
It’s been a while but the next release is here! Thank you for your patience. You can download v0.976 from all the usual places- Steam, itch.io, and GitHub.
The biggest change this time around is the fact that the Raid on Pirate’s Point scenario is finally complete. The districts of the city have been detailed and many now feature unique quests. There are five different endings, each of which can vary slightly depending on your actions during the campaign. The ending you get has consequences that will carry forward to future scenarios.

Speaking of future scenarios, I’m calling Raid on Pirate’s Point the last scenario of GHC Season One. What does that mean? When I start releasing the next bunch of scenarios- Plastic Island Panic, Shopper’s Paradise, Summer Dolce- I will probably raise the price of the game from $10 to $15. It was either that or release them as DLC. If you have already bought the game, then great! You will get all the new adventures for free! If you have not yet bought the game, you have until I finish Plastic Island Panic to buy it at its current low price! If you don’t want to buy the game and just play the non-commercial version, you will still get most of the new content except for the scenarios that use proprietary music!

Other changes include better random names, revamped screen scaling code, mutually exclusive merit badges, new mecha and content, bug fixes and quality of life improvements. Here’s the complete list:
- Fixed a bug in the containers unit
- Merit badges may have contra badges which get removed if badge earned
- Removed unusued and not working android import from pbge; if android support added later, will need to rewrite anyhow
- Added config troubleshooting option to disable scaling altogether
- Reworked screen scaling; can now manually set fullscreen resolution
- Fixed error causing jobless NPCs
- Faction based reaction modifier has been adjusted
- Fixed bug with conversation visualizer when NPC has reaction score of -100
- Rewrote name generator for hopefully more readable results
- Configured nuitka build, in case I ever need to change packager again
- Added ending to Raid on Pirate’s Point
- Added relay plots
- Lancemate hire cost is at least $10,000
- Loading a dynamic plot now correctly sends an UPDATE trigger
- If changing team in world map war, player may become enemy of previous faction
- Fixed problems with factionless shops
- Fixed bug with text editor widget
- Added more quests to Raid on Pirate’s Point
- Columns decor should not overwrite waypoint terrain
- Fixed bug with non-singleton city tags in bugs
- PC should now automatically reject most missions against favorable factions
- Automatic area invocations can be invoked with “accept” key or clicking icon
- Automatic area targeters no longer need to be targeted
- Fixed prev_invo invoker UI bug
- Added cruise movemode
- Fixed SimpleMonologueDisplay grammar error
- Destroyed sound fx now based on material
- Added slash anim for melee attacks
- Fixed bug with mecha being excluded from missions due to movement modes
- Added civilian ship megaprop
- Added Doom Buggy mecha