boofeer

Newbie
Aug 25, 2017
20
6
After visiting Frostford slave guild and completing custom request from there Frostford's city navigate menu disappear.
Happens two times on two different saves.
 

SST1337

Member
Jan 29, 2019
141
420
After visiting Frostford slave guild and completing custom request from there Frostford's city navigate menu disappear.
Happens two times on two different saves.
I assume this is sandbox mode?
I have the same issue which has to do with Frostford reputation ( for example try starting sandbox in Frostford with a Beastkin mc, it will cap your rep, then try exiting out of mansion. only way to go back is to press b and use the shortcut in the left lower corner)
It probably has something to do with calls that rely on rep numbers during Zoe sidequests and mainquests but go haywire since those are out of place in sandbox mode.
Haven't really tried fixing it since I'm mostly on story mode...temp fix i can suggest to you is to edit your save files and lower the Frostford reputation or advance the Zoe sidequest state until this issue is addressed.

I'll check it out and see what can be done.
 

boofeer

Newbie
Aug 25, 2017
20
6
I assume this is sandbox mode?
I have the same issue which has to do with Frostford reputation ( for example try starting sandbox in Frostford with a Beastkin mc, it will cap your rep, then try exiting out of mansion. only way to go back is to press b and use the shortcut in the left lower corner)
It probably has something to do with calls that rely on rep numbers during Zoe sidequests and mainquests but go haywire since those are out of place in sandbox mode.
Haven't really tried fixing it since I'm mostly on story mode...temp fix i can suggest to you is to edit your save files and lower the Frostford reputation or advance the Zoe sidequest state until this issue is addressed.

I'll check it out and see what can be done.
Yes, this is sandbox mode. And yes, the only way to exit is to press B (go back to your mansion). I'll try ur suggestion to edit my saves and lower Frostford rep a bit later.
Thx for quick advice :)
 

SST1337

Member
Jan 29, 2019
141
420
Yes, this is sandbox mode. And yes, the only way to exit is to press B (go back to your mansion). I'll try ur suggestion to edit my saves and lower Frostford rep a bit later.
Thx for quick advice :)
I have found what caused the issue and fixed it, so that wont be necessary :) turns out some lines were missing/had incorrect entries and caused multiple bugs, one being messing with the UI and second in "Sandbox" it was impossible to recruit Zoe, start her sidequest, get summon tentacles spell etc.


Fix for "Sandbox Mode" broken UI in "Frostford" when "Frostford Reputation" exceeded 20 & broken Zoe recruitment/Zoe sidequest/obtaining of "Summon Tentacles" spell in "Sandbox Mode".

Version: 0.5.23b
Files edited: exploration.gd
exploration.gd - Added missing reqcheck for sidequeststate/zonechange preventing infinite zoe recruitment & fixed incorrect entry breaking the UI. Lines: 1762-1793, 1763
Tested in both modes and working as intended.

Nothing else has been modified

Installation: Extract/copy/paste into "scripts" folder and overwrite.
 
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enkephalin07

Active Member
Dec 13, 2017
562
404
I'd never seen one of these drop, so I thought I got a unique item here:
strive-Clipboard.png

This is where all my surplus magic eq goes. It generates a lot of crap, but also quite a few priceless items you can't get any other way.
 

SST1337

Member
Jan 29, 2019
141
420
This is where all my surplus magic eq goes. It generates a lot of crap, but also quite a few priceless items you can't get any other way.
Good one, I've been save scumming a lot for a few of those..yeah, the exchange pool actually contains EVERY gear item in the game and the only way to have 2 basic enchants on an item, it has even those with "unique" enchantment tag (has a yellow name) and additional undergarment (chain bikini and living suit, both not available anywhere else, the suit is also unfinished but I'll get to it eventualy and put it up in random chest drops and in umbra market next to living armor which is also sadly broken xD)
 

The_fallen_dragon

Well-Known Member
Jun 15, 2017
1,999
2,004
I don't think so; with high enough magic invigorate reduces stress instead of increasing it, and it's cheaper to cast. I was never lacking mana to spend extravagantly.
I just found out about invigorate, honestly I haven't played for quite a few updates so I rook forever trying to figure out how to use that spell in the wild.

I'm kinda hoping to find a spell mod for the game that really let us play around with the mage aspect of the game.
 

