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#11
Brothel King / Re: [Feedback] Gameplay and Ba...
Last post by Mudpony - Apr 24, 2024, 04:19 PM
Quote from: Alpha_and_omega on Apr 24, 2024, 12:19 PMJust to make sure, when you calibrate your girl's wages, do you look at the colour of the upkeep slider
Yeah, that's what that stuff you quoted is... where they start at by default (which is a white +0 mood modifier) to the lowest possible point that is still white. Even without any change to the girl, there's usually around a 15-20% gap there, and, well, girl #3 can have her allowance dropped by 40% and still be in the white. Basically, by default, even before you increase the love/trust, you can reduce the amount given.

And that said, when it comes to saving money on allowance, room upgrades also helps in that regard. Since, if you get +2 mood due to the quality of the girl's room, that means you can lower her allowance to a -2 mood modifier and it'll balance out.

But all that stuff is a bit more advanced play, something more for higher difficulties when income is reduced, girls are harder to raise, and so on.
#12
Brothel King / Re: v0.3 Test version (gamepla...
Last post by Alpha_and_omega - Apr 24, 2024, 01:09 PM
Quote from: Mudpony on Apr 15, 2024, 04:58 AM
Quote from: Calob on Apr 14, 2024, 05:09 PM
Quote from: Mudpony on Apr 14, 2024, 06:45 AM1) The amount owed needs to be in the UI somewhere, maybe on the main brothel screen.

Mouse over your gold total, your tax due and due date should appear there.
Thanks for the info. That will make it easier going forward.

The spot isn't ideal, though, considering this is a mechanic that can result in game over. So amended feedback:
That amount owed should be on the main Brothel UI, perhaps on the left side of the screen, rather than shown as a pop up when hovering over gold.

Instead of always showing the amount, a colour indicator on the current gold could be useful.
White = no taxation (start of game or beginning of month)
Red = current gold < tax to be paid
Green = current gold > tax to be paid


Other subject, the "apple-bug" still exists. Happens when using a healing-apple on a hurt girl. Other food does not seem to cause the bug. The bug was first reported in August 2023, but since it still exists despite some hotfixes in between, I report it again.
Spoiler
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/BKmain.rpy", line 1504, in script
    $ r = counterpart.use_item(it)
  File "game/BKmain.rpy", line 1504, in <module>
    $ r = counterpart.use_item(it)
  File "game/BKgirlclass.rpy", line 1608, in use_item
    changes.add(e.target.capitalize() + ": %s" % plus_text(c))
  File "game/BKfunctions.rpy", line 1323, in plus_text
    nb_txt = str_dec(nb, decimals)
  File "game/BKfunctions.rpy", line 472, in str_dec
    return ((("%." + str(decimals) + "f") % nb).rstrip("0")).rstrip(".")
TypeError: not all arguments converted during string formatting

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/BKmain.rpy", line 1504, in script
    $ r = counterpart.use_item(it)
  File "C:\Program Files (x86)\Games\WoH\BK\BK Game\Brothel_King-0.3t - real\Brothel_King-pc\renpy\ast.py", line 1138, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Program Files (x86)\Games\WoH\BK\BK Game\Brothel_King-0.3t - real\Brothel_King-pc\renpy\python.py", line 1122, in py_exec_bytecode
    exec(bytecode, globals, locals)
  File "game/BKmain.rpy", line 1504, in <module>
    $ r = counterpart.use_item(it)
  File "game/BKgirlclass.rpy", line 1608, in use_item
    changes.add(e.target.capitalize() + ": %s" % plus_text(c))
  File "game/BKfunctions.rpy", line 1323, in plus_text
    nb_txt = str_dec(nb, decimals)
  File "game/BKfunctions.rpy", line 472, in str_dec
    return ((("%." + str(decimals) + "f") % nb).rstrip("0")).rstrip(".")
TypeError: not all arguments converted during string formatting

Windows-10-10.0.19045 AMD64
Ren'Py 8.1.1.23060707
Brothel King 0.3t v230805
Wed Apr 24 15:02:05 2024



Quote from: Hermenegild on Aug 13, 2023, 08:20 PMCrash when giving an apple to a girl:
Spoiler
Full traceback:
  File "game/BKmain.rpy", line 1504, in script
    $ r = counterpart.use_item(it)
  File "D:/gry\BrothelKing-0.3/renpy/ast.py", line 1138, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "D:/gry\BrothelKing-0.3/renpy/python.py", line 1122, in py_exec_bytecode
    exec(bytecode, globals, locals)
  File "game/BKmain.rpy", line 1504, in <module>
    $ r = counterpart.use_item(it)
  File "game/BKgirlclass.rpy", line 1563, in use_item
    changes.add(e.target.capitalize() + ": %s" % plus_text(c))
  File "game/BKfunctions.rpy", line 1332, in plus_text
    nb_txt = str_dec(nb, decimals)
  File "game/BKfunctions.rpy", line 475, in str_dec
    return ((("%." + str(decimals) + "f") % nb).rstrip("0")).rstrip(".")
TypeError: not all arguments converted during string formatting

