RPGM Flexible Fatale [v0.07] [Aine Knockaine]

5.00 star(s) 3 Votes

Scoria

Newbie
Jan 9, 2024
20
31
99
Wasn't sure if I should put the bug reports for v0.07 here or on Patreon, so I've decided to start here because it gives better formatting (and so the very first thing people see in the comments on the release post on Patreon isn't "here's the stuff wrong with it")
  • There's no collision on the MUSK Labs main entrance map, so if you don't walk straight up and into the door you can wander all around the map.
  • There's also missing collision on one tile of a terminal in the Manager's Office in MUSK Labs, the left-most one where Felinewoman is working. If you step on that, you can walk straight up into the void and escape the room.
  • Some of the henchwomen have their rotation left on, so they turn towards you when you interact with them for a takedown. I doubt it would actually screw up stealth if you started it then said "no", but it does look funny.
  • The henchwoman in MUSK Labs complaining about moving boxes doesn't disappear once you beat Tempest like the boxes do, and can't be taken down (just playing the "what's this white liquid" dialogue), so you have to just walk past her. There are a couple of others you can't take down (the one in the back of the Waste Management room, for example), but this one's the most obvious.
  • The pickup sparkle animation for the ERO cure stays on the first frame until you interact with it, at which point it starts playing while the dialogue box is up.
  • The henchwoman in the Observation Room and the three in the Power Plant either don't have a lewd takedown, or don't have it enabled. If interacted with without getting the cure, the Observation Room one plays regular dialogue then vanishes, the one in the lower right of the Power Plant plays the regular dialogue but doesn't give the takedown option, and the other two in the Power Plant ignore you. Not sure about the one in FF's room, that scene kind of seems good for both.
  • The room accesses in LLHQ I think need some sort of indicator that they're room accesses rather than just decorative alcoves. I guess the scene where one of the henchwomen walks into a room gives it away, but I think a visual indicator would be good too.

The city's a test map so it's not a real problem, but if you walk below Black Viscera and then interact with her to play her animation, the game locks because she can't move to complete it and you can't move while her animation is playing.
 
  • Like
Reactions: Aine_of_Knockaine

Aine_of_Knockaine

Newbie
Game Developer
Oct 22, 2021
47
80
85
Wasn't sure if I should put the bug reports for v0.07 here or on Patreon, so I've decided to start here because it gives better formatting (and so the very first thing people see in the comments on the release post on Patreon isn't "here's the stuff wrong with it")
  • There's no collision on the MUSK Labs main entrance map, so if you don't walk straight up and into the door you can wander all around the map.
  • There's also missing collision on one tile of a terminal in the Manager's Office in MUSK Labs, the left-most one where Felinewoman is working. If you step on that, you can walk straight up into the void and escape the room.
  • Some of the henchwomen have their rotation left on, so they turn towards you when you interact with them for a takedown. I doubt it would actually screw up stealth if you started it then said "no", but it does look funny.
  • The henchwoman in MUSK Labs complaining about moving boxes doesn't disappear once you beat Tempest like the boxes do, and can't be taken down (just playing the "what's this white liquid" dialogue), so you have to just walk past her. There are a couple of others you can't take down (the one in the back of the Waste Management room, for example), but this one's the most obvious.
  • The pickup sparkle animation for the ERO cure stays on the first frame until you interact with it, at which point it starts playing while the dialogue box is up.
  • The henchwoman in the Observation Room and the three in the Power Plant either don't have a lewd takedown, or don't have it enabled. If interacted with without getting the cure, the Observation Room one plays regular dialogue then vanishes, the one in the lower right of the Power Plant plays the regular dialogue but doesn't give the takedown option, and the other two in the Power Plant ignore you. Not sure about the one in FF's room, that scene kind of seems good for both.
  • The room accesses in LLHQ I think need some sort of indicator that they're room accesses rather than just decorative alcoves. I guess the scene where one of the henchwomen walks into a room gives it away, but I think a visual indicator would be good too.

The city's a test map so it's not a real problem, but if you walk below Black Viscera and then interact with her to play her animation, the game locks because she can't move to complete it and you can't move while her animation is playing.

Thank you very much for doing this. I really appreciate all the effort you went into finding these bugs. As a dev, I try my best to find all the bugs I can but some do slip through the cracks. Most of them are very easy fixes, but one or two might be troublesome, but leave it with me.

Thank you again for your support :)
 
  • Like
Reactions: Princeslayer

Weilibuilt

Newbie
Apr 25, 2018
66
138
134
This Is just too good. Can't wait to see It improve. Hoping to see more members join the cast eventually.
 

Burnknight

Member
Donor
May 11, 2017
340
406
289
Very good start, I love the game so far. Can't wait to see what the future holds.
 

ikayinnuz

Newbie
Mar 11, 2018
18
11
132
Gonna try, but i would be nice to get more pics or actual image of the game. I mean hard to get hooked by the pics and title only atm
 
5.00 star(s) 3 Votes