@aevojoey
Noticed in the changelog you were experimenting with health and tiredness recovery. This reminded me of something i noticed yesterday: If you give a girl with mediocre constitution two assignments, it may happen that they exceed the 100% cap even when they were at say 30% at turn begin. If one has a matron, the turn summary then tells one that the matron took her off work, because the girl was exhausted - all great thus far, but odd thing was the result in the next turn: The girl's health dropped from 100% to 30% (!!!) - i'm almost certain this is exactly the same, as if i had no matron, so the flavour text about the matron stepping in is just that.... flavour text, colliding with the actual facts. I'd think one additional benefit a matron could provide is, to in situations like those limit the damage caused (in the given example, i could imagine a drop from 100% to 60% - for a really good one perhaps no lower than 75%).
(Before anyone asks: no, there was no accident or random event for the given example - the girl really went from 100% health to 30% health just by a single overworked game round, under the supervision of the matron).
What job was the girl doing?
Whore jobs for girls with low sex skills can injure them and being too tired increases that damage.
The Matron takes girls off work at the start of the shift if their health goes below 20 or their tiredness goes above 80.
If the girl was at 79 tired at the start of the day shift, the Matron will let her work that shift then reevaluate her for the night shift.
I mean, the way skill and stat progress works (mostly across the board instead of selectively, and usually by whore assignments) already ensures, that your matron is often be best girl you have - her rebellion reduction effects on everyone of course are already very valuable, but i'd think she could do with minor secondary benefits .... nothing overkill. I mean, she basically becomes your assistant and to a major extend runs the place, so in-character with this, i think it would make sense if she competently takes care of matters, like exhausted girls.
The Matron of the Brothels is not as smart (the code has not been updated) as the Matrons of the other buildings.
I plan on rewriting the way the brothels run eventually and I will fix a lot of things then.
The idea I have was to lose one personal action per building you own without a girl assigned to the corresponding "matron" job for it (right now you have 10 PAs per turn which I think is too much and slows down the game, but that's another story). It kinda makes sense that you have more free time if you have someone that helps you run the place.
So you normally have 10 PAs and assigning a matron would free up some of your time and give you more PAs?
But then if you buy more buildings, more of your time would be taken up with travel between them and you would loose PAs.
Then you can get some of that back and more if you assign a Matron to that building.
10 | Base |
+3 for Matron in Brothel | She frees up your time and has the girls brought to you. |
+2 for Head Girl in House | She wakes you up earlier and sets your schedule so you can better manage your time from the start |
-1 for each building | It takes some travel time between the buildings... |
+2 for Matron there | ... but you called ahead and the matron prepared the girls for you to inspect. |
I think that might work, what does everyone else think?
What I don't like is that you can assign any free girl to the job, it doesn't matter if she isn't trustworthy. Maybe add some stat requirements (obedience)?
You can hire a fox to guard the chicken coop if you want... whether you should is another thing.
Most of the job restrictions are only Free vs Slave girls.
The only job I can think of with skill requirements is Doctor in the Clinic needing 50 Medicine and 50 Intelligence.
This can be explained a Public Safety Laws preventing inexperienced Doctors from killing their patients.
News on the random crashes:
I'm a bit cautious about saying this and possibly provoking the wrath of the RNG, but with the new version posted today, i haven't had a single crash for hours, when previously the game would crash every few minutes (most often when switching to a girl's detail page or the dungeon). Can't see anything obvious in the changelog, except for multiple reworking of subsystems - or maybe its just compiling, no idea.
(I expect to update this post any minute now, when the game proves me wrong for having the audacity of saying the words "no crash")
Do you have pregnant girls in your buildings?
I think most of the crashes were caused by the missing branches in the pregnancy alternate image tree.
So the fix for that may explain why you are not crashing as much.