- Oct 31, 2017
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- 406
The on-campus Park called University Mall, between the Gym and Library.Where is the elk statue ?
The on-campus Park called University Mall, between the Gym and Library.Where is the elk statue ?
At the University Mall. If you wanna take pictures with it use Elkbook from your phone, and doing the challenge requires a certain level of Exhibitionism (Level 3 I think?)Where is the elk statue ?
You can fuck them off RNG. Thats about it.Flirting with the professors doesn't seem to do anything, other than get me a favor or two. Any other content there yet?
how do you get the classroom bully scene where they have sex with you? I only know how to start their quest line XDLoop forever and finally you got one or two good scenes...
Personally i like the classroom bully scene the best.
Best friend storyline is the most detailed. Except the sex scene is just ok.
Extra credit task in Psychology classroom seems reach an end till fighering yourself. Clinic being molested till ogasm. Art class nude model? After those the tasks seems looping.
Burgershop double oral service is the end? It has really a lot of ginding.
Swimteam i only get the nude practice.
There is no manual trigger for it, you just have to wait for it to happen by itself, like all the bully scenes it will happen during a shared class. It took forever for me, but once it happens the first time it will show up more frequently.how do you get the classroom bully scene where they have sex with you? I only know how to start their quest line XD
iirc, football has the one where the quarterback forces you while the cheerleading sport has the whole squad servicing the football team after each game. pretty good scenes to see
Yes, like Flamewolf said, just attend the class and wait. Took forever for me too. Maybe submission level and reaction needed, idk.how do you get the classroom bully scene where they have sex with you? I only know how to start their quest line XD
iirc, football has the one where the quarterback forces you while the cheerleading sport has the whole squad servicing the football team after each game. pretty good scenes to see
Using "SugarCube.State.active.variables" in the console, cannot figgure out how to trigger events more often. Harrasserbreak?Bully events tend to be 1-2 times a week. Events in this game are heavily based on RNG, however they will trigger more often the longer you go without an event, it tends to be a long grind. For me I didn't start seeing bully events until at least 3 weeks in, and they only happened when the bully shared a class with you. If you know how to use the Sugarcube console you can force the bully to have every class with you, that's what I did.
I think you'll have to edit the html file using notepad++ (or any other similar app)Using "SugarCube.State.active.variables" in the console, cannot figgure out how to trigger events more often. Harrasserbreak?
What about roommate's parterner events?
View attachment 3311456
No route yet, but it's on the roadmap.Jesus, another question here, I really hope I am not annoying to many people out here.
It seems possible to work at The River Rat (bar in town). Anyone found out how gto start that route?
No, but according to the roadmap it's seems that it's going to be added in the next update.Jesus, another question here, I really hope I am not annoying to many people out here.
It seems possible to work at The River Rat (bar in town). Anyone found out how gto start that route?
So i found passages like this. One could change frequency and time.I think you'll have to edit the html file using notepad++ (or any other similar app)
View attachment 3311520
Open the html with notepad or something, and one need to find the passage first.It's there a way to increase the chance of RNG events?
I don't mind the grinding, but there's entire days where nothing happens, and the loop is starting to become as stressful as actual college.
{
passage: "EventClassroomGuaranteedGrope",
tags: ["classroom"],
"class types": ["classroom", "lab"],
"desired relationships": ["hatefuck", "indifferent"],
frequency: 10000,
"from day": 2,
"days since": 7,
kink: "dubcon",
checkvar: '!$niches["The Classroom Harasser"]'
},
{
passage: "EventClassroomHarasserGuestLecture",
tags: ["classroom"],
"class types": ["classroom", "lab"],
frequency: 60,
prereq: "EventClassroomGuaranteedGrope",
kink: "dubcon",
"from day": 28,
"days since": 14,
"days overdue": 28,
niche: "The Classroom Harasser",
checkvar: "!$harasserbreak or $gameday gte $harasserbreak",
},
// 'chance' 0.0 to 1.0 are the odds of this event being valid -- you are usually better off just using frequency or relying on the base event chance but this can be useful sometimes
// 'from day' which will discard the event unless $gameday is >= to
// 'days since' which will discard the event if it previously occurred < this number of days ago
// 'unique' set to true if the event should fire only one time ever (these should be rare and usually set up future events)
Event memory shows a list of events that I believe are cooldown numbers, lower the number the faster you should see a scene. However I think it will only show specific scenes until you see them, some are hidden from the list, there are plenty of scenes in the list I haven't seen but the scene I wanted to changed wasn't there until I saw it once before. I haven't tested it thoroughly though, other variables might also have to be changed in tandem. HarasserBreak I think is how long they will leave you alone, set that number down and they will go back to harassing you.Using "SugarCube.State.active.variables" in the console, cannot figgure out how to trigger events more often. Harrasserbreak?
