Just to get things started: the images on the slave market (and elsewhere I believe) are losing their aspect ratio when they get scaled. This leads to some unflattering distortions.
I don't really like it either. It was changed in one of Nec's latest commits, though whether it was intentional or not I don't know.
When in the dungeon, selecting any of the column header causes the game to crash. There was only one girl in the dungeon at the time.
Confirmed. Strange, it didn't crash earlier when I was testing it, though. Will investigate and fix.
During the turn summary, clicking on the dungeon tab will cause it to crash too.
Took a bit of testing, but I duplicated this by starting a new game, going straight to the next week, clicking the Dungeon listing, clicking the Brothel listing, and then clicking back on the Dungeon listing. Will investigate and hopefully fix.
If you impregnate a girl, it doesn't count down the days to birth, rather it says "38 Weeks to Birth". I just checked the window that lists the command lines and it keeps saying 38 weeks to birth too, so I don't think pregnancy is working correctly.
If you're referring to the debug window, I've noticed it outputting that "38 weeks to birth" message on every girl, whether pregnant or not. I haven't looked into it, but I don't think that message is any real indication towards how long the pregnancy really has to go. I will do a bit of pregnancy testing at some point, though.
-New girls seem to refuse to work in the brothel regardless of rebelliousness, even slave girls. It seems to take a few months before they will actually start doing their jobs.
I hadn't noticed that problem from my own brief testing, but the code to determine whether a girl refuses any particular job was completely overhauled, so there are bound to be issues there. Necno might be working on that at some point here, or I might look into it later.
-Gangs can generate with almost no members, yet cost the same as fully manned gangs. EDIT: I see this is in the config file. I have no idea why anyone would want starting gangs to not start full.
This is intentional. The gangs don't start out at full strength, which I think is sensible with them being "on the market". They're looking for a patron to support them and provide funds to recruit more members.
As you say though, it is indeed an option in the config file.
-I was just using the default packs with the game, and noticed someone forgot to input age variables for all the random characters. Now that this field actually matters, this results in everyone being 17.
I'll look into it.
-House% formula is still messed up. From 51% to 69% offers no rebelliousness change. Going from 51% to 50% suddenly gives you a huge rebelliousness drop, while going lower than that actually starts to increase rebeliousness with 0% being the same as 69%.
I'll look into this as well.
-Dependent trait still giving an automatic -100 rebeliousness and Charismatic/Charming traits still give game breaking stat boosts.
As above.
-Not a big deal, but I noticed that the special script for Cammy White is no longer triggering.
True, I noticed this earlier myself. Not sure if I'll be able to fix it, but I do plan to look into it.
-For future changes, group duplicate items in the store. Another nice change would be for items to be colour-coded based on rarity so you can quickly skim through for special items.
I might give item grouping and sorting a shot after some bugfixing. For colors, it's a bit cumbersome to come up with many background colors for listbox items; changing the text color is certainly a possibility, though. Necno is about to work on the font rendering system, so I'm not going to do anything there for the time being.
Might be statistical anomaly, but mind-fucked, broken will, and masochist appear to occur much more frequently in 1.30 than 1.29. might be by design.
Not sure whether that's intentional or not. I'll check into the responsible code and possibly tone down the frequency if it seems too excessive.