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Unholy Arts v0.3.25c and d Fixes Batches (Updated)

While hotfixes' changelogs are usually posted in the posts including the new versions, the last few days of work went into addressing some long-lasting issues in the Temple's main loop, so it seems appropriate to communicate it in a public post.

The main antagonists were bugs related to: A) The UI getting bugged in the map, appearing as if a battle was taking place, B) The scene screens getting overwritten by text from unrelated scenes, and C) "Ghost" prompts (to chat or fight) from NPCs in different rooms. While not entirely removed, it looks like the prevalence of these has fallen down dramatically, although I'm still planning to dig a little more through them.

I've received reports of another bug provoking the main loop getting stuck when the player is following a NPC, and have managed to replicate it once, but haven't found the exact reasons yet due to its inconsistency. So, instead, I've added functionality that will give the player some extra information on what a NPC is planning to do, or doing, when the player is following them, which will not only help me spot false positives, but will likely be appreciated by some players as well.

Patch C changelog

Main loop tweaks
- When sorting events by remaining time, events that mark the end of the scenario period will be set to finish after events that involve the player character. This might solve a rare occurrence of periods advancing beyond their intended time.
- pushAllTimeToAdvance now sorts events by remaining time before doing anything else.
- On the unending quest to address overwritten scene passages: Map events associated with combat scenes no longer initiate scenes if the events were flagged as forced to end, unless the current period has been flagged to end and the map event had more than 0 minutes of ongoing time. This seems to have solved two kinds of different issues that could provoke scene passages to be overwritten that required conflicting solutions.
- Spotted an inconsistency in the map events code where some functions were using findFirstEventInvolvingCharacter expecting events flagged to end to be filtered while other functions needed to find those events. The earlier pieces of code are now expected to not to be called unless the events flagged to end have already been removed. This has solved an UI issue, and a different issue where NPCs could ignore other characters' fights to start their own. Other issues may arise.
- Fixed a faulty condition to cancel player prompts if the sender is currently in a scene.
- Added a new condition to cancel player prompts if the prompt was sent at a different time than the moment the player is seeing it, thus removing prompts wrongly stored from minutes earlier.

Leading NPC feedback
- Different chunks of code now contain evaluations to check if the player should be told what a NPC is doing, if the player is following them, including:
* When the NPC initiates a new mission (such as training, initiating conversation, initiating a challenge, and so on).
* When conversations and challenges are rejected.

Smaller fixes
- Typos.
- "Hold Arms" continued action: Fixed a faulty line of code that was breaking the lust damage provoked by waning willpower, and presumably turning the target's current lust to an invalid NaN value. Added checks that prevent some lust damage descriptions from appearing if the damage isn't higher than 0.
- Added missing line of code to prevent demanding sex if there are less than 20 minutes remaining in the current period, meant to avoid potential issues.
- Added check at cleanNegativeBars to set a character's lead to 0 if it's negative, at the end of the turn during sex scenes.

Patch D

- It is no longer possible to click on a faulty "Spectate combat" button when there are NPCs engaged in a sex scene in the room. In the description of character actions, the player will be kindly invited to leave the room instead.
- Fixed an error that would allow NPCs to earn experience during conversations while they weren't doing anything.
- Added check to forbid the player from receiving NPC prompts if the current period has been flagged as ended.
- NPCs now remember who has rejected a conversation with them during the current period, and will generally avoid seeking them for conversation again, unless it's a character that's following them.


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