v0.3.1 is Live! Get it Here!
Added 2018-03-21 09:05:28 +0000 UTCDue to a change in how Ren'py generates it's distributions, PC (Windows + Linux) and Mac versions are now packaged separately.
Get the PC version here: Lab Rats v0.3.1-PC
Get the Mac version here: Lab Rats v0.3.1-mac
I am having some issues with the android distribution, I hope to have that resolved in a day or two. Sorry for the delay.
Lab Rats v0.3.1 brings in several major additions to the central gameplay. In addition to a huge number of quality of life updates and bug fixes, there have been two major features added to the game. First, the introduction of business policies. These are business upgrades purchased with cash that allow you to improve your profitability or corrupt your employees more completely. Second, the first of many crises have been added to the game. These are events which take place between turns and require player input to resolve. They can offer a lucky opportunity, giving you a chance to test serum on your employees or improve the skills of your staff.
Other noteworthy additions to this version of the game include: A character creation screen, an employee overview screen, support for dynamically coloured clothing (to be expanded on in v0.4), support for multiple facial styles (to be expanded on in v0.4), sex skills for all characters which influence how fast arousal is gained, uniforms can now be assigned to your employees once the correct policies are researched, restrictions on map movement have been lifted until there is a mechanical reason for it.
Enjoy the new version of the game, I'm already hard at work on the next one!
Here's a full change log, detailing all of the changes from v0.2.1 to v0.3.1:
CHANGES AND ADDITIONS
* Introduced crisis system - end of turn events which require immediate player interaction.
* Modified end of turn logic. NPC turns are now done in two phases. Location based interaction is done first, then time is advanced, then NPC's are moved to their new appropriate location. Crises trigger after NPC interactions but before time is advanced.
* Added a new event whenever a serum design is finished research. Allows for testing on your R&D crew.
* Employees can now become dissatisfied with their jobs and will have a chance of quitting each day.
* Added a quitting crisis event. A dissatisfied employee will come to you before they leave, giving you a last chance to convince them to stay.
* Outfit creator now shows preview of clothing items when you hover over them.
* Girls can now be asked to wear specific outfits that are already in their wardrobe.
* You can now give girls a 10% raise. A salary over their base expectations will increase job satisfaction reduce the chance they will quit if unhappy.
* Added two new facial designs to the game, along with rendering support for creating more in the near future.
* Added new Policy system - business upgrades that can be purchased with cash.
* Added first policy - "corporate uniforms".
* Added ability to give different divisions uniforms. Requires "corporate uniforms" policy to be purchased before they can be assigned.
* Added "broken AC" crisis event.
* Added "Mandatory Serum Testing" policy - Allows you to give serum directly to your employees.
* Girls can no longer be given serum directly until after "Mandatory Serum Testing" has been purchased.
* Employees can now be assigned a corporate uniform. The maximum sluttiness of the uniform is limited by a policy line.
* Added a line of policies to control uniform slutiness limits. Line includes: "strict uniform policy","relaxed uniform policy","casual uniform policy","reduced coverage uniform policy","minimal coverage uniform policy","corporate enforced nudity policy", and "maximal arousal uniform policy"
* Added ability to set daily serum doses for your company, either for everyone or by division.
* Added "Daily Serum Dosage" policy - Unlocks ability to set daily serum doses for your company.
* Added support for dynamically coloured clothing.
* Multiple sets of bras, panties, and shirts changed to support dynamic colouring. Default options are provided for now, player options will be supported at a future date.
* Added Recruitment batch size line of policies, hire levels allows you to view more people at once in a recruitment batch.
* Added "Male Focused Marketing" policy - Increases serum value based on the sluttiness of your marketing uniform.
* Added an "Accidental Exposure" crisis to the lab and production lines.
* Added an "Water Bottle Accident" crisis to the entire office.
* You can only directly modify a girls wardrobe if her obedience is 120 or greater.
* Added "late night drinking" crisis to entire office.
* Added character creation screen at the start of the game.
* Introduced sex skills for main character and girls. Higher skill increases the other persons arousal faster for specific position types.
* Added character sheet screen to check on the stats of your character.
