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v0.3 Test Version (April 2025 Update)

Started by Goldo, Aug 25, 2024, 10:58 PM

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DarkFoxing

Quote from: Jman on Apr 12, 2025, 08:43 PMThis looks more like an error occuring during nightly farming. Are you sure it's accessing the evil powers is what triggers it?

I suppose somehow a girl in being trained without an act specified, but I can't immediately see how. Do you perhaps have a save?

o, "girl in being trained without an act specified" it is, thx)

Jman

How'd you manage that? Normally, you either assign an act or the 'auto' training does. Non-sexual training?
And with strange aeons even death may die...

DarkFoxing

#452
Quote from: Jman on Apr 13, 2025, 03:17 PMHow'd you manage that? Normally, you either assign an act or the 'auto' training does. Non-sexual training?

I just reassigned their training, so I'm not sure exactly what was wrong, but by manually changing the training, I think the bug went away, I'm not sure what exactly caused it, but it works.
I am now using the old version (Although in the new version I checked, and also this bug was), Unfortunately the new version can not play, because translators have become worse than a year ago, now when trying to translate the game (for example through Renpy translate), he half of the text does not translate at all, so I have to sit on the old version(

Jman

Was their training on auto? Or was it holding that you changed, not sex training?



You could also use BK to learn English. ;D Although what kind of English you'll learn that way is another matter. :o
And with strange aeons even death may die...

Tiopepe

#454
I think I've found an issue in code with decrease in love & decrease in fear, due to how boost is calculated. Boost takes into account charisma & alignment. In case of love/fear decrease, reverse_if() is applied, but modifier for charisma had already been applied. Consequence is, the more Charismatic MC is, the harder it becomes to make girls at ease / make them hate you. A work around would be to apply reverse_if() first, then apply the charisma boost modifier.

Example for fear, same issue with love:
BKgirlclass.rpy #4326

        def change_fear(self, amount, min_cap = None, max_cap = None, mojo_color = "purple", silent=False):

            if not min_cap:
                min_cap = self.rank*-25
            if not max_cap:
                max_cap = self.rank*25

            # Charisma bonus = 10% per stat point, good/bad alignment = +/- 25%
            if self in MC.girls:
                boost = self.get_effect("boost", "fear gains") * alignment_bonus[MC.get_alignment() + "_fear"] * (1 + MC.get_charisma()*0.1)
            elif self in game.free_girls:
                boost = self.get_effect("boost", "fear gains") * MC.get_effect("boost", "free girl fear gains") * alignment_bonus[MC.get_alignment() + "_fear"] * (1 + MC.get_charisma()*0.1)
            else:
                boost = 1.0

            boost = reverse_if(boost, amount) ## Reverses boost if decreasing fear


Also, something else I find odd: "masochist" personality is listed twice in "gpersonality" list. Its dict.key becomes masochist2, but if doing checks by dict value in the code, it might cause unexpected issues.
Though, the issue I was investigating in the first place is why, for equal love values, the "Mood" display shows half the value (and associated flavor text) for masochist slaves when compared with non-masochist slaves of equal rank (factor  two). It comes from the following bit of code:

Bkgirlclass.rpy #4542

        def get_mood_modifier(self, love_text="", fear_text="", description=False):

            ## Lists active mood modifiers
            mood_factors = ""

            # Love and Fear
            l = self.get_love()
            f = self.get_fear()

            if self.personality.name != "masochist":
                mood_change = (l - f)/10
                if l >= 1:
                    mood_factors += "+" + str(round_best(l/10)) + ": " + love_text + "\n"
                elif l <= -1:
                    mood_factors += str(round_best(l/10)) + ": " + love_text + "\n"
                if f >= 1:
                    mood_factors += str(round_best(-f/10)) + ": " + fear_text + "\n"
                elif f <= -1:
                    mood_factors += "+" + str(round_best(-f/10)) + ": " + fear_text + "\n"
            else:
                mood_change = (l + f)/20
                if l >= 2:
                    mood_factors += "+" + str(round_best(l/20)) + ": " + love_text + "\n"
                elif l <= -2:
                    mood_factors += str(round_best(l/20)) + ": " + love_text + "\n"
                if f >= 2:
                    mood_factors += "+" + str(round_best(f/20)) + ": " + fear_text + "\n"
                elif f <= -2:
                    mood_factors += str(round_best(f/20)) + ": " + fear_text + "\n"

Doesn't really classify as bug, as there is a specific "If" for it, so it seems it was intentional at some point. But it feels weird that masochists would cap at half the usual value in both fear and love, in both positive and negatives, and only on diplay (love/fear values in backend not affected). Deprecated behaviour?

Jman

#455
Arguably, at least the hate part is a good thing, since hate gives you... better 'negative' hypnosis and not much more.

A penalty to building trust due to being a smooth operator is indeed more questionable.



Edit to the edits: The two masochists are different: one is shy and the other is naughty. But usually, personalities are accessed by name and not key, so the 'masochist2' thing shouldn't matter.



I guess Goldo felt that masochists are getting too much of a bonus from both love and fear. Not sure why. Backend is definitely affected, though:
        def update_mood(self):

            self.change_mood(self.get_mood_modifier())
And with strange aeons even death may die...

