Ah, I was just hitting back a bunch to exit out of outfit editing. Thanks
Additionally I just noticed that there doesn't seem to be an indicator for how many captures a commander has left. I feel like that probably ought to be put in parentheses next to the Capture button, the way Retreat shows you how much EE you'll recover
There's a tooltip if you hover over it, as I recall.
There probably wasn't any point to restricting the display to the tooltip, since just adding a number to the button doesn't take up much space. I've gone ahead and added the remaining captures to the main button text for R54.
No rush! When you do start to think of it, I'd like it if it had the following (not sure if any of these were in the last version, and some definitely were not):
- Basic text formatting that the game already includes, such as underlined text and colored text being accessible through some kind of tags (can use sRGB to define, but probably also easy to include some basic definitions like blue, red, purple, etc.)
- Line breaks as a documented feature to help line up text with game elements
- A switch lbl (line by line) that allows text to be added to the end of each line of game output. This is important for drawing attention to specific interface elements. Can be tied to a button
- A switch blbl (beginning line by line) that instead adds text to the front of each line of game output. Can be tied to a button
Those are enough to recreate something like the Guide in game, but there could be ways to make it better:
- Highlighted buttons for next Action using a completely separate color (Blue or Orange)?
- A Y/N prompt for users that click the wrong button while going along with a recording?
- A switch relabel that recorders can use to rename buttons for this particular command?
- A switch VMVT (violence, moderate violence, tickle only) that allows guide/recording output to be changed based on the user's Violence setting?
- Highlighted text accessible through tags?
- Italicized text accessible through tags?
- A sanity test in recordings that compares recorded game state to current game state and throws some kind of message at a user before going into normal mode if they don't match? This will make it easier to locate things that changed because of new features.
- A quick playback option that runs through an entire recording to do the sanity test mentioned in the last bullet point automatically so recorders can see if something needs to be changed or updated?
- The ability to change single recorded commands or text to fix problems brought up by the last two without throwing out the record after that point and starting from scratch? Like an edit button but for your replay? And/Or an "accept new game state button" that can be used to try to continue the replay from that point?
Anything else that someone can think of?
Some of these should be pretty simple now that I have a better idea of how Java works. Others would require huge rewrites of practically every menu in the game. I'd like to do all of them, but that might end up taking even longer than a normal update cycle, and I don't want to let the perfect be the enemy of the good. I guess any functional in-game commented playthrough system would be an improvement over the way you're forced to do things right now. (I have been enjoying reading your playthrough, by the way - it's a great demonstration of just how much you can do without even getting close to the 50 day time limit.)
** Reads the latest post, sees the next distortion name, lightbulb turns on in mind **
Despair you say...
Affects the
entire city you say...
Could it be....!? The legendary!?
View attachment 3689488
Ultimate Despair
I can only hope that this doesn't come to be known as The Smallest, Most Awful, Most Tragic H-Game Update in Human History.
CSdev I haven't played in a while and am looking forward to seeing what's new, but had a question or possible suggestion about using forsaken. I'm sure I'm not the only player who sometimes gets attached to particular characters or teams, is or will it ever be possible to upgrade or transform our favorite Forsaken's type to keep them relevant later in the campaign? I'd love to see a way to do this, either through rare items, or some sort of ritual or unlock by sacrificing chosen/forsaken of the target species to empower your favorites.
I could also be getting ahead of myself and something like this is already implemented, like I said I haven't played in a while but it's something I've been thinking about for a while.
You're definitely not alone in feeling this way. I'm working on adding features to mitigate it (a couple of the items added in R54 can actually serve that purpose), but it's probably always going to be at least a little bit sub-optimal to have your heart set on bringing one specific Forsaken with you to the end of campaign mode.
Forsaken preview seems to not be working for me on the new version. Everything else seems good at my first playthrough though. Thankfully the preview isn't needed as you can just use the reference sheet in the forsaken reference.txt
Thanks for the bug report. It's been fixed in R54b.
Dat girl was born with so many ways to f*ck up gameplay, I don't even see this as a bug, lol.
Well, different bosses have different ways of fucking up your gameplay. Maybe the real bug was that Splendor was infringing on Wisdom's territory.
CSdev - Noticed something in the decompiled code while investigating how the Velvet key worked. It looks like you're using a seperate value for recording who's the "punisher taker" (i.e. ownBody.impregnationTaker), and the actual punished effect (ownBody.impregnationType) but the merge code is only looking at the taker's punisher type, and swaping the taker + punisher strenght values. There's potentially two issues with this. First, It doesn't loook like the merge code is swapping the actual punished effect. The forsaken class doesn't refrence the punisher taker when applying the punisher effect, so changing who applied the effect doesn't actually change the effect. Second, multiple uses of this efffect could result in a chosen being merged who's current punisher does not have the effect they are currently under, Which could cause unintended behavior.
I don't exactly have time to setup the proper scenario to test these in game to verify that the decomplier isn't misrepresenting what's actually in the code, but it should be easy enough for you to verify if the acual source matches what I'm seeing.
Thanks for doing such a thorough lookover of how it worked. The first point was actually desired, and I ended up refactoring the way that Forsaken Punisher bonuses worked in order to enable it. Previously, the game would only track who was responsible for each Punisher, and it would check that Forsaken's properties every time it was necessary to determine the Punisher effects. But I realized that it'd be both counterintuitive and painful to deal with if you, say, merged your old +victim HATE Impregnation Forsaken and accidentally wiped the bonus from her victims. The way it works now is meant to be a "best of both worlds" effect where you can change them without retroactively losing whatever you used them for the in the past.
However, when I refactored that code, I forgot that I also needed to change the merge code I had just written, which is where your second point comes from. That was actually a bug, and it should be fixed in R54b.