line 3874: There is no character at position 11. “3000000000” is only 10 characters long. Got a similar one after Tian Fang said she was leaving on chapter 6.
Damn good sht , sadly i completed the demo
@ShiniSenpai @stsword I think I figured it out, did you restart or use old saves? I added a digit to the start of those tracking variables at some point to make sure they weren’t 0-leading. tl;dr a new save is needed to avoid weird bugs.
Their’s a extra version of siding with the Merchants if you chose to let the Bandits in Ch2 go or raid sunbringers turf(reward slightly differs depending on choice), so you get the merchant stuff plus some pirate stuff.
Are there innet abilities for the kitsune race other than hypnosis like illusion manipulation and fire manipulation?
Yeah i used an old save that is probably the reason why thank you
Nice early Christmas let’s go I haven’t tried it yet but I did notice 2 things that I think are pretty easy to remedy
1.i think you forgot to mark dashingdon as updated because it’s not on the main page so it’s only accessible via the link
2.i could be dead wrong but did you forget to update the word count base because you updated the Patreon word count not base game word count right here think again could be dead wrong I do not remember
- I didn’t know I could do that. Neat. It has never been set to “updated” on dashingdon so I’ve missed being bumped twice lol.
- Where is it showing the old count? Currently the free version is 466k words, old free version was 306k; both of my last updates were roughly 160k.
Really? I know you can sleep with the others despite having Kosuke as a Girlfriend but I never pick them because I’m too loyal to her
Oh wow really that’s wild good testament to how good the game is that people regularly checked in and didn’t need the dashingdon main page
And ohhhhh right yea sorry im currently fixing my sleep schedule for Christmas so I’ve Ben up since 4pm yesterday which was almost 28 hours from now in my time and I completely forgot it was 306 I think I was thinking of the Patreon word count maybe I don’t know am only cohesive enough to write this right now because I just had dinner so
Anyway great update
So, there’s a bug early on in Ch.6, which, considering it’s been out for months, only mean you lot are shameless cheats (because it’s beneficial bug)
*gosub_scene quicks janken "Guiren"
*if (janken = "Victory")
//...
*if (fishfactor = "")
[b][Aura Pressure + ${apval}][/b]
*set aurapressure + apval
*elseif (fishfactor = "Guiren")
//...
*else
//...
*goto searchinthatbonito
the thing is, the else
branch where you lose the rock-paper-scissors for the fish with Guiren, never marks him as the person who gets to enjoy the spoils, so you get that AP no matter if you win or lose.
(of course if there wasn’t a bug there’s no frickin’ way in hell i’d be giving up on 72 AP without a reload, but that’s another story)
edit:
one more bug, siding with pirates and competently taking out Gong gives no AP reward because the relevant variable isn’t set:
*if (passcheck)
Your fist slams into the eunuch's pudgy face.
//...
*set val + (3 + fightbonus)
*gosub_scene quicks apboost
should be something like *set apval (val + (3 + fightbonus))
if am not mistaken.
edit 2:
*selectable_if (leonagone > 0) #"Leona, throw Bo off the cliff."
This was probably supposed to be (leonagone = 0)
instead, otherwise that’s one hell of a trick for not present Leona to pull off.
edit 3:
[Your Weighted Clothing is no longer heavy enough to challenge you. Seek out heavier weights to regain its benefits.]
this message shows up in middle of Ch.6 but it might be worth noting that this effect actually happens earlier – the weight doesn’t have any effect from mid Ch.5 onwards (i.e. the fight with Taio) because that’s marked as chapter “5.5” and the weighted clothing with its weight of 5 doesn’t pass the 5 >= 5.5
check at the end of the fight.
edit4:
*set val 10
*if ((element1 = "Water") or (element2 = "Water"))
[b][Water Event: Haul Increased][/b]
*line_break
*set val + 2
*if ((subrace = "Monkey") or (subrace = "Reptile"))
*if (subrace = "Monkey")
[b][Monkey Tail Event: Haul Increased][/b]
*else
[b][Lizard Tail Event: Haul Increased][/b]
*line_break
*set val + 2
[b][Item Gained: 10 Loot Crates][/b]
*set loot + 10
The amount of gained loot is fixed at 10, despite what optional events may claim. Should be *set loot + val
and the message also to use the variable.
edit 5:
*if (((((element2 = "Fire") or (element2 = "Storm")) or (element2 = "Wind")) or (element2 = "Light")) or (element2 = "Water"))
*line_break
[b][Synergy Bonus: +1 Power due to Yang-attuned ${element2} Element.][/b]
*set power + 1
*if (((element1 = "Ice") or (element1 = "Earth")) or (element1 = "Darkness"))
*line_break
[b][Synergy Bonus: +1 Fortitude due to Yin-attuned ${element1} Element.][/b]
*set fortitude + 1
The Yin crest only checks element 1, while Yang crest only checks element 2. This can lead to absurd situation where the player misses out on a synergy (or both synergies) even though they have relevant elements, because these elements happen to be in “wrong”/opposite slots due to order they were acquired.
