Lab Rats 2 v0.1.1 Release
Added 2018-01-20 11:04:30 +0000 UTCLab Rats 2 v0.1.1 is live for everyone!
Get it here: Lab Rats 2 v0.1.1
Get the android version here: Lab Rats 2 v0.1.1-android
This version of the game tidies up all of the bugs found during the patron beta, as well as adds a number of quality of life improvements. The old travel menu system has now been replaced by a map which features a quick heads up of how many people are located in each section. General UI work (which will take up the bulk of v0.2) has begun with the start of a new main menu and a few tweaks to existing menus to ensure readability.
If you run into any bugs please let me know, either by messaging me directly or just leaving a comment below. I hope you enjoy the game!
Comments
Okay. Duh. It's all about misunderstanding the "supply" stock. I read the "how much serum to keep" as finished goods. Even though the game says right there on the screen "raw goods". Duh. Forget question 2 now. I'll just slip quietly into a corner for a while.
Ignatz
2018-01-29 11:25:06 +0000 UTCI've played this for a few hours now and I am finding two things puzzling/challenging: 1) I've succeeded in getting two employees to grow increasingly adventurous in what they will do with me...but only their happiness (always happy to make the ladies happy) changes, not their sluttiness. Does sluttiness only change via potions? 2) I don't seem to be able to keep up with labor costs. I only have two employees currently (one in Procurement and one in Production) and the serums just don't seem to be produced fast enough to cover the modest labor expense ($79). I guess they're actually "salary", since they get paid on Saturday and Sunday but don't come into work. Maybe that's the bugaboo. Otherwise, I see lots of promise in this game...and a whole lot more women to adventure with!
Ignatz
2018-01-29 02:23:41 +0000 UTCI'm planning on getting around to it, I want to get a little ahead on development for LR2 though.
Vren
2018-01-23 06:57:33 +0000 UTCThe "daily grind" is something I'm going to be looking at in a lot more detail in the future. I want to remove as much tedium as possible, while making it clear what your character is doing each day. That will probably take the form of scheduling task to be carried out by them, and you only take control when something unusual happens or during your free time. For example, you might set up a schedule where the main character is working in the R&D lab for 3 time segments each day, then heading home. When you go to sleep you just have to confirm that's your plan for the next day, and it'll be carried out.
Vren
2018-01-23 06:53:20 +0000 UTCIt has a percentage chance of increasing a characters breast size each time unit. You'll likely have to either apply it multiple times to see an effect, or design a serum with a longer duration so it has more time to trigger.
Vren
2018-01-23 06:51:54 +0000 UTCDoes the breast augmentation functionality do anything at this point?
Lazarus
2018-01-22 21:24:58 +0000 UTCOne thing bothered me while I played this game until 4AM. It was the obligatory manual walk home and back to work every day. Maybe you could add some kind of "home" icon to the main interface? Also your plans to merge two inventories are most welcome. Right now it seems you can delegate everything to employees except "marking for sale". Auto-marking everything but minimal "personal amount" will be the most logical change.
2018-01-22 08:18:10 +0000 UTCIs there a way to increase Obedience?
Xargames
2018-01-22 08:16:04 +0000 UTCThanks for finding all of this, I'll fix it up for the next version!
Vren
2018-01-22 01:26:35 +0000 UTCDespite the current labels, there are actually 3 inventories: Player, Business, and For-Sale. Everything starts in the Business inventory (this is currently the left side of both transfer screens). Transferring to the right in the Production area puts them in the Player inventory and makes them available for use on people you talk to. Transferring to the right in the Main Office puts them in the For-Sale inventory and makes them available for Shipping/Marketing action to gain revenue.
Complexity
2018-01-21 18:08:11 +0000 UTCGreat to see your work on this. One point: the inventory is confusing to me. There is an option to trade serum in the production area, and in the office. Both times numbers of stock change (player, Business), but it seems inconsistent. Which stock is now usable for the player to use on the girls, and which is used for sales? Also, when you move serum in the production room to Player, then that number obtained is different again in the office. When outside, there is the option to check inventory, but there only the type of serum is shown, and sometimes not present even when you have taken items from the office...
Xargames
2018-01-21 14:39:01 +0000 UTCSide note, now that Lab Rats 1 has been put to bed, have the honey select cards ever been made available? I'd love to get them now to fool around with now that there isn't active development on their game anymore if that's possible. :)
onen
2018-01-21 09:26:03 +0000 UTCThe new map is definitely an improvement! Spelling: *moeny -> money, in move_funds_action definition *Efficency -> Efficiency, in lower left overlay *Supplys -> Supplies, in lower left overlay *orgainizing -> organizing, in hr_work_action definition RTEs: *mc not defined when returning from FAQ if an item was selected, but not if no item was selected returning from FAQ if an item selected will open the serum inventory if done from the bedroom **Potential Fix: scripts.rpy line 2163: replacing the recursive "call faq_loop ..." with "jump faq_loop" seemed to resolve the issue. *while doing against the wall: 'str' object has no attr **Fix: against_the_wall.rpy line 55: the_girl.name.call_sex_response -> the_girl.call_sex_response *while doing piledriver, "Sayer me is not defined" **Fix: piledriver.rpy line 47: 'me' -> 'mc.name' *while doing against the wall: Too many arguments in call **Fix: against_the_wall.rpy line 42: add 'the_object' as 3rd parameter in function definition *when against the wall is initiated, occasionally: "Required parameter the_girl has no value." **Fix: against_the_wall line 51: return statement missing Glitches: *Rolling back from doing the shipping action does not return inventory that was sold, but does remove revenue that was gained. black hole for money *Python Object identifier string instead of "floor" is used in missionary intro **Fix: missionary.rpy line 13: [the_object] -> [the_object.name] *when initiating conversation with girls, skipping pauses every time on "approach them" line even though it is not new Typos: *against_the_wall.rpy line 22: call_sex_response()() second set of parens doesn't seem to cause any issues, but...
Complexity
2018-01-20 21:32:31 +0000 UTCYou have to go to production and move it into your personal inventory, then the option appears under "Seduction"
Blackhalo
2018-01-20 20:30:23 +0000 UTCSo... how do you actually use the serum? Granted, I just started, but I've yet to see an option where you can give someone a dose.
C0mplex
2018-01-20 19:13:18 +0000 UTCThis is going to be my first time being there for the entire development of a Patreon game, and I'm excited. I remember playing Lab Rats waaaay back when it was version 0.3.1, and getting frustrated and moving on due to the way it worked back then (major scenes were one attempt only, if I remember correctly). I thought it had promise, but decided to come back later and see how things change. Me, being me, forgot (because I'm good at forgetting things unintentionally). I rediscovered the game at 0.11.1, and was amazed at the progress the game had made. So, seeing just how good you can make a game, I'm very excited to see how Lab Rats 2's features evolve over its development. Just the map system alone is a huge improvement, and I'm thinking this is going to be a fascinating ride. So, here's to the success of Lab Rats 2! I look forward to experiencing this journey :D
Kedokata
2018-01-20 19:01:57 +0000 UTCAdded to my pending list of this week's releases!
Discontinued
2018-01-20 18:23:34 +0000 UTC