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Lab Rats 2 v0.48.1 Release! Get it here!

Lab Rats 2 v0.48.1 is Live! Get it Here!

PC: Lab Rats 2v0.48.1-PC
Mac: Lab Rats 2v0.48.1-Mac
Android: Lab Rats 2v0.48.1-Android 

Lab Rats 2 v0.48.1 is finished it's week of patron bug testing and is ready for it's public release! This update focused on tuning the difficulty and progression of the business side of the game. It is now easier, particularly in the early phase of the game, to set up a profitable business. UI tweaks have also made it more convenient to design mind-altering serums to meet specific contract requirements.

To accompany the business improvements new events have been added to the game as well. The city representative, dispatched to investigate your morally questionable business, now has several new training options available for her. These training options provide new ways to reduce the attention your business receives from the authorities, as well as reduce any penalties those authorities assign to you. Other minor additions and fixes have also been made throughout the game!

Enjoy, and here's a changelog! (v0.47.1 to v0.48.1):

*CHANGES AND ADDITIONS*

- Removed daily aspect price variability.

- Removed operating cost at serum tier 0, halved all other costs.

- Added HUD text showing opperating costs in addition to salary costs.

- Market reach gain has been increased by a factor of 5.

- Updated chat and sepcific actions list to support modder additions. Tidied up how those Actions are called. Append Actions to chat_actions or specific_actions after init -1 to have them appear in the appropriate chat column.

- Removed top two Attention reducing business policies (moved to City rep storyline events).

- Added one attention reducing business policy to city rep storyline. Unlocked by having high Love.

- Added one attention bleed increasing business policy. Unlocked with special trance tranining option.

- Added special uniform trance training option for city rep.

- Added multiple ways to avoid or lesson penalties levied when visited by city rep due to high Attention.

- Added early game event that has you discover several old doses of serum (based on LR1 designs)

- Added salon visit to the shopping date. Allows you to suggest new hair styles or colours to a girl.

- Added new random texting event.

- Added new office timed event.

- Added "current contracts" column to the contracts selection screen to make it easier to swap contracts.

- Added "view contracts" button to serum deisgn page to make it easier to design serums for specific contracts.

- Added ability to spend large amounts of Clarity to unlock new research tiers. Should speed up the early game in particular.

- Added opportunity to train girls if they're in a trance after you come back to their place (unless the event forces you to leave early).

- Lowered top end of contract aspect requirements slightly it easier (especially at low research tiers) to complete them.

- Manual synthesis side effect does not increase Flaw aspect now to match it's thematic description.

- Contract attention requirements now consider attention reducing business traits.


*BUG FIXES*

- Fixed bug in opinion trainables that was causing some menu options to be displayed when they were already known.

- Fixed crash when an attention event causes your inventory to be seized.

- Updated some incorrect tooltips.

Comments

Found a bug in game_roles\role_city_rep.rpy: def city_rep_dressup_training_requirement(the_person): if the_person.get_known_opinion_score("likes skimpy uniforms") > 0: Should be: if the_person.get_known_opinion_score("skimpy uniforms") > 0: And once unlocked, it doesn't seem to do anything

aevojoey

There is also "Trigger Word Orgasms" which requires 50 suggestion and 50 arousal The City Representative also has "Slutty Work Uniform.", "Reduce Penalty Severity", and "Sabotage Investigations"

aevojoey

Is there a list of the the things like attention whore, breeder ect. I am not sure what other options you have other than those 2.

Thanks aevo, that makes sense

I can see that as a post hoc justification, but it makes an already-weird process really, REALLY weird. Like, am I really holding technical interviews - that produce work product - at 5am on a Sunday? That frankly feels weird and dangerous and sketchy for all parties involved. OTOH, if the work they produce is happening b/c they start working immediately (as I'd tend to assume), it should only occur M-F, Morning/Afternoon/Evening... If there's to be something that's akin to a more involved hiring process, I'd think it would be better to add an actual intake/hiring interview where you could learn about/influence/manipulate your employee-to-be during the next working time period after you hire them. After all, it's not like you're going to hire THAT many people over the course of a game; having an event of roughly the same scope as a performance review should an opportunity to get up to shenanigans. It could be optional with either a small obedience hit for skipping it (b/c it makes the job seem more faceless and impersonal) or by default give a obedience boost as long as you don't totally screw up the event.

