I really hope Jill and Bella are willing to share, I felt guilty when the MC went out with Jill and reflected on the fact that he'd been fooling around with others.
That picture of ol'snaggletooth made me think up a new theory! And... the more I think about it, the more it's making sense!
Jill is transgender. Up until a few years before MC met her, she was a boy. That could explain why she lives in a mansion with all males. She was a boy when she originally moved in, but then after the transformation... she stayed. Also, that might shed some new light on her relationship with Bella. Maybe the awkwardness between those two in bed that night is because when the had their fling, Jill was still a boy. It also could explain why Bella feels all that guilt, and why she is now so protective over Jill.
Well, I know this is a highly unlikely half-baked idea, but IF there is really something to this theory... it would really throw all the Jill lovers on here for a loop.
Mind blown! Might also explain why she was bullied. But I doubt that theory will pan out though. I'm just hoping when we finally get a good look at the holiest of holies that she trims. Normally I'm down with something like a runway, but those eyebrows of hers tell me she's got a sasquatch living down there.
Making "Optimal" Decisions for the Mansion Work Task Assignment
Hi All,
I have been analyzing the new Mansion Work Task that was introduced in Ep.6 and wanted to share my results with you in order to come up with a superior strategy to make “best” decisions. Even if some aspects are obvious for you, at least now you have the confirmation of a random stranger from the internet
As stated above in great detail, there is a high planning uncertainty related to the optimization of the mansion work. Therefore I want to share my framework underlying this analysis which is a deliberately VBA-free Excel sheet meaning that there is a little bit of manual labor required. See below for a guide on how to use the file. It is meant to be used in each free roam (where you can work on the mansion) individually, to allow for a context-suited optimal solution. If you don't have a valid Excel license, it should also work with the freeware "OpenCalc" included in "OpenOffice" - but I can't guarantee that as of yet. View attachment 930937
Impressive and interesting analysis. I'm still working my way through it and trying to compare it to fakitap's work. I think my big question is whether "efficiency" is the right metric to evaluate plans (rather than net XP generated).
The goal is to fix the mansion and buy new windows in time (however long that turns out to be). Inefficiency effectively increases the cost of the repairs (and/or increases the requirements for future work), but it does so linearly (work requires meeting certain thresholds, but a point now costs the same as a point later). The amount of XP you get is variable, however, and it seems to feed on itself: more DIKs working together gives a larger direct bonus to their skills, and it also increases the score (which determines bonus XP). Moreover, the total score generated is increased by the skills of the workers, which means there's even more incentive to power level skills early on.
That suggests that "wasting" points inefficiently early on could be worth it if it gives back even more points to spend in subsequent FRs. If so, the initial priority should be finding ways to complete rooms in groups of three, with efficiency being used to optimize the choices within that framework. I'm still not sure how best to model that, though.
Getting Fixing the mansion requires a fixed number of skill points at a minimum. Buying the windows requires a fixed amount of money... but the ability to earn money is random. I think you have the right idea with 'hero-leveling' some characters so they can chase top $ tasks, but I don't know how to model the value of sending the heroes to do $$$ work early if the opportunity comes up.
Realistically, though, I think you put your finger on the real problem: without knowing which (if any rooms) need to be complete for story/reward/etc reasons, it's likely event he best plan will wind up getting modified when the next episode drops.
The game is supposed to be completely playable without mini-games. The only problem so far is that money is very unevenly distributed without the mini-games.
(Well, that and more time looking for hidden renders in free roams if that matters to you.)
The game is supposed to be completely playable without mini-games. The only problem so far is that money is very unevenly distributed without the mini-games.
If you re going to pay yellow dollars on exp, you should prioritize the one that gives you more points for every room clean. For 5 dollars it gives you 2.500 points wich means 10-15% experience. As long as there re 23 rooms at the end it gives you a minimum of 230% experience, but most probably way more. If you manage to clen 4 rooms per free roam it will give you 60% exp every turn. The alternative is to pay 5 yellow dollars for a 5% exp for one trait for every character, a total of 45% for 5 dollars only once. Is not even close.
The best outcome i get was 15 rooms clean in the 3 rows with 15 yellow dollars left.
We'll see how the repair system works in the next update. I would like that depending on the areas you repair, you will unlock things like new scenes, different dialogues, or uses of the different rooms. For example, if you repair the TV room you can spend a night with your friends there or with one of the girls, watching a movie and another things