Version 1.9.0
Introducing the Arcace!
This update polishes all of the minigames and adds a menu option to the main menu to let you test out some of the minigames hidden throughout the game.
Mini-game Refinement
Audited all active mini-game entrypoints and kept their public labels compatible.
Rebuilt blackjack around a shuffled 52-card deck, ace-aware scoring, dealer hole card, naturals, double down, clear outcomes, and safe round/exit state.
Rebuilt slots around one non-recursive controller, seven-reel reveal, visible pay table, retained last-spin state, refunds/repeat wager, and a cleaner Seven Seas presentation. Calculated RTP is about 89.47% with a payout about once per 6.19 spins.
Fixed combat flee result propagation; clamped and clarified the health HUD; disclosed action odds/damage; bounded disarm and finisher odds; gated the finisher; and moved actions into readable two-column panels.
Improved Order Food with a tray review step, locked correct progress, a reminder after repeated failure, and at most one relationship consequence per session.
Improved Pig Dice rules, live decision scoreboard, score reporting, and Conner's near-win banking logic.
Improved Ship, Captain and Crew with live text status, randomized starting player, equal deciding-round turns, clearer rules, and reliable dice cleanup.
Improved Drop Dead with concise rules and a live score/dice/turn overlay.
Fixed prologue cleanup reset, drag target semantics, invalid-drop snapback, and safe 1920x1080 geometry; restored the legacy entrypoint as a safe delegate.
Reworked daily cleanup into stable 8–12 item rounds with larger drag targets, progress/remaining UI, duplicate-safe accounting, halfway/completion milestones, and an old-save self-healing guard.
Shortened math to 6–8 questions and geography to five unique questions; both now allow two attempts, reveal missed answers, and report first-attempt scores.
Replaced the geography conditional chain with normalized table lookup; updated Kazakhstan to Astana and clarified Republic of the Congo.
Reworked class note-taking into a bounded 24–30-cycle loop with exact scoring, clear relevant/irrelevant prompts, high-contrast timed controls, progress, and `allowminigames` support.
Added a developer-only Mini-game Lab with direct, reset-safe launchers for every activity and two combat fixtures.
Mini-game discovery and play
Added a main-menu-only Mini-Game Arcade with a scrollable three-column catalog of all 14 active activities, direct practice launchers, instructions, and per-game result summaries.
Added persistent lifetime plays, completions, wins, losses, draws, best/last scores, totals, and streaks. Statistics survive new playthroughs and can be reset with confirmation.
Kept arcade sessions isolated from story saves, relationships, achievements, and story cash while safely returning results from Ren'Py's disposable play context to the persistent outer context.
Added Memory Matrix with 12-, 16-, and 24-card boards, a scored one-use peek, and the existing complete card set.
Added Dice Poker with holds, two rerolls, full five-dice hand ranking, first-to-one/two/three match lengths, and three fair dealer difficulty levels using the existing dice art.
Expanded Drop Dead with Classic/Tactical rules, two rescues per player in Tactical mode, disclosed deterministic Conner decisions, and standard/fast presentation choices.
Expanded Pig Dice with 50-, 100-, and 150-point targets plus adaptive Conner risk decisions, and integrated Dice Poker and Drop Dead's mode selector into Conner's story menu.
Added lifetime-stat reporting to story-played blackjack, slots, Pig Dice, Drop Dead, Ship/Captain/Crew, lunch ordering, both cleanup games, math, capitals, class notes, and combat without double-counting arcade sessions.
Story depth and unusual routes
Expanded all three science-fair teacher conversations with greeting approaches, follow-up questions, answer reactions, and a combined teacher assessment that changes relationship outcomes.
Made joining Scott distinguish genuine belief, survival, and a ploy. The already-rare sea escape now has active scanning, risky disguised broadcasts, debris recovery, storms, and intentionally small landfall odds.
Deepened the hidden island outcome with intent-sensitive nation constitutions and machine religion doctrines, plus a third independent repair-outpost route with island salvage, mapping, beacon building, and an autonomous rescue arrival.
Expanded nation leadership with cabinet preparations, citizen problems, and a three-decision nuclear crisis: only having spared Susie, making all three correct crisis choices, and passing capped luck can reconnect the route to her plan.
Expanded church leadership with doctrine-sensitive sermons, accumulating social/economic consequences, and a sanctuary versus memory-wipe dilemma. The hidden uninhabited-island religion now stays genuinely solitary, replacing the populated church simulation with archive, beacon, and repair-ritual decisions.
Added distinct no-Susie finales for the hidden nation, religion, and independent-outpost outcomes so obeying Scott's order to kill her has a real consequence and never resurrects her later.
Added reusable ownerless encounters (medical drone, payment terminal, lost child, PAA beacon, and street musician), a three-day Chapter 2 independent-survival route, Chapter 1 travel opportunities, and Chapter 4 location-specific investigation events that can assemble an independent lead.
Age impact
Added one canonical age normalizer and explicit infant through ancient age bands, including safe handling for legacy or malformed save values.
Prevented duplicate child relationship bonuses and made child-role state mutually exclusive and stable across new and old saves.
Added child-specific independence rules, school consequences, safe daily-loop behavior, and prison handling beyond the prologue.
Added senior and ancient Chapter 4 branches whose experience, legal treatment, social reactions, and guidance change available choices rather than merely changing a line of description.
More Fixes
Fixed Sort the Kitchen's `DragGroup`: its two plain text labels are now outside the group, leaving only `Drag` displayables as direct children. Verified both a perfect 14-item sort and an invalid-drop/redrag route.
Fixed Drop Dead cancellation in both the arcade and Conner's story selector. Ren'Py normalizes a screen `Return(None)` to `False`; both callers now accept only a valid two-item option tuple and treat all other values as cancellation.
Made the arcade launcher restore `wtp_arcade_mode`, the quick menu, music, and the gallery in a `finally` block even if a child mini-game raises.
Prevented abandoned Memory Matrix and Dice Poker runs from establishing lifetime best scores. Pig Dice now establishes its advertised “Best winning score” only on wins.
Unified persistent-card and last-session result wording (`Completed` and `Left early`).
Added a permanent `arcade_runtime` suite that launches all 14 games through `wtp_arcade_launch`, performs real UI input, completes or cancels the session, returns to the gallery, and verifies persistent statistics.
