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[Feedback] Gameplay and Balance discussion

Started by Goldo, May 18, 2022, 02:32 PM

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mistercb

QuoteAs I said before, to get only panties/rings/etc, click on the panty/ring/etc slot. Not the filter button, the slot.

Holy shit how have I never noticed that before?! Mouth literally dropped open. Thanks, got anything for distinguishing medicine bags/tonics from other miscellaneous?

Yeah I tried to increase the loop check time in notepad++ but it seems to time out even at 240, unless I don't know what I'm doing (very likely). Could you tell me how to tweak the timeout and number values so they do the things I want? I read code like a second language; I understand the basics, but doing anything besides changing values or small syntax fixes are beyond me.

Jman

#136
Quote from: mistercb on Nov 13, 2024, 05:27 PMThanks, got anything for distinguishing medicine bags/tonics from other miscellaneous?
Well, I do, but only for myself. :P I had a pretty involved item filter system set up once, that allowed you to search for items by stat, job, MC use, purpose, etc. One of these was 'heal', which filtered out tonics, medicine and... monster lotion, I think?

Sadly, that has also gone the way of the dodo with the rest of my onetime fork, minus the small bits that were resurrected in the Headhunter, CJMT and Seaside Pharmacy mods.

The only thing I can recommend to vanilla users is to use sorting and then filters. Sadly, the 'type' sorting option doesn't seem to work right now?



You probably changed the wrong loop check, the one for finding unused girl packs to populate girl generation. I meant the Ren'Py level looping test, which is in 'BK/renpy/execution.py', function 'check_infinite_loop'. I just put an extra zero onto every constant there.


And with strange aeons even death may die...

mistercb

QuoteYou probably changed the wrong loop check, the one for finding unused girl packs to populate girl generation. I meant the Ren'Py level looping test, which is in 'BK/renpy/execution.py', function 'check_infinite_loop'. I just put an extra zero onto every constant there.

These are lines 46-64 of my execution.py file. Please tell me if I made the right changes

Quotedef check_infinite_loop():
    global il_statements

    il_statements += 1

    if il_statements <= 1000:
        return

    il_statements = 0

    global il_time

    now = time.time()

    if now > il_time:
        il_time = now + 600
        raise Exception("Possible infinite loop.")

    if renpy.config.developer and (il_time > now + 60):
        il_time = now + 600

Jman

Actually, it's the next function that's important for you as a non-dev. You can make the third 60 also into 600, but the really important number is 'delay *= 5' in the next function. I made it 200 instead of 5, which might be overkill. 50 probably works, too.
And with strange aeons even death may die...

mistercb

Ah, should've read the documentation a bit better. Thanks for all the help!

GoldoTopic starter

Quote from: mistercb on Nov 10, 2024, 05:04 PMHey there, been playing since the early builds, just found out ya'll are still updating the game! I appreciate a ton of stuff you did in 0.3, specifically giving rank 25 girls 3 points to get you that fourth rank A perk instead of two, and the new item navigation page.

Also, was the farm revamped in 0.3 as well? I don't remember it being nearly as useful in 0.2, but maybe I just ignored the mechanic entirely. Either way, love it. I don't know if anyone's recommended these specific functions yet, but as someone who plays this game like folks hyperfixate on Factorio, there are a few things that would make the QOL much higher if implemented.
First of all, I'm glad you liked it and thank you so much for the detailed feedback! I really appreciate this kind of feedback, as QOL features are things I want to focus on so getting it from people who play the game extensively is really useful.

Quote1. Additional Sorting Options: Once you get to 30+ it becomes increasingly hard to root through your roster to pick out the girl or two that are tired. I sometimes use the schedule to navigate to them, but it gets more laggy as the number of workers continues to rise, making it inefficient. It also sometimes doesn't work; clicking on the worker you want pulls up the page of the last one you were on sometimes. If there was an option to sort by HP available it would be great. Same with sorting by workers able to level/rank up. If I were to ask the moon I'd personally love to be able to sort by skills as well, but I know Ren'Py isn't exactly the most forgiving engine. Lastly, would it be possible to get separate item tabs for Clothes/Underwear/Misc and Necklaces/Rings?
I will add a 'sort by energy' and 'sort by level up' feature in the next patch. Also, I got numbered tabs to work for girls and it will become the default behavior, with the ability to revert to a viewport as a game menu option. This should improve performance. Oh, and I fixed the CG gallery. :D

As to 'sort by skill', I'm not sure what you mean by that. You want to be able to sort by Beauty, Constitution, etc.? Could be done I guess.


