Yes, it was fixed. PE1.3200, the one with poor performance, had it at:
Code:
Config.history.maxStates=50; //TODO Set this back to 5 after testing
You can find it mentioned earlier upthread, around the time that build was the most recent one.
I remember that bug, I may or may not have been the cause of it
![Big grin :D :D](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
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IIRC there was a version of the game with the cut content merged back in, that was released as a proper release, not a mod. It might be worth trawling through the repo to see what was checked in, also check out some of the other branches, there was a bit of a habit of running parallel branches with different content for a while there.
I think Twine/Twigo works "fine" for this style of game, but if I had a choice to start from scratch, I'd probably look at RenPy, as it seems to have good support for these story types of games, but also good state tracking and capabilities to extend. There was a lot of custom work put into this game, which was made more difficult than it needed to be by using Twine. I don't have enough experience with RenPy to say if it would be easier or harder with that engine, but I've seen other games that seem to handle this kind of gameplay well (eg, Headmaster).
At the end of the day, however, we really need to ask why we'd update or change this game at all? Engine wise, changing that would be an absolutely massive task, and you'd end up at the same place we're at now. I think the biggest problems with this game weren't the engine in the end, but rather story progression and endings. If we were to do a remake, I'd start of by re-writing it, then implementing that re-write from scratch.