So, count me in the camp of 'discussions about SU Unity Release schedules belong in the SU Unity game thread'. This thread is about the community port of SU over to Ren'Py, so please stay on topic!
That being said, we all are (im)patiently awaiting upcoming releases of course, 'cuz of all the cool new toys to play with..
Quick progress report!
So as I mentioned before, there will be this rudementary cheat menu in the next update. This is accessable by clicking on the Lexcon Interface button in the upper right corner (choose the cheat menu option).
Here's a list of the other things I've been tackling in the last few days.
1) Reworked Tala's shop interactions.
- Most things should now work, or tell you if there isn't content yet.
2) Implemented the 'Tala's Materials CADMUS heist'.
- This doesn't do anything really other than to demonstrate a working non-cash heist.
3) Added a 'Defenses Upgrade' routine to the Lexcorp Defenses section.
- This will reduce the threat level nightly by 11 points per upgrade level (so 44% total if fully upgraded).
4) Various adjustments tweaked for the Threat Meter
- The Threat meter will now move around a bit. Note that as mentioned before Heists and Captures are locked out if the Threat Meter is pegged (500 or more).
- Assigning girls to Crime Fighting can help reduce threat by a small amount: (Tier * 2) + 1 point
- Gals working in the GS/MB will increase your threat level by (as mentioned before) 1-6 points (dancng-playpen) plus the gal's tier...
- Heists and Captures still add to Threat Level, and add a bit more when they are successful...
5) Addressed a decimal point error in the nightly income routines.
- The Meta Bordello was making too much money before (by about a factor of 5-10 times too much), that has been fixed on my end (my bad) for the next update.
6) Mercy's '69% chance of successful small cash heists when paired with certain villains' thing.
- That was a complete coincidence, I assure you, but I like that it's a thing now so there! No plans to add a special 69 scene every time this happens at this time... This was already a thing, just mentioning it for fun.
7) Weird scheduling and fatigue issues
- I've re-written the scheduling record keeping, in an attempt to 'fix' resting/unassigned/fighting crime. Still playtesting this. There was an issue where unassigned gals weren't resting, crime fighting gals ended up resting instead, etc.. and fatigue wasn't always being applied. Not sure if I fixed the fatigue glitch, still playtesting this...
8) Stuff other people are working on.
- As always, any contributions that other people can make is always appreciated. People work at their own pace as their time allows, which is completely understandable, this being a 'done completely for free' effort and all.
- A small bit of Stargirl Cell content coming in next update. Thanks
Perniciousducks !
- More Powergirl art being worked on. Thanks
Sinner87 !
- Others working on stuff too for future updates.
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I'm sure there's a couple of things, I've been bouncing around working on a lot of different stuff over the last few days, 'ironing out a few kinks' as it were.
- I may try to get one or more of the 'needed before capturing some superheroine' heists working as well, depending on how my playtesting of other stuff goes. The SU economy and gameplay kind of revolves around these other heists so it is a priority for me, but the other issues mentioned above needed to be tackled.
- One side effect of the current scheduling setup is that it seems to require a bit more attention to daily schedule adjustments than I had intended. I may 'relax' the Fatigue earnings reduction a bit to help offset this need. It wasn't my intention for players to have to move a bunch of girls around each day. A couple of girls maybe, but we don't want to overly penalize the 'set and forget for a bit' approach. So yeah, for min-maxers it's a lot of fun right now, but it's requiring a bit more effort than I intended, so yeah looking at tweaks...
That's it for now! Back to playtesting and coding!
Edit: I just set up a few difficulty options...
So you'll first see an option to go with 'Normal' difficulty or customize your options.
If you choose Customize, you'll be able to set an income adjustment, which will apply to the money the gals make each night in the GS/MB.
Then You'll see the menu above. This one is a bit weird due to my using a 'squared' option to calculate the income reduction. So the 'base' modifier for say Fatigue Level 5 is 25%, but this gets multiplied by an adjustment. So for the new 'Normal' difficulty, this is 1.35.
When Fatigue is 200 or higher, a gal simply will not work. Until then, income is adjusted by (200 - fatiguemodifier), so 5 fatigue at * 1.35 = 33.75... well here's the courtesan formula as an example:
$currentcourtesan_income = int(.01*((2400 + ((renpy.random.randint(1,1200)))) * (currentcourtesan_tier + 2))* (200-current_fatiguelevel))
- So 2401-3600 base income * tier adjustment. Let's say tier 2 for fun, so quadruple this amount. Let's say 3000 is our roll, so 12000 base...
- Then multiply by 1.6625... (note the .01 multiplier) = 19,950
Anyways, the 12+ fatigue thing is essentially when the income deduction exceeds 200. It's slightly more than 12 fatigue when this happens, hence the +.
Also, the 'Sluts in Heat' modifier is of course set to 0.69...
The other thing you'll get the option to adjust is Contract and Heist difficuties. Essentially 0 is the base, and options range from -20 to + 20.
This will allow y'all to play around with the numbers a bit, to see what difficulty adjustments work best for you. Again, this will be in the next update, at which point feedback will be very much appreciated!