I noticed i have a girl with the snob trait that can't do foreplay yet but still skips dance and pose booths which judging by the traits description i don't think is intended.
If your club has the capacity to do Foreplay, her bouncing dance and pose is fully intended. Her job is not to build openness and generate money. Her job is to punt! The 'when she can do Foreplay' is solely to make sure a Snob in your openning first girl doesn't lock you out of the game. If that weren't necessary, she'd punt at all levels of openness at all times. In retrospect I could have put in a check that only checks to see if you have one other girl in your roster instead. Honestly though, I think the current implementation is the right call. Once your club is ready for her to punt, she punts, and she doesn't give any fucks.
Holy fuck, I have no way to test that, I only have 200+! Sounds like a memory leak issue then. I'll try to include more error checking in future builds but this is very time intensive, so please be patient with me.
There's blue 'report' text on the right side of the main menu that doesn't appear to do anything.
It's a debugging tool. The fact it's not 'doing anything' is actually a canary in a coal mine, it's catching -something- I just don't know what it's catching yet. There's some issues with the main menu page that don't appear to affect functionality but that I haven't budgeted the time to fix yet (because they don't seem to affect functionality.) Eventually that spot should report girlpacks loaded.
'External Enthusiast' doesn't exactly roll off the tongue (pun intended), nor does it provide much information about what it actually means. Edging Enthusiast? Hand and Mouth Enthusiast?
Neither does 'Non-pentrative Sex Enthusiast' which was the original name. Also doesn't fit in the text boxes. Honestly, I'm not happy with the name either.
Love the investors. Very fun. Very cool way to spice up the mid-game. Obviously their big contributions aren't all equal. I found the school costs no energy one to be excellent, while the brokers allow four girls to be of limited value. Obviously this can be tuned over time. Overall investors are a very welcome improvement.
One comment on Four Girls, is that at end game your rep gain is so massive you can crank out a girl to the brokers every turn, which is what this is meant to enable. There's also an investment ult that is bugged on the current build (the rng won't make it show up despite it being fully coded) which increases the bonuses given. This was my intended synergy. As well, Diploma is intended to synergize with Soft Skills, and sometimes a weaker ult by itself gets stronger when coupled with another.
On the flip side, the investor mechanic exposes the weaker Broker bonuses even more. Money/connections is great, and free girl with bonus stats is an okay second place. Spending 25 rep and losing a girl for 4 days to get middling bonuses to stats/openness/popularity just feels bad, honestly.
I am open to feedback and ideas on this, because I agree. I don't think that brokers is balanced if it's ALWAYS Resources or Girls though, and there needs be some variance on value on this mechanic or else it has to cost more. However, 25 rep is kinda a sweet spot for costs, anything less than that and you'd never feel it as a cost, and anything more than that and you'd be starving yourself for money. 25 is a good cost. So that's staying.
But if the bonuses don't 'feel good' I can definately work on this, gladly. Perhaps I should consider consolidating the three stat broker abilities into one, and then figure out a fourth broker benefit they could give.
I am not content with how often skill-ups come up in relation to the more swingy bonuses though. So, rest assured, I am looking at this and looking for answers to solve this.
Some of the investor requirements felt somewhat harsh (mostly the girl needs x amount of personal wealth/popularity) but they were all doable with the right girls with the right bonuses which I assume was the intent.
Some of the bonuses are intended to be easy to reach, in fact, most of the time you just automatically get them for early stages.
Some of them are meant to force you to reconsider your costumes, your modular booths or even change your booth strats. For example: Snobs still 'finish' their customers after they punt, which means they still get Popularity.
It would be nice to know what the interest rate is on saved funds in the investor bonus. I didn't notice anything on the post-work screen about it.
It's too weak at the moment, I'll let you know when it's buffed. And including it as information on the post-work screen is something I have overlooked.
You were correct, Mover and Shaker is absurdly strong. Speaking of which, is there a $200 per tick limit on booth money?
So, a little story about this. In testing I accidently made the Investment that boosted Random modular booths such that it
multiplied the amount of money gained by the amount of money gained. This was producing ticks of 2000-6000 money which, well, let's just say that wasn't intended. So I put a hard cap in while I persued the bug. I fixed the bug, then I considered the hard cap. Before it wasn't really necessary, was it?
But then, I noticed how strong Mover and Shaker is and decided to keep the cap in.
Now playing with a M+S is a pain in the ass. You really have to get out of your mindless 'put first girl who can here' comfort zone and so it should be rewarding to minmax the booth game in this way. So I like that it is strong. But it will be tweaked so it's not as overpowering.
But the gameplay effect of adding depth to the planning phase and booth phase as well as encouraging you to bring more girls than you do slots and giving you a wider toolkit? I like this, I like it a lot, and going forward, expect more traits that work along these same principles.
For example, in test build right now, there's
KarenOn-Floor Managers. This is an interesting trait because it's actually a negative. Once an On-Floor Manager reaches enough openness, they simply stop working. As soon as a customer appears, their energy is IMMEDIATELY reduced to zero. They will not work, at all.
However, while you have a
KarenOn-Floor Manager on the field, all customers are boosted by a level automatically. So, instead of a Poor customer, you'd get a Below Average. This means that all customers bring in a higher tier of money than your current rep would indicate.
Also, I had to create a method called KarenFactor() and that delights me, even if no one will ever see it.
Also, is Life Coach intended to be super-rare? I only saw it on one girl during two playthroughs and I didn't notice much change so I actually couldn't tell if it was working properly or not.
Nope, RNG is RNG man. The key is you do need to get the girl the stats. Her job is to catch up girls who are behind, and over time, and gradually. They work in concert with each other though, as their effects are additive.
There's also one for skill-ups in the test realm, that trains girls in their skill specialty as well as gets girls' openness caught up.
The 'coach' type girls have another functionality intended for them in the future, so if they feel weak or that they don't have a place now, they will in the future.