Posted December 10, 2023 by QuentinWH
It's here. The new overhauled schedule system is ready for testing. It isn't fully finished yet, but it is working enough to be ready for public testing.
Couple of points:
To top it off, if you have any suggestions or find any bugs, please write them below this blog post or make a thread on the forum. It will make my life much easier and thus the work much faster.
You can access this new system by talking to a new temporary NPC in your hideout.
She will explain things to you a little and allow you set your schedule and skip the week.
This new system allows you to pick different job / activity for each individual day. No longer will you be limited to one activity per week. This will give you more freedom while also making some NPCs more useful.
Top left window: This shows you days of the week and what kind of activity you have scheduled represented by three icons (Type, subtype and activity). You will memorise these after a while and will be able to tell what you have scheduled that day just by looking at this window.
Top second left window: Activity type window. Right now, you can select work, training and recreation.
Top third left window: Activity subtype window. This will mostly show you job givers or locations for activities.
Top right window: This window shows you all activities in the subcategory you selected. In this case, type is work, subtype is Billy and the activity is weeding.
Bottom left window: Shows a small picture representing what kind of activity you selected
Bottom middle window: This shows the stat changes your selected activity will do. This window will also show stats for activity when you have the day selection active.
Bottom right window: This shows all stat changes from all scheduled activities. You can scroll this window with the L / R buttons [Q,W,PGDown,PGUp].
One thing to keep in mind. For now, this system is self contained. It won't affect the week end report at all, but you will still gain your stats. Also, atributes like STR or HP will not show the decimals while in game, but these values are still here. So if you end one week with 35.8 STR, it will show as 35 STR in the stat window. If you gain 0.2 STR next week, you will have 36 STR.
Work is simple. Every job has a base value. Then you get a bonus depending on your main stat , job difficulty and mood.
For example weeding has base value of 3. Main stat is farming and difficulty is 5. Your farming is 10 and your mood is 50.
The formula is: Base + (skill / difficulty) + ((skill / difficulty)/100 * mood)
which is: 3 + (10/5) + ((10/5)/100 * 50) = 6
If your mood is really low, you will get less money, but you will always get the base value no matter what. Some jobs don't even use this formula and just give you flat amount every week.
Again, quite simple. Every training activity has a formula similiar to this: (skill level * difficulty). This means that the higher your level, the more expensive will training get.
On top of that, all activities take into acount your current schedule.
For example, you have farming value of 1. You work as a farmer on monday and tuesday, getting +1 farming. Then for the next day, you select farm training. This means you will pay for training from skill level 2, even though you didn't accept the schedule yet. Good course of action would be slecting training on monday and then spend two days working. Not only will you pay less for training, but you will get more money from working as a farmer, since your farming level will be higher.
Not much to say about this one. These activities will take some food and money and raise your mood. There is even one activity that costs nothing, so you can't softlock your game in any circumstance.
Previous patches added quite a few small and major things. New UI, picking your surname and a lot more. Full changelog is below.
There is much more to come, but I wanted to get this out to you people as soon as possible. Depending on your feedback, I will be adjusting values, adding or removing jobs and adding new features. Later I will be adding new activity types like hangrouts or gathering and then I will implement this feature into the game fully.
Again, this entire thing is work in progress. Report any bugs, suggest your suggestions and everything will go quicker.
Full changelog:
Changelog for all version 37 minor patches: