Adding New Production Lines
Added 2018-05-13 09:39:33 +0000 UTCOne of the most annoying limitations in Lab Rats 2, as of v0.4, was the inability to produce more than one serum design at a time. You would often want to produce one serum for profit and another for internal and/or personal use. Designing a single mega-serum that did both was inefficient, and switching between designs was tedious.
Tonight I've resolved that issue. I finally took the dive and ripped out all of the old serum production code and replaced it with a new system that allows for an arbitrary number of production lines. To go along with this I've replaced the old serum selection screen with a new one that lets you view and select the different production lines and assign them new serum types to create. While producing multiple serum types you may want to produce more of one than the other, so you can also now set the amount of production (as a percent) going into each production line.
Tomorrow I'm planning to update the auto sell feature to work correctly with multiple production lines. Once that's done I'll be writing some business policies that let you unlock additional production lines, allowing you to specialise your serums more as the game goes on.
Comments
A few suggestions: 1. Please have arousal stay with a woman if you cum before she does, she should still be disappointed, and maybe it goes down some, but right now if you find a girl with high charisma you can't get her off because you always cum first. By the same token, if she cums, it should drop some, meaning you have to get her back up the slope to a second orgasm. I had to cheat my stats to be able to hire top quality girls without them getting pissed off at any seduction attempts. 2. Have obedience start a bit higher so players can do the "sexual harassment," kink, which of course will cost happiness. Maybe play it up a bit more in dialogue as well, if they are almost slutty enough you get the current message, but if they are 15 points away it could be "I don't want to do this, but I need this job." 3. Let players hire girls they see in town (both to re-hire girls who quit/get fired and to hire without $50 charge), of course, you can't see a girl's stats when chatting, so unless it is a re-hire it is a crap-shoot.
Aaror
2018-05-17 01:34:47 +0000 UTCThat's definitely something I want to add at some point. I'm not sure exactly when it will fit into the update cycle, but it wouldn't be too much work to get all of the different serum traits designed and implemented.
Vren
2018-05-14 08:20:34 +0000 UTCAll very good points, I'll keep them in mind and see what I can change.
Vren
2018-05-14 08:14:14 +0000 UTCOver the next couple days I'm going to change some stuff and see how the game feels if serums are 10x cheaper/easier to produce for 1/10th the value. It would reduce the cost of using serum yourself, give a real purpose to the marketing division (who theoretically can only sell so many doses of serum per person, but that cap is rarely reached), and let me implement a batch line of research that improves how much you get at a time.
Vren
2018-05-14 08:13:39 +0000 UTC1) It would certainly be possible. Right now there's no mechanical difference between characters other than how much they produce (which they can split up) so there's no need, but if I want to add differences later I would be able to expand the system. 2) I'll take a look at adding a scrollbar to the choice screen when there are too many options to show all at once.
Vren
2018-05-14 08:11:29 +0000 UTCAutosell thresholds are now shown while you pick what serums you're producing on your production lines. It's a whole lot more intuitive than having as a separate action, so it should make it a lot easier to remember.
Vren
2018-05-14 08:08:10 +0000 UTCJust crossed my mind and didn't see it mentioned yet so I'll leave it here, but I noticed when you have too many staff, the list that shows them gets too big to put them all on-screen, meaning I couldn't access certain employees past a certain number.
Ed Jeers
2018-05-13 18:15:51 +0000 UTCNice, very nice. Yeah, I often had to wait a long time before I ever thought about using the serums on the girls because it is painful to lose out on profits early in the game.
C0mplex
2018-05-13 17:34:59 +0000 UTCAwesome! Needed feature. While you're in that code, you might want to make sure you've got plenty of counters. Being able to see the number of units moved in the EOD screen would be great, especially now that it's a much harder to work it out from the dollar amount sold. While we're discussing that, a couple other things that would help the "business sim" gameplay: 1. It'd be great to see a proper breakdown of earnings. "Sold 3x SerumOne for $50.00 ea, +10% bonus ($15.00) for marketing sluttiness" would be useful. Right now the EOD screen is pretty good for helping you sort out your costs, but it is not as easy as it should be to sort out your income. 2. It would help if every time a unit of serum moves from one stockpile to another should be logged in the EOD, as well as the status of those stockpiles. You can get into quite a bit of trouble because you don't realize you need to hire another marketing girl, for instance, and it's tricky to see the problem from the available data. 3. You're correct that players end up building moneymaking serums and peronal use serums, and except for the very early game they are not the same thing. In the serum design screen, there is a ton of info that helps for personal use serums, but the money-making aspect is a bit weak. The two things that matter are the ratio of sell value to creation value, and the net earnings per unit of production time. Both of those have to be calculated by the player, which is a nuisance.
Dubsington
2018-05-13 16:03:37 +0000 UTCThat's awesome! Any chance of assigning specific people to specific products? I know the town is pretty low down on the list of priorities, but please also fix the way the game lists people when it's too much for the screen. If there are too many, it only shows the middle of the list and there's no way to scroll. Right now it only really affects the downtown area after hours when dozens of NPCs congregate, but eventually if you get enough employees, it's going to affect those screens as well.
onen
2018-05-13 15:14:04 +0000 UTCCool! Can we have the default auto sell threshold set to 0 for idiots like me who routinely bring their companies near bankruptcy because they forget to set it every time a new serum is launched?
2018-05-13 14:48:37 +0000 UTCFantastic news! :D
waffel
2018-05-13 13:24:43 +0000 UTC