jack1974
Apr 27, 2017
Do you have saves before the event you mention are triggered? I forgot but in the code I actually give out the recipes only late in the game (in a specific day) so I don't understand how you could trigger that. So maybe it's something in your playthrough. If you have several saves before/after the event would be very helpful

thanks
jack1974
Apr 27, 2017
EDIT: Nevermind, I got it. When you saw those black screen, the game was checking if there was still more than 1 romance, and if so, would show the "stop a romance" screen. But if you didn't have more than 1 would still trigger that screen (showing just a fade out). That was resetting an internal timer, long story short, that was causing your bug

So now I've fixed it!
jack1974
Apr 27, 2017
I made the update, I belive now it's mathematically impossible to trigger the 10th romance scene before you craft the romance item (like in Daniel's path)!! Hopefully this time I'm right

myoksy
Apr 27, 2017
I made the update, I belive now it's mathematically impossible to trigger the 10th romance scene before you craft the romance item
I'll do my best to prove you wrong. give me time.
(on a more serious note: I will start a new crafting game, at least one story line interests me enough to start anew. I think I can give you an update one the pacing in the apprenticeship stage this weekend.)
jack1974
Apr 27, 2017
Sounds good! Though I hope you find no other big problems

myoksy
Apr 27, 2017
just noticed that the job screen for pebbles is still not correct - while the raw material is calculated correctly the screen implies that one needs one tool per created pebble, actually one tool for two produced items are needed.
jack1974
Apr 28, 2017
Well about that I should really put 1 Tool for all the recipes, since it's the only item that isn't consumed. So even if you are asked to craft 10 greenwood planks, you still only really need 1 Tool

myoksy
Apr 28, 2017
Well about that I should really put 1 Tool for all the recipes
I disagree. Early in the game the most important money sink is tools. I would feel cheated if the job offer screen looks like I could fulfil the order in one batch, but actually I need either a few hundred gold for the needed tools or multiple crafting runs.
the button of the current location is now disabled: before you could "reset" the event of a location if by mistake you clicked on the same button. For example a customer coming to your shop, if you clicked "magic shop" on the left menu, the location would "reset" and the event disappear.
this change has a side-effect: it's not possible to leave some menus anymore without changing locations (and therefore burn time). out of the head I thin of "job search", but in the adult stage some buttons have afaik also no leave function. maybe a new button "nevermind" for the end of selection trees, throwing the player back to the base menu of the location?
jack1974
Apr 28, 2017
I disagree. Early in the game the most important money sink is tools. I would feel cheated if the job offer screen looks like I could fulfil the order in one batch, but actually I need either a few hundred gold for the needed tools or multiple crafting runs.
I'll do the same thing as before then.
this change has a side-effect: it's not possible to leave some menus anymore without changing locations (and therefore burn time). out of the head I thin of "job search", but in the adult stage some buttons have afaik also no leave function. maybe a new button "nevermind" for the end of selection trees, throwing the player back to the base menu of the location?
The time burned by changing location is value of 1. By comparison crafting an item, even the fastest one takes 30 time units. It doesn't really matter in the long run, especially with the changes, you'll be level 300 in skills 30 days before the deadline anyways! It's more important that people accidentally don't miss for example Manuel's request to visit, blocking completely his storyline

jack1974
Apr 28, 2017
Ah sorry I didn't read what you mean. Yes I can add a "go back" or "nevermind" menu choice. I think in adventurers, mage, thief guild

myoksy
Apr 28, 2017
at least all job searches, and maybe the special functions in the guilds like recipe or chest buying? don't remember, and my current game is in a stage before I can visit all locations.
jack1974
Apr 28, 2017
For the tool there's no easy way to do what you said, so I will put 1. After all that's the minimum amount required. Nowhere it says it's the required amount to "craft everything in a single try". Just the required ingredients

I'll add the return option to the job searches and the other actions (I think in some I already put it but don't remember which ones).
myoksy
Apr 28, 2017
Nowhere it says it's the required amount to "craft everything in a single try".
a nice summary of the crafting mechanics: too many hidden rules : P
I found a combination of recipe and available items that completely confuses your auto-craft calculator.
quantity 1 - auto low quality 64
quantity 2 - auto low quality 57
quantity 3 - auto low quality 56
quantity 4 - auto low quality 60
math demands the the resulting quality has to be higher with more produced potions : )
jack1974
Apr 28, 2017
Uhm, I'm not sure about this honestly. I will need to play the magic card "Summon Anima"

All I know it's that automatically picks the ingredients, and with auto low should attempt to pick the lowest quality ingredients available in the inventory. Could be possible that in the last case, it's forced to pick a high ingredient (like a high quality fuel item)?
myoksy
Apr 28, 2017
I saved the game with the craft screen open, if this helps.
jack1974
Apr 28, 2017
Yes, though to be honest I never understood much the formula myself either

Anyway you can send it if you want.
myoksy
Apr 28, 2017
should be in your inbox (or spam folder

)
the text box about the upcoming alchemy test is fun. "You are at a good point, keep it up, level 10 is not much far away!".
generally correct. how can I loose one level to reach 10?
jack1974
Apr 28, 2017
Got your save, and I think my theory was right: if you check of basic fuels you have only 1 Coal 99 quality, and then at the bottom (since it's where the low quality would pick) you have green wood: 48, 52,71 and then 75.
So the jump to make the 4th item it's probably due to that (I didn't bother checking all the other ingredients for the recipe too). Anyway this is really not a bug but curiosity. To know exactly you should look all the used ingredients and do some maths yourself

(which I won't do since I hate math!)
how can I loose one level to reach 10?
What do you mean?
myoksy
Apr 28, 2017
I don't understand your explanation. Is coal preferred as ingredient over wood?
What do you mean?
I am already above the threshold at level 11, the message "you're not far away" makes no sense.
jack1974
Apr 28, 2017
I don't understand your explanation. Is coal preferred as ingredient over wood?
No, but even using the wood, the quality increases. Let's assume the other ingredients are all same quality (which won't be, but I don't have time to check).
So like: ingredient 1 quality 50, ingredient 2 quality 50 + fuel.
Since it's forced to pick more wood, starting from bottom, it's natural that the final quality will increase towards the end since you add more wood at higher quality. Random example not based on your save:
50+50+48= 49 average
50+50+48+50+50+52= 50 average
50+50+48+50+50+52+50+50+71= 52 average
50+50+48+50+50+52+50+50+71+50+50+75= 53,8 average
and so on. The quality average of the used ingredients increases towards the end (when you pick 4 items to make).
I am already above the threshold at level 11, the message "you're not far away" makes no sense.
Ah OK, before the changes wasn't possible to be over. I've fixed it.