2/13/2025 - PyNori v1.3.0


Hey all, Shirley here with another minor update!

This update brings something a bit... different to the table.

Dissatisfaction. You know how when you encounter an enemy, if it needs to be interacted with to be spared, you satisfy it by interacting with it? Well, I just re-added this feature, but with the opposite goal.

If you're on a kill-everything run and you encounter an enemy, you'll find that (if they're interactable) they now have red interaction options. These are called negative interactions. If you select them, their satisfaction will decrease if it's above 0%, and once satisfaction hits 0%, dissatisfaction will start to increase. Once it reaches 100%, the enemy becomes dissatisfied, which prevents you from sparing them and makes them ever so slightly stronger. This does basically nothing for enemies that can't damage you by default, though.

I've also been working to tackle more grammatical errors, since I found some that were supposedly a result of Find and Replace misuse rather than bad dynamic handling of words. Other than that, quirks are working again, and I've added a new one to celebrate this!

The new quirk is called Invulnerable. With it enabled, when you encounter an enemy, they will be invulnerable to one of your attacks, chosen randomly. If your opponent is invulnerable to your Kick attack and you have no Vocal Points, you'll be encouraged to flee if you don't have any AUX Cord Energy Drinks.

As usual, even if not explicitly a bugfix update, some bugs should be fixed. I also added missing pauses to the save error messages.

Speaking of save errors, in either v1.3.1 or v1.4.0 (whichever comes first), I plan on implementing a failsafe for saving if you're running low on disk space, as I've discovered that trying to save while low on disk space will result in COMPLETE progress loss. I've experienced this twice and it sucks, so... look forward to the failsafe. If even the failsafe isn't enough, that's Python's (or Windows') fault, not mine.

Anyway, that's all for this update. See you when the next one's ready!

P.S. More enemies can be interacted with now, and interactions are now controlled by "CanInteract" in each enemy's data in Enemy.json.

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