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The Mather1

14
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93
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A member registered Aug 31, 2021

Recent community posts

At 3440x1440, in fullscreen:

  • The main settings menu is enlarged such that the motion blur setting is pushed past the bottom of the screen. The music volume setting is pushed to the top of the screen with the tops of the letters cut off,  and the quality setting hovers over the top of the music volume slider.
  • The pause settings menu is enlarged such that the quality setting is beyond the top of the screen, and the motion blur setting has half its toggle box visible.
  • The pause menu is enlarged such that the save button is beyond the top of the screen.
  • The load menu is enlarged such that the "back" and "delete all saves" buttons are barely visible, with their text being outside the screen. This presumably applies to the save menu as well, but I can't test it since I can't click the save button.

Despite offering ultrawide resolutions, they really don't work in the game. The interface appears to scale to the screen's width, regardless of height. So ultrawide resolutions result in interface elements being pushed outside of the screen.

Correct. It blocks access to the character menus, and thus the ability to replay events and view hints, but clicking ignore on the exception just returns you to the game and you can keep playing as normal.

(2 edits)

There seems to be a problem transferring saves from 0.3 to 0.4.1, where if you had a character's profile set to display an unlocked outfit, you get a list index out of range exception whenever you try to open their profile.

EDIT: In fact, it seems all unlocked outfits have been reverted.
Your outfit handling seems to work by appending them to the list upon unlock, rather than using variables to check whether they are unlocked. Their addition to the lists in this way seems to not be persisted in the savefiles.

It looks like the way you've defined the quest_guide object(and probably other similar ones) it does not update when loading an old save in a newer version of the game.

This results in old saves showing the "will continue in the next update" hint for quests that already have new steps. And upon progressing the quests, opening the quest guide will cause a crash due to newer keys not existing in the old quest_guide object.

There's a softlock if you complete Sayo's 3rd romance quest before the 3rd workout.
The condition for the workout has the condition "sayoromance == 2", it would probably be more robust to make that condition "sayoromance >= 2".

The holiday special is pretty heavily bugged, it could do with some QA.

So far I've found:

  • First day stirring minigame never adds to the success count.
  • Subsequent scene has the case for 3 successes separate from the if/else for 2 successes, so it gives you the dialogue both for 3 successes and then for failure.
  • Lyssa's storage room scene requires >4 affection. A maximum total of 4 affection can be earned up until that point.
  • Marshmallow minigame never tracks your success. There is a == comparator used at the end where there should have been a = assignment.

Looks like there's a bug transferring saves from 0.24 to 0.25.
In 0.24 the firstfight variable does not get set, so if you transfer to 0.25 after completing the relevant event, it causes a softlock for progressing Yuki's events.

Doubly confusing because the condition for Yuki's quest hint is reversed. So by having the variable set to 0, it's giving the hint for a trigger that only works when it's set to 1.

Lucky Charm achievement is bugged. Meeting the conditions for it results in unlocking the Unlucky Charm achievement. This appears in the script to be because both achievements were defined as the same variable, so Unlucky Charm overrides Lucky Charm.

Meeting the conditions for Unlucky Charm does nothing.

It doesn't minimize the game, but when the cursor leaves the active portion of the game window, the parry button freezes in place. Ren'Py is then slow to register when the cursor re-enters the window, leading to at least a quarter second delay before you can continue shaking the button, which is damning when you have such a short time to perform the mechanic.
I ended up having to disable my other monitors in order to finish the mission.

Yes, specifically it's 21:9, so when playing a 16:9 game there's always a lot of blacked out screen space.
Fullscreen isn't really part of the issue. If anything it slightly helps, because it slightly reduces the amount of unused space.
I normally play just maximized, but had to turn on fullscreen for this just to get that little bit of extra active render area.

When multiple monitors are connected, shaking vigorously becomes a futile effort because the amount of movement required in such a short time means it's impossible to do without accidentally moving the mouse over to a different monitor.

Likewise the black bars that cover the rest of the window when resized to a different aspect ratio than the game render (such as when maximized/fullscreen on an ultrawide monitor) also interrupt the input.

Block areas being unresponsive is probably more of a technical problem in the engine rather than something necessarily dependent on my setup. But it was consistently registering only about 1 in every 3 clicks, even with the game running at less than 10% CPU and 5% GPU.

It also rather frequently seemed like Katharine would attack in the middle of the parry animation, but that was more of an annoyance than a gamebreaking issue.

Combat system straight up doesn't work on ultrawide monitors or multi-monitor setups. Even with optimal performance, the block areas are unresponsive, and because of how Ren'Py registers input, shaking the parry button is interrupted the moment your mouse leaves the game screen.

Are there any plans for a captivation path for 95 not involving bimbofication?

Very probable bug: I delayed Sunny's route (waiting for the find condition for the swimming outfit) until I only had a few levels left of Evie and Shino for the prologue, and now my name for all dialogue is stuck with the suffix "with a manly voice".