What would you like me to add to the game in the next update?

  • The connection (police) mechanic. This would be a new "currency" and a new batch of upgrades.

  • More events and the possiblity for the packmakers to add some in their packs.

  • The possbility to train the skills of the girls

  • Progress the story and add story missions (mostly focused on Nicole)

  • Something else (tell me either by PM or in this thread).


Results are only viewable after voting.

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,059
1,141
229
If Reputation or Influece are higher than 0, she won't be available until you get farther in the game.
Girls in Happy Hour should show up now with Influence costs when you haven't yet bought the crime family, I've removed that restriction. (Though it is still true in Vanilla)
 

RottenPlum

Well-Known Member
Jun 17, 2017
1,333
704
319
Disgruntler Thank for extensive explanation, are there any cheats available? I just wanna max out girls from basic pack like i already had in previous save and max upgrades.
I also find hiring chart overly complicated, is there basic mode lie hiring girl once like in basic game, if so that's great. I just don't wanna grind all over again when i was at the end game with v8.
 

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,059
1,141
229
Disgruntler Thank for extensive explanation, are there any cheats available?
For me, with the source code? Absolutely. ;)

I just wanna max out girls from basic pack like i already had in previous save and max upgrades.
Nothing's stopping you from manually setting a girl's base stats at max and then hitting 'repair.' But I'm not going to include a 'skip game' button or anything. As it stands, it only takes me 2-3 hours to do a full 'max the club' run (unless I get distracted with a QOL or balance adjustment) and Happy Hour is based around replayability rather than long grinds, almost like a rogue-lite.

I also find hiring chart overly complicated, is there basic mode lie hiring girl once like in basic game, if so that's great. I just don't wanna grind all over again when i was at the end game with v8.
Unfortunately, the game design just isn't going to be based around 'I'm at max and this is where I keep myself' but rather on replaying the journey to get there. I don't currently have anything in the works to that playstyle, instead my work is mostly going to be aimed at the player who's doing multiple complete playthroughs and is looking for ways to change things up. So, additions like The Brokers, the cost reworks, Scramble Mode, and the upcoming Investments Pack are going to be more around making the journey more interesting and varied. They don't really work around the idea of already having an established club and going back and seeing the changes.

For example, having a girl who you hire with low openness but unlocks the trait Oral Enthusiast is very meaningful when you're building your stable and trying to figure out how to get her 'online' with the rest of the club--thus giving her an immediate place where you don't have to grind her openness using Dance, and then Pose to get her caught up. But this is far less meaningful in endgame clubs where the solution is just 'hire someone with 83+ openness or don't hire anyone because you have everyone you need.' My thinking is that when a club is 'done', it's time to start a new game.

Brokers giving random shortcuts to the grind only makes sense within the context of that grind. However, I hope that I'm balanced things so that you always, every day, have something you can do or buy or improve so that you're never 'grinding' but rather, have a constant flow, in and out, of resources you're constantly spending.

That said, I'm going to do another playthrough now.
 

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,059
1,141
229
One balance change that I have in mind for Investments Patch has to do with the happiness mechanic.

I've had a lot of time and playthroughs and I've come to the determination that I probably overshot the mark in terms of making happiness good. As in, it's really good now. The costume that gives bonuses for the gifts is too good, in fact. With that, the amount of happiness you can get is so high that it can even outdo the level of money gain from the original money gain costume, while also increasing the rep and influence gain. This is too strong in the mid-game, and I'm going to do something to pare this down, but I also don't want to make it unviable, considering that it is about where I want it at end-game where money no longer really matters.

A second problem that I've encountered is that of the Automated level of the bar, cigarettes, etc. (they're called 'Helps' in the game code so that's the term I'll use here.) With the Crime add-on for automated Helps available nice and early, there really isn't much need for these advancements. Except... they save 50$ per day each. At a cost of 15000, that means it'll take 300 days before this becomes a profit. I'm not happy with options that aren't real options, and this is right up there. So I'm faced with a choice. Do I nerf the automated help Crime add-ons, or do I do something about the Automated Level of add-ons?

-----------

Of course, me being me, I like to kill two birds with one stone.

So, in the current build I am testing, Happiness's cap is going to be reduced from 400 to 200. This is going to keep it viable a build option, and early game won't be a problem. But, eventually you're going to get happiness capped with clients and this is going to cap your resource gains in the midgame.

That said, Automated-tier helps, instead of doing something you don't need, will increase your happiness cap by 50 each. This means if you have all four, your happiness at endgame will be restored to the old cap of 400.

On top of this, Investments is adding in a second way to increase the happiness cap, so it is possible to get higher happiness caps and build your club in that direction if that is your desire. More details about how Investments work will be given closer to when I am ready.
 

