Bug Reports

I’ve repeatedly come across a bug. If you reach the “trapped in room” milestone while afflicted with food poisoning, stomach distress, or any other illnesses which affect your food intake, those illnesses don’t get cleared out when you hit that milestone. The illnesses also don’t expire after the milestone, no matter how long you continue beyond it. This is in contrast to other injuries/ailments (e.g. fatigue, twisted knee, food coma, etc) which are automatically ended as soon as you hit the “trapped in room” milestone. This happens regardless of whether you’re living with Paul at the time or not.

I’ve also noticed that the text of the “medium ending” still refers to your character as being in their mid-20s, even though the character’s age was increased in a past game update.

A final bug I noticed… if you cheat your way to immobility sometime after day 100, but before you achieve it through normal means, when you go to do a medical study, it gives an absurdly long wait before you’re allowed to undergo the study. I’ve only encountered this once, so I don’t have more info about it.

Edit: one more thing I noticed. It seems the update you posted a couple weeks ago doesn’t show up when you go to “play latest build.” The most recent version of the game available to play is from March of this year.

First of all, thanks so much for signing up to make the detailed report! I appreciate that you’ve spent some time with this game. I’ve prepared a new build based on your feedback.

I’ve repeatedly come across a bug. If you reach the “trapped in room” milestone while afflicted with food poisoning, stomach distress, or any other illnesses which affect your food intake, those illnesses don’t get cleared out when you hit that milestone. The illnesses also don’t expire after the milestone, no matter how long you continue beyond it. This is in contrast to other injuries/ailments (e.g. fatigue, twisted knee, food coma, etc) which are automatically ended as soon as you hit the “trapped in room” milestone. This happens regardless of whether you’re living with Paul at the time or not.

I think I’ve figured this one out. The “mobility” problems that happen before getting stuck are treated differently from the illnesses that come later. I missed a logic check to dismiss any remaining problems when the the “stuck in room” event makes them irrelevant. This was actually happening for any pre-immobility status, but the ones that affect food intake were more visible since the warning continued to appear on the status bar.

I’ve also noticed that the text of the “medium ending” still refers to your character as being in their mid-20s, even though the character’s age was increased in a past game update.
See it. Fixed it. Thanks for that.

A final bug I noticed… if you cheat your way to immobility sometime after day 100, but before you achieve it through normal means, when you go to do a medical study, it gives an absurdly long wait before you’re allowed to undergo the study. I’ve only encountered this once, so I don’t have more info about it.

I think I’ve got this one fixed too. The “skip to act two” cheat option made a quick-and-dirty jump to day 100 in-game. I originally used this for debugging and always made that jump right after starting the game. If you use it after day 100, it happily took you back in time. Then freaked out the math-check for making sure week passes between medical studies. (Which wanted to wait until a week after that visit you made before going back in time. XD)
Long story short, now it doesn’t change the date if you’re already beyond 100 days.

Edit: one more thing I noticed. It seems the update you posted a couple weeks ago doesn’t show up when you go to “play latest build.” The most recent version of the game available to play is from March of this year.

Might try refreshing the page if this persists. Seems alright from this end.

Oh yeah, I’ve spent quite a lot of time with this game lol. On the whole it’s very enjoyable. The only critiques I’d have about it are minimal.

I think I’ve figured this one out. The “mobility” problems that happen before getting stuck are treated differently from the illnesses that come later. I missed a logic check to dismiss any remaining problems when the the “stuck in room” event makes them irrelevant. This was actually happening for any pre-immobility status, but the ones that affect food intake were more visible since the warning continued to appear on the status bar.

I’m pretty sure that the effect of diminished appetite didn’t go away. I remember that it was always very slow going whenever I’d end up trapped in the room with digestion issues, because the character’s intake would always be halved even days or weeks later. It wasn’t just that the warning was still there - the condition never expired like it was supposed to. Once you get to immobility and have access to illness cures, the game also didn’t recognize the illness as still being there, so there was no option to cure it. I haven’t replayed with the update to see if this is still the case.

Edit: okay, I’ve checked and it seems fixed. Sorry if I wasn’t 100% clear with my initial explanation of the bug.

