Here is my two cents what if it's intentional? DPC has not released a patch on this and he would have done so immediately after reports of it being set to false. So my asumption would be flirt more actually does end a potential relationship
Narratively, it could be.
Programmatically, it does not make any sense to
initialize a variable to
False and then provide just one conditional instruction that sets it to...
False,
as it was from the beginning.
I repeat: with current v0.11.1 , at the end of Episode 11 the variable
ep11_bianca_path
will
ALWAYS be
False
, no matter what the player chooses.
What you are suggesting could work only if in case the player chooses to stop flirting the variable were set to True. But
there is not any instruction to set it to True.
So, unless DPC releases a patch for Episode 11, he will not be able to detect what the player chose. This is a technical bug that makes the variable
ep11_bianca_path
programmatically useless.
What's the use of a variable which can ONLY be False?
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The problem is that installing such a patch won't fix saves made while playing with v0.11.1. Users would be forced to replay Episode 11 from a save before that menu is displayed to correctly assign the value to the variable ep11_bianca_path
(I have a workaround for this, but it would require to change the name to that variable, and then if the game detects the old variable and not the new one, it explicitly asks "Did you choose to flirt more with Bianca?" and uses this answer to valorize the new variable, since the old one doesn't carry any information)
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In particular, about:
DPC has not released a patch on this and he would have done so immediately after reports of it being set to false.
Currently that variable is not tested anywhere, so the bug doesn't cause any issue during gameplay.
It can only be spotted by decompiling the scripts. And we all know how much DPC hates folks decompliling his code... So likely no one dares reporting "Hey, I decompiled your game and found a bug" under the fear of being instabanned.