Spotted a critical bug with the time system and am squashing it now! If you're interested, here's the explanation: 

The time system used to be calculated in real seconds, so that every 35 minutes it would switch from day to night. I transitioned away from that because it was a little too jarring and could sometimes interfere with cutscenes. So now, time progresses only when you exit or enter a new area.
However, this new time system does NOT use the same boolean that the old time system did, so if I had shipped a beta like that, any time-based event would not occur, which means the majority of NPCs would be completely missing! Since I test all of the NPCs and quests using developer tools, I have always just changed the time of day manually instead of letting it naturally progress, so it's likely I would not have seen this for a while!

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Other than that, today I completely created 2 NPCs which run the Bathhouse and Apothecary in a village. I created their quest reactions and their respective systems.

I also created a blood texture for the intro battle scene that has been long overdue, and changed some old placeholder sprites into new ones. Pretty decent amount of work done today overall!

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