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Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: March 28, 2018, 10:03:11 pm »On the clues, I think the real issue I had was that if I had previously cleared an old super-villain lair that had been re-occupied by a new super-villain, taking out that new super-villain would sometimes give me "new" evidence even though you're meant to clear out a super-villain from each lair. In any case, I could not get the final game-winning mission to trigger despite this, so I suspect that although the evidence variables are working as intended, the way the game checks for what to tell the player after clearing a super-villain lair is somehow wonky.
This is possible - I'm working on it. I believe I have found the minion-crash bug; I am now working on figuring out how to solve it. It has to do with minions spawning that don't have an associated supervillain to template off of (minions are subtly different depending on whether the villain is a crimelord, mad scientist, alien invader, etc.).
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On the lairs, it might just be my ignorance showing here--are there only supposed to be 3 lairs per game? For example, in my game, I had found the Cave Complex, Mausoleum, and Secret Laboratory, and couldn't find any more. Only in the Secret Laboratory was I unable to find the supervillain's location in the site. If they are procedurally-generated, is it possible to make it so that when they are "closed down" they can regenerate into a new map? I'm not totally sure if this is already in the game, but I seem to recall that the TV/Radio sites change their layout if they've been shut down for a time.
That's an excellent idea. I'll try to incorporate that!
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Also, is there a point to "using" the traps in those lairs? They guarantee an encounter with enemies and obscure the villain's location, so I can understand their purpose on that end, but using the traps would always injure one of my precious liberals, or at least try to. Since you can just abstain from using the trap locations, I didn't understand that purpose. Unless this is already implemented, perhaps using the trap could occasionally net you valuable loot?
It's another bug (which I already found and fixed in the process of tracking down the minion crash bug). Traps are supposed to spring on you the moment you stumble into them.
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Finally, perhaps this is my misunderstanding of the general situation in the Terra Vitae world, but fighting the super-villain's minions in his lair will get you a criminal record. This is a debatable point, but I would think that fighting in such a secret lair would prevent evidence from ever reaching society at large. If the current state of affairs is meant to be explained by their control over the government, maybe such activities would only net you a criminal record if the laws are conservative enough?
Nope, this is yet another bug. Thanks for pointing it out!
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Thanks for all that you do working on this mod! Sorry about this being lengthy/probably unreadable.
No, you're finding more bugs. You're welcome!

Sometimes my game crashes at the end of the month, it's a little annoying.
I haven't experienced this one for a while and I believe I fixed it. However, rare random crashes are hard to fix because they're difficult to isolate. Moreover, they are avoidable if you just restart. This makes them lower priority than things that really do break the game.