Shady Deals v0.11: Saving Sails
Added 2025-08-06 01:41:12 +0000 UTCChangelog:
New implementations:
Yacht – can be bought in the web market if the harbor is captured. Late‑game biz, will be expanded further. Has its own cargo for shipments. You can move shipments to the yacht from your warehouse, but not vice versa. Owning the yacht opens up two more gang positions:
Yacht Dampers – just... dampers, but cheaper. Nothing special.
Yacht Trader – basically a way to passively sell your shipments for about double the Distributor’s price, with little variation. This guy will try to sell shipments from the yacht’s cargo daily. Sales are random. Can say some dirty things if allowed (more on that in "Changes") and if this event isn't on cooldown.
Ability to set how your accomplices will call you on the Whiteboard.
Setting to adjust autosave intervals. Previously, it happened daily - now it’s once every 3 days by default. Saves are reeeeally laggy, sadly, and i couldn’t fix it.
Changes:
Added the ability to buy extra toys for the streaming gig if the MC has a specific trait suggesting basic toys aren't enough. Unlocks two additional stream actions that work for multiple chat requests with some bonus cash.
There's now a 50% chance a client will ask for a different kind of service in the nightclub’s gloryhole booth. There'll be two possible ways to please him.
Added an extra condition tied to the "Slut Boss" boss type, and it also can be toggled by "Crime Legend" on the Whiteboard. It implies the boss allows accomplices to be more lewd around her, so at least there's a grain of logic to their advances. Currently, only the yacht trader and the nightclub striptease events are behind this condition. Speaking of which...
There's now a chance a random accomplice will spot his boss spinning on the nightclub pole and comment on it - if allowed. Has a cooldown if the boss wishes to react and take it further.
Nightgoers now throw random comments during the boss's pole dance. Only in nightclub though.
Replaced low‑quality striptease media.
Taxman now saves up to 12% of daily losses if they exceed $100. But every time this perk works, he might disappear. Just like that, yeah. Newly hired taxmen gets a grace period during which they can't be busted - from 12 to 20 days.
Gang comments now will be different if morale is low.
Boss's nickname now pops up more often in gang chatter, chauffeur yapping, lieutenant yaps, and a few other spots.
All footwear now has tags: sneakers, heels, flats, barefoot. Tags won’t work on existing clothes in old saves - you'll need to buy new ones.
Depending on the tag of active footwear, there’ll be minor text changes in certain places - mostly in combat, fitness notifications, and maybe a few others i can't remember. It’s nothing major for now, and mostly extra descriptions for wearing a heels. I'll add more when i see the opportunity.
There's also additional gang chatter depending on the footwear tag.
New UI for "The Code", plus the ability to change the gang’s name - just because.
All gang types now drain only 1 morale daily, except:
Street Gang – drains 2 morale per day.
Crew – doesn’t drain morale at all.
Lowered cryptofarm maintenance from 120$ to 75$.
Lowered Dampers upkeep from 480$ to 400$.
Reduced relationship points gained from all gifts by 1-3, except for the precious necklace.
Increased CTC crypto changes from Distributor deals - greatly.
Fixes and other stuff:
Fixed missing clothing description in female NPCs window.
Fixed heat and CTC changes not scaling with shipments sold to the Distributor. They always were a sum of all possible increases per unit of shipment. If you had constant heat events - that's why. Sorry.
Fixed being unable to increase relationship with underdogs if your rep was lower than their admiration threshold.
Fixed many broken notifications, mostly from faction heat events.
Fixed being unable to set drug and steroid dealers higher than 1 and 2, respectively. I forgot to change the conditions before uhhhhhh.
Fixed some grammar in repeating events if you get caught during petty crimes. Finally.
Fixed an issue that could occur in some browsers (don’t ask me why) where gameData wouldn't save. Now it's saved with, well, actual saves and loaded on load. Should also help with old‑save compatibility. If you used to get tons of errors everywhere ("brightness" widgets or clock errors) - this should fix it.
All time‑related stuff now ties to a specific time zone. Old saves may change the time once, but after that, no more anomalies.
In the pipe
Sticking to the roadmap, and i also want to finish the yacht. The idea is to add the ability to throw parties on it - parties that will attract very wealthy random NPCs and some rather specific dealers. More on that later. I’ll try to squeeze the yacht completion into a 0.11.x patch though. Also, another subtask spawned from this update - add more content with accomplices to actually justify the addition of the "lewd check", cuz right now it doesn't really feels like it changes anything.
Comments
There's already a check when recruiting that way. Maybe it should just be a bit more difficult, hmmm. As for behavior changes - we'll see. Maybe i'll make it so that if a comment comes from an accomplice who got in with special "benefits", they'll have something extra. Dunno yet.
ShadyDude(VeryShady)
2025-08-08 01:58:49 +0000 UTCabout the lewd check, early charm maxed bosses usually recruit people with the promise of "benefits", maybe npcs recruited this way should be more demanding? or maybe bypass the check or something, how you recruit someone should change their behaviour somewhat imo
eebo
2025-08-07 15:31:36 +0000 UTC