devolution

Author Topic: Bugs 1.29  (Read 40292 times)

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Offline null

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Re: Bugs 1.29
« Reply #30 on: October 29, 2009, 01:34:41 AM »
Chances are that this is because you have a corrupted save.  Look at the size of the <brothel name>.gam file, if it is >=500kb, you probably have a corrupt save.

49,940 KBs.

Offline zodiac44

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Re: Bugs 1.29
« Reply #31 on: October 29, 2009, 02:11:20 AM »
Yup, that is definitely a corrupted save  >;o)  If you have a great deal of time on your hands and the patience of a saint, you can get that file opened in a text editor and locate the bloat (there's probably a "short" bit of legit info - a list of girls and items with associated numbers - followed by hundreds of thousands, if not millions, of lines of repeating numbers).  Have fun!
Capitalization is the difference between "I had to help my uncle Jack off a horse" and "I had to help my uncle jack off a horse."

Offline null

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Re: Bugs 1.29
« Reply #32 on: October 29, 2009, 04:46:49 AM »
I think I'll pass on that one.

Trying a new game though I was watching for it and did note multiple -100 rebellion girls refusing to work for at least upwards of months at a time. Seems to only happen with girls you've had for awhile though, not new ones. I wonder if maybe the random "will I work?" generator is getting stuck...

Avoided any girls getting pregnant this time and no other weirdness was detected this time around (aside from the missing second brothel).

Offline DocClox

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Re: Bugs 1.29
« Reply #33 on: October 29, 2009, 07:02:02 AM »
Just had a girl fight to the death rather than get branded.

Is this something we really want? I'd like to think that my operation was professional enough that this couldn't happen. Or at least, that there was a way to make it professional enough that girls didn't die during routine procedures

Offline sgb

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Re: Bugs 1.29
« Reply #34 on: October 29, 2009, 08:59:53 AM »
I don't know, someone fighting to the death to avoid becoming a slave isn't too far fetched IMO.  Branding shouldn't be a risk-free action.  Dropping to low health isn't much of a deterrent to me doing that; some pocket change at the store for healing items and she's good to go again.  Granted, it should be a very low possibility, but I don't see goons accidentally killing a girl trying to escape being absurd.

But this is kind of getting off-topic.  This is for 1.29 bugs, not game balancing.

Offline DocClox

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Re: Bugs 1.29
« Reply #35 on: October 29, 2009, 09:38:21 AM »
I don't know, someone fighting to the death to avoid becoming a slave isn't too far fetched IMO.  Branding shouldn't be a risk-free action.  Dropping to low health isn't much of a deterrent to me doing that; some pocket change at the store for healing items and she's good to go again.  Granted, it should be a very low possibility, but I don't see goons accidentally killing a girl trying to escape being absurd.

But this is kind of getting off-topic.  This is for 1.29 bugs, not game balancing.

Depends on whether the current behavior is the intended behavior or not.  If necno intended there to always be a chance of death during a branding, then yeah, I should probably re-open the issue elsewhere. If he didn't intend that to happen, then it's a bug. Since I can't tell which it is, I'm mentioning it here. You can't always draw a hard and fast  line between the two cases.

And I agree: it doesn't sound far-fetched. It just takes some of the fun out of the game for me. If a girl dies in my dungeon, I'd prefer it to be because I screwed up, not because something I do to every girl I find  has a %chance of being fatal.

Offline sgb

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Re: Bugs 1.29
« Reply #36 on: October 29, 2009, 01:32:48 PM »
>If a girl dies in my dungeon, I'd prefer it to be because I screwed up, not because something I do to every girl I find  has a %chance of being fatal.

Eh?  It's not like you hit Next Week and your goons decided to brand the girl against your orders, resulting in death.  You pushed the 'brand girl' button.  What do you expect, the girl to lay down and be happy about it?

Offline DocClox

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Re: Bugs 1.29
« Reply #37 on: October 29, 2009, 02:16:23 PM »
I mean, if I forget to heal a girl up before I torture her and she dies because she's a low health, that's my oversight. Fair enough.  If I stop feeding her, and forget to start again, it's my fault if she starves to death. Fair enough.

