Fixed Pexiga quest Infinitely repeatable

Issue is marked as fixed.

Nihetia

Member
Jun 6, 2021
23
2
27
[nym-foe combat]
[win] -> [fuck/suck/salvage] -> [dollmaker combat]
[lose] -> [bad end]
[run] -> [retry combat nym-foe]

[dollmaker combat]
[win] -> [next quest phase]
[lose] -> [badend]
[run] -> [access bimbotorium lab] silicon tank, nymfoe, dollmaker. interaction is possible.
Normally, it should be accessible after clear Pexiga quest?
and Q[go up] -> [retry combat nym-foe] -> win -> clearYu x5 drop

[nym-foe combat]->[win](clearYu 5 drop)->[salvage] all salvage! Silicone x4 Gush x5 VI Chip->[dollmaker combat]->
[run]->[access bimbotorium lab]->Q[go up]->[retry combat nym-foe]->[win](clearYu x5 drop)->[dollmaker combat]->
[run]->[access bimbotorium lab]->Q[go up]->[retry combat nym-foe]->[win](clearYu x5 drop)->[dollmaker combat]->
[run]->[access bimbotorium lab]->Q[go up]->[retry combat nym-foe]->[win](clearYu x5 drop)->[dollmaker combat]->
...... Infinitely repeatable
 

Theron

Well-Known Member
Nov 8, 2018
4,337
1,617
46
I'm not really seeing the exploit.

You can fight Nym-Foe as many times as you like afterward anyway, as long as you don't take the VI Chip.
If you do take the Chip, you can have Dr. Badger make a new one.
 

Jacques00

Administrator
Moderator
Aug 26, 2015
5,514
1,500
Yes, I believe this is intentional as the running conditions for the Dollmaker only change after you've bimbofied the Pexiga. If you haven't the combat just drops you where you are, already in the Lab and free to do whatever. If you want to progress through the quest, you'll have to re-challenge the active combatants again, so you can either do that right away (by leaving and re-entering) or leave the Bimbotorium entirely and resting up/leveling and coming back later.

(I think this was a past discussion topic somewhere, but I could be mistaken.)

I can see how this can be perceived as an exploit due to the chain of events taken (especially the early tank access and the farming of ClearYu). If that is a major issue though, there are a couple ways to make it feel less so. After running from Dollmaker: move the player out of the the lab, and/or put a cooldown timer for re-entering the lab and combat, and/or flag Nym-Foe's ClearYu supply so she has a limited amount to drop. Any or all of these can be implemented, but I think the current setup has been fine before now?
 
  • Like
Reactions: Nihetia

Nihetia

Member
Jun 6, 2021
23
2
27
Yes, I believe this is intentional as the running conditions for the Dollmaker only change after you've bimbofied the Pexiga. If you haven't the combat just drops you where you are, already in the Lab and free to do whatever. If you want to progress through the quest, you'll have to re-challenge the active combatants again, so you can neither do that right away (by leaving and re-entering) or leave the Bimbotorium entirely and resting up/leveling and coming back later.

(I think this was a past discussion topic somewhere, but I could be mistaken.)

I can see how this can be perceived as an exploit due to the chain of events taken (especially the early tank access and the farming of ClearYu). If that is a major issue though, there are a couple ways to make it feel less so. After running from Dollmaker: move the player out of the the lab, and/or put a cooldown timer for re-entering the lab and combat, and/or flag Nym-Foe's ClearYu supply so she has a limited amount to drop. Any or all of these can be implemented, but I think the current setup has been fine before now?
The problem is that Nymfoe repeated combat is possible during the Pexiga quest even after [salvage] VI Chip.
took Nymfoe's brain, yet can fight repeatedly in the middle of the quest.
 

Jacques00

Administrator
Moderator
Aug 26, 2015
5,514
1,500
Alright, I'm looking more into it. Do you have a save file to test with?

Edit: Hopefully fixed for the next release, but again, if there is a save file to test with, that would be helpful.

For the forced Nym-Foe combat encounter, if she is already disassembled, her encounter will be bypassed by another scene that gives the option to enter further into the lab or exit it.
 
Last edited:

Nihetia

Member
Jun 6, 2021
23
2
27
Alright, I'm looking more into it. Do you have a save file to test with?

Edit: Hopefully fixed for the next release, but again, if there is a save file to test with, that would be helpful.

For the forced Nym-Foe combat encounter, if she is already disassembled, her encounter will be bypassed by another scene that gives the option to enter further into the lab or exit it.
should be hostile to the dollmaker during the quest, but can use the dollmaker's play function in the bimbotorium lab.
[nym-foe combat] -> [win] -> [fuck/suck/salvage] -> [dollmaker combat] -> [run] -> [access bimbotorium lab] -> [dollmaker] -> [play]
because
1775366619224.png

This is because during the quest, the Dollmaker initiates combat while powered on, whereas in the bimbotorium lab, the PC operates the Dollmaker while it is turned off.
If proceed from this state Q [go up] -> [retry combat nym-foe] -> [win] -> [fuck/suck/salvage] -> [dollmaker combat], the Dollmaker is already powered on.
A Dollmaker that becomes safe because it turns off if PC run away during a fight?

I think it would be better to prevent PCs from accessing the bimbotorium lab during quests.
Or changing the descriptive expression

savefile : before the quest starts
inventory emp granade + thermal combo
 

Attachments

  • Nihethia (H) - 42 Days, 10Hrs 4Mins - Tarkus, Ingnam.json
    833.6 KB · Views: 2
Last edited:

Jacques00

Administrator
Moderator
Aug 26, 2015
5,514
1,500
Okay, I think I finally got it this time, so hopefully fixed for the next release.

To address any old saves that have the quest active but haven't completed it yet, re-entering the lab should now just jump straight to the Doll Maker fight, as intended--and the text already makes sense in context, so nothing extra is written there.

For the actual bug itself, there seems to have been two Doll Maker creatures made during the combat setup and the one that was getting used was not the correct one--the one where fleeing combat was disabled. So yes, it was intended for the first fight (the quest-related one) to not be able to flee and that was all set up in the code, it was just overwritten by a new creature setup for some odd reason (probably an oversight when merging similar code or something). This should be corrected now and it seems everything works as intended.