So, figured out what was causing "change race" and "Create futanari" bugs.
Jaxter was correct. Change Race disappearing was a result of it not being applicable to some targets. Minor variables weren't being met, ranging from height (of all things) to race. Fixed by adding those options.
NOW! I do not yet know if this is going to cause bugs. Haven't tested it enough. If you're having issues with Change Race, specifying the race before and after will be more helpful right now because it might be tied to this. Noted Races are Harpies, Lizardmen, Nekos, Fae, and a couple others.
And create futanari was me being so tired and sick and stupid that I forgot to carry the flags/timers/variables over. It's fixed. If you DID get it to work on the latest version, that'd be something to hear about.
No other major changes... Found the last d20 variable in biomancy, so we should finally have stable biomancy. That said, bedlam did make changes to how targeting works in the game the last couple versions, so it's possible I've only found it in time to be outdated.
It is certainly possible to add a reset option. Initially the option was there but it was evidently lost at some point in the past.
Absolutely it would be. I'm looking into how to control the rarity of assignments right now(have had success but it causes other bugs), so any other mod that affects them, directly and indirectly, is a valuable resource. I'm certain there are others here who'd be interested in not wasting time sending a slaver out into the deep mountains just to lose them as well.
Corruption failing is, and I feel like a broken record (in how I'm repetitive, not being negative to you) saying this, an ongoing progress. Previous attempts to hardlock corruption at a 100% have resulted in infinite loops causing crashes. Removing the loops resulted in more crashes when the game couldn't trigger the outcome (invalid target). Right now, the current format allows for failures, but only "nothing happened" failures. Which should only happen if the target is invalid. If the target can't be affected by the effect (for whatever reason) it should flop.
The problem is, because I left that function in, there's still the chance that it'll fail on options that should be successful. Hopefully, once I've had time to map Bedlams new targeting method, I'll be able to fix it to work a bit more consistently.
It might be. In trying to get the leader slave-training done, I've spent a lot of time there, and I know the variable that controls that. What would happen if I adjusted it? No idea. I'll find out when I try to see if your request is possible.
Yes, there has. I figured out how to stop the leader from cloning themselves when triggering slave training (again, as it was a fixed and broken it again thing), and currently working on consistency. Such as getting the leader to always return to camp after training, not just some of the time.
The game really wasn't designed for this, so it's taking more time than anticipated. Even with slavers that already use this functionality.
No... There isn't. Can you remember why you needed this option? Did a change race not generate a new portrait (some such as true angel might not have portraits yet).
Demonic Futanari! WHY?! Why would bedlam fully code and detail an event, only for it to be locked behind an invalid variable check.
Anyways it's working in the new version, just did a check on it before I uploaded.
I think that's all the replies that someone else didn't handle (Thank you,
RNDM and
User1810, you're both consistently on top of questions), if I missed you and you desired an answer, just say something.