What about roommate's parterner events?
View attachment 3311456
No, but according to the roadmap it's seems that it's going to be added in the next update.
I hope they add other jobs, like working at the sex shop. It looks like the only good way to make money is streaming.
Here you can increase or decrease the difficulty.On the one hand, I get the repetition and the monotony of the day to day. It seems that the dev's intention is to create a simulation of an actual college and the slow progression of relationships, knowledge, skills, etc. On the other hand, it's mind-numbing, especially considering that in some cases there doesn't seem to be any indication of progress towards milestone events.
For example, with the best friend, the player is advised to "just keep going to the Friday parties, something will happen" but there's no matter how much the player progresses their relationship with their best friend there's no suggestion of its evolution. One day it's business as usual, then you abruptly have a new option at the party, you have a binary choice to make with the friend that'll determine whether you two become sexually active or not, and then later romantic or not.
And then it's.. business as usual. More like a semi-romantic fuck-buddy than anything else.
Please don't misunderstand: there's a lot of writing here, and a relatively complex system of managing relationships, and the autonomous actions and events going on regardless of what the player is about. Every NPC is off doing things. The world is progressing along with the player. That is a substantial amount of work and an impressive achievement in a simulation.
It's not unlike Maxis' The Sims on a college campus yet with a whole lot of lewd sex (rather than the pixelated kind). The problem is that The Sims makes its repetition quite a bit more fun.
I realize this is quite the wall of text, so allow me to get into the suggestions (although I realize what I propose is quite a bit more work):
1. Add more options to the singular monotonous tasks.
For example, at the QuickieBurger, instead of just 'work' maybe it's "work the register" or "wash dishes" to start or something like that, but as the player gains experience (which seems to be tracked for the QuickieBurger already) those options expand. Maybe in addition to "work the register" they could "work the drive thru" or "flip burgers." There are already a variety of texts reflecting that the player does a variety of actions, but even just a few things like this change-up the monotony a bit and give the player a bit more agency. In the places where this has begun to exist (e.g. working out at the gym) it's definitely more engaging, but even the gym could have more options (e.g. spin classes, yoga, aerobics, cross-fit, etc.)
2. Reduce clicks wherever possible.
For example, if the player wants to go to the pool they must do the following (assuming they already made the money to buy a swimsuit, went to the mall, bought the swimsuit, and created an outfit with the swimsuit).
- Travel to the gym
- Go to the locker room
- Visit their locker
- Put on the swimsuit
- Swim
And after:
- Exit the pool
- Go to the lockers
- Shower
- Put on other clothes
- Use the restroom
I understand the need, as there are triggers reliant upon the player changing in the locker room, but that doesn't always occur and instead it's just a whole lot of clicks most of the time. For much of this game there is sooo much clicking all to address a relatively small chance of crucial random events.
Instead, if the player has already designated outfits for swimming or working out, upon entering the gym they could choose to either go workout, or go to the pool, and it could be presumed they went to the locker room first. That would be where the interrupting random event could occur. Same upon exiting: prompt the player to shower as ending their work-out or swim -- unless there's some triggering event that requires the player's hygiene be filthy? -- shower or leave the building, I suppose.
3. More indications of incremental progress. As I mentioned above, in some cases there are notable indicators of increased skill or changes in relationship, but in many there are not. You just repeat and repeat and repeat until something magically happens someday. I advise avoiding this if possible. Build anticipation through visible progress. As the players gets positive feedback on their repetition they're more likely to repeat it, knowing something awaits them, even if they don't know what that is. The hints are good, but it isn't enough.