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Lab Rats 2 v0.6.0 Release!

v0.6.0 is live! Get it here:

For PC: Lab Rats 2 v0.6.0-PC 

For Mac: Lab Rats 2 v0.6.0-Mac

And for Android: Lab Rats 2 v0.6.0-Android 

v0.6.0 is finished, and it's bringing a ton of new additions and improvements to Lab Rats 2. The UI has been improved throughout the game to provide more feedback. Sluttiness is now indicated visually and the required (or suggested) Sluttiness is shown on the button for many tasks. Girls now have semi-random text colour and font combinations that make it easier to pick their name out of a list. The main girl UI has been moved to a separate window so that it can be displayed at the same time as the main business UI. There have also been smaller tweaks and adjustments to button art, font size, and placement.

Next, the way Sluttiness is gained has been modified to work well with the changes to Suggestibility from the last update. Interactions now have a maximum Sluttiness that they can reach, and some have a minimum Sluttiness before you can attempt them. Corrupting a girl now requires a buildup from flirting to foreplay to sex, along with serum to cement the changes to her personality. Limits on how often you can chat with someone or have sex with them prevents spamming out the same action over and over again.

There have also been updates to the serum design system to encourage more complex serum designs and to increase their value as the game progresses. Serums now have a limited number of trait "slots" that can be filled. Higher level serums have more slots and are worth more for their production value than low level serums. All of the serum traits have had their values rebalanced for this new system and a new research line that boosts suggestibility has been introduced.

And finally, there have been a few major bug fixes in this version. A major cause of game slowdown has been identified and fixed with more work planned on that front over the next week. Skimpy skirts and dresses now properly calculate their suggestibility requirements. Serums with status effects like "Growing Breasts" now properly apply their effects.

I hope you enjoy playing the new version of the game as much as I enjoyed making it! Please let me know in the comments or via a direct message if you encounter any bugs!

And as always, a changelog (v0.5.1 to v0.6.0):

*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.


*BUG FIXES*

* 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

That's about when things started to go south, thanks! Tried ramping up production by hiring more employees and then the problems started. Parsing the code variables isn't my current specialty and couldn't figure out what the problem was. A memory leak makes sense if the code is trying to read something off a long string or array that is trying to save in memory that isn't maintained, has an over-run or just not sized properly either initially or dynamically. But since I don't know beans about python, I wasn't willing to venture a guess.

ajacksonian

Once you have a number of employees (~17), the game will frequently give an out of memory error when trying to save. Restarting the game and proceeding from the previous save to the same point, then saving again, seems to usually work. But because of the problem (memory leak?), saving every day is pretty much essential. The executable itself is only using about 1.3GB when the out of memory condition is thrown, so the process itself isn't actually out of memory. Overall, the game is very slow to both save and load. While I'd normally recommend optimization wait while in alpha condition, it's making the game difficult to even test properly.

Thanny

I didn't notice that two crashes happened in a row, quickly. Had done a rollback to avoid the prior one but got another with the following as the first one that then got a second quickly after it: [code] I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 4396, in script call call talk_person(person_choice) from _call_talk_person File "game/script.rpy", line 4690, in script call call give_serum(the_person) from _call_give_serum File "game/script.rpy", line 5010, in script label give_serum(the_person): Exception: Required parameter the_person has no value. -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 4396, in script call call talk_person(person_choice) from _call_talk_person File "game/script.rpy", line 4690, in script call call give_serum(the_person) from _call_give_serum File "game/script.rpy", line 5010, in script label give_serum(the_person): File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\ast.py", line 794, in execute values = apply_arguments(self.parameters, renpy.store._args, renpy.store._kwargs) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\ast.py", line 152, in apply_arguments return parameters.apply(args, kwargs, ignore_errors) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-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 v0.6.0 Sat Jun 23 20:08:43 2018 [/code]