Nona

I think of that as a "Show me you can do the job" when interviewing them. I would leave it but change the amount to half of what they normally would do during a full shift. Keep the company efficiency going down at the normal rate (or worse) because they don't know the process yet.

aevojoey

The shopping events are created in family_LTE.rpy and added to the limited_time_event_pool. script.rpy uses limited_time_event_pool under label advance_time after line 504 For each person you know there is a 15% chance they will have an event "on_talk" or "on_enter" It checks requirements for every event limited_time_event_pool and any that can run are put in weighted a list. As an example if you go to Lily's room in the evening after Insta is unlocked and Cuz not there, it will then choose from this weighted list (or some variation of it): Add up the number and then each number goes into that as a percent. ([ask_new_title_action, 8, "on_talk"], (32%) [new_dikdok_account_action, 2, "on_talk"], ( 8%) [new_onlyfans_account_action, 1, "on_talk"], ( 4%) [sister_walk_in, 4, "on_enter"], (16%) [nude_walk_in, 4, "on_enter"], (16%) [sister_go_shopping_action, 6, "on_enter"]) (24%) So the chance of getting the shopping with Lily is around 3.6% (15% of 24%)

aevojoey

Minor bug: * If you hire someone on the weekend, it appears they'll work the time period you spent hiring them. I hired someone and assigned them to research on a Sunday morning, and the remaining 37pts on the current project were completed along with company efficiency going down by 1%. * It also appears that if you hire someone during the early morning, you'll get a work period out of them upon assigning them their position despite that not being normal business hours.

Nona

It's a really small thing, and probably doesn't much need added balance-wise... but it would be nice if adding a new production line actually increased your production rate instead of just letting you spread your existing productivity out across more serum batches simultaneously. It wouldn't even need to be much, but if adding a new line took you from having 100% capacity to spread across your lines to instead having 110% or 120% (still to a max of 100% per individual line, ofc), it would feel a bit more useful and intuitive. The "manual synthesis" flaw implies that at least some of the process is automated, after all...

Nona

"Walk past their window" isn't an event in the base game - that's in mods. I'm a bit surprised there's no bar you can try to meet randos at (or ask people you know to meet you at during the night timeslot, for that matter) in the game, actually.

Nona

What all goes into the game figuring out when during a given evening entrance to Jennifer or Lily's rooms will trigger a shopping date event? I haven't gotten a single one after hours and hours playing (speaks a lot to the addictiveness of the game) and looking at the code I can't tell what that event is attached to just from the family_LTE file or the dates interaction file

Yes, but you mostly get obedience from sex. So if you meet someone on the street, you have to chat with them, flirt with them, have sex with them (probably several times) before you have enough obedience to give them a serum. The only random serum event for people who aren't family or employees that I can think of is when you walk past someone's window. And then you're not even choosing who it is. "the way i see it is you need a foot in the door and people to lower their guard around you for you to corrupt them with your serums and turn them into your "toy"" That's a reasonable take, but I think that's also why early serums are meaningless.

At 120 obedience you can command someone to drink serum. At work you can use serum policy mandatory paid serum testing/mandatory unpaid serum testing/daily serum dosage. And then you get all the random events/scripted events.

the way i see it is you need a foot in the door and people to lower their guard around you for you to corrupt them with your serums and turn them into your "toy"

markjr

I've been playing LR2 for a few years. Love all the continued improvements. But one thing that does seem weird is how it's a game about corrupting with serums, but you can't even start to use serums on most people until you've talked to them enough to get 20 love, and even then it's only at lunch dates, and only if you get lucky and she washes her hands. Seems backwards, like serums should be a foot in the door at the start, not something you only introduce after the relationship is established. There used to be the "sneak serum" option, which was too easy, but something like that would make a lot of sense. Serum perfume? Stealth dart guns?

