v0.93
-New story chapter! it ends when you are teleported back to your room.
-A ton of back end code has been reworked and recompiled. if you are using any mods it’s possible you may have to disable them, or even start the game from the beginning, or wait for them to be patched.
-Retroactively changed some choices. when you load your game if you made some choices you’ll be presented with the menu to re-do them. it’s explained in more detail inside the game
-Added additional glossary information giving the player an idea of their progress with different NPC’s
-Expanded inventory interface to include shopping interface as well (not currently usable ingame)
Known bugs/issues:
-Player preferences do not persist after closing the game and Load Game menu always defaults to first page. To temporarily circumvent this issue, you can set up preferences in any of the older versions if you still have them installed and then use the new version.
-There is a chance that loading a save file from a previous version would result in an error about ren’py not being able to find a valid rollback. That is unfortunately due to limitation of the engine when dealing with large code changes (as there were in this release). If that happens, you can try loading a later or earlier save file. Tip: you can also check the Autosaves tab for additional save games that may be valid.
-One of the player choices has flipped results. No effect on the game, will be fixed in next release.
v0.92:
-CoreTech building not being available for exploration was (hopefully) fixed. I was unable to replicate issue on my end even when loading broken saves so I re-applied new values and gave it to people that had broken saves. so far the fix works, so hopefully it’s solved.
-fixed Ciara being called Claire in some new scenes
-fixed interaction that flipped negative consequences to be more severe when passing skill check instead of other way around
-fixed some typos
v0.91:
Implemented quests “Meeting the Boss”, “Testing the Waters” and “Lessons in Spirituality”.
v0.81:
-Fixed the issue where starting “Psychology 101” quest resulted in visuals being unresponsive in certain conditions.
v0.8:
-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 intractable in v0.8), 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
-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
v0.71:
-fixes
v0.7:
-new main story segment
v0.62:
-fixing a potential gamebreaking issue and a bunch of typos
v0.6:
-finishing the Papers Please quest and proceeding with the story