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About it v0.97.6_17.08
- Game version changed to "0.97.6"!!!
- Thanks to our friend and patron BBZ01, we have continued working on improving the game's translation, fixing bugs and improving game mechanics.
- Fixed a bug with laundries, now they wash MC clothes properly again.
- Services of doctors in the city polyclinic can now be paid with a bank card.
- Thanks to your comments, fixed bugs and balanced the game mechanics that allowed NPC roommates to accuse MC of cheating with other NPCs.
- It is not uncommon to have a situation where after meeting an NPC and spending time with him, MC does not have time to exchange phone numbers with him or her to meet again, because NPCs, having found an excuse, say goodbye to her. We decided to fix this situation and gave NPCs the opportunity to remind the MC to exchange phone numbers during the breakup. At a low relationship level, this event would not be possible.
- Fixed a bug where NPC roommates were accusing the MC of drinking or using drugs, even though they themselves were addicted and needed treatment.
- Now, if NPC roommates go to work under the influence of alcohol or drugs, they will have an increased chance of losing their jobs. We also made a game mechanic that monitors the condition of NPCs at work and increased the chance for them to lose their job if they have alcohol or drug addiction. Accordingly, the MC will have more reasons to try to get rid of their addiction or insist on their treatment in the clinic.
- If an NPC roommate loses his or her job, the income column will no longer show his or her old job, but will indicate that he or she is unemployed.
- Made a new game mechanic that more accurately determines the place of employment and financial status of story characters at the start of cohabitation. Likewise, characters who live in the dorms and with whom the MC has decided to live together now have their financial status and work or school location correctly displayed. Students with whom the MC has decided to live together can now get a better paying job in the office, unlike before.
- NPCs are getting even smarter and more cunning. We have made and added a new game mechanic that allows female NPCs of a certain sexual orientation to compete with the MC for the attention of male NPCs in the company. These female NPCs can now openly confront the MC and try to turn the rest of the company against her. We have also redesigned the behavior of female NPCs who are more interested in women when they are in mixed company with MC. The new game mechanics will allow them to express their dislike for the male part of the company and try to get the MC's support and attention. There will be no clear rules or restrictions in these confrontations. The main focus will be on comparing the intelligence level of MC and NPCs. If the MC does not have enough intelligence to win, she can try different tactics, such as increasing the overall level of relationship with the company by talking to each NPC separately.
- The game mechanics of how female NPCs behave when interacting with the MC have undergone significant changes. The behavior of female NPCs will now be strongly focused on the level of relationship with the MC. As the level of relationship increases, not only the behavior of NPCs will change, but also their communication style. Also added is a new game mechanic that allows female NPCs, at low relationship levels, to express their negativity to the MC and try to turn the other NPCs who are with them against her.
- After getting good test results with the new interactions with female NPCs, we took on the male NPCs. The problem with them was that they paid absolutely no attention to the level of relationship with the MC. Their behavior and communication style was exactly the same at all stages of relationship building and often misled the player. At one point they would either start saying goodbye to the MC for completely incomprehensible reasons, or pounce on her like a pack of hungry wolves. Without wasting time, we sent all the old code to the trash garbage can, and, taking as an example new game mechanics for female NPCs and their new behavior model, we created new game mechanics for male NPCs, taking into account their peculiarities. It took a while, but when everything worked properly, the results exceeded our expectations. Male NPCs, with whom MC had deliberately underestimated the level of relations, no longer leave the company, but try to use their position to turn the company against MC. Players now need to more carefully choose the tactics and behavior style of MC to achieve the desired results. Also from the style of communication style of male NPCs with MC, now you can more clearly understand the level of their relationship. The style of communication develops from general topics, to heated arguments, as well as attempts to express to MC his sympathy and interest in her. To understand the amount of work done, we must take into account the fact that the game has no pre-defined characters and dialogs. When interacting with NPCs, both MC and NPCs get a lot of tools that allow them to build relationships without a predetermined outcome. This all sounds fantastic, but it's already there and it works in the game, and there's nothing stopping you from seeing it.
- As you guessed, the next step was to improve the MC's interaction with the entire NPC company at once. This was an old pain of ours that had been bugging us for a long time. The problem was that the code was reworked from interactions with single male NPCs and was written at a time when the game didn't yet have mixed companies of both male and female NPCs. It was completely outdated and a lot of edits did not save the situation, but only aggravated it. The result was a completely new model of company behavior with a communication style that takes into account both male and female NPCs, as well as the level of relations of all NPCs in the company with the MC. With the help of new game mechanics we tried to give more freedom to each NPC who is in the company and allow them to build their own personal line of relations with the MC. At the same time, we tried to emphasize how the whole company's attitude towards the MC changes depending on the development of the relationship level. The new style of communication allows the MC to strengthen his position and improve relations with all NPCs who are available for interaction at that moment. Deteriorating relationships can lead to a complete disregard of the MC from the company, making it easier to leave the company if further arrival promises trouble for the MC. The first tests showed a pretty good result, and we hope to continue working on it based on your recommendations and comments.
- Made and added another game mechanic to the game that allows NPCs in companies to share information about MC's reputation. For example, if a date with a company takes place in an area of town where MC has a good reputation, but the date is attended by NPCs who live in the area of town where MC has a bad reputation, they can now tell other NPCs in the company about the facts of MC's immoral behavior that they know about. NPCs can also use this information for other purposes, such as when they want to harm or defame MC. This is available for both male and female NPCs. All secrets sooner or later come to light and the MC will now have to take this fact into account. Whether the NPCs will believe the information they receive about the MC or not, and how they use it, you will find out for yourself during the game.
- NPCs who wish to propose to the MC to live together are no longer restricted. They can do so in any location, at any time, when they are alone with the MC and their relationship level is over 200. We have tried to give them complete freedom in making this decision, trying to remove all the restrictions and prohibitions that existed before, completely redesigning this game mechanic. They will not be embarrassed by the lack of living space, and they will make the necessary decisions on their own to ensure that they can live together. The lower the financial status of an NPC, the less hesitant they will be to offer the MC a place to live together. By raising the level of the relationship with the NPC, you should now realize that they will start to pursue the MC in an attempt to get her consent.
- We have also tried to give more freedom to the MC when negotiating co-habitation with an NPC. She can now offer an NPC to move in with her at the start of a co-habitation, choosing between her own or a rented apartment if she has them at the same time. We had to take into account a large number of changes to the game and actually rewrite all the old code to allow full freedom of interaction with NPCs. The large number of variants of events in the game does not allow us to test the work of the new game mechanics in a short period of time, but the tests that have already been carried out have shown good results.
- Various fixes, improvements and edits.
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