ORS JDMOD 15.1.3.d (Experimental build)
Hello friends,
In 15.1.3, I rewrote major parts of the mod to improve the UI, UX, consistency, and overall code readability. This experimental build takes things a step further, with a lot of new features, improvements, and changes under the hood. There are more changes than I can reasonably list here: some are minor, while others are backend improvements that won't have much of an impact on the user experience right away. However, they lay the groundwork for further improvements down the road.
Here are some of the highlights:
• New feature: Relationships overlay
Since the base game already has an Attributes overlay, why not have one for relationships too?
This feature can be activated by clicking the Relationships button in the quick menu.
• New feature: Paths
A few weeks ago, a free member suggested being able to select a path when starting a game so that it would be highlighted throughout the walkthrough. I had already considered doing something similar, but at the time, it was too complex to implement.
With the recent improvements to the mod's backend, I decided to give it a try. This feature lets you choose which path(s) you want the mod to display, making it easier to focus on the one(s) you're interested in.
A path that isn't being displayed is still fully playable; this feature doesn't lock or unlock any choices.
This feature is available in the phone, next to the Mod Settings.
• Reworked image creation
Instead of generating all images at startup, the mod now uses lazy initialization. Images are only created when they're actually needed. The goal is to improve performance and reduce loading times.
• Intelligent relationship icons
Relationship icons come in several formats: smiley only, character + smiley, or main character + character + smiley. Originally, I used the character + smiley format by default, but depending on the situation, another format could make more sense. In many cases, though, the characters involved are already obvious, making the larger icon unnecessarily space-consuming.
This is no longer handled manually. The game now checks which characters are on screen and automatically displays the most appropriate relationship icon for the current situation.
This feature could become an option for those who prefer more complete icons.
• Changed the font used for tips (again).
In 15.1.3, I switched to using the base Ren'Py font for tooltip to gain access to more characters, including lowercase letters. Since then, I've found it a bit too large for tooltips, so I decided to switch to another font.
• Two new options in the mod settings: choose size and position of Path icon (I was considering making it baseline but made it an option instead), disable/enable current value in Tooltips
• Changes displayed in Tooltips now use the same framework as Requirements, including the current value.
• Added two new options to the Mod Settings: choose the size and position of the Path icon (I was considering making this the default UI, but decided to make it optional instead), and enable/disable the current value in Tooltips.
• When overwriting a save, the previous description is now preserved.
• Moved the Money printing button from Phone > Budget to the Attributes overlay.
This release represents countless hours of coding, testing, and reworking, and I couldn't have come this far without your support.
Thank you to everyone who has been using the mod, sharing feedback, reporting issues, suggesting improvements, or simply supporting the project. It genuinely makes a difference and keeps me motivated to keep working on it.
I hope you'll enjoy this new version, and as always, I'm looking forward to hearing what you think!
15.1.3.d changelog:
• New feature: Relationships overlay
• New feature: Paths
• IGG: major UI/UX improvements
• Backend: Reworked image creation & other improvements
• Bugfixes, thanks Analordd.
15.1.3.c changelog:
• Skipped
