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iguana_acs_fix's Issues

Reword Dying (no timer), Flopped Dying and Unconscious Dying for clarity

Suggestions made:

  • Dying -> Mortally wounded
  • Unconscious Dying -> Bleeding out

I don't know if both need to be reworded, at least Unconscious Dying, Flopped Dying and Dying (without timer) should be switched out to something else to clarify that it is not the same.

May check the GPL/Google translations for suggestions.

Dupe stuff with possession / hunt

Maybe hard, need to replicate in-game to check

When a possessed Animal is killed they can still use Greater Posession to possess another animal. However if that animal's corpse is revived somehow (Puppet mastery) and they were able to awaken intelligence then you can still trigger the awakening on that puppet. So the second animal now has the stats of the dead animal and the dead animal can now awaken and inherit the cultivators stats. This can be repeated infinitely
Possess Animal 1 > Kill Animal 1 > Possess Animal # 2 > Soul Mastery Animal #1's Corpse > Awaken Animal 1
then animal 2 can also awaken with same law manual and everything else (Greater Possession of course)
or repeat the process

https://discord.com/channels/608499065071861761/608499065071861764/1031253690641817683

Dialogue : Traces is shared only if NPC interested in, so sometimes "known" NPCs have no info

This is related to the "pity info" when the game generates one piece of information about a NPC to share with the player when they're not actually interested in them.

In case the randomly chosen info is Traces, the npc will have nothing to tell you about them.

This makes the "rules" of the social minigame less predictable and harder to understand for players, so something ought to be done, although a number of options are possible to address it.

Few issues with pets

There are several issues with pets I personally have encountered in gameplay. Not sure how many of them can be handled by mod.

  1. All pets - when they first hesitate about any action, encouraging them even to maximum does not immediately trigger this action. Discouraging, however, always immediately does, unless it is to minimum level (forbid). So the usual flow for every time pet hesitates is "up, up, up, down, up" to make pet waste no time and do it right now. Would be better: changing it always triggers action, upward - do it now, downward - deny this time.
  2. Dog only (maybe other compatible) - this particular action is always set to middle in global list (above), even if actual value is different (bottom). Seems to be only visual bug
    image
  3. Encountered with panda, but may be true for other too. When pet is allowed to feed laxative pill, he continuously chose exactly same target time after time. This led to this target have pill and weakened debuff statuses to be active at the same time. For outer disciple it prevents ability to move - character walks somewhere, but in fact stays in one place until weakened debuff ends. This can often lead to death from starvation/thirst if current action (go to do something) is not manually interrupted to allow to pull food from mini universe. Would be better: when choosing target to feed pill, exclude characters with active weakened status.

Finish and implement Tribute Rework

Finish and implement an existing mod (iguana_TributeRework).

Wudang has a bugged tribute related event. The entire tribute system needs a rework, as there's some overlap with possible event IDs. Such a rework would also make it possible for any custom Sects to properly give tributes, not just Wudang.

Exploration counter issue

"if you explore place until one spot left, then read book that explores last place for you, exploration% does not increase"

Implement iguana_Cat_Pot_Rework

Implement an existing mod (iguana_Cat_Pot_Rework).

A fix due to the original effect (Cats having increases Potential) doesn't work in vanilla.

While the way it's designed can be debated, the current version can be added as is.

Add Zombies again

There's a number of bugs within the implementation code.

As zombies are somewhat powerful - not particularly as opponents, but as a source of soul gems that doesn't require soul chanting or hell gate -, this will affect the balance of the game and thus may need a toggle of sort or at the very least further balance considerations.

Text issue: bedrooms moodlets aren't precise enough

The moodlets:

  • BedroomExpect7: Resplendent Room
  • BedroomExpect6: Exquisite Room.
  • BedroomExpect5: Better-than-average Room
  • BedroomExpect4: A Typical Room
  • BedroomExpect3: Horrid Housing
  • BedroomExpect2: Frightening Housing
  • BedroomExpect1: Atrocious Housing
  • BedroomFengShuiExpect1: Deficient Feng Shui
  • BedroomFengShuiExpect2: Unlucky Domicile
  • BedroomFengShuiExpect3: Unlivable Domicile
  • BedroomFengShuiExpect4: Good Feng Shui
  • BedroomFengShuiExpect5: Auspicious
  • FengShui1: Good Feng Shui
  • FengShui2: Favorable Feng Shui
  • FengShui3: Not the Best Feng Shui
  • FengShui4: Bad Feng Shui
  • FengShui5: Poor Feng Shui

and their descriptions don't correctly convey that they're only related to the bedrooms and should be worded lightly differently to avoid confusions.

While the imprecisions could be argued to be deliberate - which is hard to assess, in any case the damage this imprecision creates trumps whatever the initial intent may be and this ought to be changed.

Search bar improvement

"improve some search bars. Search bar in the mentor menu, make search non- case sensitive. Have a search bar for the buildings menu."

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