Viceburg 0.0.29 Changelog
1. Permanent city residents and students now have daily lives of their own. They experience hunger, fatigue, and a need for hygiene, entertainment, company, and intimacy, choose their own activities, and go about their business.
2. Regular city residents now have jobs, work shifts, and weekly pay. Students attend classes and receive pocket money.
3. NPCs manage their own money, buy groceries, and choose leisure activities they can afford. Frugal characters save money, while generous ones are more willing to spend on outings and gifts for people they know.
4. NPCs now have different combinations of personality traits. Shyness, a romantic nature, jealousy, kindness, and other qualities affect how they interact, take the initiative, argue, and make up.
5. NPCs' mood, stress, confidence, and sense of safety change over time. Characters remember encounters, support, rejections, and arguments, so past interactions influence their future behavior.
6. Likes and dislikes now have a stronger influence on NPCs' desires, personal boundaries, and experiences of intimacy, including in prison. Some couples may have complementary role preferences.
7. You can gradually discover NPCs' tastes through conversations, hints, and observation. You can ask about their interests, preferred roles, and boundaries; a character may open up, avoid the question, or put off the conversation.
8. NPCs now have personal goals: a career, savings, a car, fitness, friendship, a relationship with a specific person, and exploring their preferences. Some desires can be discovered in private conversations; romantic intentions develop over several meetings.
9. NPCs independently invite each other to spend time together. They show up for meetings, wait for people they know, and may turn down invitations because of their schedule, how they feel, or their relationships.
10. NPCs form friendships and develop favorite meeting spots. Friends discuss personal matters and return to conversations about work, money, stress, and loneliness when they meet again.
11. NPCs can gather in groups of three to five, arrange meetings for the coming days, and invite new acquaintances. The player can run into these groups around the city.
12. Added the dialogue options "Where are you going?", "What do you want right now?", "Ask about their personal life", "Have you heard any rumors?", and "Get to know better". Willingness to speak openly depends on the relationship and the NPC's mood; pushing after a refusal can strain the interaction.
13. Updated dialogue for private conversations, dates, and home scenes. NPCs express interest, doubt, and refusal differently depending on their personality, and remember past interactions with the person they are talking to.
14. Rumors about in-game events spread around the city. Stories can become distorted as they are retold and affect relationships; what people say does not always match what actually happened.
15. You can discuss rumors with the people involved, hear their explanation, and pass on a correction. Your partner may support you, demand an explanation, or grow distant.
16. NPCs can confide secrets. You can promise to keep a secret, allow it to be shared with specific acquaintances, or withdraw that permission. Revealing a secret can damage relationships and lead to a confrontation.
17. Romantic relationships now take attention, affection, intimacy, and trust into account. If you go a long time without talking, your partner may reach out, ask for attention, or start a conversation about problems in the relationship.
18. You can ask an NPC to become a couple or break up with your partner. In a sufficiently close relationship, an NPC may suggest becoming soulmates.
19. You can discuss exclusivity with your partner or agree to allow intimacy outside the relationship.
20. Dates can be scheduled for a chosen day and time within the next week, including over the phone. Your partner takes their own schedule into account when coming to the meeting place.
21. Added short, twenty-minute meetups: sit together in the park for free or have coffee at the Diner for $10. These can start right away or be scheduled in advance.
22. You can cancel a date with an explanation or reschedule it. Frequent cancellations and missed dates can damage your partner's trust.
23. On your next date at the same location, you can revisit an earlier suggestion that was turned down. Your partner may explain the refusal, suggest a more relaxed alternative, or agree to try again.
24. At the Diner, you can order food, talk, and flirt. If the interest is mutual, you can suggest continuing the date in the back room.
25. In the park, you can take a walk, relax together, have a private conversation, share a kiss, or invite your date home.