ajacksonian

Don't know where to post crash reports, so I'll do it here...if it belong somewhere else just delete this:[code] I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 4396, in script call call talk_person(person_choice) from _call_talk_person File "game/script.rpy", line 4576, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 4691, in script call call talk_person(the_person) from _call_talk_person_3 File "game/script.rpy", line 4439, in script menu: File "game/script.rpy", line 2915, in execute screen person_info_ui(the_person): #Used to display stats for a person while you're talking to them. File "game/script.rpy", line 2915, in execute screen person_info_ui(the_person): #Used to display stats for a person while you're talking to them. File "game/script.rpy", line 2916, in execute frame: File "game/script.rpy", line 2923, in execute hbox: File "game/script.rpy", line 2935, in execute vbox: File "game/script.rpy", line 2943, in execute text "Obedience: [the_person.obedience] - " + get_obedience_plaintext(the_person.obedience) style "menu_text_style" File "game/script.rpy", line 43, in get_obedience_plaintext elif obedience < 150: #130 to 149 NameError: global name 'obedience' is not defined -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 4396, in script call call talk_person(person_choice) from _call_talk_person File "game/script.rpy", line 4576, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 4691, in script call call talk_person(the_person) from _call_talk_person_3 File "game/script.rpy", line 4439, in script menu: File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\ast.py", line 1504, in execute choice = renpy.exports.menu(choices, self.set) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\exports.py", line 871, in menu rv = renpy.store.menu(items) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\exports.py", line 1057, in display_menu rv = renpy.ui.interact(mouse='menu', type=type, roll_forward=roll_forward) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\ui.py", line 287, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\display\core.py", line 2624, in interact repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\display\core.py", line 2999, in interact_core root_widget.visit_all(lambda i : i.per_interact()) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\display\core.py", line 511, in visit_all d.visit_all(callback) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\display\core.py", line 511, in visit_all d.visit_all(callback) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\display\core.py", line 511, in visit_all d.visit_all(callback) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\display\screen.py", line 401, in visit_all callback(self) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\display\core.py", line 2999, in <lambda> root_widget.visit_all(lambda i : i.per_interact()) File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\display\screen.py", line 411, in per_interact self.update() File "E:\Programs Contained\Lab_Rats_2-v0.6.0-pc\Lab_Rats_2-v0.6.0-pc\renpy\display\screen.py", line 592, in update self.screen.function(**self.scope) File "game/script.rpy", line 2915, in execute screen person_info_ui(the_person): #Used to display stats for a person while you're talking to them. File "game/script.rpy", line 2915, in execute screen person_info_ui(the_person): #Used to display stats for a person while you're talking to them. File "game/script.rpy", line 2916, in execute frame: File "game/script.rpy", line 2923, in execute hbox: File "game/script.rpy", line 2935, in execute vbox: File "game/script.rpy", line 2943, in execute text "Obedience: [the_person.obedience] - " + get_obedience_plaintext(the_person.obedience) style "menu_text_style" File "<screen language="">", line 2943, in <module> File "game/script.rpy", line 43, in get_obedience_plaintext elif obedience < 150: #130 to 149 NameError: global name 'obedience' is not defined Windows-8-6.2.9200 Ren'Py 6.99.14.1.3218 Lab Rats 2 - Down to Business v0.6.0 Sat Jun 23 16:55:02 2018 [/code] </module></screen></lambda>

ajacksonian

(sorry didn't realize how huge that was going to end up lol) Also, I seem to have hit some weird limit on how much Supply I can produce. I have 5 Supply employees and 4 Production employees. No matter how much I help the Supply team, supply amount remains 69/250. I help neither side and the supply amount remains 69/250. I help the Producers and it stays 69/250. I fire one Supplier (so 4 vs 4), help neither side, it remains 69/250. With 4 vs 4, I help the Producers and it drops to 56/250. (edit: 5v3 makes supply go up, as does 4v3. Weird) (edit 2: Helping Supply in the early morning raises it to 91, but it resets to 69 on the next time advance)

