What changed
2 fixes10 additions6 changes3 removals
- Gameplay
- UI and audio
- Fixes
addedWow, this one took way longer than expected. That's the way it goes sometimes, apparently. For a single piece of content, the new fan (Aaron) turned out to require a significant amount of extra testing (Thanks Ash) because of it's many extra choices and endings.
addedIt's one of those situations where we had this specific apex moment we wanted to reach, but the lead-to and fallout both required a sizable amount of variance to follow the "real choice" logic that SAM typically demands. Would have felt dishonest cutting the options short or pasting them into eachother, so it came down to just writing a ton of extra script and adding appropriate variability mechanics based on your character's stats. Anyway, it's a cool scene, and we hope you enjoy it.
addedGoing forward, we hope to add more content like it if people are interested in it. It's a little less like some of the world-features, and a lot more story-focused. Though it's relatively isolated, it speaks to where the player is in terms of the main arc, at the point it happens. Let us know what you think of it.
addedNew Fan: AaronIn the latter days of your New Creole stop, players who explore the city may encounter a new NPC named Aaron. This character is a little disgruntled, a little opinionated, and a little aggressive about the new book that you're working on. He comes from a place of earnest passion, but things can quickly take a turn for the worse if he isn't satisfied by your answers during the confrontation. There are a lot of different ways that this encounter can end, but it's a fairly isolated incident. Be cautious, things can get ugly.
changedMissing Puzzle PiecesNot a terribly deep feature, but the authors on board the bus will now sometimes work on a puzzle that will complete itself over the course of the tour. There's a minor thread about a missing piece that needs the player's help, but it's a pretty dumb piece of content all-considered. More importantly it sets up a bit of framework that'll help expand future activities for authors sitting in the table-seats.
addedHere what else is in the update:Added a flashlight to the player's inventory
Sometimes Always Monsters changes
addedWow, this one took way longer than expected. That's the way it goes sometimes, apparently. For a single piece of content, the new fan (Aaron) turned out to require a significant amount of extra testing (Thanks Ash) because of it's many extra choices and endings.
addedIt's one of those situations where we had this specific apex moment we wanted to reach, but the lead-to and fallout both required a sizable amount of variance to follow the "real choice" logic that SAM typically demands. Would have felt dishonest cutting the options short or pasting them into eachother, so it came down to just writing a ton of extra script and adding appropriate variability mechanics based on your character's stats. Anyway, it's a cool scene, and we hope you enjoy it.
addedGoing forward, we hope to add more content like it if people are interested in it. It's a little less like some of the world-features, and a lot more story-focused. Though it's relatively isolated, it speaks to where the player is in terms of the main arc, at the point it happens. Let us know what you think of it.
addedIn the latter days of your New Creole stop, players who explore the city may encounter a new NPC named Aaron. This character is a little disgruntled, a little opinionated, and a little aggressive about the new book that you're working on. He comes from a place of earnest passion, but things can quickly take a turn for the worse if he isn't satisfied by your answers during the confrontation. There are a lot of different ways that this encounter can end, but it's a fairly isolated incident. Be cautious, things can get ugly.
changedNot a terribly deep feature, but the authors on board the bus will now sometimes work on a puzzle that will complete itself over the course of the tour. There's a minor thread about a missing piece that needs the player's help, but it's a pretty dumb piece of content all-considered. More importantly it sets up a bit of framework that'll help expand future activities for authors sitting in the table-seats.
Wow, this one took way longer than expected. That's the way it goes sometimes, apparently. For a single piece of content, the new fan (Aaron) turned out to require a significant amount of extra testing (Thanks Ash) because of it's many extra choices and endings.
It's one of those situations where we had this specific apex moment we wanted to reach, but the lead-to and fallout both required a sizable amount of variance to follow the "real choice" logic that SAM typically demands. Would have felt dishonest cutting the options short or pasting them into eachother, so it came down to just writing a ton of extra script and adding appropriate variability mechanics based on your character's stats. Anyway, it's a cool scene, and we hope you enjoy it.
Going forward, we hope to add more content like it if people are interested in it. It's a little less like some of the world-features, and a lot more story-focused. Though it's relatively isolated, it speaks to where the player is in terms of the main arc, at the point it happens. Let us know what you think of it.
New Fan: Aaron
In the latter days of your New Creole stop, players who explore the city may encounter a new NPC named Aaron. This character is a little disgruntled, a little opinionated, and a little aggressive about the new book that you're working on. He comes from a place of earnest passion, but things can quickly take a turn for the worse if he isn't satisfied by your answers during the confrontation. There are a lot of different ways that this encounter can end, but it's a fairly isolated incident. Be cautious, things can get ugly.
Spoilers:
Fit players, and those who learned boxing in ASM will have an advantage here.
Missing Puzzle Pieces
Not a terribly deep feature, but the authors on board the bus will now sometimes work on a puzzle that will complete itself over the course of the tour. There's a minor thread about a missing piece that needs the player's help, but it's a pretty dumb piece of content all-considered. More importantly it sets up a bit of framework that'll help expand future activities for authors sitting in the table-seats.
Here what else is in the update:
Added a flashlight to the player's inventory
Expanded win and lose dialogue with the authors playing AirPuck with ~50 new lines
Added additional dialogue for spouse playing AirPuck, and fixed their portrait display
When playing AirPuck in gym clothes or swimsuit, players will no longer appear in normal clothes
Edited a typo explaining that you need to "throw babies out of the window" in Fire Escape
Reduced duplication time of fire in Fire Escape game to make things a little easier for everyone
Changed the art for newly-spawned fires to help indicate direction of the spread better
Improved art for the Sequoia movie theater exterior to better highlight the entrance doors
Removed the Box Mover arcade game from Con-Mart
Players can no longer masturbate in public, or in front of the other authors at will
Added sexy comments from your spouse, if you masturbate in front of them
Spouse may now incite sex if you masturbate in front of them
Made transfer into Stalker media immediate after the authors leave you
Players may now get painkillers and prescriptions (WIP) after visiting hospital
Edited a typo in the Meaningful Mother sequence
Fixed a gamefreeze when dealing with the drunk driver NPC at 2ELF
Viper / Darkeff will no longer give players a reservation