So e.g. if you wanted to have Darkness in Yin slot and Wind in Yang slot, you’d need to hold off acquiring the wind until Ch.5 where you get the darkness (or pick the darkness as mandatory 1st element in Ch.3) and only then get the wind using the memorywell elixir, i suppose. This would be such dumb kind of meta-gaming that it’d really should be fixed with both these pieces of equipment simply checking both of the slots. Or maybe the elements could automatically bind to their “proper” slot (so, slot 1 for yin elements and slot 2 for yang ones) if they have both slots to choose from, idk.
edit 6:
*if ((element1 = "Light") and (element2 = "Light"))
#Cheat [Light Element, Costs 1 Chi]
//...
*if ((element1 = "Wind") and (element2 = "Wind"))
#Cheat [Wind Element, Costs 1 Chi]
these should be or
checks instead of and
edit 7: the Reinforcement ritual is referred to as a seal by the game, but it’s not included in the list of “known seals” on the stats page, if the MC learns it.
edit 8: crafting a Jade Kunai (through the option to replace your existing kunai when the MC already has basic one) grants the MC another set of bonuses they get from acquiring the basic kunai, which likely wasn’t intended.
Also regarding options to replace existing weapon, these seem to be bugged too: all checks are done for and ({material#3} = 1))
which means the player can only replace their basic weapon with one made from Jade. The check should be probably for and ({material#3} > 0))
edit 9: minor display bug on the inventory page. Because the weight
variable for improved weighted clothing changes value between 4 (when unequipped) and 9 (when equipped) the inventory page always lists unequipped weighted clothing as if it’s the basic variant (becase the check weight > 5
is never passed)
edit 10:
*if (lore >= 2)
*line_break
[b][Lore 3 Check Passed, Fishing Score Improved Further][/b]
the text and the check values don’t match.
*if (survival >= 3)
*set fishscore + 1
*line_break
[b][Survival 3 Check Passed, Fishing Score Improved Further][/b]
*set fishscore + 1
This check applies bonuses twice. Combined with the bug above, i’m guessing these were supposed to be two-tier, with bonus point for skill at 2+ and another for skill at 3+
edit 11: kinda logic error in the whole fishing thing:
*set fishscore (thievery + survival)
//...
*set fishscore (deception + survival)
//...
*set fishscore (perception + survival)
Nearly all fishing options other than Swim out and cast in the waters.
negate all bonuses acquired during the preparations, because they set fishscore
anew instead of adding to it.
The clerk looks at your fish
*if (fishscore >= 10)
with his eyes nearly bulging out of his head. "D-Don't just stand there, fool! Place it on the scale!"
*if (fishscore >= 7)
with an appreciative nod. "Not bad, come with me and place it on the scale."
should be elseif
for the second check, otherwise it prints both texts for score of 10+
edit 12:
*if (style = "Kurkonton")
//...
[b][Kurokonton Event: Damage Increased][/b]
*set dmg + 2
typo in the style name in the check, causes the game to skip damage bonus.
edit 13:
#Draw my ${equippedweapon} to sever the tendril holding up its glowing orb.
not sure if that’s intended but this option doesn’t actually affect the fight in any way – passing the combat check deal no damage, doesn’t reduce the difficulty in subsequent part and doesn’t set any flags. It’s just flavor text, unlike other options which do deal damage to the beast.
edit 14:
*if (flagshiptype = "Combat")
[b][Combat Ship Event][/b]
this check fails due to wrong capitalization, the string it should be testing for is combat
“If I wanted that Wild God’s spawn to die, I would have finished its execution when I wounded it.” The armored figure says in a man’s voice. His armor consists of shining Truegold gauntlets, pauldrons, boots, and plates layered over each other in a tight-fitting lamellar design that’s been strapped over black undercloth, all visible beneath an opened black cloak. “You threatened the success of my mission when you engaged it in true combat. If that whelp had died it would reflect poorly on me. Justify yourself.”
I chose to spare monster, so the game should not be acting like I killed it.
Uhh … what are you talking about? The game clearly saying you didn’t kill the monster
Don’t know if this has been asked before but is it possible to get both Darkness and Light? I imagine those two together would fit well with a trickster/ stealthy rogue type.
Sure Leona didn’t just betray us lol. Can’t wait to whoop her by the way. She is deranged
Honored Cultivator, can we get all the Spirit Brands for… AHEM… alchemical purposes?
You can acquire Light element in Ch.3, and Darkness element in Ch.5, so yes it’s possible.
I quoted the Archon in game talking about the MC killing the monster. I literally bolded the part where the Archon refers to it dying.
'“If I wanted that Wild God’s spawn to die, I would have finished its execution when I wounded it," makes no sense for the Archon to say when the Wild God’s spawn did not in fact die. “If I had wanted X to happen I’d have done it myself” is only a valid complaint when X actually happened, there’s no point in complaining about not wanting something to happen when it didn’t happen.
No one would complain “If I wanted a new TV I’d have bought it myself” if no one bought a TV in the first place.
The game also gives the option of replying “It was out of control and had to be put down.”
Which again, makes no sense when it isn’t put down.
No seriously… what are you talking about?
spoiler but a quick question what is the variable for the tiger trials days