Quote2. A Take All Button for items: Having to navigate through each person and take stuff from their inventories one-by-one is so arduous, it'd be great to have a 'take all but equipped' button on the Items page just to speed up the collections process for the ones with the lost and found perk.
Ok, I'll look into it for the next patch.

Quote3. Scaling Maintenance/Security: Once you get to 10k+ prestige your brothel is basically always in a state of very high threat. Even with 30+ security from perks, all Carpenter builds complete, and the max 64 goons, the only time my 26k brothel isn't on high alert is right after an enemy raid. I've tried adjusting the max amount in the .ini file but it doesn't seem to work for security like it does for max rooms.
I'm thinking of adding a very expensive piece of furniture for Chapter 7 that will neutralize the impact of excess gold completely. Since things can always balloon like crazy in endless mode, any kind of band aid feature like having more goons is bound to fail.

QuoteAnd I'm sure you've been made aware of it already, but there's a strange instance in the Girls page that crops up a lot. Sometimes I'll navigate from one to the next, click their portrait, and even though their portrait will be highlighted, the displayed page is still on the previous girl. The way I fix this is by hovering specifically over the desired girl's health bar. This also happens when using the schedule to navigate the page. I can only assume it's a byproduct of the engine, but figured I'd point it out just in case.
Thanks for pointing out this pesky bug. Took me half-a-day to narrow it down, but it will be fixed in the next patch.

QuoteAlso, Tempting Fate/Stars Are Aligned is just too busted of a synergy to have in one class. It basically (along with Lost and Found) makes The Fox a necessary constellation to purchase for basically every type of work, and completely shatters the income balance to the point where you go from making 20-30k a night to 500k, and millions after that.
This isn't really possible as there is a brothel-wide hard cap on the 'boost income' effect that cannot exceed +250% (I'll bring it down to +200%). So the order of magnitude you're seeing shouldn't be possible unless you found a loophole, or you've mistaken the effect of the SAA perk with something else.


QuoteThis may also be an issue related to my self-imposed restrictions, but I find in late game that there's simply no way for me to keep pace with the amount of customers. I have around a thousand people each night, with 60 girls working on average, 600 of them get served for jobs, only around 200 for sex work. Is there a way to adjust the formula that determines the amount of visitors each night?
I want to place a hard cap on customer numbers that would be editable in BKsettings.rpy. But I need some feedback on numbers to avoid overdoing it. What's a good maximum number of customers for a brothel with 32 girls (vanilla numbers for Chapter 7)?

QuoteThanks for listening to all of this by the way. One last question: Is there anything I can do to the ini file or my system to allow this thing to eat more of my RAM or does Ren'Py just bottleneck processing speed at a certain point? The game only ever uses 40% of my RAM and 25% of my CPU/GPU, even when it's crashing while compiling the nightly log.
I hadn't run into that particular crash but it seems Jman's suggestion may work. Do let me know, it seems to be a Ren'Py issue and also you pushing the number of girls past the vanilla limit, but I could be wrong.
Maker of BK. Looking for the latest patch for BK 0.2? The link doesn't change, so bookmark it!

mistercb

#141
Eyy, the legend himself! Thanks for all the love you put in this game over the years, and the continued updates. Also for taking my comments into account. For clarity:

Yes, I meant sort by skills such as beauty, refinement, etc.

Oh god please add a money sink in chapter 7 that lowers brothel threat. I've got every girl armed with a magic sword but I still end up with several of them getting hurt each night from brothel events even with the 100% reduction to events from the carpenter.

Perhaps my assessment of the Fox perk was off, I was unaware of the hard income multiplier. Guess I have to figure out the real reason I'm pulling 2 million+ on good nights.

