What are these "some things", why are all these 'updates' so very vague and the only thing that's ever expand on is the save system and/or phone since they've been known to have issues already in the past. I swear if whole paragraphs are still being saved in save files instead of just calling an id to display the appropriate thing... lol
I'm being vague because I doubt it'd be easy for most people to understand.
If you're curious...
The two steps I'm working on are reworking the variable system in general and parametrizing an incrementing progress variable to keep track of the player's choices and activities. Before, individual choices had individual decision variables attached but that came with lots of annoying problems because of retroactive changes. Way back in the earliest versions of the game before I joined the team, every single outcome actually had its own variable attached to it, what a way to bloat save files! The implementation I'm introducing with M1 and future versions essentially changes the format of the variables to individual lists per ingame day, containing bools and ints, allowing us as devs to track every single choice the player makes without causing too much savefile bloat. Adding to that is the progress variable. With the combination of those two, systems like the phone, charinfo, and calendar no longer need to read and store all of the data from and in the save (causing problems like permanent typos or language confusions, among others). Instead, all the data is recalculated on demand based on the different decisions and progress made. The features had to be reworked quite a bit to accomodate this change and it also takes a lot of work to essentially "convert" the existing methods to the new format, but the new format is pretty much the best way I can think of doing this with the intended scope of the projects. Since everything is repopulated on demand, we as devs have the freedom to retroactively fix typos, bugs, and oversights, and the system is futureproof by definition as we can just change the content in the back-end without interacting with existing save files. Like with all big implementation changes, moving to a new format is a laborous task but it's easy once it's done as new content is written with the target format in mind.