ChubberLang

Member
Oct 1, 2017
129
270
287
All of that sounds good. However as someone who has done dozens of playthroughs, I had no idea the happiness mechanic was this deep. I just thought the smiley faces just gave a slight increase to cash or something.

This definitely sounds more interesting than I thought it was. Definitely going to try the gifts costume now, before it gets nerfed.
 

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,059
1,141
229
All of that sounds good. However as someone who has done dozens of playthroughs, I had no idea the happiness mechanic was this deep. I just thought the smiley faces just gave a slight increase to cash or something.

This definitely sounds more interesting than I thought it was. Definitely going to try the gifts costume now, before it gets nerfed.
Oh I'll tell you exactly what it does.

1) Happiness acts as a bonus that adds on to money. Think of Happiness as a percentage that is multiplied by a bonus that gets added on to money at the end. At high levels, this can be quite a large difference.

2) Happiness acts as a coefficient that multiplies directly with reputation and influence gain. So, whatever you'd gain in rep or influence at 50 happiness, is doubled at 100 happiness. And 200 gives you double 100. And so on. The girl's skill is also a direct multiplier--this is why in Vanilla you don't see much gains at all in rep early on if you have a lineup of 300/0/0/0/0/0/0 girls. This is also why, in Scramble Mode, I automatically start girls with 10 in all the skills their openness allows, so that they always have some ability to get this ball rolling out the gate.

Happiness is increased every tick based on the skill of the girl (but NOT popularity) and as well, by the level of the gift you give. In vanilla, this never mattered because with the 3000 dollar tier gift bonus, you could more or less hit the cap of 100, which meant anything else that contributed to happiness didn't matter. So while Happiness has always been 'strong', it's always been trivial.


Happiness is STRONG in Happy Hour (in fact, that's why I named it Happy Hour). It will still be strong after the nerf, but it won't be 'Holy crap I am taking the gift buff costume every run' strong. Hopefully, you'll still want it as a reliable costume that does give gains, but you'll be motivated to switch to other costumes when needs present themselves. And with Investments, those needs may, in fact, present themselves.

---------

Another change in the pipeline. I'm going to be consolidating Foreplay and Oral Enthusiast into one trait, and Sex and Group Enthusiast into one trait. This is going to make them more powerful, however, this is also going to make Enthusiasts a little less common, which means they're going to be less reliable and more valuable, particularily in Scramble Mode. Weaker traits are going to have additional functionality added.

Eager Student will increase booth skill gains. As well, there is a possibility that Investments can make the class mechanic super strong and remove some of its limitations.
Hustle Queen is going to also affect the Investments mechanic;
High Society Fixer (the trait that reduces the time in Broker) is also going to be expanded to get extra money from Politicians (connections) and the new client type that comes with Investments. (in testing this can lead to massive gains, this is not a small value trait now)

Introducing a new trait (Booth Bunny) which forces a client to upgrade to a higher tier sex act if the girl is capable of handling it.

Introducing a new trait (Snob) which can be very detrimental if used incorrectly, however, it can be VERY useful if used tactically.

If there's any other traits that people aren't 'feeling excited about' let me know.

As well, I'm working on the main club screen a bit, trying to enhance grokability, and helping tutorialize it through direct play.

For example: The ability to buy costumes doesn't appear until you unlock it improvements right now. I'm a fan of this type of function, so I'm making it so that you can't open the Policies menu until you've unlocked the Stage in improvements, as well as making it that you can't access the Staff list without a recruit, or access the daily planning page without a stage and a girl to work it.
 
Last edited:

xxxtent

Member
Feb 26, 2018
158
57
98
Oh I'll tell you exactly what it does.

1) Happiness acts as a bonus that adds on to money. Think of Happiness as a percentage that is multiplied by a bonus that gets added on to money at the end. At high levels, this can be quite a large difference.

2) Happiness acts as a coefficient that multiplies directly with reputation and influence gain. So, whatever you'd gain in rep or influence at 50 happiness, is doubled at 100 happiness. And 200 gives you double 100. And so on. The girl's skill is also a direct multiplier--this is why in Vanilla you don't see much gains at all in rep early on if you have a lineup of 300/0/0/0/0/0/0 girls. This is also why, in Scramble Mode, I automatically start girls with 10 in all the skills their openness allows, so that they always have some ability to get this ball rolling out the gate.

Happiness is increased every tick based on the skill of the girl (but NOT popularity) and as well, by the level of the gift you give. In vanilla, this never mattered because with the 3000 dollar tier gift bonus, you could more or less hit the cap of 100, which meant anything else that contributed to happiness didn't matter. So while Happiness has always been 'strong', it's always been trivial.


