Fourdiopolis release 2 has a lot of bug fixes and enhancements. The core game is still the same, but I was able to add a few neat things. The official release date is August 14, 2016. I was able to use Zarf's script to do stability testing, which was a big help, and it also turned up--and left me freer to look into--small bugs and inconsistencies in the narrative, which I was able to fix. --the game now detects how you run out of bounds for a more suitable error message. --the commands to go forward and backward through the game (clearing one tast list or resetting it) have been sharpened. They are also all UNDOable. ----you can now specifically solve or un-solve each of the three random middle scenarios once you get to the fifth scenario. --game state corruption is also detected if you edit the GLKDATA file wrong. --72 pieces of scenery, up from 43 --48 silly events, up from 33 --A(ction) command now reveals TECH, which was guess-the-verb in the Spring Thing version --the final scenario is now tilted a bit differently towards the shadow leaders' campaign offices and not their homes. Also, lots of randomized text for names without any specific bad jokes. Thereis more name-specific text, but some of them were hard. --35 last names now, up from 30. I think they blend a bit better and clue the next one. More nationality clues too. However, the last few are meant to be tough! --the game now slightly heckles you with a few unreachable locations here and there in random text --considerable speedups in traversing (game doesn't search for scenery when there can't be any and also cuts off searching in the table of scenery when no further entries could be seen)