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(+2)

Seems like a lot of cleanup work will be needed, as a fair number of things were broken or excluded. Many of those were bugfixes made between v1.0a and v1.0d. It's understandable since there is a lot of code and it can be quite difficult to know all of the nuances of the code.

In expansionfarm.gd , the change from "for cattle in allcattle:" to "for i in allcattle:" breaks everything, since i is never used and cattle is never assigned.

In newsexsystem.gd, there are many issues. In startequence, all the modded member characteristics are updated for an object that is discarded; those should be moved to the member _init function. In actioneffect, augmented tongue code was excluded and duplicate code exists for handling the 'pervert' tag. The rope recovery after sex is missing near the end of endencounter:

    for action in ongoingactions:
        stopongoingaction(action)

In Mansion.gd, the infinite effect duration bug still exists because "(!i.code in ['bandaged','sedated', 'drunk'] && randf() > 0.5)" is used twice instead of "i.code in ['bandaged','sedated', 'drunk'] || randf() > 0.5". updatedescription has not been updated.

In exploration.gd, the Adya jewel duplication fix is missing, and the old uncivilized-tamer resolution still exists (reduces chance of capturing a tamer).

In outside.gd, in _on_slavesellbutton_pressed

            else: 
                globals.state.reputation[globals.weightedrandom(reputationloss)] -= 4

should be

            reputationloss = globals.weightedrandom(reputationloss)
            globals.state.reputation[reputationloss] -= 4

There are probably some more issues, but those are what I saw after skimming through the code.

(1 edit) (+1)

"broken or excluded" Thats might be bc of few things: when 1.0a is out, i update my mod from 5.25 game version and then idea come to my mind: "Hey, there is this Aric's popular mod, how about to finally play it and see how my mod work with his?" And 3 days of my life vent lost for making Aric's mod work for 1.0a. =) There is a lot of decision i make, to do it, like leave Aric's code in few places instead of 1.0, change some functions, cut unnecessary thing like too long descriptions in mansion panel to fit 1.0 new ui(really, Aric, this descriptions of crystal is too long), etc.

"bugfixes made between v1.0a and v1.0d" I might miss something bc, i apply bugfixes by hand, and if there is big arics code i preffered not to mess with it.

"In expansionfarm.gd" Dunno why, but when i try to run game with "cattle" game tell me that "cattle" is already defined before. Same goes for "parent" which i change for "y". During my playing in this mod i didn't use cattles and i didn't use Dimension crystal, just research it, so i cant find this before. I might miss some part of updated code bc for reference i use my mod updated to 1.0d and merged with Aric's, and update 1.0a with copy of 1.0d and hand applied bugfix v2, v3 come out few days ago and i apply it by hand in freshly made copy of 1.0d.

"In newsexsystem.gd" There is a big and scary Aric's code xD, when i do merging i might miss duplicating thing, "augmented tongue code was excluded" and "duplicate code exists for handling the 'pervert' tag" is my bad, its leftovers of 5.25 game version. "rope" my bad, miss this string when merging.

"In Mansion.gd" Again, my bad, i leave merging this string for later and totally forgot. "updatedescription" I may leave this section for later and totally forgot about it =D. Now i wonder if "updatedescription has not been updated" is main cause for broken player relatives in original Aric's mod.

"In outside.gd, in _on_slavesellbutton_pressed" again, slipped past me. Thx for pointing.

Right now i compare 5.25 bf5, 1.0d bf3 and 1.0d bf3 aric mod, to see what else is missing.

Thx for pointing in my flaws, i appreciate it.

(+2)

As far as the "cattle" and "parent" are concerned, in prior versions of Godot it was fine to do something like this:

var cattle 
do something with cattle #code considers this scope to be cattle_1
for cattle in allcattle:
    do something with cattle #code considers this scope to be cattle_2

But in the current version of Godot, they simplified the code by preventing multiple local scope definitions of a single variable name. For "cattle" it would be fine to delete "var cattle" since it was unused, but both "parent" were used so renaming was necessary, though you missed 4 cases of parent within the "for y in ['father','mother']:" loops(2 in first, 1 in each of the last 2).

I use a diff utility to compare files which makes it far easier to see what has changed. TortoiseGit includes a graphical diff utility so I use that, but there are other options.

Fixed, also found that assigned to farm can't be released from it, also fixed. Thanks for pointing. Upload updated.

"TortoiseGit" Never use before, although i have Tortoise tools, i stuck to WinMerge and  notepad++ when i need highlited syntax.

(+1)

It seems that your link still provides the unfixed download. When I updated my bugfix mod I found that copying a new link over an old link did not work as expected on itch.io. You need to delete the old link from the text, then paste the new link, and then you can post the edit to update correctly.

Done, thx for pointing.

Its happened that game revert all changes by backuped ones. =D Also, Mutation spell updated to 1.0, meet/interact updated to 1.0.