A few notes as I discover them... Making a whole bunch of a serum type to stockpile by using all 3 lines set to Auto-Sell: None (for instance, to use as a daily serum), then shifting all productivity of the same serum to Auto-Sell: 0 -- this behavior seems to "cannibalize" the production stash of serum and mark it to be sold. Going to "Mark to be Sold" and moving them all back to the stockpile still doesn't work since advancing time moves them all to be sold again. This is a bug, right? (Didn't do that on previous version, I think?) If not, unsure as a player how to maintain a stash of a serum within the company. [though I imagine picking a different serum works for now] Also, I totally love the addition of the ability to raise inherent sluttiness through sex acts, but as it stands it incentivizes the player to only focus on getting her over 100% ASAP. There's no reason to do anything but as much missionary as possible since every girl seems to be into that the most. It's logical but not very interesting. Stripping off panties under a skirt seems to require a higher sluttiness+arousal than stripping off pants/skirt over no-panties (the last layer before sex, both ways). Seems like it should be the other way around, if not even. Also, echoing what other user said about Happiness (and girls quitting due to Happiness) -- having it nuked by random mistakes seems unfun when there's no good way to recover. I imagine maybe you're planning on buyable gifts to fix this stuff? Especially if gifts perform better under 100 Happiness, that would add some fun to the interaction. Or maybe Happiness drifts back toward 100 constantly? (unless that affects performance) Also, whatever you can do to improve performance is huge since it's still pretty crazy slow without autosaves. Waiting approximately 5 seconds for every time change, often more. Just loading the destination map takes about 2 seconds. Saving takes about 10 seconds. (Windows 10, 12 GB RAM, 2.8 GHz Intel Core i7)

I've seen the things he's talking about.

blakeness

Hmm, I guess I forgot to account for sluttiness slipping below core for a while. That's been fixed, it now approaches the core amount by +1 every time chunk.

Vren

Fixed, thanks for finding that!

Vren

Good catch, thanks for spotting that (bonus points for the exact line #, that made my life easy!)

Vren

If the sluttiness is lower then the core sluttiness, it is not automaticly rased to the core sluttiness after some time!?

Dutch boy

Improved serum production rases the productioncost by 30, but the advanced serum production rases it by 0.

Dutch boy

Suggestions for 0.61: - For the love of Nora please, please, please prevent the day-1 job quits from happening. Its a good crisis for mid-game but is driving me nuts each time I get it immediately after I hire the girl. - The supply cost for vanilla (no trait) serum could afford to be half its current amount. Right now, as it sits 0-trait serum is made at a loss, meaning there is no reason to make any. Hiring any employees until Medical Application is researched is not currently cost-effective. - Scale down research topics font size a bit or abbreviate so it stays in the box. - Find out what is causing the lag spike each time evening transitions to night.

First thoughts: -Really digging the intro. Imagining the janitor as Scruffy from Futurama. -Woo! A basic starter serum! Thanks Vren, this is a massive improvement. -Autosell could afford to be defaulted to 0. -Obedience needed for wardrobe change is excellent. Far better than the previous paid upgrade approach. -Detailed info is a very nice touch. -Remind me again why complementing their hard work makes an employee less loyal? The player needn't be an asshole to inspire loyalty. - Liking the limited chat interactions, though not sure on the hard cap of 2... Maybe more interactions based on how well they like you? - It would seem I'm giving away my stock for free...bug logged - Annnnd game over because, despite the serum flying off the shelves, no $ was generated. Minor bugs: -On serum test scenario girl's custom font/colour reverts back to default. -Production for line 1 default is 0%, should be 100%. Overall some awesome improvements, really like the UI. Gonna see if I can replicate the whole not selling serums for legal tender bug again. Its kinda game-breaking. [edit] found the culprit. Apparently all production is defaulted to 0%. I'd recommend making default 100% production for line 1 and have the toggles for line 2 alter that. Can't conceive of a reason to have workers do less than 100% if there's only one thing to make

In the window where you find the detailed info about your staf the formula for generating suply's is missing.

Dutch boy

Hey, found a bug in line 43, it should be "obedience_amount" and not "obedience", this causes an error when a girl's obedience is in between 130 - 149.

Kin


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