Vippy-Overtime icon

Overtime

Late join a shift in progress, up to 7 players, 14 of the game's own bugs fixed, 42 new customers and the cut content put back. Host decides.

CHANGELOG

Changelog

1.0.3

Fixed

  • Two copies of Overtime never actually talked to each other. The message key was being cut short on its way out, so every hello got thrown away on arrival, and guests were listening for the host under the wrong player number anyway. Settings, chat, pings, phone calls on guests, late join catch-up and Skip Tutorials all ride on that, and now they work. The host checks the line to itself when the lobby loads, and a guest who never hears back says so.
  • A dev build could wipe the new people off a machine (their lines, cards and report rows) and leave just the DLL. That's where the "Name" and "Head1" answers, the ID card still showing the last customer and the blank rows on the end of night report came from. The build can't do that anymore, and the mod checks every person at launch and stands the new content down if anything is missing instead of half running.
  • ID cards never keep the previous customer, and report rows for the new people are never blank.
  • Rejoining said "lobby full" off Steam's old count from before you left. It asks Steam again first now.
  • Getting stuck in menus. Overtime was turning pause back on every time any customer finished talking, including while you were on a shelf, the computer or an ID card, so one Escape closed the thing and opened the pause menu on top. It only steps in for the one case it was meant for.
  • A customer walking up to talk to you, or someone else's customer dying, could leave you unable to move or look. Fixed both ways.
  • Video settings Back on the main menu crashed the game with ModSettingsMenu installed. The button goes straight to the game's own back now.
  • The lobby shows the right night again, a guest's host-only settings are labelled as the host's, and a slot a guest left is forgotten before someone new takes it.
  • A bunch of the game's own errors: guests trying to send host-only calls on the spin wheel and hunts, shooting Pubert, the report closing, customers leaving after they despawned, the mic picker, and "failed to join" when the host just left.
  • The console and Chatter both wanted the Return key in the same frame. They take turns now.

Changed

  • Story Variety now has an Auto setting (the new default): Full for a host who's finished the story, Light otherwise. Night 1 isn't fixed anymore, just Clyde's lesson is. Full moves the beats people have memorised: who comes which night, which version of them, whether the one you know is a copy this time, when the events land.
  • Skip Tutorials also cuts the wait after pressing Start, and says what it skips.
  • New people ramp up over the run instead of a flat two a night, and every night has at least one thing that wasn't there before. Calls, surprises and old events land at different times each night. The wanderer, the cow and the second coin are on by default.
  • If a guest doesn't have Overtime the new people stay home (they'd have no lines on that guest's screen) and the host gets one note about it in their own chat log.

Added

  • Dozens of new people. Regulars with stories that play out over several nights, a deputy, a twin, people whose body is the giveaway, and versions of people you already know that don't behave the way you remember.
  • 9 more phone calls, 37 reviews (some about people you actually served that save), new hints.
  • Nights that play differently: rush, dead quiet, power trouble, regulars, double shift. Old events come back on nights you thought were safe.

Thanks Izzy and Ender for the night 7 run.

1.0.2

  • The Start button was gone from the create lobby screen. The two Overtime rows (Story Variety, Skip Tutorials) were being stacked under Max Players and everything below shoved down to make room, on a screen that already runs edge to edge, so Start and Back ended up below the bottom of the screen. The two settings now share the one row where Start was, and Start and Back sit side by side where Back was. Nothing goes lower than the game's own layout did, a setting there is no room for stays in the settings menu, and if the screen ever measures wrong Overtime leaves it exactly as the game made it.

1.0.1

  • The new customers were coming in wearing the wrong people. Rimple was walking in as Marjorie, Crystal Compton as some guy. Everyone who already exists in the game now uses their own body, and the new faces each stick to one. A borrowed face also won't show up on a night its real owner is in.

  • Doppelgangers from the pack weren't counting. If you let one through you didn't get the "you let one complete", and shooting one would've cost you like a human. They're flagged properly now, on the host and for everyone who joins.

  • Four of the new people (Craig, Crystal, Grace Wong, Greta) have no body of their own in the game's files, so they come in on a borrowed face and don't hand over a card. No card, nothing to contradict.

  • The game pauses itself when its window isn't focused. That's the launch hanging on the Kwalee splash if you tab away, and it's the whole lobby freezing when the host tabs out. It keeps running now.

Thanks Ender for catching all of this on day one.

1.0.0

Initial release.