1) I can add have an action for warriors to search for girls easily enough. I can use it as a modifier for the chances for look_around events. Maybe add an option to allow them to auto-buy jailed slaves?
2) I just placed the jail locations where ever was convenient. Do you have any suggestion of where I should move it?
3) Currently the runaway chance is just a dice role based on the dungeons security rating and upgrades with the results of failed and successful attempt. I could change it so at high security ratings a successful attempt also requires a successful combat result.
Probably would use BE for personal training and a simulation for others. Can we call up the BE during the next day logic? 'Cause if we can't we'd probably need to use simulations for personal training training that aren't one-off-events.
4) I'll probably move the vibrators to a different slot, rewriting the items is probably not a good idea mid-ST. Might make them take up the trouser slot and make them reverse-chastity panties.
5) Currently the training only really has "bad breaking". It would be entirely possible to have "good break" training as well. Maybe have good break take longer but have less disposition changes and other such things?
6) The Obedience training has a lesson called "Break" that assigns the "Broken" trait that's only available once the girl has a certain level of character.
As I'm using the character stat currently as a sort of reverse-obedience I can tie in chances to escape to that. Easy enough to include a check for Broken trait as well to stop all runaway events.
Currently the Obedience training has the success states of:
OBEY = disposition > 750
DISOBEY = disposition < 250
RUNAWAY = disobey_flag > 5 and not "Broken"
7) Haven't got many ideas for slaves freeing themselves. Probably best to put into a sub-module along with enslaving free girls for now.
![Cool 8)](https://www.pinkpetal.org/Smileys/DarkB/cool.gif)
Now that the RunawayManager is in I can add checks for other jobs as to whether a slave can escape. Might shift the code that checks for runaway success into the RunawayManager itself for easier use.
9) Currently slaves only respond to bad trainers in the "She's broken/a slave and I don't want to be near here" sense. I add a check for competence to add a modifier to runaway chance easily enough. Maybe adapt the teaching skill stat to a dice roll.
10) Currently as all next_day training use up the entirety of the girls AP they specify a duration directly under the lesson image. The one-off-event training, having technically a duration of 0) show how much AP it will cost the girl instead in orange text. I thought about giving the one-off-event lessons a different border colour to show them off easily but put it aside for later.
The available one-off-event lessons are all the reward and punishment options. Everything else are next_day training.
11) As we want trainers to be able to train multiple girls, each lesson has a "heroAP" property that holds how much AP it costs the trainer to teach the lesson. This cost is applied once regardless of how many times the girl is 'taught'. If a trainer is assigned more lesson then they can teach then any attempt to train a girl if they don't have the AP for it automatically fails. While this does mean that there is a disconnect between the AP costs for girls and trainers it seemed like a good balance.