New Update Patch! 0.12.0.1

[b]Changelog[/b]: [list] [*] We’ve made even more improvements to the event engine and further reduced creation times. Exciting things are on the way. [*] All moral and relationship modifiers for each faction have been defined. We’ll be balancing them in the coming days. [*] To keep certain elements from the run, such as companions (like the lost dog) or unique items you acquire during the run, you’ll need to reach the end and defeat the boss. If you die, it’s as if you go back in time, retaining only the information you’ve gathered from specific events. [*] Implemented some specialist upgrades that had been left unfinished (a few are still pending). [*] Fixed the bug where events from ONE generation were being generated multiple times in the same run. [*] Improved music interaction. Gradually, we’ll adjust events so the music matches what’s happening, switching between exploration music, combat themes, and eerie silence. [*] Reduced duel roll bonuses to balance them for a d12 dice. [/list] [b]Events[/b]: [list] [*] EMPTY_HOUSE: An abandoned house. This is a base event for house-type locations. [*] LOST_DOG_OWNER: You meet the lost dog’s owner... and he’s a bit eccentric. [*] LOST_DOG_RECRUIT: The moment of truth: you can adopt the pup or hand it over to its abusive owner. What will you do? [/list] [b]Known Issues[/b]: [list] [*] Cinematics got buggy and sometimes characters stay stuck in the walking animation. We’ll check what broke :,u [/list] [b]And that’s it for today’s update![/b] Right now, with the workload we’re facing, we can’t promise any surprises, but one thing’s for sure: the Steam Fest date is getting closer. Hehe :peepodealwithit: