something new i found though: if you complete a day, then go back and complete that same day again, you lose any events you complteted the first time you completed the day. this could be a pain in the ass.
so this IS the intended behavior, that what ever you did on your last play through is what carries forward. this goes to what i was talking about in my earlier response about why i am reluctant to list off the possible events. i don't intend for the player to treat them like check boxes that they need to check off. i want the the day events to act as links in a chain of cause and effect. i do this not so the player has a million little things to hunt down, but to give the player agency. so that when they do a thing, or make a decision, it actually can affect what happens next.
what ever the case, the player does need the ability to not do an event. so take karlis painting for example. some small percentage of people will stumble onto the way to get her to paint a picture of you on their initial play through. if the game only adds on to the events you've triggered, those people will not be able to explore what happens if she doesn't paint a picture of you. there are positive and negative consequences to whichever path you go down. And there will also be some day events which are just plain negative, so i definitely don't want to lock people in to an event.
now, i could present the option, when replaying a day, to either clear your day events, or to add on to them. adding on to them feels weird to me, but it might be the way to go.