Shady Deals v0.13: All In
Added 2025-09-13 02:48:22 +0000 UTCPublic release is scheduled for 23/09.
Patreon: Big Shot, Hustler (scheduled for 16/09).
New Implementations:
"Cash Grab" mini-game - essentially a timed QTE event where you must click the correct words to earn money while avoiding the wrong ones, or else the timer will be shortened. Features three difficulty levels. The amount of time given to grab the cash depends on Cunning and on the results of skillchecks during heists.
"Five-Finger Discount" heist - a small-scale convenience store robbery. Intended as your first heist and a kind of entry-level introduction to the "Cash Grab" mini-game.
Casino Heist - requires preparation, but intel can be improved by working as a casino escort. That job may also unlock an alternative route for the heist. The entire crew must participate, but in the alternative route only two crew members are tested with skillchecks. However, all checks are very difficult. The Casino Heist always ends with the "Cash Grab" mini-game at the highest difficulty, with the highest reward multipliers.
Crew members recruited "with benefits" (i.e., using charm) may now visit the Boss at night or in the morning shower (figuratively speaking, there’s no literal shower action) if the crew rules allow it. There’s even a chance of two visitors showing up at once at night. The probability scales with the number of such crew members, starting at 30% and reaching 100% if there are more than 20. Needless to say, this can lead to a very busy routine. These events are kept minimal and are presented in the same style as other crew advances: a short description with a link that opens a small widget with video.
Slutty outfits now draw more unwanted attention on the streets of Old Downtown, the Harbor, and in both nightclubs. In clubs, the attention shows up as small, non-interactive description with a video-widget, but on the streets you can respond: either use charm to steal some money or use combat to shut down the event for 3-6 days. Both nightclub and street events share a 1-day cooldown. Also, sometimes the Boss can be recognized.
Quick Start options - available from the main menu. Currently includes a quick start with an established crew (with all prerequisites met) and a customizable "default" start with some additional options.
Debug Panel. For real. It allows you to adjust nearly any progression-related variables, change ownership of various assets, edit stats, spawn crew members, items, and shipments, grant exp in traits, alter cooldowns, and, of course, set the values above normal limits. It’s locked behind a patreon code though, and can be unlocked by visiting the cheat passage in the Harbor. That cheat passage has also been updated to include some features from the debug panel.
Changes:
All casino events now feature unique media.
Increased difficulty and intel requirements for all heists (since it’s much easier now to raise gang stats).
All heist skillchecks now grant stat experience to the crew members who perform them.
Crafting aphrodisiacs in the personal lab is now locked behind completion of the Warehouse Heist.
Added a new lab upgrade that passively produces aphrodisiacs (also locked behind the Warehouse Heist).
A new/old/taken from night club UI for lab upgrades.
Nerfed lab upgrades by ~33–50%, since with aphrodisiac crafting each production cycle felt way too much...
Improved formatting across the game:
EndDay now always has proper breaks between sections.
Downtown and Suburbs have all needed breaks if not captured.
Casino leads for the escort job no longer look broken (though i still wanna do some expansion/rework).
Added descriptions of requirements for each Boss type.
Loaders were moved to "Production" on EndDay.
Adjusted reputation thresholds for most tiers. I'm trying to make it so progression is more strictly tied to reputation tiers instead of arbitrary numbers (though plenty of magic numbers still remain).
"Slut Boss" now requires either the "Rogue Boss" tier (12500 rep) or 12 Charm.
Added a stat that tracks the number of completed heists.
Added a toggleable health widget to the sidebar (can be toggled in "Stats").
Added the ability to refuse providing "benefits" to specific gang members at the cost of reputation and morale.
Added new "night-time" video filters (cars, some outdoors scenes, and... uhhh... some new events with accomplices!).
Increased the amount of money found in wallets.
Removed the second gunner from the heist crew.
Added conditions to random events to avoid overlap, i.e. chauffeurs and accomplices won’t chat if someone is wolf-whistling at the Boss.
Some whatever amount of new media in mfm, wc, misc and indoors stuff.
Fixes:
Fixed number NaN bug if bikers blocked a moonshine trailer.
Fixed incorrect calculations for bank deposits.
Made a condition for moonshine trailer slightly easier, maybe it'll fix the possible missing news about trailer?
Road maintenance to the Outskirts is now a one-time event, the road won’t break itself anymore if you lose reputation...
In the pipe
Gonna update the roadmap somewhere... sooooon-ish? I wanna do an optimization patch first, move the last chunky part of the code to JS, and theeeen i'm gonna update the roadmap. I think i wanna focus on smut stuff for v0.14: add dirty talks for NPCs, more variable descriptions for generic actions, another access point to the "dungeon" event, add more diversity to existing scenes, more media... and maaaybe, just maybe, it’s time to rework the generic sex. It has to be done if I wanna expand it, because right now it’s horrible under the hood.
Also, i cleared the cache and deleted all saves, and… seems like the previous optimization stuff wasn’t in vain. The game feels way better now.