Lab Rats 2 v0.6.1 is Live!
Added 2018-06-28 09:50:30 +0000 UTCLab Rats 2 v0.6.1 is live! Get it here!
For PC: Lab Rats 2 v0.6.1-PC
For Mac: Lab Rats 2 v0.6.1-Mac
For Android: Lab Rats 2 v0.6.1-Android
LR2 v0.6.1 brings a ton of new additions and improvements to the game on a number of fronts. First, the way Sluttiness is gained has been updated to work well with the changes to Suggestibility (a measure of how quickly a girl becomes corrupted) that were introduced in the last update cycle. Interactions with girls now have a minimum and maximum sluttiness during which they are effective in changing her sluttiness score. There are also limits on how often you can interact with a girl per day. To corrupt a girl there is now a buildup from flirting to foreplay to sex spread out over a number of days. Serum use can speed up the process and is crucial in cementing the change in her personality.
Next, the serum design system has been changed to encourage more complex designs and to ensure serums become more valuable as the game progresses. Serums now have a limited number of "slots" that can be filled by various traits. Traits no longer add any production cost, but higher level production methods - which add more trait slots - come with an increased production cost built in. Higher tier serums and higher tier serum traits are more valuable to produce than lower tier ones.
There have been UI changes throughout the game to try and display information where it is most useful for decision making. Interactions with girls now show the suggested level of sluttiness as well as the maximum sluttiness that can be obtained with that interaction. The charcter information UI shown when talking to a girl is now always visible at the top of the screen instead of replacing the business UI. Girls also now have semi-random text colour and font combinations, shown in all of their dialogue and any time they are listed for selection, to aid in character recognition. Button art, font size, and placement have also all been tweaked to improve the overall look and feel of the game.
And finally, there has been a number of major bug fixes that should be mentioned. The leading cause of lag and game slowdown has been crushed, with some sections of the game processing 650 times faster than before. Menues are now more responsive and rollback is more reliable. Serums with status effects like "Growing Breasts" now apply their effects correctly, and skimpy skirts and dresses now properly calculate their sluttiness requirements.
I hope you all enjoy playing this new version of the game as much as I enjoyed making it!
As always, a changelog (v0.5.1 to v0.6.1):
*CHANGES AND NEW ADDITIONS*
* Girls now have a randomly assigned font and colour used for all of their dialogue.
* Girl selection screens now show menu names in unique font and colour.
* Girl stats window moved to top center of screen, displayed when talking to girl.
* Business stats window is now always visible in the bottom left of the screen.
* Sluttiness (core, temp, and suggest-limit) is now visualised instead of being presented as a number.
* Resized title screen.
* Redesigned choice buttons.
* Improved player feedback when sluttiness has reached it's cap.
* Sluttiness changing actions now have a maximum effectiveness amount, past which they will not raise sluttiness.
* Sluttiness from sex is now increased once per round in a position that the person finds slutty isntead of all at the end. It is no longer tied to arousal.
* Suggested and Maximum effectiveness sluttiness scores are now shown on all sluttiness changing interactions and positions.
* Introduced plain test sescriptions for a number of numerical scores.
* Keeping a girl orgasming will instantly turn 1 temporary sluttiness into 1 core sluttiness.
* Main character now has a limited amount of "stamina" which is spent to seduce women and recharges each night. Default is 2 stamina.
* The "chat about something" option can now only be selected twice per girl per day.
* The "seduce" option can now only be selected once per girl per day (as well as being limited by stamina)
* Main character now resets arousal completely at the end of every day.
* Main character now reduces arousal by 20 each time chunk.
* All crises choices have been updated to respect the main characters current stamina.
* Serum designs are now based around a slot system. Default serums have a single slot for other traits. More advanced production methods unlock additional slots.
* Serum traits no longer increase production point cost of serum. Only production methods increase cost.
* Balanced serum value against tiers of research required to reach them. Producing multi-trait serums is now more profitable than single trait serums and higher tier are more profitable than lower tier.
