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tydentyr

New Member
Jan 15, 2020
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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
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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

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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

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Game Developer
May 16, 2017
1,572
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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
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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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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

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May 16, 2017
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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

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Mar 4, 2020
1,360
3,217
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
776
1,851
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

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Jan 26, 2021
99
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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.
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!
 

Grimtown

Engaged Member
Donor
Game Developer
May 23, 2020
2,493
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Just noticed:
Censored: No
But the overview image and one of the screenshots are censored.
 

RubyZeronyka

Active Member
Jul 26, 2020
787
684
Gosh I guess I'm not the only one hating the way saves keep getting borked again and again, among other stuff XD

I need to add something else to all of this..... I'm not sure how it is in the latest public update (The last time I tried it was on the previous one, 07471) but for some wierdo reason saves made on the latest versions (And thus having stuff like Akabekos) works perfectly when loaded on older game engine versions (Such as 0723), but as u guys pointed, definetly not the other way around. Which would be the logical thing to happen.

For those of you acting like "If you dont like it dont play it" or "if you think you can do better just do it yourself". First of all if I were to make a game resembling this there's a looooooooooooooot of things I would have made different from the very begining. When I see people complaining in here is because on top of a lot of shitty things something like the saves happen. But I think is good to remind a couple of them cause people seem to not remember why some of us just are so annoyed on how things are going in this game:

- Taking myself as an example, that I play without males. You have futa on futa, futa on female but never ever female on female, and before u come saying that this is a breeding game. Breeding Season, which is the game in which BotN is directly inspired, had female on female interactions and if I remember also Male on Male. Yet here u would never have a male having a submissive role, not even to harvest semen for futas.
- No anal play and how could u even ask for it when the developer himself goes on saying stuff like "Anal is inferior in every way", yeah I heard those word said by Derelict himself on a server with a lot of people who's anal was their way (Sometimes only one) of fun.

- Only since the previous version (If you play as a female or subby futa) we started to be able to have sex while being pregnant outside of S.Sex moments; u know, sometimes u just want to have fun with your nephs and you had no problem putting something like Incest (Which to me is just an extra feature, not my thing but I dont judge u if u do) that actually gives u a "debuff" in the possible neph you get out of it, yet u cant have sex while pregnant unless you're the futa giverm and always being the giver, no recieving until the "baby" is out.

- Since pretty much the Pawsmatti update it keeps making u feel (At least me, but I bet Im not the only one) like every new content or sort of "story milestone" that the game puts u to beat, is just to unlock the same things u had available pretty much from start. And Pawsmatti with the sex positions is the best example because it was with her when all that crap started (I think). Im freaking tired of staying about 4 hours stuck doing only doggy, which btw is useless if you wanna top dragons. That was added on 0730 or so and its been about 20 versions (If you dont count the hotfixes) between her adition and now. Only now Dere is gonna start adding new sex animations and in the meanwhile only a single 1 was added. It would be nice if you could choose your starting animation but no. You're stuck on doggy, and youre stuck for a loooooooooooooooong while doing it cause the grindy way to earn favor, if like me you're even slightly picky with which nephs u capture. That's gonna take u ages to unlock one of the cheapest that could be Missionary.

- I could point out about the portals thingy but I think there's not much else to add, except one thing.... Even if you were to humour Dere's vision and follow his game's new grindy gameplay mecanics, is extremely annoying the way it works. I remember not being able to past the Thriae part in 0747 cause I was for like a freaking half an hour looking for a hornball bee and none freaking spawned. And I had raised my trait a bit to enhace my chances but there was no way. After a literal half an hour I just gave up.... Another thing is that by removing the portals the grindyness became 10 times as more annoying cause u now just cant even teleport from one area to another then back to the spawn area youre looking into. Like seriously even if you're to follow the gameplay's way of playing now is just a tedious as hell thing to do. And if you're into the "lategame" species like Succuby or Seraphims, my friend, without cheats you're done.

- I could point out the futas with balls thingy that were asked a lot but what I would point is that dude.... If you're adding males with very clear and noticeable balls and have futas, u should have a better explanation than just that silly "Sugar walls before balls". But I guess for someone who's that against anal and appearently sexual diversity....

- Im not that much into either male or exotic/furry types but.... Well, let's just say they were left to root without any news so soon. I also get that he's not willing to share his work with anyone going the "full Solo" way on deving, however he does seem to not care about males yet he does want to have them ingame. Thats the perfect scenario to have someone else helping him. But again, if you're willing to have something u dont wanna work with in your game but definetly dont want to share a single byte of your work with no one else even for minor things. Then you're definetly asking for people to complain with a reason.

I honestly thought on dropping the game so many times. But is not as easy as that you know. I remember starting playing it back when it was on public 0723.1 and I remember loving it entirely, for what it was. I remember being excited about what was to come. I felt in heaven when the game added the day/night cycle, made the gameplay harder in some ways but also interesting as well... Then the "grindy" era started and yeah, many nice things were added like the futa-on-futa SSex interactions being randomized (Veeery nice btw), the adition of the new hybrids, the BJs, some of the new NPCs like Widow (Which I never was able to reach without cheats btw), some of the body physics, etc.... But at the same time it progresively felt like for any nice thing that were added, another very shitty one came behind it to tackle it down (And not necesarily just the save wipes which is something I honestly would never understand besides them being deliberately made that way).

I recommended BotN a lot before, I even helped doing some of the translations because I did wanted to support it in some way in my economic situation and I honestly dont regret it cause even today I still think those first versions were nice.... However the constant shitty aspects of it makes me think is far more worth it getting a modpack for Skyrim that adds all the functionalities that BotN has to that game. Or maybe other game. And not because I think is gonna be better at it than BotN or anything. But at least if I wanted to make it work, if I even asked for help to make it work on a comunity of it, I wouldnt have as much hostily as I found in any server, group or forum when BotN is the main topic. At least this forum before felt like the lighthearted side of BotN but even in here the hostily of BotN is invading. You guys calling each other names and you're just not noticing how far that toxicity is going.

A game is suposed to bring fun, a nice time and maybe bringing people together. Not feeling like you're wasting half a day either grinding to get something of previously available fun at all or fighting with people for properly justify or debunk something that shouldnt have happened that way in the first place no matter how you wanna put it.
 
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