Patch 6: Poverty, alcohol and addiction mechanics!

Artist Life Simulator

Live the life of a starving artist in 19th century alternative history. Survive poverty, alchoholism, madness, depression, and 67 different feelings. Paint masterpieces by combining inspirations, sell them for riches (or scraps) and create a painting that will change the world.

Merry approaching end of the year, lovers of art! Today’s major update provides a lot of new game mechanics and content. Also achievements for game endings, together with fixes and balance changes. A new losstype (entrapped by poverty) means total number of different game endings is now 17. New mechanics & content [list] [*] New alcohol mechanics. You can now buy alcohol from Bar Avenue, Dark Alleys or Liquor shop, and consume it alone or together with someone. You can also become addicted to it. [*] New poverty mechanics. Cost of life can now evolve into Creeping Povery and beyond [*] New City mechanics: you can now sell up to 5 paintings together in the city streets [*] New Bar mechanic: It is now possible to visit the Bar Avenue with reputation instead of wealth, relying on your fame for drinks [*] New locations: Liquor Store, Pawn Shop (names self-explanatory) [*] New ending type: entrapped by poverty [*] Added almost a hundred new outcomes for selling paintings in the City [*] Added many new outcomes for selling paintings in the Bar Avenue [*] Added some new outcomes for visiting Dark Alleys [*] New achievements for every loss and victory type [*] Some job opportunities have new (positive) results added to event pool [*] Updated or changed many ending texts [*] Game end animation is much smoother now and features music. [*] Cards in action and result panels now use grid layout where all cards/stacks are fully visible. [*] Action cards panel will now only show other slots when the first is filled (can be changed back in Settings). [/list] Balance [list] [*] Charles Eiffel now starts with the "Drinking Routine" habit. [*] Finding job opportunities is now more common when visiting the city [*] Shops can now be paid directly with wealth, without using the visiting action. [*] Value of locations as inspirations is now “0” (but using a 0 value inspiration still increases the painting max value by 1, because the extra inspiration uses extra passion, which creates the increase). [*] Reduced timecosts of upgrades [*] Increased chance to meet characters in Bar Avenue [*] Wealth is now more important because of the risk to become entrapped by poverty [/list] Fixes [list] [*] Fixed an issue that caused cards used in an action not being able to evolve sometimes. [*] New game and load game now start as paused and camera panned to the center of the board. [*] Fixed wrong card stack numbers shown in action results. [*] Fixed card cycle timer filler not appearing when it should. [*] Fixed memory card cycle timer values, there was no variation. [*] Fixed some minor hover text readability issues. [*] Cards that were left unusable due to errors in game data are now recovered on game load (Paying on Personal sacrifice card, for example) [/list]