So it was asked once before, but no answer: what's the deal with the slum town where everyone/thing is fucking?
As far as I can tell, this game's incarnation of the Pervert Village just provides hints (e.g. where to get crafting mats for ultimate equips) via talking to NPCs.
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Edit: Huh, so I was trying to figure out why I'm missing the recipe for Berserker Pills (狂戦士の丸薬), despite being able to craft it earlier. Apparently it's caused by bad copy-pasta coding for Quest #58, where it wipes out (
i.e. sets the "get" variable to 0) said recipe if you complete the quest, like how it does for quest-specific items. Normally, once you complete a quest that requires crafting a quest-specific item (under the Quests tab in the crafting menu), it disables the recipe afterwards so it doesn't clog up the crafting menu (it also helps avoid wasting materials on useless quest items). Quests that require generic items (e.g. consumables, equippable weapons/accessories)
aren't supposed to do that though; otherwise you won't be able to craft those items anymore. But Quest #58 does it anyway, which is a big oversight.
So... yeah, don't complete Quest #58 if you want to craft Berserker Pills. This bug is still present as of ver1.13.
Now, with all the above said... does anyone know how to fix this problem? I don't feel like going for New Game Plus and completing all the sidequests all over again (not to mention that New Game Plus is still
buggy). I would like to try manually editing the save file (to set variable 40:74:get to 1), but I'm not familiar with Wolf RPG's save format. I tried opening up two saves (one immediately before and the other immediately after turning in the quest, after going back to an earlier save) in a hex editor and then comparing them, but both files look completely different, so I can't pin down which addresses to change.
Save Editor Online is slightly more useful, but trying to use it to locate unnamed 0/1 flags is a pain, and I don't think it lets you insert new addresses anyway (by default it seems to ignore all null/0 entries).
I could, like, insert a line of code in Wolf Editor and modify a quest or some other common event to add the recipe back (then reverting to earlier data files after 'fixing' the issue), but I'm not familiar with modding a game in Wolf Editor, so I fear unintended consequences (like breaking the game completely and corrupting saves). I ran a quick 'sanity check' by exporting the relevant game files (BasicData.wolf) without doing any modifications, which is supposed to give back the same file as the original, but they wind up with different hashes (
i.e. both files are different). It could be because of different encryption and/or different Wolf Editor version, but this just makes me even less confident of doing "modding" on my end.