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Masters of Raana

An open world Sci-fi RPG with adult themes. · By GrimDark

Bug Reports Sticky

A topic by GrimDark created Nov 29, 2021 Views: 28,095 Replies: 199
Viewing posts 101 to 130 of 130 · Previous page · First page

NPCs who fall sick and unconscious cannot be removed from their outside-the-house job, and are still going to work.

Just a code snippet leaking into the text, "random(4,16):


I've noticed some of the game features don't fully show up with some internet browsers. For that reason it would probably be best to put up a guide that shows a list of the most compatible browsers. For example, if I load the game in Google Chrome, the house parts will be cut off so that I can only see the basement but can't go to the middle and top floors. Some parts of the maps also will  be cut off with some browsers also. 

So far, the game works best for me with less bugs in firefox, but that's not necessarily the best one. (I don't know which browser has best performance to be honest.) 

These are bugs that show up differently depending on which web browser someone uses. 

Just a code glitch for the particpant's name during a one-on-one dinner with the Dunham girl (Alice).

Revital does not work. Tried using it on a npc I'd rather keep young for a while longer, still says her birthday is in 33 days.

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birthdays and apparent age are tracked differently now iirc.


Edit

from 0.8.4.6 notes

  • As long as an NPC has an active Revital dose (Revital Active Days:) in her body, the engine keeps track of her "Real age" through separate variables. Hover over her age at Examination to display the NPC's "real age".
  • Revitalized NPCs can now celebrate birthdays as their non-Revitalized counterparts.
  • One dose of Revital will now pause aging for 365 days (was 360).

There should be a clear indication (status effect?) of which npc's currently have an active Revital dose from both the npc menu and the examination page, as it stands unless you read all the patch notes the player has no feedback that Revital is doing anything at all.

Bug with full house quest, if i accept it i dont get a journal entry and i cant interact with Craig's "need slaves?" interaction once i have a slave that fulfills the quest

(2 edits)

1. Some traits, such as Crafter, Wealthy, and Pharmacist, do not appear on my traits list when I open the character sheet from the main screen and click the button at the bottom left to show "TRAITS & DISADVANTAGES." I do have their effect, though. I have crafting supplies from the Crafter trait, an additional $5,000 and $15 per day from the Wealthy trait, and various pharmaceutical items from the Pharmacist trait. They just don't appear in the list.

2. When a sexual encounter ends after 00:00 and results in pregnancy (examining the character says "1 day pregnant" immediately), I do not get any notification about it when I conclude the day. Additionally, when I conclude a day after 00:00, the log doesn't show any stat changes related to npcs. Edit: It appears that there is more to this bug. If you do one of the numbered interactions with an npc, such as encouraging them, and then interact with the npc again when the day changes (interaction as time passes 00:00), you won’t be able to encourage them again the following day. The game indicates that you have already performed this interaction today.

3. Fully upgrading my office or allowing an npc with 63 int to work as an Accountant does not increase her Administration skill.

4. I don't know whether this is intentional or an oversight, but even though Av107 (Astrid) no longer shows up for sale at the slave markets, which I assume is because she is now a scripted random npc, Av100 (Julia) still appears for sale at the slave markets.

Not the dev, but as to point 1, I imagine that's intentional - except for the $15/day retainer from Wealthy, all three of those traits solely provide bonus money, resources, and skill points during character creation, with no ongoing benefits after that, as opposed to something like the permanent increase to skill book yields from Brainy. It saves space on the trait list for the ones that actually continue to impact your gameplay.

(+1)

Where do I obtain the Smithery? I looked at Crafting and there isn't such an option, I have required stats

Go into Manage House and click the Modules button.

The time displayed on the crafting page seems to update before, rather than after, time is spent on crafting. For instance, if you enter the crafting page at 8:18 and then work on an item, the true time will be 8:48, but the display still reads 8:18; work on the item again, and the real time will be 9:18 and the displayed time 8:48, and so on.

