8 HOURS AGO
Unlocked
stuff
Sorry for the delay. I had some issues both in game and in RL that I had to take care of. Anyway, I'll stick to the point:
v0.8 release for Master Researachers!
Here's the changelog while you download it:
-Old saves no longer work. When trying to load them, the game informs players of that and boots them into main menu
-Quests "Psychology 101" and "School's in" are implemented- to start them go to the new position on the map - Hospital - for the "School's in" and for "Psychology 101" you first need to not have chased away Claire, and then either call her by phone from your room (phone is interactable in 0.8), or go to the new location on the map - Coffee Shop.
-Glossary entries are now marked whenever new information is either added or updated
-Skill checks and Character affinity/trust checks now show up as successful and failed. The message has been automated (was semi-automatic before), and instead of manually calculating the possibilities of players clearing the checks the system now works in 5 tiers of difficulty: None, Trivial, Easy, Medium, Hard, with each tier representing 20 percentile of maximum number of possible points a player could achieve up to that point. So a Hard skill roll for Prowess would require player to gather 80% of all of the skill points in #hat category. The whole system is remade and I think I changed every variable where it was needed, but I may have missed some, so if you spot something wrong with choices feel free to inform me
-Normal and Easy difficulty available for higher tier patreons. It's accessible through the same menu as Walkthrough. Normal is how the game is meant to be played, Easy difficulty has lower difficulty rolls for both skill checks and character Affinity/Trust checks.
-Added extra values in all classes. the reason y'all had to reboot the game from the start was because a functionality that I wanted to implement couldn't be implemented without adding a new value into a particular class, breaking the game in the process. so hopefully adding a dummy value to all classes should help with dealing with that in the future if I ever decide to change up something else like that
-Issues:
-Walkthrough gives wrong numbers. In the grand scheme of things the relative numbers remained the same, but the new system doesn't give negative points for doing something bad to a character. So instead of having option one resulting in -2 Affinity, second option resulting in -1 Affinity and third resulting in +1 Affinity, the new system has 0 Affinity for first option, +1 for second and +3 for third.. The issue is it's less clear using the new system that middle option is still negative. Anyway, I have to figure out a better way to communicate that, which is something I didn't think about on time.
-"School's in" quest doesn't have top left corner menu's enabled. Temporarily removed until I figure out what the hell I broke.
-Minor glitches here and there, nothing that should hard/soft lock progress (hopefully), but you may encounter some "sticky" sounds, or bad transitions and stuff like that.
Anyway, I'll spend next two weeks automating the rest of the stuff that I didn't already and polishing the user experience. More info in a lengthy post tomorrow.
Of course, if there are any major issues, typos, or just comments about the story quality, or anything really, feel free to contact me here or on Discord.