Daily Update (2/10/25) - Savegames update
Daily Update - Feb 7th, 2025
Hey all, welcome back to Monday. It was pretty busy for me today, since today I decided to tackle saving and re-loading during an in-progress sales day. This challenged a lot of assumptions I had been making about what happens when you enter the sales day scene, so there was a lot of heavy internal lifting that needed to happen to get all of the data the scene needs to function to be saved to memory, then correctly passed back to the scene when it is loaded, and then loaded correctly without messing up the internal state of the game.
That said, I *think* I've got it working pretty well now, so if you find any bugs with save and quitting, let me know! I also added a few more carpet decorations that should be fun to play with. I want a bunch more decorations in there, but that'll take some time, haha. This build also includes a couple more bugfixes, including hiding the debug menu again, since I left it enabled last build. Woopsie! Anyway, here's the whole changelog. Happy Monday!
Changelog (v0.7.4)
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- New Content: Added a new common carpet decoration: Sticky Carpet (Adds a copy of a customer's item for sale when they leave every 4 customers)
- New Content: Added a new common carpet decoration: Gaudy Carpet (Adds 3 temporary Markup at the start of a sales day)
- New Content: Added a new common carpet decoration: Staircase Bottom (When a customer leaves, get a cheap item they would have liked)
- New Content: Added a new common carpet decoration: Worn-in Floor (When your first customer of the day leaves your shop, draw 3 cards.)
- Savegames: Updated how saving your game during a sales day works. Now, instead of needing to replay the day, you will pick up exactly where you left off! This has the side effect of nullifying most kinds of save-scumming (sorry! nothing personal against save-scumming, but it tied up a lot of weird edge cases, haha) As a result, your previous savegames are probably now corrupt, please start a new run if you download the new version.
- Gameplay: Increased minimum number of customers per day in week 1 (1 -> 2)
- Gameplay: Increased the threshold of value for "cheap items" from $40 to $50
- Bugfix: Re-hid the debug buttons that were visible in the previous build
- Bugfix: Fixed Restock action only being active on 1 card in hand, instead of 2 (as stated on the tooltip)
Files
Get Raccoons to Riches - Pre-Alpha!
Raccoons to Riches - Pre-Alpha!
Run an item shop as a Raccoon to make rent!
Status | In development |
Author | Xandor |
Genre | Card Game, Strategy |
Tags | Animals, Cozy, Deck Building, Fantasy, item-shop, No AI, Roguelike, Singleplayer, Turn-based |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Daily Update (4/10/25) - The start of controller support7 hours ago
- Public Pre-Alpha Release!1 day ago
- Daily Update (4/8/25) - UI Polishing & some new achievements2 days ago
- Daily Update (4/7/25) - A real background (and more)3 days ago
- Daily Update (4/4/25) - Scene transition iteration6 days ago
- Daily Update (4/3/25) - Scene transitions7 days ago
- Daily Update (4/2/25) - Some bug squashing8 days ago
- Daily Update (4/1/25) - Achievements!9 days ago
- Daily Update (3/31/25) - The Tutorial Update10 days ago
- Daily Update (3/28/25) - Almost done the tutorial (almost)13 days ago
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