Freki

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Game Developer
May 16, 2017
1,562
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"Spontaneous BJ can now be selected (SS is used for missing scenes)" can't figure out how it really works...
Do anyone have an idea on this please ? Can't find it in the options or event in action...
if the scene was not done for the breeder to give a blow job then spontaneous sex is used instead.
 

nonymous

Member
Jul 5, 2019
101
39
Drat, have to wait for .751 to appear on nopy or something - current options are Gdrive is at capacity and MegaNZ wants to crash.
 

tydentyr

New Member
Jan 15, 2020
13
8
Dev seems highkey buttmad that people would use the cheats to open the portals.
Weird.
As a user it's annoying to have to go through all of that fluff every so often when game decides it's incompatible with old saves.

But from dev point of view it's regression testing. Who knows what he had to change for some back end mechanic. If you have to go through all the motions you'll more likely to stumble on potential problems than if you skip that part.

On version two or three builds before this one I got to the part with snake lady with her behind stuck in the crack and now I have to start from scratch. It's very annoying but I'm a dev myself so I understand why he did it :).
 
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Deleted member 1606434

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Some porn game devs are in denial from thinking that their user's intention when trying their game (especially when it's not a finished product just a trial) are mostly there to nut instead of git gud, so they're genuinely confused when users cheated on game mechanics that blueballed the users
I personally don't have trouble with testing his shit-ass game progression, but when you can't even make old saves usable in the newer versions yeah, that's when the trouble comes, like I'm not gonna sit through all the grind everytime a new update pops out just because you can't code for shit.
 

Freki

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Game Developer
May 16, 2017
1,562
1,196
I personally don't have trouble with testing his shit-ass game progression, but when you can't even make old saves usable in the newer versions yeah, that's when the trouble comes, like I'm not gonna sit through all the grind everytime a new update pops out just because you can't code for shit.
CODE gets changed, and thus saves are nulified... it's not shit to do this it is normal when the game is in alpha. you might want to check your attitude about this, when games are being worked on the save data gets changed almost every update. after it's fully developed the fixes generally do not break saves unless there is something done to the save algorithm. If you don't like it so much, don't get every update, wait several or a large jump like .750 to .751. game saves didn't get broken till 7.5.7 after 7.5.0.
 
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TheInternetIsForThis

Well-Known Member
Mar 4, 2020
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CODE gets changed, and thus saves are nulified... it's not shit to do this it is normal when the game is in alpha. you might want to check your attitude about this, when games are being worked on the save data gets changed almost every update. after it's fully developed the fixes generally do not break saves unless there is something done to the save algorithm. If you don't like it so much, don't get every update, wait several or a large jump like .750 to .751. game saves didn't get broken till 7.5.7 after 7.5.0.
Most of the changes with the progression gates have very little to do with the save file. Adding a new object to the world? Save is irrelevant. Add a new variable that will get tracked in the save? Default it correctly and don't assume the save has the variable stored, easy. There was no need whatsoever to invalidate saves on literally every progression gate build.

There is a bare modicum of effort involved when you have paying customers, and derelict opted to ignore that and insult them instead. Those of us here who don't pay and complain are in a different boat, mind you, but derelict is making a minimum of $14k a month on patreon alone. Alpha builds or not, paying customers take precedence when reasonable measures can be put in place.

That said, the more recent updates regarding presets and breeding 100% needed save invalidation, because basic character structure handling was changed and writing a save converter is very different from putting in the minimum amount of effort required to not crash because an existing save is missing a new variable.
 

Freki

Well-Known Member
Game Developer
May 16, 2017
1,562
1,196
Most of the changes with the progression gates have very little to do with the save file. Adding a new object to the world? Save is irrelevant. Add a new variable that will get tracked in the save? Default it correctly and don't assume the save has the variable stored, easy. There was no need whatsoever to invalidate saves on literally every progression gate build.

There is a bare modicum of effort involved when you have paying customers, and derelict opted to ignore that and insult them instead. Those of us here who don't pay and complain are in a different boat, mind you, but derelict is making a minimum of $14k a month on patreon alone. Alpha builds or not, paying customers take precedence when reasonable measures can be put in place.