If she dies because the random number generator says that 5% of all the girls I catch are going to die when I brand them, then there's nothing I can do about it.  That's something of a downer.

What's the problem?
« Last Edit: October 29, 2009, 03:19:10 PM by DocClox »

Offline Strathe

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Re: Bugs 1.29
« Reply #38 on: October 29, 2009, 05:04:18 PM »
Just had a girl fight to the death rather than get branded.

Is this something we really want? I'd like to think that my operation was professional enough that this couldn't happen. Or at least, that there was a way to make it professional enough that girls didn't die during routine procedures

As long as her chance to fight to the death is modified by her rebelliousness I kind of like this. It gives more incentive to break highly rebellious girls.

Offline DocClox

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Re: Bugs 1.29
« Reply #39 on: October 29, 2009, 05:23:05 PM »
Break 'em and then brand 'em would be better than a random chance of the girl self-destructing when branded. You could even formalise it, with the local law requiring that the girl consent to her enslavement (although not being too fussy about how that consent was obtained).

All-in-all though, I still think I prefer the old behaviour.

Offline Alugere

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Re: Bugs 1.29
« Reply #40 on: October 29, 2009, 08:32:45 PM »
Back to the whole 'girls always refusing' thing.

From what I've found girls with a rebellion of somewhere between -31 to -49 have an extremely high chance to refuse to work. In fact, every time I've had a girl refuse to work both shifts for several days in a row, the girl has had her rebellion in that range.
Only a few girls have kept this problem after they go past -50.

Offline Kenki

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Re: Bugs 1.29
« Reply #41 on: October 29, 2009, 08:59:43 PM »
About the saves not loading if a girls is pregnant:



Ashley Graham
Ashley Graham
Ashley Graham is the president's daughter. Ashley was abducted by a mysterious cult while attempting to return home.
0
5
Nerd
0
Clumsy
0
Fast orgasms
0
Slow Learner
0
Meek
0
0
0
48
20 37 0 100 0 0 10 -230 0 40 36 0 70 0 0 40 -33 0 0 20 0 30 0 0 0 348 0 0 0 0 0 67 0 90 0 0 34 0 0 18 0 0 60 20 0 50 -44 0 60 0 0 67 0 0 100 0 0 0 0 0 0 27 0 0 -26 0
10 42 0 0 46 0 15 48 0 25 43 0 40 16 0 0 35 0 0 41 0 5 63 0 40 13 0 0 45 0
0
1
0
224
1
0 3
255 255
0
0
14 14 14
35
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0
0
0
0 1 1 1
60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60
10 10 10 10 10 10 10 10 10 10
-20 -20 -20 -20 14 -20
0


What are the bolded values for? They only appear on the pregnant girls and if they are removed, the save loads the girl and moves on.

Offline Fstop

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Re: Bugs 1.29
« Reply #42 on: October 29, 2009, 09:29:55 PM »
If you go to set house percentage and hit cancel it automates to 0%
and goons NEVER die in Catacombs now >.< ( was a 0 weapon lvl and auto-potion)
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Offline letmein

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Re: Bugs 1.29
« Reply #43 on: October 29, 2009, 10:43:38 PM »
@Kenki:  If I had to guess, I would say they're stat values for the kid...  necno used to generate them on birth, but he messed with the code a bit to avoid the "same birthday, same name" bug.  He might have moved child generation to conception.

Again, that's only a guess, but if it's wrong then I have no bloody idea what the extra values are from.
Still lurking.

Offline zodiac44

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Re: Bugs 1.29
« Reply #44 on: October 29, 2009, 11:04:51 PM »
Back to the whole 'girls always refusing' thing.

From what I've found girls with a rebellion of somewhere between -31 to -49 have an extremely high chance to refuse to work. In fact, every time I've had a girl refuse to work both shifts for several days in a row, the girl has had her rebellion in that range.
Only a few girls have kept this problem after they go past -50.

I created some items that give girls the Broken Will and Mind-Fucked traits to test at really low rebelliousness (-100) and they still refuse to work after a few days.  It is almost as if the game is ignoring the sign of rebelliousness, and treating it as an absolute value.
Capitalization is the difference between "I had to help my uncle Jack off a horse" and "I had to help my uncle jack off a horse."