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- Crown jewels shuffle is da bomb. Am a mistaken or did this also ignore the skill levels in the JSON files? I was always annoyed at girlpacks that give you pre-made 100 girls as it just bypasses the whole game so back in the day I wrote a script to set them all to 0 since the game for me is the grind/unlocking the girls haha.
The JSON file informs how the stats are built in Shuffle mode, but not dictate. Girls with similar traits and specialization and hired around the same time should have similar stats with minor variance.
- I may be the odd one out but I think the grind could be intensified. I think it was pretty good early on now (maybe a tad slow with the dancing since it's dance, closer, topless and many girlpacks have poor scene selections in all of dance, let alone the specific categories). Now, though, once you reach the Foreplay stage and beyond, you still snowball kind of hard and once you're up to Oral/Sex with 4 booths you can almost start recruiting/unlocking as fast as you want to basically, and hired girls may get unlocked to sex before you ever need to perform with them at all. Bypassing the whole unlocking/corrupting thing entirely as everyone gets tonnes of XP without even even performing or training.
I think the current issue is that connection needs to lift its weight in the endgame stretch. Gameplay wise, grinding girls out so they can reach useability may not be compatible as a gameplay goal with having the natural challenge of balancing 6 different random work types, as desirable difficulty. But if buying things gets too easy the progression falls apart and endgame becomes trivial.
I agree there is opportunity here to flesh things out.
- At the same time, Sex/Group is where most of us want to be in terms of the video content we watch for most of the gameplay time, I think. But there's not that much "game" left once you get to this point currently.
- Not sure how to best "extend" the game. Exponential cost increase for booths after 3 maybe? Have also suggested some kind of prestige level mechanic/NG+ in the past where all that happens basically is higher numbers, just to keep the game going. It's weird how it works, but I immediately lose interest and want to start over once I don't have anything left to unlock or buy/upgrade/unlock.
I don't think NG+ is the answer. Restarting the game over and over again once you get to a certain point is something I've been working on making rewarding, because as you are aware, many of these problems have always been there. So I wanted to make sure the replayability was there.
That said... I have an idea. And I just want to see if it can be implemented.
Random bugs and suggestions:
- in the assign for work screen, if you sort by fex openness, then assign a girl to work, the order sometime reshuffles (if that makes sense). So if I had the next girl I wanted to assign already in view I sometimes need to scroll a bit to find her again.
Not a bug. This is a quirk with how the Sort method works in the unity C++ libraries. When you move the girl out, it's resorting the list, and when it resorts, it can sort things into a slightly different, but sorted order.
There's not an easy fix to it given that it's a problem in the C++ libraries themselves, but it annoys me too, and I assure you, once I have a fix in mind, it's getting in there asap.
- Any way to specify girlpack location like TUSC can? I have so many I prefer to keep them off the SSD where I install the games (though I guess this technically could run VC just fine off the storage drive).
The ability to support this is one of my side goals. But, the fact that girlpacks are in an entrenched position in the code is very hard to weed out. The game is built from the ground up around that entrenched position, and when I try to change it, unexpected things break that shouldn't.
There is an internal variable which locks that position into place, but when I change that variable, some things work, and others suddenly do not, even though they should. As someone who has to shuffle girlpacks between builds often, I assure you this is a feature I need, and even that is not enough to ensure it becomes reality.
So I want this, I want to make it happen, but I cannot promise it, and for that I apologize at this time. In fact, this was a reason I took this project on in the first place, and being unable to deliver it is vexing.
- For the modular booths, and for variety's sake, I would like to be able to set "Random above threshold". For example >=Oral (Oral + Sex + Group) or >=Sex (Sex + Group). I realize you can just mix or match Sex and Group booths, but it makes for a bit more micro management. I've found that locking a booth to Group especially isn't that great since many girlpacks have a poor selection of this category if the girl hasn't done many (or any) group scenes, for example.
For now, I've included some options within the gameplay that help you filter if you so want. The Snob is specifically designed as a reject button for clients wanting things you don't want to support. On top of this, if the reason you want to filter is related to the extend button, you can take the Investment that adds finishers to dance and pose, which also coincidentally forces a bonus to those works as well.
I want the option to maybe be able to filter your club in this regard available, however I also don't want it to be an 'always on, every club, every build' feature. Modular Booths are already powerful, in that they can enable you to completely tailor the clients that come in and remove the challenging element that occurs where you're dealing with a club with girls at varying levels of experience. My solution to that--make the Random booth more rewarding--has been my answer to that, while giving options (if you want) to manage that variance through careful use of Snobs, Booth Bunnies, and through the mitigation of the punishment of lategame Dance and Pose through the Look/Don't Touch investment.
Fact is, booth game is about that micro and I don't want to throw that baby out with the bathwater. Filtering clients, however, is a gameplay element I want available, and I've been questioning how to go about that in other ways. Investments and Traits have been a win in terms of gameplay, and I can see value in using these to accomplish 'sometimes' game options such as this.
- automatic dispenser upgrades broken? I bought it then unsubscribed from the crime syndicate service, and was back to having to click cigarettes/drinks etc.
Nope. Not broken. Changed. So, with the crime autofills being a part of the game, and being so cheap to maintain, I crunched some numbers.
At 15000, it takes 300 days after you buy the Automated tier before you break even. You should not be playing 300 days at final club level, that's excessive. So I decided the game was clearly not designed to handle both the crime addon AND that tier of advancements. The tier of advancements was a noob trap. No reason to buy it if the crime addons exist.
So I had to decide, was it better to purge the crime addon or the improvement?
Well, the crime addon does an okay job of setting players up for the more impactful better extend/finisher decisions later, but I didn't want players to have to do both at the same time. So I decided the crime addon was worth keeping and the automated tier not.
Instead, the automated tier increases your cap for happiness, which in turn increases your money gain per tick as your gain can get higher.
You may not always want to buy them, however. It depends on what the game has dealt you in terms of investments.
- any way to close the "Girl doesn't want to do this" dialog with kbd?
Eventually, yes, this will be implemented.
- Tab selecting a girl during work night shows her stats and what she will/won't do at the bottom, which is useful to know where you can send her and avoid the dreaded aforementioned popup
But when you assign a girl to a booth with QWEASD it doesn't update to the next girl in line so you need to manually tab to the next one to update.
It actually does automaticly point to the next girl in line in my current dev build (the pink arrow determines who is next to send), but it doesn't update the information at the bottom, so this might explain this confusion.
This doesn't tell you if the girl pointed to is baseline capable of being sent however.
- when a new booth opens, would it be possible to just auto highlight eligible girls for the last booth to open (the way they highlight when you manually click that booth now)?
Never thought of this. This is not a bad idea.
EDIT: Done.