I noticed that if you right click at any point during the booth game the client's stats and favorite finisher don't show up anymore for the rest of the day.
On it, thank you!
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One of the things on the plate for the next release is giving some love to Nicole and the Assistant whole area. Starting Nicole is expensive, and the rewards (a girl, even one with good stats) isn't exactly worth it unless you happen to have very few girlpacks.
So, I'm doing a balance pass on Nicole and her coaching improvements will be significantly reduced. If you want to go through the dating game and get her unlocked it will be a bit easier to do this early on, and feel a little less painful.
As well, she's going to be getting a unique trait that only she gets. One of the benefits of the trait is what she's got now--her skills and openness scale from dates and things you buy. But this isn't good enough. She will also get another benefit in that she automatically boosts the customers that come in when she's assigned to work. This is like an On-Floor Manager, except she has no minimum requirements, and she can also work herself.
She's also going to give a third benefit which dovetails into the new 'Managers' mechanic that is the core of the new patch, which makes her very strong in this arena.
She'll make a strong girl you can always rely on so even if you don't want to constantly date her and go through that minigame, she'll still provide some benefit to your club no matter your strategy. And if you just don't want to see her show up in your planning screen, there's still a place for her in your club.
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As well, doing a balance pass on resource generation. There's a lot of resource multipliers in the game now so I'm going to be smoothing some of those out to keep things from getting out of hand.
Popularity is going to affect Happiness Gain now. Right now, in terms of skill/popularity contribution to money per tick, and happiness, it's 1.5 skill : 1.0 popularity for money ticks, and 1.0 skill : 0.0 popularity for happiness. Going forward it will be 1.0 skill : 1.5 popularity for happiness gains, though it should come out roughly even in terms of progression.
The base qualify of customers entering is being entirely reworked. Rather than 8 (9 with Girl next door) categories of client wealth, there will be 24. (+3 only accessible from GND) The crime benefit Influencers will always provide a benefit now, no matter the reputation. It's going to be less of a sure thing to get Mega Rich-equivalent clients, and in order to get there you will need to take advantage of mechanics outside of Reputation. Base Quality of Customer also scales a bit less than it did before, as to help slow down end-game scaling. The other benefit is that the possibility of getting better customers in the very early game is increased, which should mean a smoother early game.
Don't worry though. You won't feel starved on resources. The goal is still to have you feel like you don't have to grind too much to get your next upgrade/girl.
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There's also going to be a pass on certain traits which don't feel like they are pulling their weight.
Life Coach is a trait that does its job well, unless your girl lacks openness. Getting a Life Coach 'on line' is a hassle, and I want to make this easier. Life Coaches in the test build gain openness faster than anyone else in the club booths (so they can get up and running fast) but they make less money than anyone else (so you don't want to grind them too far).
Over Achiever is a great trait until they're caught up at which point it sucks. I was going to make a trait that affects happiness gain called 'Pleaser' but then I realized the flavor of 'Pleaser' was already baked into Over Achiever, so I'm killing two birds with one stone here.
The nerfing of Mover and Shaker will continue until morale improves. Whenever I turn around she starts doubling money gain. I swear, she's out of control.
Hot Teachers are another strong trait which takes time to get online. With them, they'll passively gain in their specialized skill, while they train other girls.
Both Coaches and Teachers are getting additional QoL. In the staff display screen there will be an option to 'retire' them from the front line, which means they won't get in your way in the work assignment screen. I suppose you could use this for other girls you don't want to actively use.
Hustle Queen is the last trait I need to look at. While a Hustle Queen has a very specific new niche use in the next build, I don't feel that's enough. HQ is going to increase happiness gains for a customer, similar to OA, however, this is going to be proportional to the affluence of the customer. This means that it might be worth, in a stable of OAs, HQs, an On-Floor Manager/Nicole or 2, you might be able to get good gains with a 'long booth time' strat.