





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Mainly a week dedicated to reworking the skill system, however one fun change I started was adding healing to Caroline, planning to add certain traits to Citizens, ways to make them follow and fight with you, for Caroline it'll be Cuteness
Instead of the earlier skill cooldown logic when you transported, integrated the old character.s.penalty_cd.ms to all the cooldowns, now each time you transport 3 seconds is added to the timer and it's there to delay each skill you use, seems a bit extreme for blink etc. - so going to halve the cooldown on use in the coming days, basically each time you invoke a skill, the duration of character.s.penalty_cd.ms will halve
Finally reaped the benefits of simplifying the skills system, absorbed "attack" and "heal" inside too and covered all responses to make "use_skill" return a Promise!
There's a new simpler Promise response system too, they mostly all tag along with "game_response" - downside is the need to refactor the existing hardcoded responses, mainly "upgrade" - as a growing pain, the format, mainly the ".reason" of rejections will change in the meantime and will need to be re-documented (or documented)
Slightly changed night lights as well, there are now night entities and night lights, starting to illuminate windows at night as well
Friend token shop is here, going to introduce cosmetics jars in the shop to start with, they'll have an irregular format in `G.tokens` though, something similar to `G.tokens.friendtoken["cx-cosmeticsname"]=1` - as the token format was originally just a mapping of item keys to token amounts
There's now a lower glitch to put as a placeholder places where content is just not ready
Thanks for all the feedback and bug reports on Discord, most made it into the game, going to visit the equip/unequip system next for Promise's
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