Also, speaking of cheating: I feel as though anyone who got "caught cheating" between versions 0.3b and 0.5a shouldn't have it counted against them due to the flaws of the cheating system at the time, though I'll most likely move the goal post again as this game gets more and more ironed out in that regard.
I think the number of times caught cheating is just a counter that has no real ramification to gameplay (not looking at the code atm. Too late in the night for me). If I recall correctly, once they forgive you, you should be good and there's no long lasting effects to cheating. If
ShinyBoots1993 wants to correct me on that (and future plans for cheating), feel free.
As for cheating counting against them, V1.2 actually allows you to turn off them being mad at you due to these bugs. But if it will have ramifications in the future, I can drop in a reset cheating number counter real quick. That'd take me like, all of 5 minutes. Uploading the file to pixeldrain will probably take longer.
Edit: WHEEE~~~ I'm a masochist apparently~~~
*note* findExecGrep is just a script I wrote for myself and not a default linux command.
Code:
$ findExecGrep -Hn "*.rpy" "Player." |grep cheated_on |grep -i remove
./scripts/base/start.rpy:194: # Player.History.remove(f"cheated_on_{C.tag}_with_{other_C.tag}_flirting_in_public")
./scripts/base/start.rpy:195: # Player.History.remove(f"cheated_on_{C.tag}_with_{other_C.tag}_date")
./scripts/base/start.rpy:196: # Player.History.remove(f"cheated_on_{C.tag}_with_{other_C.tag}_relationship")
./scripts/base/start.rpy:198: # Player.History.remove(f"cheated_on_{C.tag}_with_{C.tag}_flirting_in_public")
./scripts/base/start.rpy:199: # Player.History.remove(f"cheated_on_{C.tag}_with_{C.tag}_date")
./scripts/base/start.rpy:200: # Player.History.remove(f"cheated_on_{C.tag}_with_{C.tag}_relationship")
So, in short, whenever you cheat on a girl, that trait gets removed eventually. But your cheat flag of "cheating on x with y for z reason", at the moment, will not get removed ever. But, from my quick scanning through the code, those flags aren't really used for anything short of remembering which character you cheated with. I could be missing something because it's like 1am here, that's from my quick scan.
TLDR; The cheating flags should *not* have any significant future impact on gameplay, unless they implement something in the future.
Forgot to mention, in python, the # in front of a line means it's a comment and not code. So all instances of the cheated on flag on the player being removed by the game is non-existent/commented out.