Thanks for the reply. As there are some hacks floating around setting the subdermal associated displays for the special girls to enabled I hoped that was all there would be to it. But I already feared those kind of hacks might cause some problems. Or you probably would have made these changes long ago.
Edit: I am well aware of the possible development cost of seemingly simple things. The worst I have seen in my career as a programmer was when I received a small stick-it paper with a single line request that caused three months of development work.
It won't beak the game if you cheat the variables in that case. There won't be any problems. Just the location that is displayed will not be correct. It's okay for a hack/cheat, but once I add it as a game feature, I want to do it right.
About the other thing. I wasn't implying that you were ignorant about development times. It's just as you said that sometimes things that look easy on the surface can take a lot of time.
Well in that case it's not "a lot of time" as in days of work. But it's alos not something done in an hour or two.
The game still grows/improves not only in content, but also in the way things are done/coded.
For a very long time, I didn't have a flag/marker for the special characters. In the beginning there was only Joy, so I just had (and still have in some places) a lot of if name == "Joy" or if id == joy.id in the code.
Then Jennifer was added, later Yumiko and now the two new specials. So the "girl class" now has a bool variable indicationg if the girl is a special (or not). This small change led to code changes in I don't rmember how many places and files. It's nothing you can see or feel on the outside, but it will help when new girls are added and is in general a code improvement that will make stuff easier and cleaner for future developments.
This is just one small example. With stuff like that, normaly you'd have to retest the whole game. Somethig I can't do due to resource constraints.