While running game code:
  File "game/BKmain.rpy", line 1504, in script
    $ r = counterpart.use_item(it)
  File "game/BKmain.rpy", line 1504, in <module>
    $ r = counterpart.use_item(it)
  File "game/BKgirlclass.rpy", line 1563, in use_item
    changes.add(e.target.capitalize() + ": %s" % plus_text(c))
  File "game/BKfunctions.rpy", line 1332, in plus_text
    nb_txt = str_dec(nb, decimals)
  File "game/BKfunctions.rpy", line 475, in str_dec
    return ((("%." + str(decimals) + "f") % nb).rstrip("0")).rstrip(".")
TypeError: not all arguments converted during string formatting
[close]

The fix is to roll back, save, edit the str_dec() function in lines 474-475 of BKfunctions.rpy to look like this:
    def str_dec(nb, decimals=2): # Returns a string of either an integer or a float, depending on the nb of decimals available
        format = "%%.%df" % decimals
        return ((format % nb).rstrip("0")).rstrip(".")
reload your game and try again.

[close]
EDIT : The proposed fix from August does not work. I found that the apple item has a different structure than other healing food.
It has "gain" to heal, instead of "instant" heal
                            Item(name = 'Apple', target = 'girl', type = IT_Food, pic = 'Apple.webp', template = True, rank = 1, max_rank = 6, rarity = 1, charges = 1, price = 50, effects = (Effect('change', 'beauty', 5, duration=10), Effect('gain', 'heal', 1, 0.5)), description =  "An apple a day keeps the doctor away."),
                            Item(name = 'Pear', target = 'girl', type = IT_Food, pic = 'Pear.webp', template = True, rank = 1, max_rank = 6, rarity = 1, charges = 1, price = 50, effects = (Effect('change', 'body', 5, duration=10), Effect('instant', 'heal', 1, 0.5)), ),
                            Item(name = 'Peach', target = 'girl', type = IT_Food, pic = 'Peach.webp', template = True, rank = 1, max_rank = 6, rarity = 1, charges = 1, price = 50, effects = (Effect('change', 'charm', 5, duration=10), Effect('instant', 'heal', 1, 0.5)), ),
                            Item(name = 'Grapes', target = 'girl', type = IT_Food, pic = 'Grapes.webp', template = True, rank = 1, max_rank = 6, rarity = 1, charges = 1, price = 50, effects = (Effect('change', 'refinement', 5, duration=10), Effect('instant', 'heal', 1, 0.5)), ),
                            Item(name = 'Sausage', target = 'girl', type = IT_Food, pic = 'Sausage.webp', template = True, rank = 1, max_rank = 6, rarity = 1, charges = 1, price = 75, effects = (Effect('change', 'libido', 5, duration=10), Effect('instant', 'heal', 1, 0.5)), ),
                            Item(name = 'Cheese', target = 'girl', type = IT_Food, pic = 'Cheese.webp', template = True, rank = 1, max_rank = 6, rarity = 1, charges = 1, price = 75, effects = (Effect('change', 'sensitivity', 5, duration=10), Effect('instant', 'heal', 1, 0.5)), ),
                            Item(name = 'Chicken', target = 'girl', type = IT_Food, pic = 'Chicken.webp', template = True, rank = 1, max_rank = 6, rarity = 1, charges = 1, price = 90, effects = (Effect('change', 'obedience', 5, duration=10), Effect('instant', 'heal', 1, 0.5)), ),
I will change the apple-heal to be instant and see if the game continues to crash
#13
HHS+ Mods / Re: [MOD] More suggestions and...
Last post by DeniedInMontana - Apr 24, 2024, 01:09 PM
Just arrived home.  You have the sedative sex file in two locations: Events\Interactions\Items (includes make a slave option) and Events\Interactions\Special (no make slave option).

