Ah, didn't read that far back in the comments.
Do you have any plans to make the girls move around more? It seems like they move about 3 times per day, but the random events have them all over the place. I haven't looked through your code so I don't know how hard it would be to implement, but it would be much more immersive if each girl had an activity schedule (generated each day, based on fixed events like food prep or sleeping, or for cleaning jobs maybe the last time a room was cleaned) in which they spent a certain amount of time (15 to 30 minutes) in each room, and had to progress from room to room the same way the player does. Then, certain events would only happen if the player and the girl were in the same room together, and the kind of event could be influenced by whether the player was there first or if he entered the room occupied by one or more girls. Not sure if you've played it, but the game Glassix has a system like this, and it works pretty well. Considering the types of events and scenes already in Inheritance, it could work pretty naturally as is.
I'm suggesting this because the current system leads to a very repetitive and non-nonsensical experience for the player; for example, in the first morning I was exploring the mansion, I caught Anna falling from the ladder 5 times in a row, then asked if she was OK 4 times in a row. In playing the game previously, other events would be mixed in occasionally, but these two (ladder and asking if OK) are by far the most common. I understand they have happen a lot to grind the stats, which is another immersion breaker... such a grind! I'd be much happier seeing a different scene (never the same as the one previous) each time I interacted the girl(s). Even better if I could follow a bunch of quest-lines (even repeatable ones) where different actions and stat boosts would trigger based on my dialog choices and things I'd discovered around the mansion. Maybe you could introduce a new "goals" section, where the player chooses something to work towards (like dominating Anna, or earning her trust, or learning how to cook, etc.) and then getting little feedback notes as you interact (like, "Anna fears you a little more", or "Eve's affection grows") and the stats change; then, when the goal is reached, a hint is given (like "bring Anna to the dungeon after supper" or "Eve shyly asks if you'd like to go swimming with her this afternoon") and special scene is triggered at that time and place. I know you have a few quests in place, but they don't really flow smoothly in my experience. Guess I'm just not a fan of a disconnected, randomly advancing story line. I'm happy to work for it, as long as there's some kind of feedback or clues as to my progress and how to move forward.
This is your game and your vision, so go wild... just thought I'd share what I hope is constructive feedback.