Lovely Sails - v.0.3.1b Hotfix Update
Year of issue: 2016
Genre: RenPy, 2DCG, Male Protagonist, Dating Sim
Platform: PC / Windows / MacOS
Type of publication: In development
Tabletka: Not required
Language of the game: English
Interface language: English
Voice Language: English
This game is, more or less, a homage to the old Japanese VN titles of my younger days. Those Alicesoft SLGs were some of my favorites as they had not only great art but fun gameplay as well. Hopefully this doesn`t run the risk of alienating my adult-gaming peers, but this game is trying to be -well a game.
3 plot events (1 puzzle minigame) occuring on Day 10, 15, 20.
Level 1 Senna event now animated.
Level 1 Adam and Alicia events slightly reworked.
Level 3 Senna and Karen events.
Level 2 for Meryl, June, Margaret, Jack, Adam, & Nan.
24 quick solo dialogue interactions (Jack, Adam, & Nan interactions not yet in).
90% of the Abilities are working fully (some NPC assists need fixing, crafting tree yet to be implemented).
Reworked Building. No longer fixed-slots and buildings now require specific prereqs.
Expanded Cooking. All possible dishes are in, every NPC has specific preferences (unlocked with the Cooking Skill Branch); however, I've yet to decide on a way to unlock individual recipes so they're still hidden for now. This will be resolved in a 0.3.x hotfix as it's next on the agenda. Also I unlocked a cheat recipe for exp gain available until talk events get more fleshed out.
Karen's Level 3 no longer throws an error on the quiz
'Health' decay no longer occurring when you have 'Fresh Food' available (Note I also toned down 'Tension' decay slightly till I think of another way to gradually bump up difficulty.)
Continuation of building will no longer overwrite another slot. (Also added a text notification of remaining turns for a bit more clarity.)
Skill Point bonuses fixed; gets reflected once you exit Character Panel (previously wasn't adding the Score rewards.)
NPC Death Removed. NPC health and tension remain as parameters however their functionality has changed. Health changes with food-related triggers.
(0) Health puts NPCs in an unavailable state until (50) Health is recovered. Food decay still applies.
Tension now affects certain interactions. Talk events have a negative state (>=50 Tension). Talking in this state reduces stat gains and there are minor dialogue changes (basically minor variations to 90 dialogue branches for a total of 180) Assist is also affected.
Player Tension Removed/Libido Implemented. This was explained in an earlier blog. The jist is you no longer have to manage tension, instead a libido bar will affect your ability to perform future Night Visits (for Hub scenes).
A Bunch of Tooltips.
Fixed a crash while visiting Creek during a Heatwave.
Fixed an exploit with rollback stacking infinite stats (still needs testing to see if I got everything in one pass).
4 Lover New Scenes and level up events (Friends have yet to be implemented)
New Stat-Based Ability system (Partially implemented. Crafting serves no purpose ATM, and the other 5 branches lack level 4 rewards.)
New Weather system (Sneaked this in and it ballooned the file size. For now you have some status modifications, but I want to plan some future events around weather.)
New Crafting system (Partially implemented. The Workshop is functional, Sewing placeholder state, and Tech unimplemented.)
New Night Visit system (Partially implemented. For now the visit events aren't ingame, but the framework is in place to have it tied to the new LP or Love Points you get by talking to a heroine. The plan is to have repeatable scenes with different outfits?)
Score Implementation (These are ending triggers.).
All Building Assets done (I believe everything is functional...hopefully).
Reworked a lot of the flags/triggers for various events.
Under-the-hood re-routing of stats.
QoL UI changes for various events
BG for Creek area
9 of 11 Dialogue trees finished (Clerk and Grannie still WIP)
More stats implementation
1 New Scene (with CG); This will wrap up the first arc of the game.
Re-did the coding for hotspots. I encountered a massive bug that would block out map navigation even on saves. (previously areas were conditional depending on having the maps in inventory)
Under-the-hood re-routing of stats.