>>2014356
>I'm not sure if fixing this is even doable though.
I think MAYBE it could be done, but it would take a lot of spaghetti code. You see when characters "die" what is actually happening is that the game simply removes them from the party and since there is no way to recruit them again they are effectively "dead." So the data for what equipment they have should still be available. When searching a body, I could make a common event that checks what weapon, shield, helmet, armor, and accessory the dead character has equipped and have the player receive them one by one.
Example: Let's say D'arce died and she had a Blue Sin, an Eagle Shield, and Plate Mail. When you search her, the game searches through if she has a long sword, a morning star, etc until it gets to Blue Sin. Then it checks if she has a wooden buckler, a spider shield, etc until it gets to Eagle Shield. Similar process for Plate Mail. When the game is finishing making all it's checks, what you'll see is something like.
"You search the fallen knight..."
"You take the Blue Sin."
"You take an Eagle Shield."
"You take a set of Plate Mail."
This would be one of those tedious tasks because it involves altering the scripts for corpses and each character leaves a unique corpse on each map. So I'd need to make common events for Cahara, D'arce, Enki, Raganvaldr, Girl, Le'garde, Kid Demon, and three skeletons. So that's ten characters per map, in a game where there are roughly 100 maps (technically there are around 185 maps but many are just unused template maps.) That'd be over 1000 events to edit one by one (and assuming none get missed because there are other corpses for getting killed in special circumstances like characters who leave the party due to low mind and die after you leave them.)
Besides the length of the task, I wonder if I should go through this. I think equipping your allies in this game is intended to involve a bit of risk and reward. You risk losing your valuable equipment, but the reward is a stronger ally. So the interpretation that the killing blow to an ally sunders their equipment could be valid. It could be the same reason you can't take Isayah's sword, or why you only sometimes get meat cleavers from guard, they got wrecked in the fight.
>>2014365
Noted, will fix.
>>2014749
>I've killed all enemies in the area, but resting on the bed still triggered a coin flip. I failed the coin flip, and it teleported a dead guard body into the room.
Yeah, that's my bad. When you kill a particular guard in the first area it activates a switch called Guard1 to signify that he is dead. I left in some code to turn off guard1 when you search him and turn on a different switch that indicates that he is dead AND has been searched. But the bed code only looks for guard1 to see if he is dead. It was fixed in one of the hotfixes for 1.4.6
>If I attempt to skin the guard, I recieve a skin, but he does not turn into a pile of gore.
Didn't notice this bug. I set the guard's gore pile to be activated when switch C is turned on to make all the gore pile scripts uniform with one another but skinning guard_1 turns on switch A which will no nothing. Incidentally, the same mistake applies for demon seed so if you wanted you could fuck that guard as many times as you want anytime you need a new demon baby lol. I'll fix it. The other guards on the level are scripted properly, but I wouldn't be surprised if I made this mistake elsewhere so feel free to skin everything in sight.
>>2014779
Yeah, I tried to take arms into account when tweaking the cutscenes but I found I could only really do this for when characters are just standing around since sprites for them standing without an arm/arms already exist, but there is no sprite for Ragnvaldr punching Le'garde without arms (a headbutt maybe?) I could ask someone to make one for me but that would mean I'd need to either pay someone to make the sprites (which wouldn't be much but if I paid for every little thing that needs a new sprite it would quickly add up) or convince them to make it for free and I wouldn't want to trouble them for something so minor especially after they already provided plenty of help.
>>2014832
Gnome milk is a little odd. It seems like it should be something you can consume, but there is absolutely nothing in its effects screen so even if you could eat it literally nothing would happen. Strangely, it seems like in-game, yellow vial might be the same thing as gnome milk. First of all, it has the same icon, secondly you get yellow vial from Cavemother who attracts cave gnomes with her breastmilk. Since you can find a chained up Cavemother a couple of maps away from the Cavedweller village, it's possible that they were the ones who chained her up for her milk. Maybe when Miro was designing the Cavedwellers, he forgot he already had an item for cavemother's milk and the gnome milk is a redundant item? As far as I know, the only way to get gnome milk is stealing from Cavedwellers, so maybe I should just replace the gnome milk with yellow vials instead?
>>2015209
Laying issue. There are events for that spot, but their priority is set to be "above" instead of "same as player."
>>2015732
Found it. It's missing "blocking" events. They're empty and do nothing, but serve as invisible barriers to keep players from walking into places they shouldn't. Adding them in.
>>2015700
Noted.
>>2015855
In the case of the marriage, I think being unable to force yourself on the girl in the vanilla game makes sense. Le'garde always refuses to fuck you (like father like daughter lol) and you don't get any option to rape him either. But if there was a way to have the girl get raped, while maintaining integrity with the game's world and being tasteful about it, I'd have it so that when the girl gets kidnapped by the harvestman instead of the harvestman being discovered petting you, you find it with the girl's corpse near it. Just by looking at the situation, you'd assume the monster killed the girl normally and you wouldn't know her true gruesome fate unless you yourself got a gameover with the harvestmen to see how they kill their victims.