Hello! Thank you for reading my post! I'm glad you guys found my analysis useful~ I don't know if there's any sort of contention between the two game versions or anything like that, so I was a little worried about posting something like this, but it doesn't seem like it upset anyone yet, so yay~!
It's interesting that the launcher is purposely "unsigned" as a precaution. I'm a person who takes those kinds of warnings seriously and virus scans files obsessively, so that's definitely appreciated! I doubted anything actually did have a virus, but yeah. Overly cautious~ I also didn't take into consideration that players might multi-box. So… yeah, maybe don't bother with that "close on launch" thing? Nice that there's a reason rather than it being an oversight, though!
Now, as for the line break thing… I'm honestly not sure how that sort of thing works, but I'm guessing it's based on the character set encoding? I don't know much about this sort of thing, but it seems like if you're just overwriting the Korean / Chinese / Japanese text with English without changing the encoding, then the game is going to keep encoding the text like it's Asian language, thus you get things like…
words bein
g cut off in
rather od
d places.
Most programs I've used which support other languages seem to figure it out easily enough: block characters wrap wherever there's space while Latin characters wrap by the blocks of letters with specific rules for… specific… characters– oh. Oh, I see what you mean. If the original client had absolutely no "behavioral language" for non-Asian languages, then it wouldn't have any idea what it's doing is "wrong". Oof. That's gonna be a pain to program in, huh?
Anyway, most of the stuff I brought up was in direct comparison to Zenkai, but as I also said, both teams have slightly different goal in minds. I'm just grateful that there's even one team working on this game for Latin-based languages – English, in particular! You guys – both teams – are absolutely doing Shin's work~!
Ha hah, I'm sorry.