There's no real need. But pick the second option when you're being checked by the black guy if you really wanna up your submission: the one about being checked in the airport. But there's TONs of options to get your submission up. I got my submission to like 40 I believe before I hit the end of the content. But honestly, you wanna focus your attention on depravity and exhibition over submission because from what I've played so far, exhibition/sub kinda go hand in hand, if you're high one you can normally get through the checks. But yeah, really put all time and effort on depravity! (I'm assuming this is your first time through the game?)i really like the game. really fun ideas.
but i'am certainly missing the first submission point ? i have submission check before finding any event to get it higher. is there a way to get the submission up in the first patrol or the intro?
The exact amount of events you need to see is 10 dont ask me how I know I just do and there are couple of nice events that if you just blast through you will never bump your stats to proper nr i spent to much time looking for everything i bet I still missed couple but oh well will have a reason to play again .You can increase exhibitionsim in multiple places, but for example, the events you can see in the mall, in the church, bus, etc... also give you one depravity after seeing a certain amount.
How did you that? did ypu change the code?I modified my copy of the game to show a red exclamation mark on every screen with a timed choice, and I do think it makes for a better experience. There are some places where I would never have guessed that waiting would lead to extra options appearing.
I do think it's a cool concept, but I agree that having stat raises tied to hidden timed events will inevitably lead to some players waiting on every screen "just in case", which is not ideal.
Still love the game though, I'm glad Ulysses takes interesting swings with the design of it.
I just did a find-and-replace on the HTML file. The timers all end withHow did you that? did ypu change the code?
<</timed>> so I just added !!! in red after every timer so I knew they were there. Quick and dirty but does the trick. La sauvegarde de bebopalot ne marche pas... Je suis sur téléphone et je sais pas comment accéder à ces paramètres serais t'il possible qu'on me fournisse une sauvegarde avec les évènements qui apparaissent immédiatement et les stats augmenter ? Je vous en remercie d'avance
Thanks. It really helpsI just did a find-and-replace on the HTML file. The timers all end with<</timed>>so I just added!!!in red after every timer so I knew they were there. Quick and dirty but does the trick.
I attached my modified version if you'd like it. Just extract to wherever your original copy is and open this version instead. Hope Ulysses doesn't mind. I think it's worth playing the game at least once without knowing where the timers are, but on repeated playthroughs I like to know what content I've missed.
(function() {
const passages = document.getElementById("passages");
if (!passages) {
console.warn("Couldn't find #passages element.");
return;
}
const notices = new WeakMap();
function createNoticeFor(el) {
if (notices.has(el)) return;
const headline = document.createElement("h2");
headline.style.color = "red";
headline.style.margin = "0.5em 0";
headline.textContent = "⏱ Something will happen soon...";
passages.prepend(headline);
notices.set(el, headline);
}
function removeNoticeFor(el) {
const n = notices.get(el);
if (n) {
try { n.remove(); } catch (e) {}
notices.delete(el);
}
}
// Scan all macro-timed elements and ensure notices reflect their current state.
function scanAllMacroTimed() {
// First, mark existing tracked elements as unseen; we'll unmark ones still present.
const currentlyNoticed = new Set();
for (const el of passages.querySelectorAll(".macro-timed")) {
currentlyNoticed.add(el);
const text = el.textContent;
if (text.length === 0) {
createNoticeFor(el);
} else {
removeNoticeFor(el);
}
}
// Remove notices for elements that are no longer in the DOM
const toRemove = [];
// We can't iterate WeakMap keys directly; instead keep a small DOM-scan to find leftover notice elements:
for (const node of Array.from(document.querySelectorAll('h2'))) {
// heuristic: our notices are red and start with the emoji, but be conservative:
if (node.textContent && node.textContent.indexOf("⏱ Something will happen soon...") === 0) {
// If this notice is attached but its corresponding macro-timed element no longer exists, remove it.
// We can detect that by checking whether there's any macro-timed element still referencing this exact notice via WeakMap values.
let stillReferenced = false;
// Scan .macro-timed elements to see if any map to this node
for (const el of passages.querySelectorAll(".macro-timed")) {
if (notices.get(el) === node) { stillReferenced = true; break; }
}
if (!stillReferenced) toRemove.push(node);
}
}
toRemove.forEach(n => { try { n.remove(); } catch(e) {} });
}
// MutationObserver: on any mutation, re-scan all macro-timed elements.
const observer = new MutationObserver((mutations) => {
scanAllMacroTimed();
});
observer.observe(passages, {
childList: true,
subtree: true,
characterData: true,
attributes: true
});
scanAllMacroTimed();
// Cleanup helper
window._twineTimerHookCleanup = function() {
observer.disconnect();
for (const el of Array.from(document.querySelectorAll('h2'))) {
if (el.textContent && el.textContent.indexOf("⏱ Something will happen soon...") === 0) {
try { el.remove(); } catch(e) {}
}
}
try { delete window._twineTimerHookCleanup; } catch(e) {}
console.log("Twine timed-element observer cleaned up.");
};
console.log("Twine timed-element observer active (whitespace-sensitive, robust). Call _twineTimerHookCleanup() to stop it.");
})();
The bebopalot backup doesn't work... I'm on a phone and I don't know how to access these settings. Would it be possible for someone to provide me with a backup with the events appearing immediately and the stats increasing? Thank you in advance.You must be registered to see the links
This is actually quite clever. I was planning to create at the end a god-mode feature for people finishing the game, and this solves one of the problems. I might, very gently, steal it... if that's ok.I just did a find-and-replace on the HTML file. The timers all end with<</timed>>so I just added!!!in red after every timer so I knew they were there. Quick and dirty but does the trick.
I attached my modified version if you'd like it. Just extract to wherever your original copy is and open this version instead. Hope Ulysses doesn't mind. I think it's worth playing the game at least once without knowing where the timers are, but on repeated playthroughs I like to know what content I've missed.
Go ahead, it's your game! Glad to be of assistance.This is actually quite clever. I was planning to create at the end a god-mode feature for people finishing the game, and this solves one of the problems. I might, very gently, steal it... if that's ok.
That shouldn't happen. Are you playing with the html file version 0.22d? This one should solve issues like this. If you are, could you send me a save file, please?So on day 6 I end up with no link to proceed once I leave the apartment - Allie wants to go check out Longfingers to see if he knows more about the hit on Max. Is this the end of the current storyline or a bug?
Yes, I'm playing version 0.22. This is my only savefile from my first run, but it had the same error.That shouldn't happen. Are you playing with the html file version 0.22d? This one should solve issues like this. If you are, could you send me a save file, please?
For what I see, the savefile you have posted seems from several updates ago, so many variables might be missing.Yes, I'm playing version 0.22. This is my only savefile from my first run, but it had the same error.