Happiness is STRONG in Happy Hour (in fact, that's why I named it Happy Hour). It will still be strong after the nerf, but it won't be 'Holy crap I am taking the gift buff costume every run' strong. Hopefully, you'll still want it as a reliable costume that does give gains, but you'll be motivated to switch to other costumes when needs present themselves. And with Investments, those needs may, in fact, present themselves.

---------

Another change in the pipeline. I'm going to be consolidating Foreplay and Oral Enthusiast into one trait, and Sex and Group Enthusiast into one trait. This is going to make them more powerful, however, this is also going to make Enthusiasts a little less common, which means they're going to be less reliable and more valuable, particularily in Scramble Mode. Weaker traits are going to have additional functionality added.

Eager Student will increase booth skill gains. As well, there is a possibility that Investments can make the class mechanic super strong and remove some of its limitations.
Hustle Queen is going to also affect the Investments mechanic;
High Society Fixer (the trait that reduces the time in Broker) is also going to be expanded to get extra money from Politicians (connections) and the new client type that comes with Investments. (in testing this can lead to massive gains, this is not a small value trait now)

Introducing a new trait (Booth Bunny) which forces a client to upgrade to a higher tier sex act if the girl is capable of handling it.

Introducing a new trait (Snob) which can be very detrimental if used incorrectly, however, it can be VERY useful if used tactically.

If there's any other traits that people aren't 'feeling excited about' let me know.

As well, I'm working on the main club screen a bit, trying to enhance grokability, and helping tutorialize it through direct play.

For example: The ability to buy costumes doesn't appear until you unlock it improvements right now. I'm a fan of this type of function, so I'm making it so that you can't open the Policies menu until you've unlocked the Stage in improvements, as well as making it that you can't access the Staff list without a recruit, or access the daily planning page without a stage and a girl to work it.
Sounds neat , will this be out soon?
 

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,059
1,141
229
Sounds neat , will this be out soon?
I hope so, but there's still more testing to go. There's a lot of moving parts in this one. Just now I solved a glitch that was causing the booths to give out +2000 ticks of money which is not at all correct.
 
Last edited:
  • Like
Reactions: xxxtent

ChubberLang

Member
Oct 1, 2017
129
270
287
I appreciate the explanation Disgruntler. In other news as I was starting a scramble mode (to try out the gifts costume) I just realized you could click the smiley faces and it gives you information about the customer. Apparently they have a favorite finish? :WaitWhat: Does doing their favorite finish do anything?

BTW how does popularity work? Is it just a better chance at a richer customer?
 

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,059
1,141
229
I appreciate the explanation Disgruntler. In other news as I was starting a scramble mode (to try out the gifts costume) I just realized you could click the smiley faces and it gives you information about the customer. Apparently they have a favorite finish? :WaitWhat: Does doing their favorite finish do anything?
Yes, it gives you a windfall of resources that it adds on during the finisher, on top of what you normally get. This is going to be more important very soon, for certain builds of club.

BTW how does popularity work? Is it just a better chance at a richer customer?
It adds on to the money you get in the booths, although not as much as the skill. The thing is, though, it adds on to every act you ever do, so it is valuable to get. It won't impact happiness gain, however, and therefore doesn't affect influence or reputation gain, unlike skills.

The chance of a richer customer is based on your total reputation. On top of this, the Influencer increases your odds of getting a better customer than your reputation would determine. Above 91 rep, however, Influencers do nothing at all. It's also tiered, meaning that all Very Rich customers have the same base bonus, all Mega Rich customers have the same base bonus, and so on. This gets multipled and adjusted by other factors, of course, but those other factors are based on the girl's stats and any clubwide bonuses you have like costumes, and then the client's happiness every tick.

---------

Testing out the Snob for a while--this is an interesting support trait that doesn't make her good at the booth game herself, but makes her a good 7th or 8th girl by clearing out Dance customers swiftly or by quickly claiming Dance or Pose Politicians or Investors whose value is not determine by happiness or skill rating. This and the new Booth Bunny trait are game changers, allowing a different level of control over the booth game. This has encouraged me to make more traits which you don't necessarily want to work the booths for their own benefits, but offer support to other girls who you do. Of course, use of modular booths might be better for training girls, and I hope these kinds of decisions are interesting, as the game throws more random tools at you to accomplish your strip club dreams.

--------

Meanwhile, while this is going on, a new mechanic is coming in that ask you to change your strategy on the fly in order to gain permanent rewards.

The Investors are available once you start developing connection, same as the Brokers. They are interested financial backers who are interested in bolstering your club in various ways.

When you first unlock the Investors, you start with your choice of four randomly generated investors. Each investor has 3 passive abilities that gain levels over the course of your run, as well as one extra megaability which they get after they reach level 4. These abilities range from increasing the value of specific types of work, to lowering the costs of girls across the board, to even changing the prerequisites of openness to do certain types of work. On top of this, you can earn an extra slot at the broker, another negotiator, or other powerful abilities.

