Well, duh! She's got a lot to offer.You say that rather...ominously? Would it behoove me to just get her back AND treat myself to all the goodies that you've improved upon?![]()
Something is wrong with your save game, and it's not my fault. You probably somehow managed to do a rollback past your save at some point, despite me having written a system to prevent it. It's not a bug (at least not in my code), and there's nothing I can do to fix it except tell you to reload an older save or start over.dont know if its just my unpack went wrong but i got a bug:
While running game code:
File "game/feycourt.rpy", line 3072, in <module>
NameError: name 'clue_47' is not defined
Hey dude thanks for WT but there is something wrong i did exactly like the WT told me but in day 25 in afternoon(Deliver the Fingerbone ) there is not an option like dat (in deliver spell books 2) how the hell can i get dat fingerbone in first placeThanks for the help Belle (and for the game!)
If anyone sees anything else that needs to be adjusted or added please let me know.
The guide has some hint (with spoilers) to help people that actually want to play the game and figure stuff out themselves.
The Walkthrough is a straight step by step do this (kind of ruins the story IMO but ehhh). The Thaddeus(NTR) path is not finished yet (personally not looking forward to doing that honestly)
Why would rolling back before your save be a bad thing? Feel free to get as technical as you want; I can take it!Something is wrong with your save game, and it's not my fault. You probably somehow managed to do a rollback past your save at some point, despite me having written a system to prevent it. It's not a bug (at least not in my code), and there's nothing I can do to fix it except tell you to reload an older save or start over.
Why indeed? That's what I asked myself when I came across that behavior in Ren'py. When you load a save in a newer version of a Ren'py game, any new variables added in that version are apparently added at exactly the point where you loaded. If you perform a rollback before that point, the changes made to variables in the update disappear as if they were never there, which, as far as Ren'py is concerned, they never were. A lot of players ran into bug after bug after bug in the early versions of LLtP because of this, and it didn't stop until I set a limit to rollbacks to prevent them from going before the latest save you loaded.Why would rolling back before your save be a bad thing? Feel free to get as technical as you want; I can take it!![]()
Yes, that's correct - if you add a variable, it's only valid from the place you added it. I'm not sure why moving forward wouldn't redefine the variable, but there's an easy way to get around that issue - use the "default" keyword every time you define a new variable.Why indeed? That's what I asked myself when I came across that behavior in Ren'py. When you load a save in a newer version of a Ren'py game, any new variables added in that version are apparently added at exactly the point where you loaded. If you perform a rollback before that point, the changes made to variables in the update disappear as if they were never there, which, as far as Ren'py is concerned, they never were. A lot of players ran into bug after bug after bug in the early versions of LLtP because of this, and it didn't stop until I set a limit to rollbacks to prevent them from going before the latest save you loaded.
Yeah, I've started using default for new variables in later versions, but I don't dare go back and change it for existing variables since I don't want to risk breaking saves for players.Yes, that's correct - if you add a variable, it's only valid from the place you added it. I'm not sure why moving forward wouldn't redefine the variable, but there's an easy way to get around that issue - use the "default" keyword every time you define a new variable.
See this post for a nice discussion on "default": https://f95zone.to/threads/newbie-guide-to-basic-variables-in-renpy.22709/
I think it would be OK, since it will only define the variable if it doesn't already exist, but I understand your reluctance to mess around with working stuff when you don't have the time/saves to do adequate testing.Yeah, I've started using default for new variables in later versions, but I don't dare go back and change it for existing variables since I don't want to risk breaking saves for players.
I won't turn it off until I do an update where I force everyone to restart. Remember, there are people jumping back into old saves from over a year ago. I believe we had an example of that just a few pages ago.I think it would be OK, since it will only define the variable if it doesn't already exist, but I understand your reluctance to mess around with working stuff when you don't have the time/saves to do adequate testing.
Maybe you could stop the rollback blocking on future updates, since you're using default now? Turn it off at the first part of the new code, or don't turn it on if past a certain point in the story.
Any guess when that's going to be?I won't turn it off until I do an update where I force everyone to restart. Remember, there are people jumping back into old saves from over a year ago. I believe we had an example of that just a few pages ago.
I can't see myself writing an ending for this game where the protagonist becomes an evil psychopath, no. It wouldn't fit with the story or the personalities.@Belle
Hi, is there any plans for like a dark ending where you abuse your powers and turn everyone into sex sla...
When it's necessary. Probably at the point when the main game cycle is finished and the endgame is ready to begin, since that will introduce the actual time limit.Any guess when that's going to be?