* Production methods (improved serum production, advanced serum production, ect.) no longer provide Suggestibility boosts. A new line of serum traits has been added that increases suggestibility.
* Rewrote and expanded the introduction to the game.
* Reworked Sluttiness calculations for outfits.
* Arousal now shows the effective sluttiness boost it gives.
* Sluttiness below Core Sluttiness now returns to the core amount at a rate of 1 point/time chunk.
* Serum production weight now defaults to whatever percentage is remaining (ie. 100% if nothing else is being produced).
* Redesigned character hiring screen.
*BUG FIXES*
* Fixed cause of massive slowdown, delays, and unresponsivesss.
* Fixed improper reference to character name in lab accident crisis.
* Disabled autosaves, which were creating a major slowdown in the game.
* Supplies can now only be integer numbers
* End of day screen panels no longer overlap.
* Revealing skirts and dresses no longer drastically increase sluttiness over nude levels.
* Serum traits list in serum design screen now scrolls to prevent text from running off the bottom of the screen.
* Rerendered camisole to reduce number of clipping issues.
* Fixed crash in strip tease crisis.
* Fixed bug with status effects where removing a trait would wipe all status effects from the serum.
Comments
When i want to download the Android Version it says: "The File your trying to download has been removed"
2020-01-07 19:22:42 +0000 UTCPossible bug: Production Settings, when Auto-sell threshold is set to none I'm not seeing any serum production. Resources get used, and disappear into the ether. Also, do the player skill's increase over time, or are they static?
rador dekeche
2018-07-06 22:46:25 +0000 UTCHere's a peculiarity: I set the outfit to be full nude and when I complimented an employee she said she wanted to show MORE skin so I guess you can't make anyone happy!
TheMGA
2018-07-03 00:40:04 +0000 UTCBug: In the details view for a char, you can't see the formula for calculating supply.
2018-07-02 19:15:23 +0000 UTCGood update! I like the changes. One thing that's been bugging me about the policy purchasing since launch is "Highly suggestible recruits." 1. It's the cheapest recruitment upgrade in the game 2. It's cheaper than any trait or serum research factoring in all research and production costs 3. It's also mandatory if you want to give girls a higher starting sluttiness or starting obedience. These shouldn't be restricted to an upgrade path at all. What do they have to do with each other? 4. It breaks canon. In fiction, it makes no sense. The only way anyone gets "Suggestibility" in this universe seems to be taking the MC's drug based on research from Lab Rats 1. That you could target recruitment to "highly suggestible recruits" naturally out in the world makes it sound like you're recruiting from cults and mental hospitals. 5. It's a permanent free susceptibility upgrade which nothing else in the game seems to do, making it the most powerful upgrade in the game over time. It's completely broken.
onen
2018-07-01 00:09:49 +0000 UTCI've been trying out the following which leaves a slot open for something else: Futuristic serum production, Improved Reagent Purification, Low Volatility Reagents, Slow Release Dopamine, Obedience Enhancer, Distilled Aprodisac [spelling error in original], Mind Control Agent
ajacksonian
2018-06-30 14:21:03 +0000 UTCDo we have easy/sure fired ways of permanently increasing Obedience at all? It seems that the Dopamine is almost unusable as it drops the obedience super low with no way to get it back up
TheMGA
2018-06-30 12:12:03 +0000 UTCThat's something I'm aware of and will be changing/fixing in v0.7.
Vren
2018-06-30 06:38:03 +0000 UTCThe idea is that the gold hearts ("Core sluttiness") is the default of a girl's personality. The red hearts ("Temporary Sluttiness") are affected by actions like flirting and sex and will slowly turn into gold hearts if a girl has her Suggestibility raised above 0 or if you make her orgasm. Gold hearts should never be going away - if they are there's a bug I need to be hunting down. The only thing I can think of is if you are directly modifying a characters core sluttiness somewhere their temporarily sluttiness will take a few days to match her default score. If you used the console to bump core sluttiness up to 100 from 10 for example it would take two game weeks before sluttiness returns to it's default.