As for brothel customer caps; My current save is a *little* over 32 girls at the moment (Missed it by ~100) but I've been meaning to try out NG+ now that I've got a good amount of crystals to utilize. I'll crush a free play session and get back to you on a more concise answer. At the moment I'd say around 450-500 would be a decent cap. Your best girls in the entertainment fields are pulling anywhere from 20-30 guests, but the real bottleneck is on the 'serving' side of things, where max libido only enables a max of ~12 guests with all energy available.

I think a more long-term solution to the customer capacity issue (Though a hotfix setting in the ini file would certainly be good enough for me) would be to maybe rework the logic regarding libido and energy loss when it comes to whoring. Having the capacity be equivalent to something like max charm allowing for ~30 customers would obviously destroy game balance, but perhaps reworking the results so that each 'interaction' takes less energy, or even just a decrease to the income+tip formula to balance the potential additional customers. Long as I'm spitballing, perhaps higher ranking customers could require more energy for each act compared to low ranking ones? This is something the game does with energy regarding training sex acts already (anal requires more energy to train than service, etc.) so perhaps it's possible to do it with customers as well? That would give the player a lot more flexibility in terms of how they use their girls and for which guests, a much more substantial quality vs quantity argument. You could have your 400 LIB, 400 CON superwhore mowing down beggar after beggar to get them out of line and out the door, or focus on a few whales instead while lower level girls handle the ruffians in bulk. Maybe a couple of traits that allow girls to exceed the LIB threshold or take reduced energy losses per customer?

Further spitballing; you could also make satisfaction and prestige a lot more difficult to keep up in late-game/endless. Increasing satisfaction needs even higher for top-rank customers, including a significant reduction in prestige for unsatisfied guests could help toward bringing balance to chapter 7. The only time I find I get anywhere close to satisfying half my guests is right after I (intentionally) bomb my monthly contract to get the massive prestige drop, which results in a couple hundred fewer guests per night for a few days. This would also have the byproduct of making The Player and The Model (two constellations I rarely find myself utilizing in comparison to Whore, Fox, Escort, Maid, and Bride for the virgins) more viable due to their perks involving customer satisfaction/prestige.

Hope some of this helps, let me know if you'd like any further clarification, and thanks again!

Jman

#142
A girl with a Magic Blade in a brothel with the big weapon racks has 12+ defence, and customers normally max at 13. You can push the 12 to 13 via rewards/punishments. Unless you have Hallow Moon active, how can your girls regularly fail to repel customers? Hmm, the MC does roll dice on top, so perhaps you have slightly better combat ability than your girls, but have bad luck beating the malcontents?

That's incidentally why I once also made girls roll during security events.

Also, it's not the event reduction that matters, it's the 'crazy' reduction. Both are on the same piece of furniture, though, so not a big deal. It's just that this bit of furniture does two things.




My own solution to too many customers was to make my girls serve them strictly in order of purse size (Bonanza purses preceded vanilla ones, although Goldo had thought about them before that). So more customers simply meant more chances to get better-paying ones, and whatever happened to the rabble was of no interest to the pimp. 8) After some time, rep loss and customers balanced themselves into a stable position.

These days, matchmaking is more comples and purse size is a somewhat distinct thing on its own, so just going back to the old days probably won't work.

Also, is there a reason you want to serve every single customer that comes in? Besides OCD, I mean. ;D



As an aside, CJM has dancers serve more customers at the cost of increased energy expenditure, so might be worth a look.



If your whores can't keep up with your jobgirls, get more harlots and remove some of the excessive entertainment.

I don't like the idea of better customers requiring more energy, if for no other reason than it needs a lot of rebalancing. A better idea would be to double down on customer preferences, so the rich weirdos would go for getish and bi stuff more often - which are the 'squeeze one guy' options. A top whore 'mowing' beggars is more or less pointless by design - higher-ranked customers are meant to be your ticket to big money, after all.


Myself, I broke the system so everyone could serve many more customers, but the real gains were in group sex. It was far more reliable than even pre-nerf vanilla group sex, and increasingly more energy-efficient, too. The second, third, fourth, etc guy (you could have eight-to-one orgies there ;D ) took increasingly less energy to bang, on the rationale that they'd be doing most of the 'lifting' when there were so many of them. But a lot of people don't like group sex in its pure form, hence the current system.