* Added sex skill overview to "detailed information" screen for girls. In the future this will be hidden until you have learned the information.
* "detailed information" and girl UI now shows a girls current job, if she is employed by you.
* Added "Special Training" crisis - Gives chance to spend cash to raise an employees skills.
* Added value note to serum production screen for all serums.
* Added serum tooltip shown when mousing over serum in serump production screen.
* Added serum tooltip in all inventory screens when hovering over serum.
* Added last name and current position to quit warning message.
* Consolidated serum production notifications into single end-of-day message.
* Added background to end of day highlights and statistics to increase readability.
* Added scrollbar to highlights box to allow for long lists.
* Added employee overview screen to business page.
* Temporarily removed movement restrictions (until they have a mechanical use). Player can now move anywhere on the map with a single click.
* Complimenting a girls outfit now gives the largest bonus when the outfit is just on the edge of what she would normally wear.
BALANCE CHANGES
* Basic Medical Applications trait now adds 10 to production cost (up from 5), adds 50 research to production (up from 25), and requires 200 research to discover (up from 50)
* Improved Serum Production trait now requires 200 research to discover (up from 50)
* Obedience Enhancer trait now requires 300 research to discover (up from 75), adds 75 research to production (up from 20), and adds 5 to production cost (down from 10), adds 5 to value (up from 0)
* Improved Reagent Purification trait now adds 75 research to production (up from 50) and requires 350 research to discover (up from 100)
* Aphrodisiac now adds 60 to research to produce (up from 25), adds 25 to value (up from 20), and requires 250 to discover (up from 150)
* Advanced Serum Production now adds 25 to production cost (up from 15) and requires 800 to discover (up from 200)
* Low Volatility Reagents now adds 150 to production research (up from 100) and requires 600 to discover (up from 300)
* Futuristic Serum Production now adds 60 suggestability (down from 100), adds 500 to production research (down from 600), costs 3000 to discover (up from 600)
* Breast Growth now adds 125 to production research (up from 50), adds 50 to value (down from 100), and costs 500 to discover (up from 50)
* Breast Reduction now adds 125 to production research (up from 50), adds 50 to value (up from 40), and costs 500 to discover (up from 40)
* Focus, Intelligence, and Charisma enhancements now all: cost 20 production points, add 30 value, add 150 to production research, require 800 to discover, and add +2 to their stat (up from +1)
* Slow Release Dopamine now adds 500 to production research (up from 100), adds 20 to production cost (down from 100), and requires 2500 to discover (up from 300)
BUG FIXES
* Fixed obedience and happiness changes from some interactions being inverted.
* Fixed three new traits from v0.2 not appearing in research list.
* Fixed happiness reduction from sexual encounters where obedience was required to proceed being inverted.
* Fixed sluttiness increases from clothing compliments having strange decimal values.
* Fixed "Detailed Information" screen for girls picking random choices on menus when exited.
* Slightly widened choice buttons to prevent text overflow.
* Resolved a crash where displaying a characters height would crash the game.
* Edited button size to make resolve android port issues.
* "Take a closer look" description no longer assumes you have x-ray vision.
* Fixed two improper function calls leading to crashes in the "against wall" sex position.
Comments
I know this is an old post, but i saw the sequel to this game in the lok forums and i was hoping the play the first one before making a pledge. The download link for pc doesn't work, is there another way I can download this game?
2019-12-09 04:51:34 +0000 UTCFound and fixed the bug, thanks for the report!