Vren
2018-06-30 06:34:43 +0000 UTCStrange. I'll look into it and see if I can find the problem.
Vren
2018-06-30 06:23:47 +0000 UTCI'll look into it and see if I can find the problem.
Vren
2018-06-30 06:23:03 +0000 UTCI'll edit the "Current Supply" readout to turn red if there is nothing in stock, so it should grab your attention if you A) don't have anyone getting supply or B) don't have enough people to keep up with your production demand.
Vren
2018-06-30 06:22:44 +0000 UTCThe way that employees all want to quit within days of being hired is both silly and a serious playability problem.
2018-06-30 05:44:19 +0000 UTCThe performance in the new version is amazing, thanks, Vren! A bit confused by the new slutiness system. I've maxed out the yellow hearts, but the employee is still turning up to work with <10 sluttiness. What's the point core slutiness if it doesn't change the default? I changed line 1340(bleed_slut) from if self.sluttiness < self.core_sluttiness: self.change_slut_temp(1) to self.change_slut_temp(self.core_sluttiness - self.sluttiness) It makes more sense to me but now core seems a bit overpowered.
2018-06-29 23:25:06 +0000 UTCYou produce a batch of serums per production cost, with default batch size being 5.
2018-06-29 12:37:14 +0000 UTCI'm a bit confused how to make an actual profit. If cost is production cost is 70, supply is bought at a 1:1 ratio, and then value can only reach 37... I loose 33 with every serum produced and sold, right?
Xargames
2018-06-29 12:18:37 +0000 UTCI'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 4540, in script call python: File "game/script.rpy", line 5157, in script call call advance_time from _call_advance_time File "game/script.rpy", line 5587, in script call screen end_of_day_update() # We have to keep this outside of a python block, because the renpy.call_screen function does not properly fade out the text bar. File "renpy/common/000statements.rpy", line 485, in execute_call_screen store._return = renpy.call_screen(name, *args, **kwargs) File "game/script.rpy", line 2817, in execute screen end_of_day_update(): File "game/script.rpy", line 2817, in execute screen end_of_day_update(): File "game/script.rpy", line 2845, in execute frame: File "game/script.rpy", line 2852, in execute viewport: File "game/script.rpy", line 2857, in execute vbox: File "game/script.rpy", line 2859, in execute for item in mc.business.message_list: File "game/script.rpy", line 2860, in execute text " " + item style "textbutton_text_style" NameError: Name 'the_serum' is not defined. -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 4540, in script call python: File "game/script.rpy", line 5157, in script call call advance_time from _call_advance_time File "game/script.rpy", line 5587, in script call screen end_of_day_update() # We have to keep this outside of a python block, because the renpy.call_screen function does not properly fade out the text bar. File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\ast.py", line 1801, in execute self.call("execute") File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\ast.py", line 1789, in call return renpy.statements.call(method, parsed, *args, **kwargs) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\statements.py", line 169, in call return method(parsed, *args, **kwargs) File "renpy/common/000statements.rpy", line 485, in execute_call_screen store._return = renpy.call_screen(name, *args, **kwargs) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\exports.py", line 2655, in call_screen rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\ui.py", line 287, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\display\core.py", line 2624, in interact repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\display\core.py", line 2999, in interact_core root_widget.visit_all(lambda i : i.per_interact()) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\display\core.py", line 511, in visit_all d.visit_all(callback) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\display\core.py", line 511, in visit_all d.visit_all(callback) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\display\core.py", line 511, in visit_all d.visit_all(callback) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\display\screen.py", line 401, in visit_all callback(self) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\display\core.py", line 2999, in <lambda> root_widget.visit_all(lambda i : i.per_interact()) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\display\screen.py", line 