Both are cleaned up and find the correct folders for images once loaded into the game.  Copy over the existing files in RandomFixes/Events/Interactions.  If images still don't load, open in debugger, double click each Show image that doesn't have anything, then close the pop up window that already has the correct folder set up.  Once closed, images will appear.

https://mega.nz/file/fEkX3QIT#MERP1RBzrdmvTuToCeahwfUm_R2f-3PibWQ2uUpoV84
#14
Brothel King / Re: [Feedback] Gameplay and Ba...
Last post by Alpha_and_omega - Apr 24, 2024, 12:19 PM
Quote from: Mudpony on Apr 23, 2024, 05:58 PMAnd there, upkeep is probably the single biggest factor. Perhaps adjusting that a tad for rank 2 might be the best way to go about it. But that might not be necessary, because, by default, we pay too much as is. Automatic is a bit wasteful at the default level. Just some quick testing with how it currently works, for neutral mood mods (at least as shown in the UI):
1) New slave with 11 default cost. Can drop down to 7 while still keeping mood mod neutral.
2) I sold one of my best slaves in one of my games, bought her back...73 initial value, 64 is the bottom of white.
3) One of the other girls can go from 42 down to 25.
4) Looking at my wizzy game, which is further along, it is still a 15% savings when I drop the allowing from the base amount to the lowest amount that is still white.
Note that #2 and #3 are both maids with -15% upkeep reduction (trying a game with all girls as maids), while #2 has the Expensive trait.

Hello,
Just to make sure, when you calibrate your girl's wages, do you look at the colour of the upkeep slider (red = underpaid, white = just fine, green = overpaid) or do you look at the direction of the mood-arrow next to the girl's name (arrow goes up = mood-increase at end of day ; arrow goes down = mood decrease at the end of day) ?

From my experience, it beacomes very fast rewarding to have some chats with the girls ("getting along with other girls" especially to encourage friendships) to bring up love and reduce distrust.
Just tripple-talk to the girl after the purchase, and you often can reduce the slider by a nice extra amount.
That works because both love and trust give modd bonuses that counteract mood-reductions from low upkeep. Also it feels like the moodreductions from low upkeep become weaker the more the girl loves/trusts you. And each dollar saved on allowance is a dollar more income the girl makes.
Of course keep an eye out for the masochist girls, their mood lessens when they trust you (but still increases with love)

@Goldo :
How hard is it to make the dirt from uproar-event dependent on the amount of bedrooms and/or working-rooms the hotel currently has ?
Instead of fire event = 40-60 dirt, it could be along the lines of (Number of Bedrooms * 2 + level of work-rooms * 5)
With maybe an upgrade "unflameable laundry" or "studry furniture" to make those costs go down.
After all, if the brothel is only 1 bedroom and a single bar, it would be far smaller to clean than a 4 bedroom brothel and all 4 workrooms installed.


Alternatively, the cost of outside cleaning (clean 100%/50%) could include the size of the brothel in addition to the district. Though I rather have dirt depending on the size, and not the cleaning cost.
#15
HHS+ Mods / Re: [MOD] More suggestions and...
Last post by ElPresidenete - Apr 24, 2024, 07:37 AM
The fix for that one is easy, just change interger 23 with 22 in the vaginal node.

I will upload a new version once I go over some missing images problems. This is will be a full download because I have to change some folder and image names.
#16
Brothel King / Re: Modding Question
Last post by nneezz - Apr 24, 2024, 12:50 AM
Quote from: Goldo on Apr 22, 2024, 03:22 PMYou need to fiddle with the 'Say' screen in screens.rpy, looking around these lines:

Thank you, Goldo. I looked in to that but can only change the side image not the area around it so I ended up with changing the dialogue box margin instead (options.rpy -> style.window.left_margin). Not the best workaround but the game is playable.

It turned out 2048 is not even enough so I went with 3072 ;D. Surprisingly just changing xres yres function and the base resolution the game adjusted its size really well. I'd say like 80% of the original stuff is zoomed correctly. Hopefully there'll be a resolution selector in the next version.
#17
Brothel King / Re: [Feedback] Gameplay and Ba...
Last post by Mudpony - Apr 23, 2024, 05:58 PM
I don't think the maid thing is that related. The cost of +1 cleaning is pretty low, gold-wise, so that isn't that much savings. And you get the cleaning spell relatively early in the game (as a wizzy), so the maid never really gets a chance to pay out. Overall, for early benefit, I'd rather get The Player, for Party Girl, which is great early and late.

As to Obedience, I'm sure that can be helpful for a newer player, but it is a very short term benefit, and one with alternate solutions. You can send the girl to the farm for a bit. You can invest the points from an early level into obedience. You can buy an item or two with +obedience on it and put it on the newest girl for a tad. Once you start training a girl, you gain a lot of obedience. Sometimes, one skill will be an issue, if the girl dislike it, but you can usually swap to a different skill, train that, and by time you return, no problem, or, once you do succeed once, you're usually fine.

That said, I do like the -15% upkeep reduction, if the girl in question has expensive on her. But, again, that 2 point initial cost to invest in a tree is painful, so unless the girl has expensive and a maid unlocking trait...