Okay, so, an obvious change that would help a lot with clarity is if women got better at sexual skills on their own, and not just from clarity cost or drugs, by... doing the sex act repeatedly. This already, sometimes, happens in the mod, a version of this that happened naturally would do a lot of good in the game. EDIT: Also, serums that permanently added sexual skill would help a lot.

Killer300

The last is a great idea, and would help with some late game clarity costs quite a bit. For other uses for money, I think being able to use cash instead of clarity for later research could help a lot, or at least partially substitute, given how clarity becomes a much more scarce resource later in the game.

Killer300

I'd like more uses for money after the midgame. Maybe invest in better research tools to lower the Clarity cost of the higher tier researches or things to buy like expensive gifts for girls, or prostitutes in places. Also a way to exchange character progression points for clarity when you're maxed in everything would be nice. Give a reason to keep doing the challenges.

Partran

my update didn't make any changes to line 812.

Did "cheese" it a bit using trance. 3rd break and tried the computer event. Edit: $ mc.business.mandatory_crises_list(decision_event) => $ mc.business.mandatory_crises_list.append(decision_event) seem to fix the problem

I'm sorry, but an uncaught exception occurred. Jennifers taboo 8 computer chatgroup event: Anyone else get this? Using Eldoens fix While running game code: File "game/script.rpy", line 258, in script call $ picked_option.call_action() File "game/game_roles/:role_jennifer/role_jennifer_taboo_quest.rpy:", line 812, in script $ mc.business.mandatory_crises_list(decision_event) File "game/game_roles/:role_jennifer/role_jennifer_taboo_quest.rpy:", line 812, in "role_jennifer/role_jennifer_taboo_quest.rpy" $ mc.business.mandatory_crises_list(decision_event) TypeError: 'RevertableList' object is not callable -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 258, in script call $ picked_option.call_action() File "game/game_roles/:role_jennifer/role_jennifer_taboo_quest.rpy:", line 812, in script $ mc.business.mandatory_crises_list(decision_event) File "renpy/ast.py", line 923, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "renpy/python.py", line 2235, in py_exec_bytecode exec(bytecode, globals, locals) File "game/game_roles/:role_jennifer/role_jennifer_taboo_quest.rpy:", line 812, in $ mc.business.mandatory_crises_list(decision_event) TypeError: 'RevertableList' object is not callable Windows-10-10.0.19041 Ren'Py 7.4.8.1895 Lab Rats 2 - Down to Business v0.48.1 Mon Jan 10 15:31:11 2022

i have a problem with when i go to save the game errors out saying there are no valid save locations for me to save to

markjr

<p style="color: #008600;">I definitely love what this update is focusing on, glad that it will be possible to set up a profitable business even in the early phase of the game,.</p>

VitAnyaNaked

Another request - is it possible to somehow modify modifiers that we get for cumming on/in different locations? I would personally would prefer better modifier for cumming on tits - maybe some sort of ability to increase one modifier by decreasing another?

Dutchess

This is not a new issue, and it's pretty minor, but you can refer to everyone else by their name except for Stephanie. For her, the option never comes up, and the "Your friend" option shows up twice.

Scott S.

