Hey I can't seem to get my saves from v.15 to load up. They don't show up when I start the game, and when I try to manually transfer them it seems to crash the game. Looked around and didn't see anyone else with this issue, should I download a prior version to leapfrog them? Not too excited to start from zero again.
That's not great. I haven't heard of anyone else having that issue, and there aren't any major plugin changes or other environment shifts that I can think of that'd cause the game to not see older saves.
The only thing I can think of is that you might've only copied over your numbered save file. The engine also needs the matching "global.rmmzsave" file in order to see game saves, which is generated either when you start a new game or when you save for the first time. If there's a mismatch there, the engine won't see the saves that don't match.
I don't really know the finer points of how the file is generated or what the engine looks for, but I do have a pile of user saves that occasionally match saves from other players. If you're not able to get your existing save to load, feel free to send it to me and I can see if I have a global file that'll let it load.
I see your point, but you don't need to invest in any contracts until the phase where you collect. You can invest 0 silkrow all the way to phase 12, then buy every contract with silkrow you plundered and receive an absurd payout. As long as you don't collect, whether you actually invest or not doesn't matter until you do. I've made a truly insane amount of silkrow doing this. When I first reached Ambrose City, I had so much silkcrow that in my quest to get the VIP trophy, I bought one of everything (I didn't figure out you only need to buy the unrepeatable stuff until later) and still had over 6000 silkcrow left. If you only collect at certain strategic times, the amount of silcrow you can get is effectively cheating.
That's... odd. While the system can't differentiate some things, it
does track the first time you buy a Contract. Otherwise every Contract would, by default, pay you for every previous game phase that's passed the first time you bought it.
6000 Silcrow is actually in line with the maximum you should have at that stage, though (not counting selling Headstone Material). I think I had around 8000 in my personal playthrough just keeping up with buying new Contracts and having raided every Hold.
I actually wanted to make sure you could have approximately 6000 Silcrow when you reach Ambrose City specifically because if you struck out on the random Headstone Material from various fights and used all the others to repair other Headstones, you had enough to be able to buy the 6 Headstone Material you'd need in order to fully repair your own Headstone, because during Archibald's segment was initially going to be when repairing your Headstone was relevant for the first time.
Didn't end up working out that way, but I digress.
It's a bit counter intuitive, but here is the order to recreate. Start the first challenge with Beverly. Fail that challenge iteration. Then go to Bianca before restarting the challenge with Beverly. Bianca will now have the "Beverly's Challenge" dialogue choice active. Choose that (before starting the next challenge iteration with Beverly), and it will go through that dialogue (complete with running out to fail the challenge and then coming back to play with Bianca). Then go out and start the challenge with Beverly, and it will activate "normally" as if you haven't already just spoken to Bianca about it (with Beverly running off and not coming back). I originally did it in 23.3, but just checked 23.4 and it is the same.
Basically, running (and failing) the challenge once seems to activate the dialogue option with Bianca, regardless of whether or not a current iteration of the challenge is active. I'm not really knowledgeable in RPGM code (I'm much better at parsing out RenPy's Python), but I would think having the Bianca dialogue activate a current challenge iteration would solve the problem.
The attached Save 9 is right at the start of it.
That is
very counterintuitive, and explains why I could never catch it when I tested it myself.
The fix is stupid simple, too. When you fail the first challenge, it should reset the variable that tracks your progress back to 0, but it sets it to 1. That erroneously trigger's the "active challenge" dialogue for Bianca, which sets it to progress, but going back to Beverly (who thinks the challenge isn't active) resets that progress variable back to 1 again, undoing Bianca's help.
Bug finally squished.
Added some dialogue to Bianca for an extra hint on what to do while I was at it.
Yes, that is exactly what I mean. Contracts bought prior to the election are not supplied during the supply refresh directly after the election. The attached Save 25, is just prior to the election. If you warp back to the estate and check with Emily, you will see an empty supply room and active contracts for Modern Beater, Leather Bikini, Leather Choker, Leather Gloves, and Leather L. Gloves, which happened to be the "new" items available for that supply cycle, as I always add at least one of every, sometimes more, new contract every supply cycle if new contracts are available (typically right at the beginning of the cycle when I collect the items/Silcrow from the previous cycle). Then, if you go to the Theater, run the election, and then check back in with Emily, you will see a full supply room, but none of the above items will be in the collected supplies, just all of the others which were active before the start of the current (pre-election) supply cycle. It's like the supply contracts added during that one specific supply cycle don't actually activate until the start of the next cycle, but only for that one specific supply cycle.
So, turns out it has nothing to do with the supply cycle or the Contracts at all. Those items are being excluded because they're straight up not in the list of items that the event should be handing out. They'll literally never show up.
I'm surprised no one else brought it up before now. Those aren't exactly new items. I'm not sure how I missed that, either.
Actually, I have a pretty good idea of how I missed that, but that doesn't make me any less upset with myself.
Fixed for the next public release.
From my experience, the more typing one does, the more typos that get created. And, also from my experience, the hardest person to proofread for is yourself, even if you would instantly catch the exact same typo/grammatical error if proofreading someone else (you know what you meant and just kinda gloss over it).
True.
Actually why I try to give myself a week to do playtesting. Gives me a couple days to step away and forget what I wrote a bit before coming back to it and experiencing it in-game.
Try selecting from Quinn's Service in the attached save31. That one is throwing the error lock for me.
