· 6 years ago · Oct 18, 2019, 01:34 PM
1- {i}New content:{/i}
2- Eve, Grace and Odette are now pursuable characters
3- Eve, Grace and Odette pregnancies, and H-Scenes
4- Ground up rework of the bank ATM:
5- You can now deposit/withdraw any amount of money from the bank.
6- You are no longer limited to $25, 000 in your savings account
7- You will still unlock the tuition achievement once $25, 000 is in your bank account, even through interest
8- The ATM will tell you how much interest you will make for this week.
9- You can either use the number row, the keypad or the virtual keypad to enter the amount of money.
10- You can now access Debbie's bank account, to help her repay her debt
11- Has no effect right now but will be used during the 0.20 update.
12- Debbie's debt starts at $30, 000 and will progressively gets worse every week.
13- The ATM will tell you how much money debbie owes, and how much money will be taken the following week.
14- Future difficulty settings will impact how realistic the loan interests are.
15- New character : Tuuku, who will hang out at the Tattoo Parlor
16- New tattoo parlor locations : Apartment, Bedroom, Bathroom, Roof, Fire Escape, Garage, and Alley.
17- New School location : School Frontyard
18- New Mall location : Mall Parking Lot
19- New Police station location : Police Station Front
20- New Hospital location : Hospital Forecourt
21- Added DatingSystem feature (mock-up)
22- in an effort to foreshadow future save incompatibilities, the dating system (v1) has been implemented.
23- each machine has a set of likes/dislikes defined in data/dating.json
24- likes/dislikes include activities, gifts and so on, and range from a -5 to a +5 value.
25- That value is added to that machine's "dating points", whenever the associated action is performed
26- each machine has a set of thresholds to unlock available actions with them, after a certain amount of dating points have been acquired.
27- The more an action is performed, the less points will be rewarded for that action. The rate follows an exponential decay with a time constant tau equal to 3.
28- Added a new UI message feature
29- This shows animated messages on the UI screen
30- Animated messages may be when you spend/gain money or when you gain stats.
31- Animation is just a move up and fade away animation.
32- Showing a message is as simple as showing the screen 'ui_message' with the following arguments:
33- position : the absolute position of the message on screen
34- displayable : a displayable to show as the message. Every renpy displayable is supported as well as CDDs
35- fadeout_tick : the current tick for the the animation (defaults to 0.0, and is used to refresh the screen every anim_tick_rate)
36- anim_tick_rate : a float in seconds representing the tickrate for the animation (controlling the speed of the animation). Defaults to 0.1.
37- timeout : the total time it takes in seconds to play out the animation. Defaults to 3.0.
38- To access a proper ui_message screen, you need to use the classmethod 'Game.get_available_ui_message_screen()' which will return an appropriate screen name for you to use.
39- Up to 10 UI messages may be shown at once, after that, the earliest UI message screen displayed is used (and its animation ends abruptly)
40- MC may now meander around Summerville in the dead of night enjoying the quiet and seldom seen backdrops to various locations.
41- Be warned: Beside a few quest events, not much happens at night, but now players can visit the art.
42
43- {i}Rework of the codebase:{/i}
44- Major reworks have been issued in order to achieve save compatibility.
45- FSMs are now instantiated at init time.
46- FSM action changes :
47- Changed some "exec" actions to be evaluated at runtime rather than passing the callable straight through
48- Changed location unlocks from an "exec" action to the new "unlocklocation" action, in order to prevent machines from not
49resetting when reloading different saves
50- FSM Actions have been reworked to clean up the code. The actions are now individual functions stored in a dictionnary local to "process_actions(...)"
51- FSM data is now stored in an FSMData object that will not change version to version. That object is created when you start a new game.
52- The only state saved is the chain of triggers the machines went through. This offers several benefits :
53- States can change names or delay and it won't break save compatibility
54- If a state is added in the middle of a machine and your save is past that point, you will be restored to that change, and can then resume as normal.
55- Variables and location schedules can be changed dynamically, given that the actions are processed on load
56- Location data has been moved away from the Player class and into its own object.
57- Missing triggers is handled by the new loading system. If a trigger is missing, it will skip it and resume loading as usual.
58- The loading process is now timed, and printed out to the console.
59- The Player and Game classes have had some changes made to them in order to preserve save compatibility in case they undergo some changes in the future.
60- Getting an attribute from those classes will yield the attribute if it exists, but if it doesn't,
61it will yield the attribute as it is defined in __init__. If it is still not there, it will yield None.
62- The same changes have been made to the FSMData and LocationData classes (new savegame objects)
63- Improved location locks handling.
64- Calls to the lock_check label will be done automatically. If the location doesn't have a label for lock checks, then no checks will be performed.
65- The calls to that lock_check label will be done through the MoveTo screen action. Any other action won't perform those checks automatically.
