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Update Notes For v0.56.10

  • Fix potential crash when player business location not set yet but awareness/reputation change triggered with business window open
  • Fix player business autobuy assets checkbox not persisting when loading game
  • Potential fix for tenants not accepting lease renewal even though popup says 100% chance to accept

Update Notes For v0.56.07

  • Fix activities not changing cash account

Update Notes For v0.56.06

The passions update is now available to everyone, and the experimental branch and main branch are the same version. If you missed the announcement about the new passions system, you can read about it here

Here are the currently available passions, mostly focused on the anti-authority and creativity preferences. More will be added as development progresses:

  • Child Adoption - Spend a lot of money and time for the chance to adopt a child
  • Thievery - Commit petty theft or aim for the larger goal of attempting a bank robbery
  • Corporate Espionage - Steal corporate secrets and sell them online
  • Painting - Create paintings and sell them at local art exhibits
  • Football - Train and qualify for tryouts to become a professional football player
  • Guitar - Learn to play the guitar and busk around town for some spare cash
  • Singing - Learn to sing, record original songs and debut them online




Full list of changes below:

[h2]Version 0.56.06[/h2]
[h3]Activity Changes[/h3]
  • Add Passions feature
  • Add Passions tab to City Explorer
  • Add help button tutorial for passions
  • Add Child Adoption, Painting, Thievery, Football, Corporate Espionage, Guitar, Singing passions and related activities
  • Add Hobby Store site
  • Add functionality for activities - fixed cooldown intervals, price volatility, removing assets instead of using them, uncancellable actions, must have specific current job, skill affecting money change
  • Add functionality for auto action ignore item spawn amount when calculating desire
  • Add Qualified From Previous Actions to Experience window
  • Add manual filter for setting which activities to hide for each character
  • Ask Stranger For Money has variable earnings
  • Remove Learn To Draw from Library
  • Rearrange Hospital activities for better grouping
  • Replace Play Basketball with Play Community Football
  • Adding auto action for shopping item when it already exists overwrites the amount for existing auto action instead of giving warning

[h3]Status Effect Changes[/h3]
  • Add potential statuses to business promotional activities
  • Remove birthday status effects time multiplier (most effects last 4 months instead of 12 now)
  • Reduce happiness gain amount from overflowing needs bars
  • Remove Anxiety and Agitated status reduction from Mental Therapy
  • Add potential for Mental Break to lots of existing status effects
  • Reduce potential for Mental Break from Burnout status
  • Add potential for Arthritis for some existing status effects
  • Can die from too many Arthritis
  • Adults under 60 years old decay potential Arthritis faster
  • Change various potential status tooltips so strength of effect is more understandable
  • Friends die of status effects when too old
  • Fix status icons not fitting on character panel when more than 6 different ones

[h3]Education/XP Changes[/h3]
  • Children gain XP at a slower rate than adults in proportion to their age
  • Increase School Grade educations' minimum ages
  • Change School Grade education durations from 23 months to 24 months
  • Friends that are children gain appropriate education over time
  • Friends simulate working so they gain/lose XP every month
  • Adjust Digital Artist career path to include XP:Art
  • Change DEGREE:Graphic Design to DEGREE:Art and Design
  • Change XP:Drawing to XP:Art
  • Remove XP:People Management from Gym Manager
  • Change city education cost modifier to only apply to some courses
  • Add Music Teacher job to Grade School
  • Fix Experience window qualified from previous work tab showing jobs in list without meeting minimum hours requirement

[h3]Player Business Changes[/h3]
  • Add Music School player business
  • Add player business auto buy assets checkbox
  • Add Personal Trainer contracts to Fitness Centre player business
  • Rebalance Food Vendor player business job hours by job type
  • Rebalance Retirement Home player business asset tag requirements
  • Fix Cook job at player business incorrect asset tag requirements

[h3]Other Changes[/h3]
  • Kicking someone out of household now puts them in the friends list instead of disappearing them
  • Remove money from inviting friends into household
  • Adjust some business inventory supplies to be useable by household
  • Auto actions desire when need under 50% increases more gradually
  • Auto actions changed how current vs gain of health/happiness points from activities affects desire
  • Replace the word "item" with "asset" in various places for consistency
  • Add functionality for unsellable assets and disabling transfer of certain assets between characters
  • Site search filter shows where you can buy items based on item name
  • Add key bindings for next and previous character
  • Rename Administrative Assistant to Office Administrator
  • Fix scaling issues with key bindings options menu

Experimental Branch - Embracing Passions

The passions system is a major new feature which will expand the gameplay possibilities while helping to keep things manageable. Since there are lots of big changes, I'm starting an experimental branch on Steam to iron out any issues. There's also a new channel on the Discord for discussing experimental features.

If you'd like to help test it out, right-click the game on Steam -> Properties -> Betas -> Private Betas -> enter the access code:

iwillbackupmysave

[h3]What Is A Passion?[/h3]

A passion is a long term hobby or interest that your characters want to get invested in. Some examples are child adoption, painting or thievery.



When a character embraces a passion, related activities and educations are added to various sites. For example if you embrace thievery, then the possibility to commit petty theft opens up.



You could also then choose to take on the goal of robbing a bank. A goal is a special activity with a set of possible outcomes - the weighting of each outcome is influenced by doing other related activities.



To increase the chance of a successful bank robbery, you would observe staff routines and scout escape routes until the odds are acceptable.



For a bank robbery in particular, you want to make sure the chance of catastrophe is very low since the consequence is an extremely long prison sentence. Then again, maybe you're willing to sacrifice that useless character with a work allergy for the chance to improve the household's financial position...



Multiple household members can embrace the same passion and contribute to the same goal.



Another example is adopting a child, an expensive process that takes 1-2 years in real life. To represent this, you have to do home safety checks and attend seminars throughout the year before being allowed to meet a potential adoptee.



Then again you could always offer a "donation" to the adoption agency to improve your outcomes...



Each character can only embrace a few passions at a time. They'll need to abandon existing passions (at the cost of some happiness) to make room for new ones throughout their lives.

This system means I can add many more specific activities that wouldn't make sense in a normal gameplay context - for example illegally purchasing guns should not be an option unless you have criminal intentions.



There's lots of other changes to complement passions like the ability to manually hide actions:



Kicking characters out of your household will now put them in your friends list instead of disappearing them into the nether. This means you can use the power of friendship to commit armed robbery by inviting someone into your household temporarily, and then removing them when you're done.

Remember this is only on the experimental branch for now! I will make a separate announcement when it's released onto the main branch.

Update Notes For v0.53.31

[h3]===Version 0.53.31===[/h3]
  • Change some status effect's hunger/energy modifiers to become decay rate modifiers
  • Reduce time taken for many "paperwork-y" actions (Get Business Permit, Purchase Property, etc)
  • Add Order Salad activity to some sites
  • Report Stolen Items added Paperwork preference
  • Player business interviewing staff action changed to Conduct Interview, gives XP:People Management
  • Move top UI bar to better account for non-standard screen ratios
  • Income/XP/Time statements alternate colours between lines
  • Rent renewal popup add button for viewing/highlighting location of real estate
  • Auto actions add icon showing related player business if applicable
  • Change site activities window owned properties tab to show 2 properties per page
  • Fix adding auto action to buy the same item for different businesses on one character not registering properly
  • Fix and optimised business asset tag desire display and update issues
  • Fix timesheet opening/closing issue when using ESC key