SST1337

Member
Jan 29, 2019
141
420
Fix for :
Gnome racial trait - now does what it claims, studying in library twice as effective.
Bunny racial trait - worked somewhere, somewhere didn't, elsewere was coded wrong etc. Now halves correctly every stress penalty on all Sjobs as stated in description.
Sjobs - some had lines all over the place, stress/loyalty penalty on some was missing, half/unfinished trait and spec bonuses, missing mental deterioration on wits and conf if sent to umbra as stated in description etc. All Sjobs have been fixed and working as intended.
Traits - wrong bonuses on Sex-crazed (miniscule stress relief and gold bonus instead of negating all Sjobs penalty (stress/loyalty)) - fixed, now does what it claims in description, negates penalty on all brothel assignments.
Fickle - gold bonus on sex-crazed was supposed to go to fickle, as evidented by its description and metrics in group sex on Sjobs(except "Escort", that is a special case and has different values and modifiers as intended, why it has the bonus from "Pretty Voice"/penalty from "Foul Mouth") - fixed, now gives correct bonus to Sjobs as stated in description.
Geisha/Nympho spec - had lines that act as a substitute to Bunny racial(halving stress penalty) and giving gold bonuses to job types but was not implemented fully. Now fully implemented and working.

Version: 0.5.23b
Files edited: jobs&specs.gd
jobs&specs.gd - Lines: 588-601, 643-682, 720-782, 875-920, 922-964, 966-1016.
Tested in both modes and working as intended.

Nothing else has been modified.

Second file is minor fix to "Mind Read" spell that didn't return info on slaves assertivnes (ingame name: "Role Preference"), thus giving players no way to know those values even though it was used both in sex interactions and slave guild requests. Now displayed correctly.

Version: 0.5.23b
Files edited: spells.gd
jobs&specs.gd - Lines: 255
Tested in both modes and working as intended.

Nothing else has been modified.

Installation: Extract/copy/paste into "scripts" folder and overwrite.
 

fulcrum

Engaged Member
Feb 2, 2018
3,508
2,043
Fix for :
Gnome racial trait - now does what it claims, studying in library twice as effective.
Bunny racial trait - worked somewhere, somewhere didn't, elsewere was coded wrong etc. Now halves correctly every stress penalty on all Sjobs as stated in description.
Sjobs - some had lines all over the place, stress/loyalty penalty on some was missing, half/unfinished trait and spec bonuses, missing mental deterioration on wits and conf if sent to umbra as stated in description etc. All Sjobs have been fixed and working as intended.
Traits - wrong bonuses on Sex-crazed (miniscule stress relief and gold bonus instead of negating all Sjobs penalty (stress/loyalty)) - fixed, now does what it claims in description, negates penalty on all brothel assignments.
Fickle - gold bonus on sex-crazed was supposed to go to fickle, as evidented by its description and metrics in group sex on Sjobs(except "Escort", that is a special case and has different values and modifiers as intended, why it has the bonus from "Pretty Voice"/penalty from "Foul Mouth") - fixed, now gives correct bonus to Sjobs as stated in description.
Geisha/Nympho spec - had lines that act as a substitute to Bunny racial(halving stress penalty) and giving gold bonuses to job types but was not implemented fully. Now fully implemented and working.

Version: 0.5.23b
Files edited: jobs&specs.gd
jobs&specs.gd - Lines: 588-601, 643-682, 720-782, 875-920, 922-964, 966-1016.
Tested in both modes and working as intended.

Nothing else has been modified.

Second file is minor fix to "Mind Read" spell that didn't return info on slaves assertivnes (ingame name: "Role Preference"), thus giving players no way to know those values even though it was used both in sex interactions and slave guild requests. Now displayed correctly.

Version: 0.5.23b
Files edited: spells.gd
jobs&specs.gd - Lines: 255
Tested in both modes and working as intended.

Nothing else has been modified.

Installation: Extract/copy/paste into "scripts" folder and overwrite.
that reads like one giant clusterfuck of coding.
 
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W65

Active Member
May 31, 2018
779
866
Yeah, it does seem that way, but the devs left a lot of hints and data what they intended to do but I guess never got to it.
I think the devs are still doing official releases for this game. Wouldn't it be kind of a shame to do all this work and have to keep updating your changes for each new version? Why not get in touch with the dev instead and try getting them to integrate these fixes into the base game? Even if they don't want to use your code, you've at least identified what seems to be a significant number of bugs that they ought to know about.

