New update!
New content
Added new theme (Ashfall) with a font.
Added new variable $currentSeason to track and store the current season.
A notification will now pop up when a season changes.
Added birthdays to all NPCs in the house.
Added a birthday to the player.
Added holidays to the game, like Christmas and Halloween.
Added a small event description when food is low in the kitchen.
Added NPC pair events in the living room and the kitchen. When two NPC’s are in the living room or kitchen, a special pair event has a 50/50 chance of appearing instead of the default fallback event.
Added ability to throw a small birthday gathering for the birthday person (this is one scene).
Keeping a poor house condition now decreases sanity every night.
Keeping a poor house condition now results in a worse sleep when sleeping at home.
You can now assig NPCs to two more tasks, that will affect the house condition and growth time on growboxes.
Added ability to build two more growboxes behind the garage.
NPCs in the house now have a hard requirement event before being able to increase RP further. This event is a small scene, and will also unlock an NPC speciality. (I.e, assigning Carl to repair the house at night, it will jump two conditions instead of one.)
Karma now affect critical chance.
Karma will now grant a small boost to first impressions with NPC’s, making thier relationship points slightly higher.
Companions who are actively accompanying you will now mitigate a small amount of damage in combat.
Combat actions now show their expected output, hit chance and crit chance.
Amor now provides real defense instead of increasing your max health.
Strength training will now improve your max health.
Escape chance in combat now scales with your cardio chance.
Difficulty now also scales your own crit chance and hit chance during combat.
Healing and failing to escape during combat now gives the enemy an attack against you.
Enemy factions have different background stats during combat, i.e some factions has more critical damage, some has armor, some has an incredibly low miss chance.
Scavenger Group and Swarm of Vermin are now groups of enemies instead of one blob, meaning you’ll fight them like a wave. They will effectively have the same amount of HP as the blob, just spread out.
Beating an enemy now gives a choice to incapacitate them or finish them off, the former giving a boost in reputation to the enemy faction.
Added Health to debugger.
Added option to set health to 1 in debugger.
Added content to the concrete catacombs. It’s not built fully yet, but the main structural work is done and added already!
Added flavor design to certain back-links.
Bug fixes & Optimizations
Velka is no longer removed from the NPC list if you have her, and still have the old Jeniffer name convention.
Velka is added back to players NPC list if she was removed during the Jennifer renaming.
Fixed wrong naming in an item handler widget, accidentally setting to an undefined item.
Removed accidental >> in widget closing tag in the deleteItem widget.
Changed “You:” to “$player.name” as per correct convention when speaking to Haddie in 1 instance.
settime now reads _args[0..2] instead of the never-assigned $args, so it no longer corrupts $gameDate into Invalid Date.
The new-day listener now compares an epoch-day index (Math.floor(time / 86400000)) instead of raw day-of-month, so a jump like Jan 15 → Feb 15 correctly triggers the daily rollover instead of silently skipping it.
Added mod screen to the ‘Kevin’, and fixed two other links throwing errors in the mod screen.
Standardized all set and run statements from “to” to “=”.
Fixed spelling error in variable name $player.hasEasten to $player.hasEaten.
Removed double initialization of $assigned, so that it now only initializes once.
Achievement display now correctly displays 25 unlockable achievements.
Weapon descriptions now correctly match the damage output of the weapons.
Removed unnecessary whitespace.
Fixed a $player.corrupt to $player.corruption
Fixed the sanity checks around the house driving off bare $sanity instead of $player.sanity as intended.
Set difficulty level now correctly assumes enemy across all boards.
The “set difficulty” in the debugger now correctly sets the medium difficulty.
Combat reputation decreases now correctly affects the faction that you have been fighting.
Grenades no longer remain set if they fail to hit, this previously meant that it could roll over.
Fixed scaling and whitespace issue during combat.
Made sure the entirety of the casino correctly adds minutes when navigating.
Made sure that you are no longer able to buy the raiderboots and raiderjacket if you have them stashed away or equipped.
Getting caught in combat no longer gives you resources on certain conditions. It was never meant to do so.
Removed unused [WIP] tag on passage that wasn’t work in progress.
Nerdy specs
Words: 145.118 → 162.263 (+17.145)
Passages: 705 → 771 (+66)