I was able to find and fix it just looking into it, but I appreciate the effort anyway.
Turns out there was a missing file extension reference specifically in the repeatable version of the scene. Which is odd, because the scene is almost literally copy/pasted, so it shouldn't have any errors the original doesn't, but oh well.
Fixed for the next public release.
- For June's card game, she says “Spades are the highest, then hearts, then diamonds, then spades. So the lowest is the ace of clubs...” Spades is listed twice, the second should be clubs...
Remember that thing about typos?
Fixed for the next public release.
- At Viridius' Estate, his conversation choices and dialogues after the war are exactly the same as the ones during the war, as if the war is still going, though maybe this is something you just haven't gotten around to yet...
Eh, sorta haven't gotten to it, sorta intended to stay as it is.
For you, the war is something that happened, sucked real bad, and is done now.
For Viridius, the war is a lot of diplomacy and bureaucracy, and will be an ongoing problem for a few years still.
I suppose I can update it so that's actually reflected in the dialogue at least.
- Vernda and the baby. After the war, Vernda is at the Beauregard Estate, but the baby in the crib is at Master's Estate. Doesn't seem to me she would be separated from the baby (unless there is some dialogue I missed?), and both would be in the same location (whichever estate that would be).
Yeah, basically all the mothers need a bit more attention. There's one birth event that I'm not sure will trigger properly, there's another that I haven't made yet, and there's obviously some continuity like that which needs more attention, especially in the post game where you can advance time at will.
I'm not sure when I'll get to that, but it'll be done for the next public release.
- At Augalamh after the war, all conversations act as if the priestess is still present (basically revert to pre-war dialogues), even though they acknowledged her missing in the war.
That's mostly a conditional branch being set wrong, but there's a chance for the dialogue to be kinda off even having fixed that. So, fixed, and added more dialogue for after the war.
- In the trophy room, the Golden Blade is missing, even though it shows up in my Estate Info Trophies list, I have the cross in the Ballroom, and I can customize the cross as a master bedroom item. The attached Save 5 should demonstrate that (I had to wrap saves, which is why it's the lowest numbered).
An extra conditional was checked, stopping them from appearing. Fixed for the next public release.
- At the Love Shack with Nina, during her Fire dialogue (specifically the question about “Her Religion”), there are two back-to-back almost duplicate dialogues. The first says “Of course! I wasn’t going to bother you with the details, but since you’ve asked, there are ten core tenets.” The very next dialogue repeats, but says five tenets instead of ten, and the further dialogue talks about the five.
Must've missed deleting the old text box after making edits. Whoops. Fixed for the next public release.
- You may want to check Bianca's Rupturing Blast. I don't think 've ever seen it lower defense, only magic defense, even though it says it should do both.
It does indeed do both, it just doesn't always display correctly because of that weird bug that causes states/debuffs to not always display on enemies that I have no idea why it started or how to fix it.
You should still see it flash by at the top of the screen when it's listing out the effects of the action, though.
- At Stebbing Arena, Summer and Ivy can't fight after they are activated. The maid just addresses it as if it was the last valid active fighter in the box. I don't know if this is intended, or just not completed yet...
Nope, completely different issue.
I actually couldn't find a good way to have different event pages for the same event for all the different Maids, so the one attendant is actually 17 different attendants that get swapped out while you aren't looking.
The event that swaps them out was missing instructions for what to do if Summer or Ivy were the chosen fighter, even though I'd added instructions for what the event should do with those attendants if they were chosen, which is why you don't see random NPCs floating in the darkness.
Fixed for the next public release.
- In Odette's third quest (at the library), she says
Yeah, it's written the way it is mostly as a spacing thing. Almost any other way I could think to write it at the time would make it cut off in either the third or fourth line.
Fixed now, though.
- Again in Odette's third quest, she says
It's redundant on purpose to show how Odette feels about it.
It's not in Ambrose City, it has to do with June's third affection quest. As long as there are no other triggering conditions (that's the thing I would have to test), you should be able to just grind her affection enough at the love shack. If you can, since you get her before going to Ambrose City, you could potentially grind her to her third quest once you get her and get all the Silcrow you'd ever need and more by that point.
It's pretty obvious once you complete her third quest, and also in line with a couple of other similar, but much smaller, things earlier in the game, so I am almost positive that
hreserves already knows about it (most likely thought of the ramifications of it while he was programming it in).
As far as being a serious exploit...there is only so much use for Silcrow in the game, and after a certain point, any more becomes unnecessary (at least as of 23.4).
Kinda.
The only potential infinite profit you're supposed to be able to get there is if you never stop replaying hands, which (especially if your bet is maxed out) is supposed to feel like you're actually making high stakes bets and hoping the other guy doesn't catch you fleecing them.
There are actually variables that track how much you've won and special conditions for some characters so they will actually catch on to the grift, but it looks like I forgot to put in the conditionals to actually check those variables when the game is about to ask you to place a bet.
Buuuuuuuut it looks like not everyone got those conditionals the way they're supposed to.
Whoops!
Fixed for the next public release.
Everyone's games should also acknowledge setting the bet to 0 meaning there isn't any money being won or lost now, too.
And made games that weren't repeatable after winning their limit repeatable now.
Though yeah, Silcrow is only really useful within the Mind Hold after Act 3 starts, and game balance kinda goes further and further out the window the closer to the end of the game you get.