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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: 22,134 Replies: 178
Viewing posts 101 to 118 of 118 · 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.

(1 edit) (+1)

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.

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.

(1 edit)

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.

(1 edit)

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>>.

(1 edit)

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.

Viewing posts 101 to 118 of 118 · Previous page · First page