Added a background simulation system which, to put it simply, allows events involving various NPCs to play out behind the scenes regardless of what the player is doing at the time
The player may sometimes witness NPC simulation events if they’re in the right place at the right time
Simulation events are also surfaced on Elkbook, where NPCs post updates and status changes regarding their day to day lives
Within the background simulation, NPCs will do things like have a conversation and go on to become friends, or have an argument and go on to become enemies, build both romantic and sexual relationships, and so on, meaning that how NPCs relate to one another will be constantly evolving
Depending on their relationship with the PC, NPCs may sometimes approach the PC for advice regarding certain life choices, such as whether to befriend somebody, whether to date someone, whether to break up, and things like that
NPCs will also gradually gain skills or even new inclinations through their experiences in the background simulation, much as the player character does
Implemented relationship health, a semi-random noise-based algorithm that will help to simulate the ups and downs of a relationship; when down, arguments and even breakups might happen, but relationship health may increase again as the partners make up
NPCs who choose to cheat in a relationship will tend to have a single NPC they cheat with regularly. If the original relationship ends, this other person will tend to become their next official relationship
Revamped the look of the View Person dialog with the aim of making it more readable and more organized, with subsections under tabs
Included an NPC’s Elkbook profile, including their recent posts, under their View Person dialog view
Added a new summer month called Solune to even out the year, now four seasons of two months each
Added a spouse relationship type, currently only available to NPCs
The “married professor” type will now generate an actual spouse townie, and a few other townies will generate with spouses
Added advanced versions of all existing courses for years two, three, and four
Rearranged professor assignment somewhat and assigned the new advanced courses to professors
The year now advances: At the start of each year, the player will move into more advanced courses and can choose new electives, and has an opportunity in year two to change their major
NPC students will similarly advance in year and move into new courses
Senior students will “graduate,” either being converted into townies or removed from the game entirely. NPCs that the player appears to care about (favoriting them is enough) will be converted rather than removed
New freshmen will be generated to replace outgoing senior students
Sports teams will select new quarterbacks, team leaders, etc. if their previous one is missing after graduation, and incoming freshmen will fill in any other missing spots on the team
Year four will currently loop for the player in much the same way that year one has up to this point; this will be addressed in future updates that will allow the game to essentially convert the PC into a townie
Pregnancy has been nearly fully implemented: NPCs who have unprotected *** may become pregnant based on their fertility levels, birth control use, and the like, and, of course, this can also happen to (or because of) the PC
Fertility and pregnancy duration sliders have been added, and you can also turn pregnancy off entirely under Content Options
While some NPCs will be in the position of wanting to start a family, becoming pregnant is something most NPCs consider inconvenient, and most will attempt to avoid it
Added the MoonPhase app to track the fertility of PCs who can become pregnant
Added events that will occur throughout a PC’s or NPC’s pregnancy
Added a dialogue option to inform an NPC you know that you’re pregnant, including the option to tell a (possibly) responsible NPC that it’s theirs or admit you’re not sure
Added an Offspring tab to the Character dialogue to keep track of them for you (only visible once you have some)
Introduced changes to need decay and other effects, changing through trimester, that will occur during a PC’s pregnancy
Added pregnancy checkups at the local clinic, where you can find out if you’re having twins (rare, but possible) and have a chance to find out the *** of the baby
Added a “going into labor” sequence with the PC or the PC’s pregnant partner, where the player can see and have a chance to name the baby
The PC’s baby can be either sent home to their parents or put up for adoption; at this time, that marks the end of pregnancy-related content
Having babies sent home will incur a higher weekly payment
Fixed some issues with bell curve NPC stat calculation, which will alter how NPCs are generated but allow for occasionally more extreme values in their stats
Added inclination Brat. This is for those who are submissive yet defiant, who tend to enjoy being disciplined
Added inclination Soft Dom. This is for those who are dominant yet mostly gentle with their partner, seeking their partner’s pleasure first
Added a a Shy inclination that makes it difficult to initiate conversations
Added a Nature Prevails inclination for NPCs that prefer not to interfere with pregnancy; this new inclination replaces Chaste in certain checks
Possessing the Loner inclination no longer necessarily classifies an NPC as shy
NPC archetypes are now less reductive. Rather than every NPC of the same archetype mostly having the same skills and inclinations, they are divided further into subarchetypes for more skill and inclination variance
An NPC’s college major and whether they’re single are now distinct learnable facts. You can learn them during socialization actions (like before class or during parties) or ask them directly
Coaches are now treated similarly to professors when it comes to dating and so on
NPCs in a D/s relationship can now be given all of the same clothing-related sub rules that PCs can, including a dialogue action to give them a collar
Added new “soft dom” type sub rules, where their main concern is making sure you’re eating and getting enough sleep
Added the ability to check the PC’s submissive for rule violations, and punishment options if they are not (contributed by CGeorge)
Added a location population cap slider — this adds a maximum number of NPCs that can be in one location at once, which may help slower devices or just keep things from becoming too chaotic sometimes. It can also be set to Unlimited if you prefer it the old way!
NPCs now stay at home sometimes instead of going out every single night, and may do different things at home depending on their interests
Added some new starting options
Added some new distinguishing marks
The prologue is now very slightly less railroaded
Many new lines of dialogue with contributions from Arcus_Caelestis, General Tacticus, and Starlight
Made computer-based art actions available in the Chamberlain Hall computer lab, including access to photo editing software
Added a dropdown menu attached to the Phone button in the left side panel that can take you immediately to some phone functions
Made Reminders and Calendar phone functions available during events via the dropdown menu