None of these changes.
I also read the player.logs and there's nothing abnormal there.
And there is only the autosave file there as well, so whatever happened, those files we're really lost, and it is way less likely to be bcz of the update.
Guess I'm replaying xD
I'll update you if I find something
Ps: you're using standard binary save? I'm using a unity build really close to yours, so I might test some scenarios. at least for personal troubleshooting xD
Damn. I'm sorry your save game files disappeared. That sucks!
. I don't have an explanation for that. I can say that in the last week before the update, I was testing extensively with saving and loading games, including my own and some that were provided by supporters, and I didn't see anything like that.
The save game system is whatever the Adventure Creator plugin uses. I have looked at them with a Hex editor and they appear to be binary (as opposed to like XML or something).
There seems to be a bug. If you go fetch the Xmas decorations right after activating the Xmas quest, then Scott disappear:
However, if you first go to the arcade after activating the quest and then fetch the decorations, then Scott remains, but you lose the option of asking aunt Irene about untangling the Xmas light:
One more thing (and this is weird), I did an experiment by making two saves (one with Scott and one without), and load the one with Scott first, then when I reload the one without Scott later, Scott reappear.
Thank you for reporting these. I will see if I can recreate them. I already know I have to make an update to fix the 1280x1024 aspect ratio invisible exit button issue, so I'll address any issues I find with this as well.
EDIT: There appear to be two separate issues, both of which will be fixed in an upcoming patch.
1. Each character has a ScheduleManager that figures out where they are supposed to be in the game world depending on the time of day/day of week. The first time you visit the arcade there's a race condition where the code that decides whether Scott should be visible may or may not execute before the Schedule manager has figured out where he should be and occasionally, the game will erroneously decide that he's not there when he's supposed to be.
2. It's on the developer to put a Remember Visibility and Remember Hotspot component on graphics that can be made visible/invisible. If I don't do that then loading a save game doesn't remember whether, say, Scott's sprite was shown or hidden at the time of saving, leading to inconsistent behavior when loading.
I've not had any luck recreating the Irene Christmas lights issue.