In episode 4 pick Corth first :how to get this scene ? anyone knows ?
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Her name is Medea.how to get this scene ? anyone knows ?
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Maybe I didn't notice this because I have 3 saves playthrough's? 1 pure friendly (<-My main playthrough) 1 pure witty and 1 pure agressive since the start of the game? Also each one have little differences like 1 (or 2 can't remember rn) went tollorix first and the other(s) went Corth first. Also like this I make sure to get all the content in the game. But the traits seemed fine in Season 2, notice that mostly on how the MC answers his phone lolWait a damn minute...
Classy Lemon, bud... I don't know if you totally have this fucked up or you're thinking wayyyy outside the box.
For some odd reason you decided all Season 2's Friendly, Witty, and Aggressive MC traits are now new variables names. BUT, you are checking all the dialogue in all S2 Episodes (8-11) via the original variable names. The new ones have zero effect (they are not used in a single conditional anywhere).
Also, you are mingling LI Flirt points in S2 conditionals (since you made new variable names for those too in Season 2) so those are out of whack as well. Sometimes you reference S1's Flirt points, sometimes S2's. That's really messy and I highly doubt you have it sorted correctly unless you made many bug fixes in the process of updating S2.
I don't even get it... there is no reason to make new trait variables for the MC nor LI's in a VN series. Event and misc vars of course will be new (obviously). But none of this makes sense and much of it is broken tbh.
Please look at your MC traits first... that's bonkers bud. Totally broken since all the choices a Player has made in S2 regarding Friendly, Witty, and Aggressive change nothing. You can fix this though (now that you already went over the top with new variable sets) and simply add them together for all current S2 Episodes (versions). For example instead of changing all the "wittyS2" vars back to "witty" you could simply use "witty+wittyS2" in your conditionals and future "+=" additions.
Either Season 2 is really messed up or I'm much too hungover to be coding today. You tell me bud.
dunno from a coding perspective, but for gameplay it sure doesn't do shit, doesn't matter which one you choose, it's just flavor of text really. Generally I just pick what I feel like, doesn't change anything that matters.Maybe I didn't notice this because I have 3 saves playthrough's? 1 pure friendly 1 pure witty and 1 pure agressive since the start of the game? Also each one have little differences like 1 (or 2 can't remember rn) went tollorix first and the other(s) went Corth first. Also like this I make sure to get all the content in the game. But the traits seemed fine in Season 2, notice that mostly on how the MC answers his phone lol
Well, I'm either a hungover dumbass this morning or I'm spot on with this. My take: massive bugs. Any choices you've made in Season 2 for MC Traits are for nothing, they do nothing, they mean nothing. All of the dialogue is based solely on Season 1's Traits. AND LI Flirt points are being mingled with the original variables and the odd decision to make new variables. It all makes for a hot mess.Maybe I didn't notice this because I have 3 saves playthrough's? 1 pure friendly 1 pure witty and 1 pure agressive since the start of the game? Also each one have little differences like 1 (or 2 can't remember rn) went tollorix first and the other(s) went Corth first. Also like this I make sure to get all the content in the game. But the traits seemed fine in Season 2, notice that mostly on how the MC answers his phone lol
Indeed, you are correct in thinking that MC Traits (to date) change dialogue only. There could be an issue with LI Flirt points though (I haven't checked them in detail yet since I'm just now finishing the pre-porting of the mod's Core over). I have a feeling there's going to be a few snags in them though since new variables were created for the S2 Flirt points and conditionals throughout Ep8-11 (v0.8 - v0.11) are using both S1's points in some sections and S2's in other sections.dunno from a coding perspective, but for gameplay it sure doesn't do shit, doesn't matter which one you choose, it's just flavor of text really. Generally I just pick what I feel like, doesn't change anything that matters.
Yes I know that, I made 3 saves mostly to get those achievements (I could simply unlock it but I'm kind of perfectionist and want to get all by playing lol) and with 3 playthroughs I can make a few choices that matter a little different in each one. example in last update I went to the meeting in each playthrough with a different girl, that was how I knew how to get the Ashe scene. Most the time I just skip text that I already saw in the previous playthrough.dunno from a coding perspective, but for gameplay it sure doesn't do shit, doesn't matter which one you choose, it's just flavor of text really. Generally I just pick what I feel like, doesn't change anything that matters.
You're probably both hungover and full of shit. But so am I, so...Well, I'm either a hungover dumbass this morning or I'm spot on with this. My take: massive bugs. Any choices you've made in Season 2 for MC Traits are for nothing, they do nothing, they mean nothing. All of the dialogue is based solely on Season 1's Traits. AND LI Flirt points are being mingled with the original variables and the odd decision to make new variables. It all makes for a hot mess.
I did drink a bit last night trying to get Season 1 done but I'm a pro at coding conditionals imho... I'm pretty confident that I'm right here and things are much more fucked up than folks realize in S2.
I'll take a smoke break, clear my math brain, and attack it again. I can fix it all but I really need Lemon to see for himself first. He doesn't know me yet so he might think I'm full of shit.
You're probably both hungover and full of shit. But so am I, so...
Half correct. If the Player was to choose nothing but agro in S2 it wouldn't matter at all to the dialogue "flavor" though. So, every Trait choice in S2 makes no difference at all in it's current state. If you wish to alter that then (as previously mentioned) you could always add them together if you desire ("friendly+friendlyS2" for example).Regardless if I use the Season 1 or Season 2 variables, it's still gonna recognize how the player plays
The only reason for them right now is for the achievement. But I'm gonna start using them in coming updates.Half correct. If the Player was to choose nothing but agro in S2 it wouldn't matter at all to the dialogue "flavor" though. So, every Trait choice in S2 makes no difference at all in it's current state. If you wish to alter that then (as previously mentioned) you could always add them together if you desire ("friendly+friendlyS2" for example).
Keeping achievements separate makes sense though, so I'm on board with that perspective. Chew on it. It's nothing game breaking but there's really no point at all in the 15 Trait choices the Player makes in S2 currently (besides Achievement unlocks)... just know it's a thing.
Back to our earlier discussions regarding S1 achievements/lore getting nuked by playing S2: I see this even after resetting the persistent store and deleting my saves folder. A S1 PT just gets totally REKT as soon as I start up S2. I don't even need to actually start playing. Just firing up to the main menu is sufficient.You're probably both hungover and full of shit. But so am I, so...
I made new variables because I want to keep the S1 and S2 achievements separate, the achievement for Witty in S2 ain't gonna work if it also counts the S1 choices (which is where they do something FYI, check achievementChecker.rpy).