Vren did a typo run through the game, left most of the UK US inconsistencies alone for now at least on the public game (my personal copy is US English) besides the typos this fix is in the file Bug Report: Money Bug in v0.47.1 \game\major_game_classes\business_related\Business.rpy Line: 566 &amp; 583 Functions: get_aspect_price &amp; get_aspect_percent "physical" and "sexual" aspects do not make use of X_aspect_sold resulting in incorrect prices. As far as i understand this should be a bug unless for some reason "physical" and "sexual" aren't meant to make use of X_aspect_sold mechanics. Fix: replace SECOND occurance of X_aspect_price in "sexual"&amp;"physical" with X_aspect_sold Lines: 572,575 replace X_aspect_price in "sexual"&amp;"physical" with X_aspect_sold Lines: 589,592 I've noticed that my "sexual" aspect is constantly at 200% and rougly ~17$ across 3 different playthroughs, a value which nevers seemed to drop, despite the fact that "medical" and "mental" are worth ~4$ which in turn made me produce only "sexual" serums for easy moneymaking. Makes the game way too easy imo please fix that. I've got close to 300k in 2 months without really trying and even that is low taken into account the fact that i limited myself to not buying policies before unlocking new serum tiers. I uploaded it here https://mega.nz/file/fyhS1DAY#ABgIxqawIEmj0J2Ta5-c2t775WfTywQEZWk4YC5yncA

I think enough of the mechanics are in game now, to do cursory game balance review get the early game done so a good visual of what needs to be done at mid to end game.

So, plowed into this update, and have two thoughts: 1. Money, as a resource, suffers from that it's super valuable in the first 1/3 of the game and then... ceases to matter as the player unlocks all the business stuff they care about. For how to fix this, the obvious way is a huge money pit, like paying off mom's mortgage for real, but otherwise, I think it would be worth looking at... 2. Clarity. Because right now, Clarity is insanely useful, while also not scaling well with the game's increasing uses for it. Heck, you recently introduced the whole breakthrough thing, which I can't even take advantage of because of Clarity limitations. It feels like late game, we should be having like, crazy five+ person orgies or something to give immense amounts of clarity. Right now, money needs to have more uses, preferably similar to how clarity pays for corruption that we would want to use the whole game. Meanwhile, we need new ways to gain clarity that say, act as a reward for doing certain kinds of corruption. On the flip side, while probably a bit too powerful for the vanilla game, the nanobots from the mod are an interesting way to preserve clarity, and maybe something like them could be introduced that say, costs money to use instead. More broadly, right now, the game's progression acts something like this: First Third: Immense constraints from both limited cash and clarity. This has gotten better, and otherwise, I feel like this has been discussed previously. Middle: Clarity is the primary constraint, as money... ceases to matter. The player soon gets the ability to buy everything they care about, and then they just move on. End: Player unlocks drugs that let them, to some extent, sidestep certain clarity costs(i.e., permanent sluttiness increasing serum, that sort of thing). Notably, even at this stage of the game, clarity is still valuable, it's just not quite as rare. The business update, so far, seems focused on trying to just increase costs to fix this, and we're still getting that balanced out. However, it doesn't fix the problem of money having no real use past the early game, because the player's ability to earn money inevitably outpaces things they can do with it. Business upgrades, no matter how expensive, only have to be purchased once. By contrast, stuff with clarity often has to be done repeatedly.

Killer300

Vren, where are you based, Just want to know if setting a spell checker for us-en or us-uk. asking because there are some inconsistancies, and part of that may be the nationality of the girl, but spelling should default to one or the other, Of course I am also getting old enough that some words that I spelled in School are changing.

Usually, as a number of variable change between versions of the game.

Colin T.

Huh, this is a good idea! I'll try modding it into my game.

Colin T.

Just to make sure I got this right. Savegames aren't backwards compatible, are they? So I have to start a new game when I install a new version of LR2?

Drackin

Do you consider allowing girls to train/get better on some sex activities (aka specialization). For example, girl that has more experience in titfucks can do this activity with slightly less energy used.

Dutchess

started on the base of 48.1?? nevermind opened the file

I made a long list of typeos and posted it here but it was way too long. I deleted that comment and sent it to the bug report link. Here are the 4 files I edited (if it will allow links in comments) https://drive.google.com/file/d/1OXW3tL-_MifrCH6Q6P0KGhG9PKgPiyuW

aevojoey

The new hair style/hair dye shopping event is great, I've been looking forward to something like it for awhile. I really like that it uses your clothing color palette, too.

Scott S.

Another round of deleting save games and starting again :) This game is way to addictive.


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