There already are traits/perks that add to whoring customer cap - Lust and Next. Plus big bed furniture. And bathtubs allow your girls to spend proportionally less energy. Perhaps there could be more of either, both perks/traits and furniture? Then again, things can spiral out of control really quickly (speaking from experience here ;D ).



I think you mean reputation, not prestige (MC XP). Satisfaction and rep are already harder for higher-tier customers, rep even exponentially so. But satisfaction as such doesn't factor into rep loss, since all that counts is getting serviced with the right job/sex act. I had a more complex system once, that also counted as separate categories performance level and whether the customer liked her traits/stat combo (which is usually mostly used for matchmaking).

You can try increasing customer pickiness yourself, either in BKstart.rpy (look for Effect("change", "satisfaction",...; needs new game or consoling to change existing values in a save) or in BKclasses.rpy (functions 'get_entertainment_bonus()' and 'get_sex_act_bonus()'). Try them out and if you find you can could come up with something useful or interesting, do come back and tell us.
And with strange aeons even death may die...

mistercb

QuoteA girl with a Magic Blade in a brothel with the big weapon racks has 12+ defence, and customers normally max at 13. You can push the 12 to 13 via rewards/punishments. Unless you have Hallow Moon active, how can your girls regularly fail to repel customers?

I have 135 girls at the moment, around 80 of which work most every night. When you're rolling the dice that many times, even with good odds you're gonna lose a few each night.

QuoteAlso, is there a reason you want to serve every single customer that comes in? Besides OCD, I mean. ;D

I'm running a business here, gotta get those 5 star Yelp reviews, you know?

QuoteIf your whores can't keep up with your jobgirls, get more harlots and remove some of the excessive entertainment.

This is the solution I'm working towards currently, as well as outfitting everyone with legendary equipment. It's a bit of a process though, as I can only move a few girls over at a time, as trying to do it in bulk is one of the few ways I can actually LOSE money in a chapter 7 night due to the overwhelming negative reviews from the inexperienced first-timers, thought that's more on my lazy ass for not adjusting the customer base.

I'll have the headhunter acquire a couple dynamo girls and I'll try setting them for groups, might go some ways towards culling their numbers.

QuoteYou can try increasing customer pickiness yourself, either in BKstart.rpy (look for Effect("change", "satisfaction",...; needs new game or consoling to change existing values in a save) or in BKclasses.rpy (functions 'get_entertainment_bonus()' and 'get_sex_act_bonus()'). Try them out and if you find you can could come up with something useful or interesting, do come back and tell us.

I'll give this a try when I do NG+, see if it makes a difference. BTW, I'm still getting an infinite loop exception on line 61 of my execution.py file even after setting the delay on line 79 to 200. Did I do something wrong or I do I just have that many girls?

Jman

#144
I mean, girls don't roll dice for defence, that was my main point. And most customers can't even get 13 defence, since they do roll dice to get their defence value, and 13 is the absolute max.

So, if you have the second level weapon racks and Magic Blades for everyone, you should be largely safe... unless you fight them yourself. Or have Hallow Moon.



But you've got customers coming out of your ears with even 2-star reviews, so does it matter? :D



You can get Dynamos from the HH?! :o Hmm, should it be possible to get story girl traits like that? Or should I remove or gate those?



Not sure about the loops, can you upload your file somewhere? Preferably with a save where that happens, too. The only thing I did differently was increase 'if il_statements <= 1000:' to 10 000, and all of that combined definitely cut down on infinite looping errors. OTOH, this is all with Ren'Py 7.3.5, which is from ages ago. But I don't really see anything obvious at the moment.
And with strange aeons even death may die...

mistercb

#145
QuoteYou can get Dynamos from the HH?! :o Hmm, should it be possible to get story girl traits like that? Or should I remove or gate those?

Always fun finding unintended bugs features, isn't it? Up to you; maybe do two different statements depending on if it's story or sandbox so goons like me can still utilize it?

I'll send you the links when I have access to my PC, but I didn't change the if il_statements line, I'll give that a try when I get back too.

Edit: Could I recommend a change to the HH mod? I think the 'frequent flyer' options unlock too slowly; I was using it on cooldown trying to get the originality option but got to 100 girls in chapter 7 before eventually just downloading the debug. That might be on me for being a sweaty tryhard though  ;D

Deimos96

Out of curiosity, what's the lowest income setting difficulty anyone here has played with? I've beaten the game 50% and I'm pretty sure the ~30% range is still viable. Not sure about 10% though, the lowest setting.

