v0.1.16: Snake, Bug fixes, and Improvements

Hi everyone, Merry Christmas! I hope you're having a great holiday season. I'm hard at work on multiplayer and I'm planning to start an open beta in the coming week. This means this week's update will be a bit smaller. I've added Snake to the TV, fixed a number of bugs, implemented some improvements, and started setting up an addiction system. [b]Additions[/b] [list] [*]Added Snake game to TV. [*]Added addictiveness level to products. The addictiveness level depends on the product's effects. [*]Added scrolling to the product manager detail panel. [*]XP is now rewarded for completing certain quests. [*]Added nipples to the character models. [/list] [b]Tweaks/Improvements[/b] [list] [*]Better trash can texture. [*]Items can now be picked up while the trash bag is equipped. [*]Improved custom item amount movement. [*]Removed some unnecessary gas station store categories. [*]Products are now limited to 8 properties. This change will not retroactively apply to products you've already created. [*]Reduced snore volume. [*]Raised counter-offer difficulty. [*]Slightly increased police chase speed. [*]More police are now dispatched when you are wanted. [/list] [b]Bug fixes[/b] [list] [*]Fixed product effects displaying inconsistently between the product manager app, hotbar, and mix naming interface. [*]Fixed gas station store custom item amount dropdown. [*]Fixed a police error that was causing time not to progress correctly. [*]Fixed Albert Hoover stash item/cash bugging. [*]Fixed seed stacks breaking when ordering more than 10 at once. [*]Fixed quest UI animations sometimes not playing. [*]Fixed cursor sometimes missing from the main menu. [*]Fixed first deal not expiring. [*]Fixed objects sometimes not initially facing the player when equipped. [*]Fixed a quest bug that would prevent progressing Dodgy Dealing. [*]Fixed customers recommending friends too early. [*]Fixed input bug caused by existing input hint screen with escape. [/list] Thanks everyone! I'm really looking forward to getting multiplayer out. I'm planning to start an open beta in the first few days of January, and fully releasing within a week after that. Stay tuned! Tyler