AI, and then you have the townies which have a simpler AI, and are basically there to make the town look more populated and to fill certain roles.
 
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Bocoboco

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Jan 18, 2018
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Yeah I've seen in some instances that there's definitely more than 12 characters in view, so I'm curious how that works. Can they all be interacted with, or are you limited to 12 at a time. Are all of them "real" characters, or are the rest merely unimportant background characters.

Edit: The cafe shot in the video seems to show 24 characters in view. That's the most I've seen so far.
It'd be nice if they were real, but I'm just going to assume they're there to make the world feel lively, and at most react to you fucking around.
 

Grim

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It'd be nice if they were real, but I'm just going to assume they're there to make the world feel lively, and at most react to you fucking around.
If that is the case, at the very least I hope the background characters can be edited/drawn from your available cards
 

Bocoboco

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Another little gameplay thing I noticed in the video: It shows you the percent value of an action before you choose it instead of after now.
 
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Grim

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Aug 17, 2016
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Another little gameplay thing I noticed in the video: It shows you the percent value of an action before you choose it instead of after now.
I'm not sure that I like that. Takes away the challenge of learning a character's likes/dislikes, and lessens the chance of potentially pissing them off. Hopefully there's a setting to hide that or change it to show the % after the choice is made rather than before.
 
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