Vren
2018-03-24 06:41:29 +0000 UTCI got it to work by installing Renpy from my distribution, then running "renpy [path-to-lab-rats]" The ren'py docs suggest it's "incorrectly compiled," but I'm not quite sure what that actually means.: <a href="https://www.renpy.org/doc/html/problems.html" rel="nofollow noopener" target="_blank">https://www.renpy.org/doc/html/problems.html</a>
2018-03-23 03:29:56 +0000 UTCBtw the Linux .sh fails to run when using the .sh (WINE of the windows .exe works but it crashes left and right). I'm sorry, but an uncaught exception occurred. While running game code: File "game/shader/rigeditorscreen.rpy", line 175, in <module> ImportError: ('Unable to load OpenGL library', 'G</module>
Mylen Ploa
2018-03-23 02:36:07 +0000 UTC[code] I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 3347, in script call python: File "game/script.rpy", line 3910, in script $ mc.business.player_research() File "game/script.rpy", line 3910, in <module> $ mc.business.player_research() File "game/script.rpy", line 188, in player_research self.research_progress(mc.int,mc.focus,mc.research_skill) File "game/script.rpy", line 178, in research_progress research_amount = round(((3*int) + (focus) + (2*skill) + 10) * (self.team_effectiveness))/100 TypeError: 'int' object is not callable -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 3347, in script call python: File "game/script.rpy", line 3910, in script $ mc.business.player_research() File "I:\Games\LabRats\Lab_Rats_2-v0.3.1-pc\renpy\ast.py", line 848, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "I:\Games\LabRats\Lab_Rats_2-v0.3.1-pc\renpy\python.py", line 1812, in py_exec_bytecode exec bytecode in globals, locals File "game/script.rpy", line 3910, in <module> $ mc.business.player_research() File "game/script.rpy", line 188, in player_research self.research_progress(mc.int,mc.focus,mc.research_skill) File "game/script.rpy", line 178, in research_progress research_amount = round(((3*int) + (focus) + (2*skill) + 10) * (self.team_effectiveness))/100 TypeError: 'int' object is not callable Windows-8-6.2.9200 Ren'Py 6.99.14.1.3218 Lab Rats 2 - Down to Business v0.3.1 Thu Mar 22 10:28:12 2018 [/code] </module></module>
Lazarus
2018-03-22 15:28:27 +0000 UTCA couple of issues concerning the Outfit Manager: -When loading clothes the manager doesn't seem to correctly handle the clothes' classes that were already present in the outfit. E.g. if I load an outfit with Pants and a Shirt, then adding Socks will work as expected but removing/adding Pants will not be reflected on either the Outfit Stats or the mannequin. Saving will however work correctly, with the saved outfit having the correct pieces (and stats). -If trying to save an outfit with a name that has already been used, there is a prompt asking to "overwrite" or "rename". However, choosing "overwrite" will simply create a second outfit with the same name. On a related note, when loading and modifying an outfit there should be an easy way to save it under the previous name. This could be achieved via either a menu prompt or by pre-filling "Please name this outfit" entry.
Bingbong
2018-03-22 15:10:27 +0000 UTCMaking money is pretty easy if you research Basic Medical Application and research and produce a serum with only that. With two employees, one high Focus for Production/Supply, one high Charisma for Marketing/HR/Supply, and my character doing research, I made plenty of cash while researching more lucrative serums. Just keep in mind that stats are way more important than skills when hiring.
Scott S.
2018-03-22 11:06:44 +0000 UTCRight now you can spam "Compliment her recent work" for unlimited Happiness. Running a 4 Int/2 Cha character, I could repeatedly compliment employees on their work for +3 Happiness +0 Obedience. Once I unlocked High Suggestibility Recruits (suggestibility is misspelled there btw, it's correct everywhere else), any new recruits got +3 Happiness -1 Obedience for complimenting their recent work. It seems to be because of the 10 Suggestibility, since I get the same -1 Obedience penalty for work compliments with Production employees if they had a serum spill, which adds Suggestibility. Zero Suggestibility means no Obedience penalty for work compliments.
Scott S.