QuoteThat sounds like a bug, if you mean girls are set to work in rooms that do not exist. Are you talking about 0.2 or 0.3 test? I distinctly remember fixing that, or at least I thought it was fixed.
This is in 0.3. I had all 4 working rooms when I went on to chapter 2, and after that, only had 1. The girls all kept the jobs they were set to, but, of course, by switching to the new brothel, I no longer had all four rooms. So they couldn't work those jobs, but were still set to them.

QuoteI will make the clean-up costs increase gradually, although at the beginning one or two cleaners should be enough to keep a single-girl brothel clean so you shouldn't need it.
It isn't the cost per cleaner that's a problem. Daily maintenance is fine. It's the cost of cleaning up a bad event, when suddenly your bar goes from clean to a bunch of dirt. So naturally you want to call in the outside cleaners to get rid of 100%/%50% of that. That's the cost that feels too high for me early on, that makes it painful to recover from events like a fire.

QuoteDo you have some ideas about how much they should cost to be more balanced?
Hmm... hard question. You really need user metrics to answer it. Cost-wise, they could probably be reduced to a third or by half? But then add a modifier in the difficulty setting to the brothel upgrade costs, so that by Brothel King setting, it is back to where it is now?

One exception to that: the upgrade cost of the girl's rooms. That's one that I think is just too expensive, overall. Part of that is because you might go from 4 to 8 rooms before you upgrade them, which doubles the cost. Part of that is because you probably aren't making enough from whoring in chapter 2 to make the upgrade cost effective. I think this particular upgrade could benefit from a reduced cost compared to everything else, as well as having a "bulk purchase" discount... a cost of X + (num_rooms * Y) rather than straight up (num_rooms * Y).

But I think net income is probably a bigger factor. Even with reduced upgrade costs, if you are struggling to break even, for an extended period of time, then you can't afford stuff. And this ties into other things as well... no profits means you set security lower, so more events, which hurts your money. Go bankrupt, get bank loan, now you have to pay that back with interest.

And there, upkeep is probably the single biggest factor. Perhaps adjusting that a tad for rank 2 might be the best way to go about it. But that might not be necessary, because, by default, we pay too much as is. Automatic is a bit wasteful at the default level. Just some quick testing with how it currently works, for neutral mood mods (at least as shown in the UI):
1) New slave with 11 default cost. Can drop down to 7 while still keeping mood mod neutral.
2) I sold one of my best slaves in one of my games, bought her back...73 initial value, 64 is the bottom of white.
3) One of the other girls can go from 42 down to 25.
4) Looking at my wizzy game, which is further along, it is still a 15% savings when I drop the allowing from the base amount to the lowest amount that is still white.
Note that #2 and #3 are both maids with -15% upkeep reduction (trying a game with all girls as maids), while #2 has the Expensive trait.

Just tweaking automatic to default to the lowest amount for a given mood modifier would seem like something that would greatly help address the issue, especially as this cost gap seems to impact lower level girls more.

You could potentially overhaul this system a bit, to focus on mood modifier rather than gold cost. Have it show the mood modifier and gold cost. Lose the "A" as automatic won't matter anymore. Have - and + jump to the next tier of mood modifier, and you always pay the lowest cost that mood mod takes.

QuoteThis will be a NG+ option, but I think I like the balance I found with 500g at the beginning and don't want to break too many things
The starting gold is fine. I'm talking about how much gold the player has going into chapter 2. Like if completing chapter one required the player to stockpile a bit more gold, thereby giving them a bit more buffer in chapter 2. Alternately, the reimbursement rate could be cranked up for selling that first brothel.

That transition from chapter 1 to 2 is the main thing I'm focusing on, just because, in my experience, it is the hardest and most grindy time in the game by a considerable margin. Just strikes me as something that could be a major drop off point in player retention.
#18
HHS+ Mods / Re: [MOD] More suggestions and...
Last post by ⚧ Squark - Apr 23, 2024, 11:48 AM
Quote from: DeniedInMontanaWhere is that file from?  It's not in any of the downloads I have seen so far.  Either that or my computer has lost it somewhere...
RandomFixes/Events/Interactions/Items/SedativeSex.xml
#19
HHS+ Development / Re: Stupid questions thread
Last post by DeniedInMontana - Apr 23, 2024, 11:02 AM
Quote from: ElPresidenete on Apr 23, 2024, 10:57 AMIf I want to add more images to GenericSex, do I have to put them in the bas folder, or can I put them in a mod (with the same folder name/structure) and the game will load both image sets?

I've tried that before as well, and I couldn't get it working - so I just added them to the base folder instead.  Of course, I only tried for like 30 seconds before saying "Eh, not worth the effort".
#20
HHS+ Development / Re: Stupid questions thread
Last post by ElPresidenete - Apr 23, 2024, 10:57 AM
If I want to add more images to GenericSex, do I have to put them in the bas folder, or can I put them in a mod (with the same folder name/structure) and the game will load both image sets?