Bugs and inconvenient settings in 0.5p
Night and day Jobs are treated and accounted the same, i.e. training combat at day raises participant for 1 (also for night even if the appointed job is a different), same action at night doesn't raise number of participants (if day action is a different) if in girl screen the selected jobs even jumps to free time, in building management job is displayed correctly...if you train at both times its correct again (mainly since the day action counts double)
useing normal training in the brothels seem to work different , the jobs are accounted correctly but when chooseing day action the selection jumps back to free time while the desired job is raised by 1 participant
Not sure exactly what you mean,
please give more detail and examples
Clinic:
succesful finished operations aren't marked as "warrning" in the weekly summary any longer so you need to check every girl for her traits/stats
I am working on making successful rehab and surgeries go green instead of red.
Rehab is green, just need to fix the result text, should have the surgery jobs done either tonight or tomorrow.
Multiday jobs now change their (#) based on if there is a Nurse or Doctor is on duty.
If there is no Doctor on duty it changes to " (?)***" with a note in the job description.
![](http://s24.postimg.org/jbshyz2hd/Good_News.jpg)
Dungeon:
I like the idea of the details in the new tab, but pls don't make it a "warning", maybe make it an "event" like in the gang management
warnings should be reserved for heavy injury and trait gains/losses
Easily fixed
Clinic:
can't change operations in weekly summary after success message (works in building after weekly summary is closed)
Arena:
can't change a girl from training to combat job in weekly summary if she finished with all combat stats at 100 (works in building after weekly summary is closed)
Edit: seems like I misunderstood the job assignment in Clinic and Arena befor...I can change them in weekly summary but the selection always jumps back to "free time" while participant number raises by one on desired job...this is incredible confusing
useing building management:
chooseing night action befor day action selection is correctly displayed...changeing to day action the seletion shows the same as night action eventhough it should be "free time"
The special job handler will not let you put a girl into a job that she is either not qualified for or has no need for.
Some jobs are full time jobs so they take both Day and Night slots.
If you change the girl from a full time job to a part time job in one shit, she will get sent to free time for the other shift.
If that is not the problem you are having, please provide more detail.
In my experience the Slave Market has a tendency of only selling the same ~10 unique girls. It's even choosing the same girls across saves... And sometimes I've seen multiple copies of the same girl at the same time. Anything that can be done to make the Slave Market more random, and select from all the unique's?
The non-unique girls are chosen at random from your .rgirlsx files when the Slave Market is opened the first time that day.
I intend to work on the "randomness" of the girls by making it rechoose a new rgirl if that template has already been chosen in the past 8 choices.
The unique girls are chosen somewhat at random from the list of girls at the beginning of your savegame.
If you buy one of these, they are moved to your brothel and removed from that part of the save game.
If you sell or fire a unique girl she is added back to the list so you may be able to get them again.
Either way, the more girls files you have, the less duplicates you should have.