66- This is done to streamline lock checks, whether it's in the home, or any other location that may benefit from railroading the player temporarily.
67- Improved logging of errors for the game
68- Errors and debug messages will be dumped to a file named "summertime-saga.log" in the game's directory (where the log.txt file is)
69- When reporting a bug, this log file is now required.
70- Due to being unable to disable prints going into the log.txt file, some data may be duplicated between the two files.
71- Exceptions, and other critical errors will be printed to that log file with the ERROR level
72- Critical systems, which will not cause a total game break will be reported with the WARNING level
73- Debug messages will be reported with the DEBUG level
74- Info messages will be reported with the INFO level.
75- Modders may access the logger object in order to log some messages
76- Please use logger.debug, logger.warning, logger.error and logger.info as appropriate, and pass in the mod argument
77to separate mod messages from the actual game messges.
78- Improved save sharing. The game will reset the return stack to the current location's label.
79- That info is logged in summertime-saga.log
80- Reworked SoundManager class to be used later on in replacement of out of date "playSound" and "playMusic" functions.
81- Rework of the mail system in game. Mail can now be forced to a specific mail item (i.e. the orcette).
82- All mailboxes have the same item list available, but all of them are in a "locked state", meaning the RNG can't select those items
83- Mail unlocking refers to allow the randomizer to select specific mail items.
84- Some tests have been implemented to catch future easy to spot errors on lints.
85- Updated some screens to take advantage of newer Ren'Py syntax features.
86- Improved readability of hints on the cellphone.
87- Improved diverse background uses throughout the codebase.
88- Backgrounds are now defined using the image function from RenPy.
89- Blurred backgrounds are generated at init time, which should cut down on art work as well as game size in the future.
90- Backgrounds now follow a strict naming convention : {i}location_(location.formatted_name)(period)(tod)(attr){/i}.
91- location.formatted_name : formatted_name for the location, a no-whitespace lowercased string.
92- period : game period, like _halloween or _christmas
93- tod : time of day, one of either '_day', '_evening' or '_night'
94- attr : an attribute, one of '', '_blur', or '_closeup'
95- the background_names dictionnary holds all of the defined backgrounds for each location.
96- Overhaul of notification, buying and warning popups.
97- Now using screens and consistent styling.
98- Removed need for dedicated art for each popup -- reuses existing item art.
99- Improved ease of use in both dialogue and screens.
100- Painstakingly replaced all existing popups through the game.
101- Added a bunch of previously missing popups (mostly item acquistion).
102- Improved inventory screen to use fewer images and improve description display.
103- Simplified save game version compatibility checking.
104- Old-style renpy themed styles have been namespaced away from the core game.
105- This provides a more neutral starting point when designing new screens.
106- Has benefitted the computer and popup rewrites directly.
107- FSMs have a new attribute 'can_talk' which defines if a particular character can be talked to or not
108- Works in a similar way to the location system, but simplified to a 2x4 matrix instead of 7x4
109- One 4-list for weekdays, one for weekends
110- Each list is comprised of 4 booleans, determining if the player can talk to the character for each time of day.
111- New FSM actions :
112- unlocklocation : unlocks a specific location
113- forcemail : forces a mail item for a specific character
114- setcantalk : sets the can_talk flags as described above
115- cleanlocation : an action which resets the force_loc, force_locations, and location_conditions lists for an FSM
116- Rebuild TV to take better advantage of modern RenPy features.
117- Added visual channel numbers.
118- Allow input fields to be tabbed between, deactivated and to submit on return.
119
120- {i}Modding support:{/i}
121- Added mod hook to global_lock_check label, adding the possibility of designing your own lock checks on any location in the game.
122- Added feature to the ModManager to bee able to get the "Mod" object associated with a specific modname.
123- Mod developers may use this to check if a conflicting mod is installed
124- raises a ModLoaderError if no mod with the specified mod name can be found
125- Mod object provide an API to interact with the data of that mod's manifest.
126- Added feature to the ModManager to implement your own FSM actions
127
128- {i}In-game Computers rewrite:{/i}
129- Complete rewrite of in-game PCs, both Jenny and MCs.
130- Techical reexport of all assets including minor modifications for depth.
131- Asset composition is now done in engine for a better experience.
132- All text is now in engine to facilitate future translation efforts.
133- The sticky note may now be clicked in lieu of typing MCs password.
134- App windows may now be respositioned. This will be remembered.
135- Multiple windows may be opened at the same time and focus shifted between them.
136- The incepted Summertime SAGA is now animated and interactive ...
137- ... and the error screen now takes the inception to new heights!
138- The correct physical background is now shown when using remote access.
139- A disconnect button is used in place of the shutdown button when remoting.
140- An auto-typing animation is used to transition into PCs once the password is known.
141- Email navigation has been tweaked to have a working inbox button.
142- Even more lewd puns and references!
143- Restored clue about Pink TV channel when reading the email for the first time.