That said, the more recent updates regarding presets and breeding 100% needed save invalidation, because basic character structure handling was changed and writing a save converter is very different from putting in the minimum amount of effort required to not crash because an existing save is missing a new variable.
and you know this how? have you looked at the code? have you seen the fact that there has to be variables for EACH gate that can be opened, as to if it is open or closed? what about all those keystones? gotta track that too!!!! That information is in the save files, so your assumption that the gates have nothing to DO with the save file is incorrect. This renders the rest of what you are talking about erroneous to the discussion on the save files.
 
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TheInternetIsForThis

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Mar 4, 2020
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and you know this how? have you looked at the code? have you seen the fact that there has to be variables for EACH gate that can be opened, as to if it is open or closed? what about all those keystones? gotta track that too!!!! That information is in the save files, so your assumption that the gates have nothing to DO with the save file is incorrect. This renders the rest of what you are talking about erroneous to the discussion on the save files.
I know this because I've dug through the game's save format in a hex editor on multiple occasions and have a basic understanding of how Unreal Engine deals with file handling. I know this because I've written complex file handling from scratch for multiple projects. I know this because this is literally beginner level, programming 101 course material.

This is not coming from a position of ignorance. This is coming from a position as a programmer who has on multiple occasions written complex data storage handling for games and mods. Making a file loader that doesn't crash when a new variable is added to saves is literally the bare minimum in such projects. In the case of the world flags for BotN, like the status of conversations, gates, and keystones, they're stored in the save as a list of strings. We already know the loader supports this because the flags literally don't exist in the save until you open the gate. Allow me to repeat that: the flags don't exist in new saves until after you run through the content anyway. Invalidating the saves was a deliberate decision to force players to run through the content again.

If you want specific details on what I'm talking about, you can look at the post I made a while back about using a hex editor to open the gates, before the cheat was well known in this thread.
 
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Freki

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Game Developer
May 16, 2017
1,562
1,196
I know this because I've dug through the game's save format in a hex editor on multiple occasions and have a basic understanding of how Unreal Engine deals with file handling. I know this because I've written complex file handling from scratch for multiple projects. I know this because this is literally beginner level, programming 101 course material.

This is not coming from a position of ignorance. This is coming from a position as a programmer who has on multiple occasions written complex data storage handling for games and mods. Making a file loader that doesn't crash when a new variable is added to saves is literally the bare minimum in such projects. In the case of the world flags for BotN, like the status of conversations, gates, and keystones, they're stored in the save as a list of strings. We already know the loader supports this because the flags literally don't exist in the save until you open the gate. Allow me to repeat that: the flags don't exist in new saves until after you run through the content anyway. Invalidating the saves was a deliberate decision to force players to run through the content again.

If you want specific details on what I'm talking about, you can look at the post I made a while back about using a hex editor to open the gates, before the cheat was well known in this thread.
Well I guess your comment of "the gates aren't even in the save files" or something like that (I'm tired so i'm not going back to look again) was incorrect. I'm so sorry that you are so jaded that you'll find anything and say anything to get your opinion across, where I come from that's frowned upon but i'm done with you, good bye and if you don't like the fact that the saves are not valid then STOP supporting/playing the game.
 
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TheInternetIsForThis

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Mar 4, 2020
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Well I guess your comment of "the gates aren't even in the save files" or something like that (I'm tired so i'm not going back to look again) was incorrect. I'm so sorry that you are so jaded that you'll find anything and say anything to get your opinion across, where I come from that's frowned upon but i'm done with you, good bye and if you don't like the fact that the saves are not valid then STOP supporting/playing the game.
That's the thing. The gates literally are not in the save file until you open them. Literally not there. Which you would know if you looked at the post I linked. But again, you've clearly demonstrated either an inability or unwillingness to read what I've been saying.

