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Nm3th

3
Posts
A member registered Jul 25, 2018

Recent community posts

0.5.15d

When your reputation with a faction has hit rock bottom (-50) any reputation changes will be shown as reputation gains. This is because reputation_set() checks for a change of 0 before capping the incoming reputation at +-50, so the reputation change doesn't get ignored and since it's not negative the zero result gets interpreted as positive.

0.5.15d

The "Responsive" trait's increase toxicity via the tox_mod variable is handled in the tox_set function, causing your full toxicity value to be multiplied every time it is changed. My slave was stuck in a loop of getting the daily reduction in toxicity of 1-5 points, thus causing tox_set to multiply the resulting toxicity by 1.2 which caused the slave to constantly hang around 100 toxicity and mutate happily. While that would be a fun idea for a trait, it's certainly not intended behavior.

The tox_mod should probably be handled in on_potionusebutton_pressed() in scripts/Mansion.gd and use() in inventory.gd

About 3. Yeah the tribal tattoos apply effects so they are being tracked, their effect definition is just empty and they don't get referenced anywhere either so it's a bug.

About 4. Since the cour_set function clearly caps the courage to a maximum of your grade limit or less if reduced by traits i think it clearly is a bug and it is located in the traits section where multiple traits ( devoted, slutty, pretty voice, scarred, dominant and submissive ) apply their values straight to the variable rather than going through the proper helper functions.