Description
Hi,
Some games get updates with regenerated/reworked .rpyc files, which currently breaks seen texts (due to changed internal statements identifiers, which include a random part). This in turns breaks the Skip feature, which makes it inconvenient to start a new game, replay old saves, or identify new content.
However, I notice that the F2 progress screen still correctly references the number of seen dialogues. When replaying previous savegames, the F2 progress screen will often correctly stay as 0 new seen texts, though those texts could not be skipped and had to be manually passed with space/enter (at which point they get skippable again). This F2 screen appears to rely on the text's translation identifier, which is not random and more stable/deterministic than the internal statement identifier.
So the F2 progress screen knows what texts were read and we could add the same logic to skip seen texts in a more robust way.
Would it be sensible to implement this?