411, in per_interact self.update() File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\display\screen.py", line 592, in update self.screen.function(**self.scope) File "game/script.rpy", line 2817, in execute screen end_of_day_update(): File "game/script.rpy", line 2817, in execute screen end_of_day_update(): File "game/script.rpy", line 2845, in execute frame: File "game/script.rpy", line 2852, in execute viewport: File "game/script.rpy", line 2857, in execute vbox: File "game/script.rpy", line 2859, in execute for item in mc.business.message_list: File "game/script.rpy", line 2860, in execute text " " + item style "textbutton_text_style" File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\text\text.py", line 1366, in __init__ self.set_text(text, scope, substitute) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\text\text.py", line 1466, in set_text i, did_sub = renpy.substitutions.substitute(i, scope, substitute) File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\substitutions.py", line 242, in substitute s = formatter.vformat(s, (), kwargs) File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/string.py", line 563, in vformat File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/string.py", line 585, in _vformat File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/string.py", line 646, in get_field File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/string.py", line 605, in get_value File "C:\Users\pardeepk\Desktop\Crap\c\game\Lab_Rats_2-v0.6.1-pc\renpy\substitutions.py", line 201, in __getitem__ raise NameError("Name '{}' is not defined.".format(key)) NameError: Name 'the_serum' is not defined. Windows-8-6.2.9200 Ren'Py 6.99.14.1.3218 Lab Rats 2 - Down to Business v0.6.1 Thu Jun 28 20:35:44 2018 </lambda>
2018-06-28 18:50:32 +0000 UTCGot an end of day bug:
2018-06-28 18:49:12 +0000 UTCGot an error after the serum accident crisis: [code] I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 4540, in script call python: File "game/script.rpy", line 5190, in script call call advance_time from _call_advance_time_5 File "game/script.rpy", line 5558, in script call $ the_crisis.call_action() File "game/crises.rpy", line 840, in script call call talk_person(the_person) from _call_talk_person_6 File "game/script.rpy", line 4835, in script call call fuck_person(the_person) from _call_fuck_person File "game/script.rpy", line 4853, in script label fuck_person(the_person): #TODO: Add a conditional obedience and sluttiness increase for situations like blackmail or getting drunk Exception: Required parameter the_person has no value. -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 4540, in script call python: File "game/script.rpy", line 5190, in script call call advance_time from _call_advance_time_5 File "game/script.rpy", line 5558, in script call $ the_crisis.call_action() File "game/crises.rpy", line 840, in script call call talk_person(the_person) from _call_talk_person_6 File "game/script.rpy", line 4835, in script call call fuck_person(the_person) from _call_fuck_person File "game/script.rpy", line 4853, in script label fuck_person(the_person): #TODO: Add a conditional obedience and sluttiness increase for situations like blackmail or getting drunk File "I:\Games\LabRats\Lab_Rats_2-v0.6.1-pc\Lab_Rats_2-v0.6.1-pc\renpy\ast.py", line 794, in execute values = apply_arguments(self.parameters, renpy.store._args, renpy.store._kwargs) File "I:\Games\LabRats\Lab_Rats_2-v0.6.1-pc\Lab_Rats_2-v0.6.1-pc\renpy\ast.py", line 152, in apply_arguments return parameters.apply(args, kwargs, ignore_errors) File "I:\Games\LabRats\Lab_Rats_2-v0.6.1-pc\Lab_Rats_2-v0.6.1-pc\renpy\ast.py", line 120, in apply raise Exception("Required parameter %s has no value." % name) Exception: Required parameter the_person has no value. Windows-8-6.2.9200 Ren'Py 6.99.14.1.3218 Lab Rats 2 - Down to Business v0.6.1 Thu Jun 28 13:41:49 2018 [/code]
Lazarus
2018-06-28 18:42:12 +0000 UTCWoohoo! Congrats on the release. Just wasted 10 minutes clicking "produce serum" before I realized that nothing was happening because I hadn't bought supplies. That should probably be something the interface helps you out -- either tell you you need supplies before you can produce, or have an indicator showing the net result of each time slice spent producing (like "you created finished 0% of 1 unit of Serumname, and consumed 0 units of supplies"-- that would have been a big hint.)
Dubsington
2018-06-28 17:59:03 +0000 UTC