The new logic rewrite is done and it is very efficient and robust. It was used to create the reception desk character job. This will employ lolis to attend clients at the front desk and help them around the onsen if it's their first time.
So, what does this new behavior system do? Well as I've said before it makes it VERY easy to manage branching logic and handle interruptions. The reception desk job does the following:

The red arrows happen if it fails, the green happens if it succeeds. As you can see there are many things that can go wrong in the desired behavior that can alter the course of the logic. If I was still using the old logic system, it would have been a major pain in the butt and be bloated and prone to bugs. This is no longer the case. In fact, the complete reception desk job was done in less than ~150 lines of code.
Here are some clips from the reception desk job. This is the loli failing to give the player a towel:

A simple task such as "returning the towel" is now extremely easy to write into a logic module.
This is the other branch of the logic, when the client accepts the towel:

The loli will gesture to the player to follow her and will wait for you to do so.
Some final notes on the new behavior system.
Performance gains from this new system will allow the user to bump up the number of lolis up (by a teeny bit).
Code robustness and development cycles are very very important when developing a game. The robust aspect ensures your code isn't buggy and the development cycles ensures that you can code efficiently and most importantly, quickly.

There are going to be a lot more complex character behaviors from now on. The next devpost will showcase actual lolis swimming in the onsen.
Stay tuned!