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The new update(0.910) will not be backward compatible with the previous one (0.909-0.1)!



It has been a little more than two weeks since the game was updated, information and opinions about the overall gameplay were collected and based on this, it was concluded that most of the critical bugs were fixed, although, of course, there is still a small part of them that is corrected as information becomes available on it. For example, during this time, bugs were fixed with the conditions for forcing Meiko, which literally required the player to make her boyfriend leave her. Fortunately, the fixes do not end there and a full list of them can be read in the changelog of the new version. Well, now let's start with the innovations that have already been made.

First, the most insignificant, but nevertheless quite important - the maximum number of generated NPCs has been doubled. There are also two new classes that these most randomized NPCs will be assigned to during their generation.

Second, there is already a significant innovation that can be called an adjustment: the behavior model of NPCs and their choice of locations during weekends, training, and at night walk have been changed. At the moment, however, as before, the NPCs chose a location to visit every hour. Now, this choice depends not only on the time and character, but also on the cases, what they did before, as well as their predisposition to night walks and regular absenteeism school lessons. For example, if the NPC previously walked all night, respectively, a greater chance of his absenteeism on this very day. For each character, this percentage is different and it is influenced by many factors: on weekends, NPCs are more likely to take night walks, while during school hours they sit at home and prepare for subsequent classes safely getting enough sleep.
The school's mobility model has also been improved: most of the students will be seen in their classrooms, canteen, roof, and pool, spending their leisure time.

Third, the chance of initiating a dialogue by the NPC was changed again. It has been significantly reduced and NPCs are much less likely to attack you with their requests to spend time with them.

And fourthly, a new page was made for the diary with a new animation. In it, the player will be able to pump attributes, choose perks, if he has skill points, which will be obtained through the player's interaction with the world. Even from everyday dialogues, he will get a little experience points, and for each step taken in quests, he will get much more. However, this system is known to many who have played RPGs, and it does not require much rant. The main thing to remember: leveling up - getting skill points.


Attention! This is just a sketch that may change soon!




The full list of perks for General understanding can be read below:

Perk that gives you more money for every working day at the grocery store

Perk that allows you to just wait much longer than the originally allowed number of minutes

A perk that increases the amount of experience gained for any interaction by 20 percent.

Perk that allows you to campaign/invite to a club with much lower requirements for relationships (condition: 30+ eloquence)

Perk, with which you get every week with some small chance to increase the relationship with each NPC

Perk that reduces the required minimum for throwing out from the NPC interaction menu

Perk that allows you to get 10 eloquence, but takes 20 stamina.

Perk that allows you to get 10 stamina, but takes 20 eloquence (mutually exclusive)

Perk that allows you to see events with girls with exhibitionism tendencies much more often.

The perk that improves the bonuses from pumping physical activity

The perk that improves the bonuses from pumping other attributes

A perk that reduces the time spent interacting with NPCs by 25 percent

Perk, with which fans of interaction with NPCs will spend less energy per 1 unit

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