v.0.48 PR3
Major Core Optimizations and Restructuring
• Many years of coding errors have been fixed
• Many vestigial objects have been removed
• The session loading sequence has been altered
Together these changes result in both reducing the amount of overall ram used by the game and in smoothing out the memory spikes that occur during session load. This reduced memory stress should alleviate the crashes during session loading that many mobile devices have been experiencing, particularly Samsung devices. We were able to successfully load a session on a Samsung Galaxy A24 4GB, and even have it survive tabbing out and back in (though I would still not suggest doing so frequently on lower end devices).
• The core task data repositories have been remade
Where the old spaghetti structures could need to loop hundreds of thousands of times, the new structures can fully process within hundreds of loops. This speeds up a significant part of the loading time at the start of the session, and eliminates a large quantity of data that is no longer used by the game.
• The core task picking structures have been rebuilt
• The Wait Timed Task now acts as a final fallback for all task types and will only be chosen when no other task is possible due to the current player state (this does not affect the Tedium toggle, which can still be chosen as it normally would)
The new structures run in a fraction of the time that the old ones took and should no longer contain a memory leak. Players should no longer see multiple second delays where she is stuck trying to pick a task under restrictive conditions. At its worst, certain player states could cause the old structures to chew through megabytes of ram per second or even crash the session completely.
• The way that each task’s rate of occurrence is determined has been completely reworked
The rate of all tasks across the board are different than they previously were, and player set task rate modifications now have a greater effect. Challenge Focuses are now more reliably chosen for the majority of tasks during challenge sessions
• Player statuses are now given by a variable timer instead of being part of the pool of random task choices
This should result in them being more evenly spread out throughout the session. Making her furious will cause her to immediately attempt to give a Punishment status
• The Strip event is now handled on its own now rather than taking the place of a reward task
• Extending the session during Her Choice is now handled on its own rather than taking the place of a reward task
After years of intertwining feature additions piling on to it, the calculation of each task’s rate of occurrence had become a bloated, obfuscated mess. In some cases, the rate of certain tasks could end up so low that even having the player multiply that by 5 would have negligible effect. Player adjustment will now have a more pronounced effect, and tasks that were unnecessarily rare should be more commonplace. The most notable instance of this is a significant increase in the Boob Bounce and Hip Dance showing up.
• The core task code has been aggressively pruned
This results in reduced size and increased processing speed for Tasks, Timed Tasks and Metronome Tasks. Alongside this, some bug fixes and re-tuning have led to the following changes:
• The text after Timed Task switches and mini-events (mini-metronome ect.) should now be more variable instead of choosing the same instruction multiple times in a row
• Metronome tasks that ask you to count down from a number no longer have one isolated finger wag at the end of them every time
• The speed of Metronome Tasks is now variable between tasks rather than a constant value
• The total counts for Metronome Tasks are now more variable