26. At the bar and club, you can talk, flirt, dance, take a break, and suggest continuing the evening together.
27. Added shopping trips with your partner. You can bring up a purchase at home and separately discuss how to use it.
28. You can invite an NPC home, show them your room, talk, have dinner, and offer to let them stay the night. Your guest's reaction depends on your relationship and the condition of your home.
29. After an overnight stay, you can talk in the morning, have breakfast, and suggest more intimacy.
30. Expanded intimate scenes at home with kissing, mutual touching, oral roles, and penetrative options suited to the participants.
31. Before intimacy, you can discuss how long to spend together, whether you or your partner will take the lead, the pace, the style of communication, and terms of address to avoid.
32. Added simple roleplay themes and suggestions involving clothing being worn or items on hand.
33. If you have a phone, you can suggest recording an intimate encounter. Keeping the recording and sharing it with a specific acquaintance are discussed separately; permission can be withdrawn, and you can delete your own copy.
34. In response to a suggestion of intimacy, an NPC may agree, ask for clarification, suggest an alternative, postpone the encounter, or decline. You can stop a scene once it has started, and the experience affects later interactions.
35. After intimacy, you can talk about the experience, sit together, listen to your partner, hug them, offer reassurance, or give them personal space.
36. Added a brief intimate follow-up to a date in the player's own parked car.
37. In "Our history", you can recall and discuss important moments in your relationship: your first memorable date, becoming a couple, becoming soulmates, a breakup, getting back together, and moving in together.
38. Added relationship milestones at 7, 30, 100, and 365 days. You can suggest a walk, dinner, or another way to celebrate; your partner may agree, suggest an alternative, or reschedule.
39. When celebrating a relationship milestone, you can give your partner a Phone, NovaGear X, or PC from your belongings. They may accept the gift or decline.
40. After a breakup, you can stay friends, try again, ask for more time, or cut off contact. The response depends on the reasons for the breakup, lingering feelings, and new relationships.
41. An ex-partner may message you on their own. You can agree to meet, ask for time, close the subject, or leave the message unanswered.
42. NPC ex-partners can also meet after a breakup and discuss where to go from there.
43. You can buy an apartment in the Residential Area, make it your main home, and pay its upkeep. You can sell the apartment as long as your partner is not living there.
44. Added gradual steps toward sharing a home: home access, overnight stays, and an invitation to move in. After moving in, your partner continues to work, see people they know, and pursue their own activities.
45. You can ask your partner to move out or temporarily live apart while staying together, then discuss reconciliation.
46. Added the Under One Roof achievement for living together and Thirty Nights for spending thirty nights together.
47. You can agree with your partner to keep expenses separate, contribute a fixed amount, split costs proportionally, or have the player cover the partner's expenses.
48. Added household agreements about guests, nights at home, messages when running late, and quiet hours.
49. Your partner may suggest spending an evening together: having dinner, talking, relaxing, or doing something fun. Fatigue and mood affect the choice, while unresolved disagreements can lead to a conversation about living together.
50. You can schedule two get-togethers at home for the coming week and, after those meetings take place, suggest repeating the routine. Keeping or missing these commitments affects trust.
51. NPCs who live together spend time as a couple, do household chores, and discuss their routines. The player can find them taking part in these activities.
52. Your partner now has their own nighttime plans: work, meeting friends, personal matters, or taking some space after an argument. These may include agreed encounters outside the relationship or secret intentions that the player discovers through observation, a confession, or rumors.
53. Added a morning summary of life together and the previous night.
Comments (4)
Issue No 2 when starting a new game (Non Default) When attending collage lessons none of the other students appear. (It's the first day intro every time)
Thanks for reporting the bug. I'll fix it.
There may be an issue with starting a new game in V0.0.29, If you attempt to adjust the % of Males/Trans/Women in the setting when you start the game it appears to have the opposite effect. i.e. if you set the game to 100% Women, you end up in the Campus on day One with Every NPC a Male.
NB. to get around this, Adjust setting using V0.0.27, make a "Save" asap, Start v.0.029 and load that "Save". (Your setting have now been correctly adjusted)
