Update: January 2021

Rollback
Just a quick update on the "Rebuild of Interns" project: It looks like getting the new time log to support Ren'Py's rollback functionality probably isn't going to happen; Twi says errors in Ren'Py's code is preventing the engine from functioning the way it's been documented, so we'd need to wait on the developer to address these if we wanted to push forward with it.
My thoughts on this are that rollback doesn't strike me as terribly necessary; rollback is great in games where only one line of text is displayed on-screen at a time. Interns uses a text window that typically contains the majority of the recent scene. It's fairly easy for the player to scroll through the text log if they need to re-read something.
But what do you, the players, think?
Is rollback something you use? Would you mind if it was disabled?
I know, in my experience, my desktop system really struggles when rolling back through mirror images using the player avatar system, and I've yet to solve the problems caused by rolling back just as a new outfit is added to the PC's inventory.
I've created a poll over on Patreon so you can let me know what you think.

Ren'Py 7.4
On the topic of the avatar system, I see that Ren'Py version 7.4.0 and 7.4.1 are now available. To my knowledge, this is the first update to the engine since 2019.
I'm sure there's a lot of things in there that will be important—Python 3 support, Windows 64 bit support, etc... but, for me, I'm excited to see some of the graphical options.
The new blur transform property is something I've always wanted to see—Ren'py never had a simple way to blur the screen. With this, I may rework the effects for getting drunk to include more blur and perhaps less of the current effects.
The matrixcolor property, on the other hand, I have mixed feelings about...
I went through a lot of effort to include the old im.MatrixColor manipulator to the avatar code to allow me to put a color tint on the images. It turns out, this new transform property makes it not only an easier process, it appears it's much more efficient, so it should run a lot faster. And, hell, rather than coloring each individual part, it can be applied to an entire layer of the screen, allowing groups of objects to be easily recolored.
I'll have to rewrite a whole bunch of stuff (again), but it should mean that the game will run a lot better for everybody.

Bonus stuff
For backers today, I've got an assorted mishmash of behind the scenes stuff. Graphically, I've got some samples of an experiment I was doing for sex scene CGs. I wanted to see if I could cheat on some elements of character customization (tan, hair color, etc.) by doing some artistic silhouettes.
Also, some tidbits on the code reorganization I did earlier. Backers can click here to check those out.