Thanks Kexter, for pushing out the patch while I was away for work!
The new patch has various bugfixes, including fixing tracking for helping Candy in the strip-club, changing some checks in the office that were blocking a couple achievements and paths. Full notes will be available on the main site shortly.
Also, for those that haven't noticed yet, a new user interface designed by Kexter.
Finally, a new Spanish (Castilian?) translation and localization by Moskys. Considering the game now has well over 65,000 words, that's an enormous task! (The dev version has a little over 81,000)
All of you who are helping with the project, I can't thank you enough!
Depeche wrote:It makes the game easyer to find perfect paths, but the challenge is less spicy than before.
There may be a new element of difficulty though. If someone watches the score too closely, and loads a savegame when the score goes down, they may be locking themselves out of perfect paths. Sometimes it's beneficial to take a short term loss for a long term gain.
Also remember, the displayed scores are a representation of your current relationship with the girl, and shouldn't be thought of as a traditional game score. It is also heavily dependent on the current path. Perfect scores are based on
path, not on
Scene. If you are thinking "What's the highest score to end Episode 4 with?" then you are thinking about the relationship scores wrong. Better questions would be:
"What's the highest score to end Episode 4 with, where Brad went to the bar, Faith Joined in the fun, and Brad licked Emily to climax the next day?"
or
"What's the highest score to end Episode 4 for with, where Brad went to the bar, Held Emily while she diddled herself, and gave Brad a handjob the next day?"
Both of these will lead to different outcomes in Episode 6 and beyond.
Super wrote:Never really got why someone would play on the lower difficulties,
The intent of the lower difficulties was primarily to give an option for stuck players to figure out where they were missing paths, or figure out what the girls liked or didn't like, and then revert back to hard. It was never really intended that people play on them all the time. The shortened scenes on lower difficulties, and the lack of earning most achievements was the incentive to play on hard instead of just dropping to the easiest mode. This is the challenge of having a normal, and hardcore. What's the point of playing on hardcore if there's no difference in the outcome from Normal?
Ripe wrote:[those who do could easily made a single change to have that info all along].
That...is called cheating.
And, frankly, if it's how you enjoy the game, more power to you!
I tend to do the same thing whenever I play Tlaero's games, or similar.
kexter wrote:BEW had it's own layout for a very long time. Actually Tlaero backported/reimplemented (parts of) the old BEW design to be the new AC default look.
BEW started out as a pure AC game. Then I started making change request after change request, after change request to Tlaero, who was fantastic and awesome about implementing most of them. Thanks Tlaero!!!
Kexter tweaked the output via JS and CSS for the first set of design changes. Some, Tlaero liked enough to merge into AC, some she didn't like, and some she called stupid. (she was slightly more diplomatic.)
AC is still the primary tool for creating and editing the web pages.
Thank you everyone for playing and sticking with the game for so long!
Wolfschadowe