Goldo is gathering ideas for some new implemetations and game improvements for 0.15 release, if you wish to see what's going on just show up on HHF forum; anyway, everyone can leave his feedback here too. The current arguments:
Action points: if they should be raised and how
So I have some thoughts on this. I saw earlier on where someone mentioned multiplying the AP by 2 or 3 via modding the code. I just modified the code to add 3 more action points, the idea here being that actions take 2-3 hours, so if the character has 6 AP (3 + 3 from skill), that's about 12-16 hours of action. In game terms this seems to work better, as characters can think about doing more in a day. I think a multiplier would be too extreme, but a few more action points early on would help the early game move a bit faster
Bad events: very low chance they could happen, but still they happen too much
People keep trying to set fire to the brothel. WTF? Other than that, I found that paying attention to security in the mid game seems to mitigate this a lot. But definitely keep sending those lady thieves. They make the guards happy...
Girls refusing to work: a possible bug to be fixed
I think if there was some logic behind this (say if her rival was working that night), this sorta kinda makes sense, and also gives you an excuse to send one of them to the farm for special training. But yeah, it seems to happen a bit too randomly, which could indicate a bug.
UI gripes: skip things like dice rolls or option choices when there's ony one possible option, enhancing districts map
I've been experimenting with the screens a bit. I added a scrollbar to the dialogue (appears on overflow), and adjusted a couple of other things (colors, slight positioning tweaks). I'll share these as a 'mod' in the next few days maybe.
- As for the maps, maybe add a column of tiny icons to the left or right of the map, with icons for each district that allows you to navigate directly to another district, without having to go up one level to see all of the districts.
- Also, a 'return to brothel' button would be nice so that you don't have to hit back multiple times and wait for each screen to load.
- Maybe add some suitably descriptive icons to indicate what each district section does, once you've figured out what goes on there (say a Leather icon for the stables, some sort of exchange symbol for the resource exchange market, etc.). You could also show the head pic of the gal that's in charge of each 'market' in the districts (i.e. scientist lady head on the scrapyard, the Thieves Guild lady at the Thieves' Guild, etc.).
- Along those same lines a 'quest' icon could be added to a district section to remind you that you have pending business there. Example: a quest symbol on the Watchtower to remind you to go talk to the Guard Captain lady.
Difficulty levels: introducing them and what shall be influenced by them
Something else I'm experimenting with is increasing the cash awards a bit (say 33%). This is something that could easily be tied into diffuculty, via a 'bonus modifier' to cash awards. XP levels to advance could also be tied to diffuculty, but if so, it should be a minor effect (say -25% to + 25%).
Farm training: how much it should be improved to be more important
Hmmm. Well I have these healing powders that I'm supposed to give to the minions, but there's no option to give it to them. Another form of obedience training might be to pleasure the demon lady, which could result in bonuses to bisexual/lesbian, but perhaps at a cost to your love points (the gals start liking the demon lady more and more instead)...
Tangling with the demon lady (via entertaining her or by refusing to listen to her) could also have other random effects like changes to a gal's form (catgirl, etc.), but this would require more artwork to be included, which is probably impractical as the art in the girl packs is produced independently in a lot of cases. So tracking down the artists to do 'catgirl, etc.' variations could be problematic. Gals might pick up undesirable traits instead though (say dumb, slow, etc.)
- Also, not quite related to the question. It might be fun if the scientist lady could whip up some cleaning robots for you to use in the brothel, after the carpenter lady builds you a 'cleaning shed' to house them. This could have some random girl events tied with that, as these robots might also have dildo-like attachments...
Other thoughts:
Right now, it's MUCH easier to just hire slaves than to try to wear down the 'free' options out on the street. AP's are too valuable for other things, like training and collecting resources, not to mention advancing the storyline, so all of those gals on the street are pretty much useless. This is one area where I think that cutting down the requirements to get them to the point where they decide to join your crew might not be a bad idea, because as it is, it seems like a bad time investment compared to other options. Comparatively, it's much easier to just generate cash and hire a new slave... Another option here might be to make the first interaction with a street gal on a given day 'free/cost 0 AP' to help encourage this a bit more.
Please give your opinion on those topics, I'll care of gathering and reportig all of them. Thanks!