hey guys! mahou shoujo ostrich-chan here! (Patreon)
Content
ostrich-chan is dead and i hAVE KILLED HER
you know, the difference between--
well that glitchy text up kept bouncing back and forth as i was typing and it distracted me so now i have no idea what the difference between what and what is anymore.
after a pretty clear sentiment from the not-in-patreon side of the community that people feel very lost in long testing periods i've accepted that i need to find a way to be more transparent about these things with our dev blog.
in the past i haven't because unlike development testing doesn't really have a static, significant goal to fill out... the fancy progress bars that i adopted from users' signatures in RPG Maker forums in about 2005, just don't cut it.
so new plan. you can see it on the dev blog. arbitrary ostrich-chan time after release. then a quick initial scan for the reports, and then from there, testing updates become a count down for the length of my bug text. simple, and should be fun enough to keep people feeling like they've got a grip on what's left
so today has been "stop pretending everything isn't broke as fuck and go deal with it" day aka that initial scan. countdown is up on the dev blog. we're at 194 lines and hopefully-not-counting.
that said i did a lot today and by did a lot today i mean yeah i looked at every report thread and fixed most of them but like
you know our inaction bugs
there's been 17 reports of them.
i've tried to replicate them all... and i got........
1.
i could replicate one measly inaction bug.
revolting.
the one was encore, btw. that's my favorite move, so i guess it decided to show me mercy. don't worry baby, i'll get you bandaged up.
the others are all ?????
we're dearly hoping that some of them are caused as a tangential symptom of the switching glitch, which i think everyone who's played the community release knows is the biggest problem in the release.
for those of you who haven't, basically the problem is that trainers sometimes start switching and they don't stop switching
fed to the bugs and they hit the ground running
didn't make sense not to switch for fun
their brain gets confused and their pokes get dumb
so this applies to all trainers. and as you alpha people know, it wasn't a problem before. it wasn't even a problem in beta. so whycome??
well it's because of a fix we made to a bug found in beta-- specifically we noticed that the new AI wasn't really play nice with choice items.
so we fixed that.
unfortunately in fixing that there was a typo-- not quite a typo but a mistake, and it broke the entire part of the system that lets trainer's see what moves they have before deciding to switch or not
which basically meant, if it was ever a good idea to switch remotely at all they'd just disregard all their moves and switch to their lil' hearts content
fortunately that was super easy to fix
so does that actually affect inaction errors? ......it seems silly to believe so but it's the only hope i've had because my day has pretty much just been

...ok maybe that's a little bit exagerated.
but just a little.
teensy weensy.
so idk. we'll keep trying. but QA sucks.
you know, the difference between a game deisgner and a musician is that the musician doesn't have to worry about running QA for their song.
nobody can tell you the chorus is glitched.
i guess unless you're a glitch hop producer
but then you're just like "hell yea it is"
in fact, i like that.
reborn is glitched?
hell yea it is