MiscChaos

Newbie
Oct 23, 2017
17
8
Bug: There's something wrong with pregnancy in general. Ever since I started the "Last of the Line" beginning with Hyper Fertility as the taint, everyone who's gotten pregnant across any of my saves have given birth almost instantly. To the point I usually don't see the pregnant image on most of them and only know when my PC is pregnant when she gives birth either the next passage or a few passages later. Alex the Gladiator in particular is badly affected since she's now in a weird state of having given birth to my child, but still pregnant so she can't participate in the Arena anymore. Only exceptions seems to be Percy and Avee, who's just eternally pregnant instead (though Avee seems to slip in and out of using the pregnant image), and gobWife who it says has gotten pregnant every time I lay with her, but nothing really happens one way or the other. I will also note that most of this damage I'm describing is on a character I made before doing the Elf since the Elf was a test to see if The Frog had gender-gated content like the goblins in the flophouse seem to
 

Skalli

Member
Nov 1, 2017
133
156
Of course i dont know how QSP works but this kind of thing typically is caused by poor coding practices like using global variables, not compartmentalizing or abstracting things. Sphagetti code.

For now it seems like the Twine version is more bugged and more obviously so. Godspeed snek we'll get em squashed.
Really, it's not about global variables or developer skill. The QSP editor literally removes some tags randomly in the project when saving, breaking unrelated files. I'm not sure if it could be reduced with version control and check the diffs before committing the changes, but it's pretty bad and annoying, very noticeable in bigger projects.

Okay, to reiterate for the n2*100th time here is the sweet and simple rocket man version for the fuckwits that can't keep up to the best of my knowledge (Going with my personal experience fucking around with both engines over the years):

QSP = niche engine not actively being developed (even with community versions), broken ass mess the more things get added into a game and the more complex a game built on the engine gets, takes time to learn a lot of the ins and outs considering the amount of bugs it has, less friendly to fix game files/keep track of things when being worked on by 1 person and the odd person here and there that can help fix the code for the currently worked on game.

Twine = has longer end of life support/still being worked on, more intuitive way to keep track of variables, easier to pick up for even the average laymen (with the exception of some devs/users that intentionally make their strings harder to edit), easier to fix something in less time, easier to work with for only 1 dev and the odd person here and there that wants to help fix bugs.

Is there anything I missed that wasn't readily apperent?
I would agree to that.
Both have the problem that you can only find most bugs when testing, so if you have a big game with many branching code paths, it becomes pretty hard to test alone.
 
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KaitoKuro

Newbie
Sep 15, 2020
35
4
Here's a fixed & modded twine version of 0.8.3.
Includes html and a changelog of what I thought were fixes as well as what was modded in. (Only fixed things I encountered)
Make a backup of your save just in case before starting.
Move html file to same location as base game html and enjoy.

Notable Modded Content: Children you birth/hatch can now be raised to be allies. (Hatchable: Lizardfolk Egg, Kobold Egg).

**Updates to this modded content aren't guaranteed!**
 
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