How you mix and match these random abilities with the girls that join your club and their traits is going to have an impact on your play, and this should add a lot of variance and layers of planning should you desire to.

However, investors are not simply content to give you abilities without some sort of proof that your business is viable. In order to level an investor up, you must first entertain them in the club. They will come to visit, and once you send a girl their way, they can see your club is legit and doing well, and you pass the inspection. This will permit you to level them up, and start building passive bonuses. Sometimes, though, an investor will have an additional test before they'll visit the club. They may require you to amass a large amount of influence, or they might see if you make a certain amount of profit in a day. Succeed at their test and they will visit the club anew. Sometimes you may need to switch gears, put off a purchase, or otherwise change your gameplay in order to please them. But the rewards are great for doing so, and some of the bonuses can rival that of costumes once levelled enough. example.png
 
Last edited:
  • Like
Reactions: ChubberLang

Zephirot

Newbie
Dec 24, 2017
33
4
194
There's a method to decide the stats of the girl in the happy hour version? I'm getting random stats and money to hire them.
 

mgunner2010

Member
Dec 9, 2020
185
66
38
There's a method to decide the stats of the girl in the happy hour version? I'm getting random stats and money to hire them.
In Scramble Mode they will be randomized as far stats go, in Vanilla Mode they will have the stats that is regulated in the girls appropriate JSON file (the descriptor one). If you want to change a girls starting stats look in their folder and find the description JSON file, open it with notepad or such, look for the stat line(s) that you want changed and enter your desired stat number, save it, and then when you go back into the game (in Vanilla Mode) the girls starting stat when you recruit her will be reflected in the change.
 

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,059
1,141
229
There's a method to decide the stats of the girl in the happy hour version? I'm getting random stats and money to hire them.
There are ways to kinda predict approximately what you'll get but the randomness is the point. (in Scramble Mode)

-----------------------------



Unfortunately the zoom bug has returned and I haven't figured out the cause yet, but I think this is worth releasing anyways.


This one is a bit of a game changer, literally.
 
  • Like
Reactions: ChubberLang

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,059
1,141
229
what is the zoom bug?
Hitting zoom on booths 2-6 doesn't work properly and I can't figure out the root cause. Sometimes happens when I go into the booth game functionality, sometimes I can revert it, this time I couldn't. It's hard to figure out what exactly is preventing the zoom buttons from working. What it should do is play the same video as is in the booth but on a pop-up. But, for some reason, it doesn't want to 'see' booths past the first, and there's no reason in the code why this should be that I can find. And sometimes, in unity C++ scripts, it can be something entirely unrelated.

With the gallery, however, the ability to see those videos on demand is present, just elsewhere.
 

DOaccolon

Newbie
Oct 26, 2020
41
6
62
Hitting zoom on booths 2-6 doesn't work properly and I can't figure out the root cause. Sometimes happens when I go into the booth game functionality, sometimes I can revert it, this time I couldn't. It's hard to figure out what exactly is preventing the zoom buttons from working.
Just some guessing:

- Might be some kind of (invisible) overlay, so that you think you are clicking on the button but instead you click on some kind of layer?
- Might the new layout in the Main Menu causing issues with the Zoom-functionality?
 

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,059
1,141
229
Just some guessing:

- Might be some kind of (invisible) overlay, so that you think you are clicking on the button but instead you click on some kind of layer?
Buttons still click, and the function that is called when you click it is still called--it just doesn't pop the popup. If, however, I remove the 'null reference' object offending line, it pops up the zoom window and only shows the video from the first booth paused. Not an object overlay issue.

- Might the new layout in the Main Menu causing issues with the Zoom-functionality?
Nope, the two things are completely irrelevant to each other. (The only objects the zoom button references are wholey within the booth game, not to mention the zoom button broke before I changed the club screen layout.) An object reference broke somewhere I can't find. I might have to rebuild the zoom functionality at the end of the day anyways.

-------

I'm at almost 100 rep in this playthrough. I have 5 connection to buy the brokers. One of my investors wants me to get up to 8 connection. Now the second one wants me to have 7 connection.

I have made a terrible mistake.

-------

Today, I am building some new traits. Karen's finally getting representation.

karens.png
What use is a girl who doesn't want to work the booths?

Answer: If she brings in better customers....
 
Last edited:

MrBlack_666

New Member
Apr 5, 2021
10
4
127
Bug in Scramble mode (9.2.Iv) : buying basic dance for Nicole makes freeze that can be aborted but after all recruited girls are missing, there are booths that are not bought and game is totally messed up.
 
4.40 star(s) 48 Votes