I mean, I'm not unhappy to see someone fixing this stuff, but it just feels like it might be a waste of effort, unless you're going to take on yourself the task of keeping these files up-to-date with new game versions.

I guess the other idea would be to package it as a sort of "unofficial fixes" mod and throw it up on the dev's itch.io. If you were planning to do the work of keeping it up-to-date, then at least that would let you maintain it from a central area rather than as a bunch of disconnected releases on a particular forum. Packaging these into a mod would probably be appreciated by the wider community anyhow, so maybe that's a thing to think about doing?

Anyhow, you're the one doing the work, and nothing obligates you to keep them compatible with newer versions. Just something to consider.
 

SST1337

Member
Jan 29, 2019
141
420
I'm playing the most current version, the save i have no clue but they were working perfectly fine yesterday
Not sure what could be the cause, maybe if you edited the saves, some entry might be wrong or maybe you changed/removed the portraits/bodies? Though I'm not sure if that would break a save since I never tried it..are there any errors on the console window when you start the game? If not, I guess you could post your recent save file and I'll take a look at it.

I think the devs are still doing official releases for this game. Wouldn't it be kind of a shame to do all this work and have to keep updating your changes for each new version? Why not get in touch with the dev instead and try getting them to integrate these fixes into the base game? Even if they don't want to use your code, you've at least identified what seems to be a significant number of bugs that they ought to know about.

I mean, I'm not unhappy to see someone fixing this stuff, but it just feels like it might be a waste of effort, unless you're going to take on yourself the task of keeping these files up-to-date with new game versions.

I guess the other idea would be to package it as a sort of "unofficial fixes" mod and throw it up on the dev's itch.io. If you were planning to do the work of keeping it up-to-date, then at least that would let you maintain it from a central area rather than as a bunch of disconnected releases on a particular forum. Packaging these into a mod would probably be appreciated by the wider community anyhow, so maybe that's a thing to think about doing?

Anyhow, you're the one doing the work, and nothing obligates you to keep them compatible with newer versions. Just something to consider.
My thoughts exactly. This first started as some small personal fixes to make the game more enjoyable, but as it grew I really figured I should share and bundle them or something with a comprehensive log what is fixed..at least people won't have to skim through last N pages of posts to find it :) I will post them on file sharing serv once I've put it all together, maybe ask to be moved to OP here if thats cool.

I'll give it a shot on itch, if they like it great, less workload sooner updates. If not, I'll keep them up to date with newer versions that come out, was my intention anyway from the start.

Thanks for the input, I really appreciate it :)
 

SST1337

Member
Jan 29, 2019
141
420
So how do you unlock Ayda in Sandbox Mode?
Yeah, you couldn't..I just fixed it, thank for pointing that one out. You have to finish Yris sidequest and recruit her. Then go back to Ayda's shop.

EDIT: Updated the file, was missing another reqchk that allowed for infinte Ayda recruit and locked the players out of the shop.

Ayda recruit fix:
Version0.5.23b
Files:aydashop.gd
aydashop.gd - line was missing a reqcheck that locked players out of recruiting Ayda (the point was to prevent recruiting Ayda before Yris but kinda broke it) Line : 11, 45
Fully tested and working as intended.

Nothing else has been modified.

Installation: Extract/copy/paste into "areascripts" folder inside "scripts" and overwrite.
 

Overlurker

Member
Oct 19, 2017
257
71
Yeah, you couldn't..I just fixed it, thank for pointing that one out. You have to finish Yris sidequest and recruit her. Then go back to Ayda's shop.

EDIT: Updated the file, was missing another reqchk that allowed for infinte Ayda recruit and locked the players out of the shop.

Ayda recruit fix:
Version0.5.23b
Files:aydashop.gd
aydashop.gd - line was missing a reqcheck that locked players out of recruiting Ayda (the point was to prevent recruiting Ayda before Yris but kinda broke it) Line : 11, 45
Fully tested and working as intended.

Nothing else has been modified.

Installation: Extract/copy/paste into "areascripts" folder inside "scripts" and overwrite.
Thanks, been stuck for hours for that one. Also got caught on the Frostford bug as well
 
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