Some information regarding the next version.
I've identified some performance issues during extensive tests I did this weekend, in an attempt to find the crashing problems in the Android version. They were extremely hard to identify and I assume that is given my ignorance in testing for performance with the engine, however I think I've already found root causes to some, and I'll try to address them on version 0.85. Luckily, this will be the last changes I'll make for this version as all other features are ready

.
The issues I found so far (based on the information provided by some comments/posts):
- Spam pressing "Ok" and the Explore button may cause events to happen simultaneously. This happens because there is a small fraction of a second between events, where it is possible to press the Explore button again. It is easier to reproduce in Android than in PC, since the mouse isn't as fast as the finger
. To solve this, I'll try and disable the button until each event is over, disallowing the possibility to click on it again once an event has started.
- In some cases, specifically scenes, there are some signal connections that are attempted, and those overlap other connections already made on previous scenes. The engine doesn't like when the same signal is connected twice to the same function and sends an error. At the same time, it ignores the connection and proceeds, or at least that is my experience in the PC version, but in Android there might be other behaviors that I'm not aware of. The fix here would be to simply verify if a connection is already made and not do it again if that is the case.
- Lastly, I've noticed that there are some objects that are not freed from memory when a map region is changed. They don't cost much, but as the player moves trough regions, these objects pile up, and may be causing over use of memory. I've already identified some of them and will change the way the map regions are cleaned up to take out any loose left overs with them.
I'm still not sure these reasons are enough to cause the crashes in Android, but I'm hoping that by improving them, the game will run better in all platforms and hopefully, solve the pesky "CTDs".