For reference, the save file stores the relevant data as a list of various text strings, which gets new strings added as things are changed. If the string isn't in the list, the variable is treated as false. If the string is in the list, the variable is treated as true. The only one in the list at the start of the game is "Game.Flags.Fern.Phase1", while other relevant variables like "Game.Flags.CragKeystoneTaken" or "Game.Flags.OpenCrag" are added to the save once you actually do things with them. If a gate or keystone isn't in the save, the gate is closed and the keystone hasn't been taken. If it is in the save, they've been opened/taken. That is literally how the data is handled for this game.

So again, the gates literally aren't in a new save file. They get added to files as you open them. Invalidating the saves when new gates were added was a deliberate decision that had literally nothing to do with the data in the save.

But clearly I have no idea what I'm talking about, so why not look for yourself. Open up one of your saves in a hex editor and find "GameFlags" (sans quotes) in the save. Compare the section immediately following that in your current save to the same section in a new save. Maybe add or remove a flag (while properly handling the length markers so the save doesn't crash when you do), and see how it changes the game. Because I couldn't possibly have done that myself. No, obviously not. It's not like this game is using the built in Unreal Engine save manager with a known and easy to explore data format. Nope, certainly not. Clearly I'm just jaded and pulling talking points out of thin air.
 
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Sep 1, 2019
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That's the thing. The gates literally are not in the save file until you open them. Literally not there. Which you would know if you looked at the post I linked. But again, you've clearly demonstrated either an inability or unwillingness to read what I've been saying.

For reference, the save file stores the relevant data as a list of various text strings, which gets new strings added as things are changed. If the string isn't in the list, the variable is treated as false. If the string is in the list, the variable is treated as true. The only one in the list at the start of the game is "Game.Flags.Fern.Phase1", while other relevant variables like "Game.Flags.CragKeystoneTaken" or "Game.Flags.OpenCrag" are added to the save once you actually do things with them. If a gate or keystone isn't in the save, the gate is closed and the keystone hasn't been taken. If it is in the save, they've been opened/taken. That is literally how the data is handled for this game.

So again, the gates literally aren't in a new save file. They get added to files as you open them. Invalidating the saves when new gates were added was a deliberate decision that had literally nothing to do with the data in the save.

But clearly I have no idea what I'm talking about, so why not look for yourself. Open up one of your saves in a hex editor and find "GameFlags" (sans quotes) in the save. Compare the section immediately following that in your current save to the same section in a new save. Maybe add or remove a flag (while properly handling the length markers so the save doesn't crash when you do), and see how it changes the game. Because I couldn't possibly have done that myself. No, obviously not. It's not like this game isn't using the built in Unreal Engine save manager with a known and easy to explore data format. Nope, certainly not. Clearly I'm just jaded and pulling talking points out of thin air.
What a jackass. You clearly understand what you are talking about. Thanks for informing me on this stuff I had never known before btw. Very interesting stuff.
 

Freki

Well-Known Member
Game Developer
May 16, 2017
1,562
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What a jackass. You clearly understand what you are talking about. Thanks for informing me on this stuff I had never known before btw. Very interesting stuff.
you think i'm the jack ass? his message contradicted what he said in his previous message. I'm sure he knows coding, I'm sure he's a programmer, so am I. I also know that his way of coding is not the ONLY way to code, and he's being arrogant thinking he has the best way to code when others have been coding longer than he has. This dev has his own way of coding and does it his way, having others arm chair qb it doesn't help, especially on a pirate forum like this. you might notice I didn't even say he didn't know how to code, ("Theinternetisforthis"), I specifically avoided saying that he did not know how to code, only that he contradicted himself and that makes his statements suspect at best if not down right questionable. He's hurt for the fact he has to keep replaying content just to get the new stuff and I suggested he stop playing because apparently the small updates infuriate him.
 