144
145- {i}Erik content moved to FSMs and touched up:{/i}
146- Move Erik, Kevin, Mrs Johnson and June away from the old events system.
147- Make Roz' two minor quests more flexible in how and when they trigger.
148- Added many more bridging dialogues to Erik's story to aid progression and
149make it feel a bit more natural.
150- Added short circuits for when required items have already been acquired.
151- Added small nods to other paths that have already been played. Micoe <3
152- Reduced conflicts and non-sequitor location based dialogues.
153- Most significant is that the Orcette must be handed over at his home.
154- Removed ability to immediate re-enter Erik's room after handing over the Orcette.
155- Combined dialogues to smooth the progression (i.e. poker quest).
156- Added an easter egg.
157- Added Erik, Mrs Johnson, Roz and June to the cellphone's hints app.
158- Move Erik's House and the Hospital to the newer nav systems.
159- Resolved some of the weird behaviour present in the sleep cycle.
160- Chopped out loads of unnecessary transitions.
161- Nuked the out of date Event and Event_Queue systems, since they are no longer being used.
162
163- {i}Layered Image rework:{/i}
164- Eve
165- Continued the MC layeredimage
166- Grace
167- Odette
168- Ross
169- Bridget
170- Roxxy
171- Missy
172- Becca
173- Harold
174- Yumi
175- Thanks to a new feature of RenPy 7.3, layeredimages can now be tied in 'say' statements. This
176Encourages further reworks to simplify the posing of characters, as well as the syntax.
177
178- {i}Pregnancies:{/i}
179- Eve, Odette and Grace pregnancies.
180- Each character can now have distinct chances to get pregnant. Not all birth control is 100% effective. Except Cumdoom
181- Pregnancy chances :
182- Odette : 50%
183- Eve : 10%
184- Grace : 5%
185- Jenny : 20%
186- Diane : 30%
187- All pregnancy chances are doubled when the player is using Pregnax.
188
189- {i}Bug fixes:{/i}
190- Fixed conflict between Roxxy and Mia's storylines regarding the police station. Mia's machine won't force earl to be MIA anymore, allowing you to complete Roxxy's story, and then mia's.
191- Corrected sizing of non-ascii characters in credits.
192- PC login is now once again required on first access.
193- Fixed an exception happening when diane is put in the kitchen when the livingroom is in use for another home character (Debbie movie nights or Jenny porn watching).
194- Fixed conflicting routees between Roxxy and Mia's storylines with earl being MIA.
195- Fixed Priya's hint app unlock.
196- Fixed computer lab button when both Erik and June are present.
197- Restored Game Over achievement.
198- Fixed layering edge case in seasucc scene.
199- Improved clarity around contraceptive items and their usage.
200- Fixed item description text wrapping in the inventory.
201- Fixed assorted posing issues when meeting and interacting with Pussywillow.
202- Fixed lack of acknowledgement when trying to clean Diane's garden with wrong spray.
203- Fixed lack of dissolves when speaking to Ivy about Diane's package.
204- Fixed a bug where sometimes the money sound wouldn't play.
205- Fixed time-reversion in Debbie's story on movie nights.
206- Fixed helen going MIA during the "servant fun" quest, in the evenings.
207- Fixed a chance of Jenny being in the shower when Deb sends you to invite her to breakfast.
208- Fixed an issue with locks and repeating dialogues during the covert glue mission.
209- Added missing items to Diane's route; milk deliveries and water glass.
210- Fixed just_wokeup dialogue being called after all of the regular bedroom dialogues, causing some flow issues.
211- Addressed issue with some characters being in several places at once.
212- Fixed standard wake up triggering after a story event wake up had already occured.
213- Fixed some wake up dialogues repeating when re-entering the bedroom.
214- Fixed a bug where Debbie's laundry note could show up early causing part of her route to be skipped.
215- Fixed flow for the cheerleader deal in Bissette's story, MC now automatically pays jenny if he has the money.
216- Fixed Jenny's pregnancy being less important than other quests progress (namely debbie outings and mobster coming at the house)
217- Fixed Judith glasses quest not triggering the proper dialogue if the player already has the school master key.
218- Fixed a typo in the hint for the last quest for Jenny.
219- Fixed unexpected dialogue when exiting the house after having entered through the UI bed icon.
220- Fixed home entrance to kitchen doorway art so it's dark outside at night.
221- Fixed the TV channel shown playing the night you catch someone having fun with themselves.
222- Fixed the height of the dining room table which was getting wobbly in its old age.
223- Fixed game timer not ticking when talking to mr. Bubbles for Jenny's stalker quest.
224- Fixed Roxxy dialogue option appearing before cletus reveal.
225- Adjusted button placement for Tony&Maria in the pizza shop.
226- Fixed Harold being at Raven Hill at night.
227- Renamed android package to "com.kompasproductions.summertimesaga"