v0.5
Core Systems & Technical Overhaul
Game Initialization & Stability
- State Validation System: Introduced a new `validate_game_state()` function that checks for missing core objects (Inventory, Quest Manager, Relationships) upon loading.
- Save Migration: Added migration logic to ensure older save files are compatible with new data structures (e.g., converting location lists to sets, adding missing core variables).
- System Logging: Implemented a `log_system_event` helper for better debugging and error tracking during runtime.
- Persistent Filters: Added toggles for sensitive content, such as `Disposal` and `Futa`.
Inventory & Item Management
- Item Categorization: Items are now grouped into categories: `Consumables`, `Materials`, `Quest`, `Fish`, and `Other`.
- Improved Stacking: Rewrote the `add_item` logic to handle stack limits (max 99 per slot) and automatic overflow into new stacks.
Story Advancement
The main story script has more than doubled in size, extending the gameplay well beyond the initial Mondstadt arrival.
Narrative Content Expansion
- V-Scenes (`v_scenes.rpy`): Introduced vore-themed story branches. This includes detailed internal monologues and branching dialogue based on “predatory curiosity.”
- D-Scenes (`d_scenes.rpy`): Added “Disposal” endings. These are extended bad endings triggered by persistent game toggles.
New Gameplay Mechanics
City Navigation & Exploration
- Dispatch System: Replaced static location labels with a more flexible `city_nav_dispatch` system.
- Dynamic Discovery: Locations in Mondstadt now require “discovery” before appearing in the navigation menu.