Traveling via the City Map, even before building a Stable, is often faster than either taking the shortest manual route or pressing Return Home. For instance, if you are in Whitehaven at 14:42 and wish to return home, traveling to Redhaven via the City Map gets you home at 14:54; traveling manually through Hamilton Square into Redhaven gets you home at 15:00; and pressing Return Home gets you home at 15:12. It would be nice for travel times to be standardized across the board.

The following block is just hanging out in a random section of the HTML, shortly below /*HOLIDAYS CITY EFFECTS*/. It replicates the effects of a similar section of code that's run when the player quits or is fired from their teaching position at the Academy, but it seems to just constantly run in the main loop, making the game think that it's always your first day teaching.

<<if $aca_work gte 1>>
<<unset $aca_count>>
<<unset $aca_days>>
<<unset $aca_lost>>
<</if>>

There seems to be a small error in the Master Bedroom appliances as well. It looks like the scent machine is supposed to increase stamina regen by 1, and the sound system by 2, but instead the scent machine grants both boons and the sound system does nothing.

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Respectfully, the crit success/crit fail system, with the magic 55 and 69, is a bit jank. On 1d100, you have an either 2% or 3% crit success rate and 1/100 crit fail rate; on 2d50, you have 3.12% crit success rate and 1/2500 crit fail rate; on 5d20, you have 4.37% crit success rate and 1/3,200,000 crit fail rate.

Seems to me that if you want to replicate the feeling of rolling a Nat 1 or a Nat 20 on a d20, instead of the 55/69 stuff, you could just roll a separate d20 (call it $critroll) at the end of the diceroll and set $skillroll to 1 on a 1 or to 100 on a 20. Would be simpler, and be perfectly consistent between dice settings; would also be a good excuse to replace all the instances of `set $skillroll to random(1, 100)` with calls to DiceRolls, though I admit that's a big refactor.

Started over after a break.Now every time I load I have this interface error: 

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The button to play poker at the Dockgrave is labeled `POKER GAME ($600)`, but the ante is $50 and you can only raise your stakes to a total of $350.

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Tiny issue: when playing cards with the Preacher for Adrienne, the game says "Unfortunately, it's your only win" even when you've lost every single round, because it checks <<if $wins lte 1>> instead of <<if $wins is 1>>.

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Arizona loses all points in SCIENCE over 50. I've trained her multiple times over 50, and she loses whatever points she gains that day at the conclusion of the day. Did I miss or forget something about her. or is this a bug?


EDIT: Oops! I missed something. it is not a bug. My bad.

The line "Are you for real? Better keep them in the basement then." has the dialogue in bold, instead of Tori's name.

I'm not sure whether this is a bug or simply deprecated code left in the file, but some captures don't seem to be receiving the right stats. For instance, I've just captured Ikari Ito, _takenid 203; the game sets $takecomb to 80 and sets $ran_melee to random(40, 80), which should guarantee a minimum Melee skill of 130, but instead she's generating with that skill as low as 50. I'd guess that hard-setting $ran_melee is overriding the effect of $takecomb, but it's hard to get a clear idea of the order of operations just from the HTML; if this is unintentional, should those $ran_whatever variables be incremented instead of set, or are the sets just running too late in the generation process?

Similarly, The Black Scorpion is supposed to be named Kuro Sasori, but he's winding up with a random name from the same pool as the Cultist Monk.

One of my slaves is not having her baby. She's been pregnant for over a year at this point.

How did she get into your house?

She's in your house for only 113 days according to the info. Did you get a two for one deal at the local market or something? Although she should have had the baby before she got to your house (I think it's 300 days in game).

Something might have gone wrong with the counters, IDK.

I had pregnancy acceleration on x10

Not exactly a bug, but Av129 seems to have been rendered without eyebrows in the following images:
edu_good, edu_good_small, inter_casual, inter_naked, inter_undies, troop
Would be nice to re-render those whenever it comes time to finish her WIPs.