Tiopepe

#456
My bad for the two masochists, descriptions looked copy/paste, I failed to see one had attribute "very introvert" and the other "very lewd".


Makes sense for love/fear bonus, Design decision it is then.

[suggestion]
If may put my two cents, I think the stacking love+fear effects for masochists would improve balance, and would indeed make masochists less cconfusing. Most interactions having a positive effect on love tends to reduce fear and vice versa. So stacking bonuses would cost more in terms of interactions, love/fear items or time spent in farm. Plus the extra double maintenance due to love+fear decay over time. Sounds like a good tradeoff for the occasional easier accceptance of acts (which matters early game only).

On the other hand, with the current masochist mechanic, mood bonus cap is halved. Which means upkeep costs are significantly higher, especially mid to late game (can't cut upkeep as much while maintaining mood balance). This makes masochists really uncompetitive IMO.
[/suggestion]

 

Jman

#457
What do you mean by 'stacking love+fear effects for masochists'? The only place I can see that is this mood modifier. Which is a disadvantage, certainly.

Not sure about easier training, either. Training checks use the dominant emotion, so fear and love both being high isn't a particular advantage.


I do agree that the mood cap is unnecessarily nerfing masochists. Then again, the masochists I have experience with (or rather Bonanza players did, I don't think I ever got to cultivating a masochist myself) were much more abusable - taking their gold/items for profit, fear as additional obedience (which mattered, since working chance wasn't as much of an on/off switch as it is in vanilla), easily accessible fear potions and generally matching the 'evil' playstyle which was far more easy to fall into due to giving more short-term benefits.
And with strange aeons even death may die...

GoldoTopic starter

Quote from: Tiopepe on Apr 15, 2025, 09:02 PMI think I've found an issue in code with decrease in love & decrease in fear, due to how boost is calculated. Boost takes into account charisma & alignment. In case of love/fear decrease, reverse_if() is applied, but modifier for charisma had already been applied. Consequence is, the more Charismatic MC is, the harder it becomes to make girls at ease / make them hate you. A work around would be to apply reverse_if() first, then apply the charisma boost modifier.

It's weird to me that love penalties would *increase* as you get more charismatic. I get that some strategies may require you to want hate rather than love, but high charisma is not a requirement to make people hate you so it still shouldn't matter. Perhaps what could change would be to limit the Charisma bonus only to the upside (raising love), and not using it at all (reversed or not) on the downside.

Trust/Fear is different as I could see Charisma helping with both, but to keep things balanced I would tend to apply the same fix (only use Charisma when building fear, not trust).
Maker of BK. Looking for the latest patch for BK 0.2? The link doesn't change, so bookmark it!

Jman

#459
Well, if you're real charismatic, you can make someone really hate you if you want to. :D

Charisma only building fear is strange, since that's exactly the same direction. IMO, if Charisma is going to be a 'not-negative' influence, making it only work for love and trust seems more fitting.


I could see Strength increasing fear instead, but hate doesn't fit that well, either. Or maybe the average of Strength and Charisma?

Hate is the least useful of the four, anyway.



Also, I suggest checking out this translation. Adding at least many of those translation hooks into the main game would make it so much easier for any future translators.
And with strange aeons even death may die...

Cantsleep25

Maybe the highest stat of the player should be used in these sorts of interactions?

Jman

Would make all character classes kinda samey, weaken the Trader and charisma in general.
And with strange aeons even death may die...

Tiopepe

#462
As trust and fear can both be beneficial (I go for Trust for those sweet upkeep costs reductions), I agree that Charisma should have a positive and/or neutral influence on these stats depending on design decisions. Current debuff feels unfair at times.

Example current version: At 8 charisma, it takes ~3 days of 4 interactions (chats + reward) to go from neutral to Max Trust on a single grade A girl due to the huge Charisma debuff. As a comparison, Love is instant (1-2 interactions tops).
At this rate, with 10 girls, average trust falls faster than I can reasonably keep up with. I have to accept lower trust levels if I need to use action points elsewhere. As it becomes kind of tedious and repetitive to maintain trust, Charisma+Trust playthroughs are borderline non viable, and IMO in a non intuitive way for the player.

GoldoTopic starter

The implications of making Charisma work for trust would be that for an evil character, you would actually be encouraged to have the lowest possible Charisma. I'm not sure I want that side effect and the balance implications.

I see a couple of workarounds:
- Only make Charisma affect Love/Hate as is now (boost for love/friction for hate) and turn off the effect for Fear/Trust entirely
- Have Charisma boost Fear and Trust both ways (inconsistent with how love/hate works, but I guess easier to explain)
Maker of BK. Looking for the latest patch for BK 0.2? The link doesn't change, so bookmark it!

GoldoTopic starter

#464
Quote from: Jman on Apr 17, 2025, 10:18 AMAlso, I suggest checking out this translation. Adding at least many of those translation hooks into the main game would make it so much easier for any future translators.

I have no idea what I should be looking for here? I don't see anything new in the files, but regardless I am not going to compare all files side by side to find out the diffs.

The best I can offer is to make the current test files available, ask the OP to include their hooks and send them back. But it would be better to wait until the files are more stable IMO, or we might struggle to merge our changes.
Maker of BK. Looking for the latest patch for BK 0.2? The link doesn't change, so bookmark it!