2018-03-22 10:41:33 +0000 UTC*Syphon -> Siphon *In the Review Staff there's no way to reselect None after selecting a filter. *In the Review Staff a column that shows how much they produce in supply/sales/research/production per day (depending on their assigned role) would be helpful *Random event that a person leaves happened the same day she was hired. Also her happiness was 100, why would she leave? Lastly if she chooses to leave even after offering the 10% bonus why am I losing money for the 10% bonus if she declines? *Instead of Training being random it ought to just be a menu option (put it in review staff or make a variant called manage stuff), had it pop up for a person who was already a 5/4/5 in focus/charisma/intelligence on the first day when I can't afford $500. *When a person changes roles they show up twice in the EoD summary *Why are 150 happiness people unhappy with their job in the EoD summary? (You can spam praise) - looks into the source code - Maybe add a flat 50 to the happiness score to fix people leaving on day 1. Or modify the function to consider what roles the people are good at/want to work in (and hint it in the end of day summary). Looks like it is due to low obedience score on hiring which makes them unhappy. The other option is to only add obedience if it is > 0 to the happiness score (so a obedience < 100 doesn't negatively affect happiness) *Game crashes after I created my first serum and gave it a name (Alpha). It had the first 2 advancements. *No more bug reports since the game keeps crashing (no stacktrace)
Mylen Ploa
2018-03-22 09:36:29 +0000 UTCCurrently it seems far too difficult to actually make money to me. I can do it VERY slowly, but I'm pretty much just spinning my wheels here and any attempts to get to the fun parts of the game lead me into debt and a game over. Also employees apparently start out super dissatisfied with their job. Spending $50 to hire someone in the morning who quits after a single time block is just bad. I've had to save scum and change rooms/tasks just to keep people who I hired minutes ago and they also rarely seem to accept a pay increase to stay. Some of this could probably be resolved with a better tutorial system, but even then I think that the game is just too slow right now. You're making mind control serum for gods sake. I'm not sure it should be so hard to keep a stable of employees happy and producing in the black.
Troqu
2018-03-22 07:58:39 +0000 UTC(Haven't played 0.31 yet) The breast growth/reduction was very micro-intensive in 0.1 (and I think it was possible to be bugged since I noticed in the code it only evaluates on new day and it was possible for the serum to stop having effect before that if you gave it early in the day). If there was a way to set the target size for an employee and auto-give them serums until they hit it that would be appreciated. ___ Have job affinities for girls been made relevant, or is the focus/skill/charisma values still the only ones that matter?
Mylen Ploa
2018-03-22 05:45:48 +0000 UTCAnd this next one was during the A/C event. [code] I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 3347, in script call python: File "game/script.rpy", line 3911, in script call call advance_time from _call_advance_time_2 File "game/script.rpy", line 4287, in script call $ the_crisis.call_action() File "game/crises.rpy", line 152, in script $ the_person.outfit.remove_clothing(the_person.outfit.get_lower_ordered()[-1]) File "game/crises.rpy", line 152, in <module> $ the_person.outfit.remove_clothing(the_person.outfit.get_lower_ordered()[-1]) IndexError: list index out of range -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 3347, in script call python: File "game/script.rpy", line 3911, in script call call advance_time from _call_advance_time_2 File "game/script.rpy", line 4287, in script call $ the_crisis.call_action() File "game/crises.rpy", line 152, in script $ the_person.outfit.remove_clothing(the_person.outfit.get_lower_ordered()[-1]) File "C:\Users\luisa\Desktop\物\ゲーム\Lab_Rats_2-v0.3.1-pc\renpy\ast.py", line 848, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "C:\Users\luisa\Desktop\物\ゲーム\Lab_Rats_2-v0.3.1-pc\renpy\python.py", line 1812, in py_exec_bytecode exec bytecode in globals, locals File "game/crises.rpy", line 152, in <module> $ the_person.outfit.remove_clothing(the_person.outfit.get_lower_ordered()[-1]) IndexError: list index out of range Windows-8-6.2.9200 Ren'Py 6.99.14.1.3218 Lab Rats 2 - Down to Business v0.3.1 Wed Mar 21 20:03:13 2018 [/code]</module></module>
Bingbong