Mudpony

From playing 3t version a bit, the biggest thing I've concluded is that the slaver guild taxes need to be revamped.

The amount goes nuts. I earned 720k... she wants 600k. The taxes should not be that high of a percentage, ever. The month before, I  had a 50% tax rate, which means I have to basically spend no money for half the month.

It is also game breaking that we can't pay it off on a daily basis. This means we have to store up crazy amounts of gold. And that means the place is non-stop events. Events that injure the girls, unless they all have magic blades, which they don't, because there's very little money for that. Meanwhile, we have people attempting to set multiple fires a night, something that doesn't happen when the money is lower, though thankfully, due to being a mage, this event is harmless. Also, the wonderful safe furniture protects a mere pittance in comparison.

The taxes can also cause an issue with certain monthly events. Because the fee is based on the previous month, if the previous month cranked up the income and/or the current month trashes it...

Then there's how it impacts your ability to move to the next chapter. When you swap, your income takes a hit for a bit, plus your expenses go up because your old brothel sells for peanuts while the cost of certain upgrades, mainly the quality of the girl's rooms, goes down. Honestly, the new brothel's rooms shouldn't be multiple steps lower than the old one. Let the girls move their furniture over as well.

I am playing on Brothel Prince difficulty, which boosts the fee by 10%, but regardless, it's just bad. The amount and how it is collected both need a serious bit of adjusting. Sure, you can deal with it if you know what you're doing... but your typical player won't.

Jman

Yeah, 5/6 or 95% taxes are kinda wild. IMO, the 'time pressure' part of the tax also increases way too fast, less than a year to the cap on average. And that +20% matters a lot more when the base tax rate is already high.

I once tried to 'solve' the savings issue by allowing you to store money with the Banker. For a small percentage (medieval/renaissance banking works the other way around), but threat went down. Never really got to even properly playtesting it, though.

What are these 'certain monthly events'? Contract fees aren't based on your income, as far as I can tell.

I like that moving brothels is a challenge you have to be prepared for, instead of a no-brainer 'click button to upgrade'. But I'm probably the minority on this.
And with strange aeons even death may die...

Mudpony

#149
The monthly effects is what I meant. The various "moons". The Gold Moon, for example, boosts income by 0.5. The Hunter Moon lowers it by 0.25. And since you're paying the tax based on the previous month, for the Gold Moon, that means the next month, which doesn't have that boost, has to pay tax based on it, while with the Hunter Moon, the previous month is normal, but now you're trying to pay the tax while being penalized. Those two are biggest swings, though the Dry (more customer job budget) and Wet (more customer whore budget) can also impact your earnings.

I don't mind having to prepare for a move, per se, but there are limits. When you move brothels, you get extra rooms, but you lose the girl room upgrades and instead get whatever the base number is for the new place. I guess the girls don't get to move their stuff, for some reason. And that loss is a big hit to income, since that impacts satisfaction for whoring. It also means that the girls who were previously happy with their rooms now aren't... and then you get to rank them up, which makes them even less happy. Though the mood is rarely an issue, but still annoying ;) Upgrading the girls' rooms is one of the most expensive things that rapidly scales upwards, since its cost is based on the number of rooms. And you get 4 or more extra rooms when you swap brothels. I'm sort of tempted to make a mod that just rebalances things, and one of the first things that would change is that you wouldn't get the extra rooms, but the quality of the girls' rooms wouldn't get trashed. That's the one pet peeve for me when it comes to how new brothels work.

And the slaver tax compounds that. You need to save up enough money to pay them off, and be able to handle the lower income, and be able to do the various upgrades you want. And when the taxes amount to 50% plus of your income, that means two weeks out of every four are weeks in which you can't upgrade squat. And so you are theoretically ready to move, but you can't just yet, because you have to plan everything around that monthly payout. It just warps the game too much around it.

Overall, while a money sink is needed, the current implementation leaves much to be desired, due to how high the percentage gets, how big the amount of money needed is, the impact of having that much cash on hand for the brothel, how the monthly based system has a major negative impact on fun, and so on.