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Same goes for my explanation. And it would all be simpler if that code were done better in the first place. But yes, I believe the appetite modifier is properly canceled in the updated build. Thanks again, and don’t be afraid to let me know if more stuff broke. XD

Hey, I came across another bug. I’m not sure if it’s related to the save file I’m playing from, the fact that I’ve used cheats to raise my PC’s weight ahead-of-time, or what. The issue itself only started cropping up about a week ago. Specifically, I sometimes have issues when picking a medical study (so far just the meal replacement studies, I haven’t tried the other two) where the game will return “Error: Research Topic Selection Failure”. It seems that in the same file, I will often encounter little ‘purple box’ errors that flash up and disappear too quickly for me to read them, as well. I have also on occasion had milestone events repeat themselves, again with the same file. Not sure if it’s a problem with the game or just a problem with the file, but I thought I’d report it anyways.

Thanks for the report, though I’ll admit for the moment I’m a bit baffled by the issues you’re seeing. No luck reproducing them yet.

The quickly flashing purple box errors are coming from the Twine Engine, and are difficult to isolate because of the way I’m calling code (from several sections) on each page refresh. Usually it does come back to a syntax error I’ve made, or a bad piece of save data.

It is possible it’s something in that save file, but I’m not going to assume that’s the case. If you (or anyone else) is seeing something similar, I’d appreciate any anecdotal reports about the setup. How much did you cheat on weight?

As for that research topic error: the ‘topic’ flag is set in the game when you click on the topic, and that particular error should only appear if the flag isn’t set. I’m not sure how to reproduce this yet. XD

I cheated quite a bit. I can’t remember how many times I had hit the “add 50” button, but the save is for day 46 and I’m at 524lbs. Still, I’ve done things like that before and never encountered any problems. Additionally, I did encounter a couple more purple box errors (I think it said something about being unable to add a number, or change a number? It only stays up for a split-second so I just barely get a chance to read it) while playing in a different save file. It’s weird because up til about a week ago the only time I’d ever get those purple box errors was post-immobility, where sometimes one would pop up referencing my character not yet having a heart attack (prior to that event happening)

Quick addition: it seems as though the original purple box error I mentioned has something to do specifically with the 600-pound milestone. It flashes something to the effect of “cannot edit beyond 2” or something to that effect (can’t remember the precise wording)

I might have found another bug, if you don’t time the move in with Paul option correct and is forced to do so then the game kind of bugs as you choose the tomorrow option (get the prompt it is happening) then get it repeated the next day and you are still stuck in your original apartment without the option to move in with Paul.
The other options seem to be working (tested with the 3 days and it worked normally), and I understand the tomorrow option is not worth it but I like to poke and prod to see the result of everything.

Thanks - Good catch. The “next-day forced move” bug was a simple fix, and it was such a minor change that I simply replaced the last build to include it.

Amazing game cant the girlscout also not be added as a caretaker to open up a difrent path (she/hé van het to live with her mother)

I’m not sure I quite follow what you’re asking… but the scout leader (Donna) can be added as a caretaker as part of the better story paths. The method is described in the hints here: Quick Start Guide

Sorry i meant sarah she also Comes bringing cookies

I had planned to do more with Sarah later on, but abandoned a lot of those ideas (and even removed a minor scene that appeared in early versions). Some players pointed out her character may be underage, and her involvement would be inappropriate.

She could instead be changed into a chaperonne for the other little girlscouts making her a bit like donna

I’ve come back and played this game multiple times and each time it’s a blast! Love it, any new plans for it?

None at this time, I’m afraid. I still check in from time to time to field questions and squash major bugs, but I’ve moved on to other things. Glad you like the game though!

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Well it’s a great game nonetheless! Curious though if you have any other projects in the works? This game but a lot of my favorite tropes and I feel like I’d enjoy anything you came up with lol

The game was pretty much a one-time thing, but you’ll find any art or stories I’m working on at Userpage of the_geekboy -- Fur Affinity [dot] net

For some reason, on Day 186 the game has an error that prevents you from saving to Slot 2. The other slots work fine, as far as I can tell. I’m on an iPhone, might be exclusive to that.

I’m not able to easily test on an iPhone – but I suspect this might be related to a bug I never quite solved on other platforms. It seems like most OS/Browser combinations have an arbitrary limit on storage allowed for Twine savegames, and my game is a space hog. XD

Worse, Twine insists on saving a sort of game “history”, so it gets worse the longer the game lasts.

So if my guess is correct, you’d probably find you can use fewer slots (starting with slot 2, but you’d probably have to free up more of them) as you went on.

It’s not much of a consolation, but the good news is that the “cheat” menu makes it much easier to navigate the game again, even without the benefit of saves.

Thanks for the report, and I hope you can reach one or more endings. XD

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