2018-03-22 00:04:25 +0000 UTCA bug when kissing. [code] I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 3347, in script call python: File "game/script.rpy", line 3917, in script call call advance_time from _call_advance_time_3 File "game/script.rpy", line 4287, in script call $ the_crisis.call_action() File "game/crises.rpy", line 368, in script call call talk_person(the_person) from _call_talk_person_6 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3599, in script call call talk_person(the_person) from _call_talk_person_3 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3603, in script call call fuck_person(the_person) from _call_fuck_person File "game/script.rpy", line 3634, in script call call sex_description(the_person, position_choice, object_choice, 0) from _call_sex_description File "game/script.rpy", line 3652, in script $ change_amount = the_position.effective_sluttiness() - the_person.sluttiness File "game/script.rpy", line 3652, in <module> $ change_amount = the_position.effective_sluttiness() - the_person.sluttiness AttributeError: 'Position' object has no attribute 'effective_sluttiness' -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 3347, in script call python: File "game/script.rpy", line 3917, in script call call advance_time from _call_advance_time_3 File "game/script.rpy", line 4287, in script call $ the_crisis.call_action() File "game/crises.rpy", line 368, in script call call talk_person(the_person) from _call_talk_person_6 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3599, in script call call talk_person(the_person) from _call_talk_person_3 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3494, in script call call talk_person(the_person) from _call_talk_person_4 File "game/script.rpy", line 3603, in script call call fuck_person(the_person) from _call_fuck_person File "game/script.rpy", line 3634, in script call call sex_description(the_person, position_choice, object_choice, 0) from _call_sex_description File "game/script.rpy", line 3652, in script $ change_amount = the_position.effective_sluttiness() - the_person.sluttiness File "C:\Users\luisa\Desktop\Lab_Rats_2-v0.3.1-pc\Lab_Rats_2-v0.3.1-pc\renpy\ast.py", line 848, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "C:\Users\luisa\Desktop\Lab_Rats_2-v0.3.1-pc\Lab_Rats_2-v0.3.1-pc\renpy\python.py", line 1812, in py_exec_bytecode exec bytecode in globals, locals File "game/script.rpy", line 3652, in <module> $ change_amount = the_position.effective_sluttiness() - the_person.sluttiness AttributeError: 'Position' object has no attribute 'effective_sluttiness' Windows-8-6.2.9200 Ren'Py 6.99.14.1.3218 Lab Rats 2 - Down to Business v0.3.1 Wed Mar 21 18:22:04 2018 [/code]</module></module>
Bingbong
2018-03-21 22:24:09 +0000 UTCProcuring supply costs 1$ per supply, and this is paid every time supply is procured. So if you have someone in supply but no workers in marketing or no "auto sell", you will be losing money on most turns during the day. Salaries are paid on the night to day transition. This may cover the issues you mentioned.
Bingbong
2018-03-21 21:29:55 +0000 UTCThere is somthing I don't understand, don't know if I miss an information or if it is a bug, but every time I get an event (in day or night) I loose money... edit : it's not that I produce less, this is managed in the night screen, it's something else.
2018-03-21 21:18:43 +0000 UTCRight, that guided tour is unfortunately outdated (It was written for v0.1 when content was more sparse and even less clear).
Vren
2018-03-21 18:37:14 +0000 UTCJust to add to this (since I didn't get it at first), the stock problem is that currently the only way to see the sales stockpile is from the "Mark serum to be sold" menu in the Main Office. This can be awkward in the early game if you are using the "autosell threshold" in Production, since you will be selling manually but you don't get to see how much stuff there is to sell.
Bingbong
2018-03-21 16:15:11 +0000 UTCThe included guided tour file tells you to give a dose of serum to your employee by talking to her and clicking "Give a dose of serum." However, there is no such option.
2018-03-21 15:37:54 +0000 UTCGraphically, it seems it will be a very interesting game. For now the UI is not efficient, I'll try to help you on this point by giving a review when I'll finish testing this version MAJOR: 2 gameplay problems for now - You can't see the stock of each division so for example if you want to manage yourself the sales you don't know if there is something to sell ^^ - The lab money is not permanently apparent (would be under the personal money) so when events come asking for money (seminar) you don't see how much you have. I'll surely pledge on april
2018-03-21 13:53:11 +0000 UTCIt turned out very well! Great job! Terrific! \(★ω★)/
SexBook _____ ADULT PHOTO AND VIDEO SIGNATURES
2018-03-21 11:57:22 +0000 UTCI've been kind of holding off on Lab Rats 2 because I didn't want to get in to a game too early in development, but now I'm really excited to see how it's going!
Cody Renton
2018-03-21 09:20:50 +0000 UTCGreat job! You're doing fine! It seems that this is a very interesting update! ;)
Terebonkoff Game Studio
2018-03-21 09:08:05 +0000 UTC