(2 edits)

I'm not sure if this is intentional but the female on female pussy xp seem to trigger extremely rarely.

My understanding is that a random number between 1 to 6 is generated, then a modifier (+/-) is  applied to the result based on pupil beauty stat. The lower the beauty stat the higher the modifier, the higher the beauty stat the lower the modifier.  Additionally educator corruption applies a negative modifier if 80+.

/* chance for an educator to use pupil sexually */
<<set _ransex to random(1, 6)>>
<<if _npc.likesadist gte 80>><<set _ransex-=1>><</if>>
<<if _slave.beauty lte 9>><<set _ransex+=1>><</if>>
<<if _slave.beauty lte 19>><<set _ransex+=1>><</if>>
<<if _slave.beauty lte 29>><<set _ransex+=1>><</if>>
<<if _slave.beauty gte 65>><<set _ransex-=1>><</if>>
<<if _slave.beauty gte 75>><<set _ransex-=1>><</if>>
<<if _slave.beauty gte 100>><<set _ransex-=1>><</if>>

The following requires the random roll plus modifiers to result in 3 exactly for the xp gain to trigger, this would mean a pupil with too high a beauty stat can't be trained by a female educator with high corruption as the modifier will always result in a value lower than 3.  My question, is "_ransex is 3"  intentional or should it be something like "_ransex lte 3"?

/* female pupils increase pussy xp from female educators */
<<if _npc.sex is 0 and _slave.sex is 0 and _ransex is 3>>
<<if _slave.pussyxp lte 69>><<set _slave.pussyxp+=1>><</if>>
(1 edit)

I got a bug (second time) on Adrienne Keller. She joined my house and I didn't have enough relationship to change her Totalube was certainly off when we did some fooling around and she got pregnant. Just the one time and bam..

Could be by design, but is the only NPC with Totalube off.

(2 edits)

Check the npc status if they are a servant, merc they choose their own total lube setting among others. You can gain control of these settings by increasing affection level or enslaving the npc. 

Edit.

Affection = loving+, or alternatively Corruption = 70+

fyi Adrienne has a very high fertility stat.  

Yeah, I know. But twice (2 different runs) and twice one shot one baby... :D

Well, I still have some time to prepare the nannies. Might as well make some more. Have Tori and Lovisa doing pretty much nothing.

(+1)

Attempting to install game on Itch app did not work, it says :

An error occurred during installation zip: unsupported compression algorithm 

i got the same thing do u manage to find a fix for this or not yet

I believe I just downloaded in manually and did a manual install and it worked.

There appears to be a mismatch between the animations mod code and the actual files.  For example, ellen (av50) has 9 different animations, but they never actually play because the "does this girl have animations" check doesn't mention her.

The mismatch is most likely between the game version you are running and the mod. The public game version is 8.4.8, however to get all the animations working you need 8.4.9

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I am unable to unzip the latest version (848) on mac, the error says: inappropriate file type or format.

me too did u manage to find a fix to this or not yet

(1 edit) (+1)

Yes if you  unzip in Terminal:

  1. Open Terminal.
  2. Type unzip and a space, then drag/drop the zip file into the Terminal window.
  3. Press Enter and the zip file will be unzipped, storing all files on your computer.

how do i start the game after unziping in the terminal 

(2 edits)

Hi!

Can't train follower. She won't rise any of attributes fron training in dojo (str, dex, etc.). I can train her with sciense, but nothing in dojo (rolls are succesful). AND now I see that noone of followers do. I can't train them! MC's attr rising, but nobody's else. What's wrong?

Oh, nice  turn of events! Attrs rises, but only for 1 of the followers! For example I had 5 succesful rolls, and one follower rised 5 points, everyone else had no progression!

Armor won't be repaired by quartermaster. What's wrong with this new 0.8.4.10 version?!

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