The next version of LVNAuth will be version 1.1, and with it will come big changes to the internal engine for playing visual novels.
Currently in version 1.0 and prior, the speed of animation effects such as fading, scaling, rotating, etc, are all fully dependant on the frame rate (FPS) of the visual novel. This is currently set to 60 FPS internally. However, if a visual novel is played on a very slow computer, the FPS can change and this will affect the speed of the effects.
An upcoming change in version 1.1 will no longer tie animation speeds to the FPS of the visual novel - it will be framerate independant.
Given the same scenario, a visual novel that's played on a slow computer that can't keep up, will jump its effects to where they need to be as soon as possible - to keep the animations synced with time. The animation may not be smooth on slow computers, but it should at least 'finish' its effect on-time. This is important if, for example, music is being used as a queue for something dramatic to happen in a visual novel; ideally the visual novel effects would be kept in-time with the music, even if the frame-rate is slow due to a slow computer.
This is what the next update will do. Because of these changes, the speed settings of animations will need to be changed. For example, a fade speed setting of 10 will have a different meaning in version 1.1. There are many other 'breaking' changes, such as command changes.
Why all the changes you might ask? I'm preparing to release a proper visual novel made with LVNAuth; to showcase the capabilities of what LVNAuth can do, and also have it be a good visual novel on its own. I'll share more information when the visual novel is close to be finished.