TheInternetIsForThis

Well-Known Member
Mar 4, 2020
1,262
2,958
you think i'm the jack ass? his message contradicted what he said in his previous message. I'm sure he knows coding, I'm sure he's a programmer, so am I. I also know that his way of coding is not the ONLY way to code, and he's being arrogant thinking he has the best way to code when others have been coding longer than he has. This dev has his own way of coding and does it his way, having others arm chair qb it doesn't help, especially on a pirate forum like this. you might notice I didn't even say he didn't know how to code, ("Theinternetisforthis"), I specifically avoided saying that he did not know how to code, only that he contradicted himself and that makes his statements suspect at best if not down right questionable. He's hurt for the fact he has to keep replaying content just to get the new stuff and I suggested he stop playing because apparently the small updates infuriate him.
Where did I contradict myself? I said the changes made when adding gates don't break existing saves (Which is true, the save format didn't change as a result of adding gates), and detailed a bit from the developer side of how world data isn't in the save and variable handling doesn't break the save. You appear to have misinterpreted that as me saying the gates variables don't exist in the save (which is both true and false - if they exist in the save the gate is open, if they don't exist in the save the gate is closed), and rolled with that rather than actually looking at the details I provided on the game's save format and handling.

If Derelict didn't use versioning to invalidate saves when adding gates, the result on an existing save would have been that the current progress would be unchanged while new gates, conversations, scenes, and keystones would be in the exact same state as they are in a new game. But instead he actively chose to invalidate saves and force players to re-run every gate from scratch, or use a deliberately insulting cheat to skip them.

I even acknowledged from the start that the recent preset and breeding changes absolutely should invalidate the saves, because they changed custom data formats Derelict made for the game, and building a converter that would stick around for an indefinite timeframe isn't worth the effort and support it would involve. But all of that's been ignored in favor of a (very uninformed regarding this game) lecture on basic data handling and letting developers do their own thing.

Anyway, an indefinite timeline of what's going on here:
  1. Derelict begins updating the game to add content gates for progression.
  2. These updates do not change the save format in a way that breaks compatibility with prior saves, but derelict has the game treat them as breaking to force players to re-run all progression on new game builds.
  3. At some point early in this update process, the "all portals" cheat gets disabled, preventing players from bypassing the new progression. (Notably, Derelict is fully aware that all forms of progression the game currently has and had in the past are time intensive and seen by many of his paying customers as unnecessarily tedious, and provided cheatcodes to bypass all of them.)
  4. In response to his paying customers complaining about the updates forcing them to re-run an increasingly time-intensive set of progression gates, derelict implements a new bypass cheat that unlocks the gates and incorporates "all portals", and deliberately insults his customers by making the cheat "imma lazy sack".
  5. Derelict finishes the progression updates and moves on to changes with breeding and presets, which make changes to how the game handles core character data and therefore actually break both saves and existing presets.
  6. Despite being done with the progression updates, Derelict does not re-enable "all portals" and leaves the new cheat as "imma lazy sack".
  7. Users (many of whom are not paying customers) continue complaining about the name of the cheat in this thread, and how it is a clear and deliberate insult.
  8. You respond to one of these complaints with comments about the game and save handling that are objectively wrong for the versions relevant to the discussion, and reference versions not relevant to the discussion. (Versions which I have, multiple times, agreed warranted breaking compatibility with older saves.)
  9. I respond to your comment, and the this thread rapidly devolves into a pissing match between two programmers who appear to be holding entirely different discussions as though they're the same discussion.
Notably, this particular round of complaints was kicked off by someone asking how to bypass the gates, being told what the cheat was, and misinterpreting the response as the responder insulting them.
 
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KnuckleDragger79

Active Member
Sep 4, 2020
733
1,782
Fuck you people are acting like children. If you think you can design a game better, then fucking do it. Prove you can do better. If you don't have the knowledge or the fucking balls to do it, then shut the fuck up and sit the fuck down. You're clogging up the comment section with your childishness.
 

JK3

Member
Jun 19, 2017
213
123
I just came to see if anyone had a picture of what the minotaurs look like
I'm gonna wait for several updates before I play this again
 
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SimpleTimes

Newbie
Jan 26, 2021
97
313
CODE gets changed, and thus saves are nulified... it's not shit to do this it is normal when the game is in alpha.
well, one could go through the minor annoyance of making a new savegame object and convert old data over there if the structure changed... That's not really magic. And would prevent the customers which pay for the game already to waste hours again to get their stock breed.

And if you say otherwise, you aren't a dev, but a fool!
 
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