Описание:
House Party is an open-ended social simulator mixed with a point-and-click adventure inspired by classic comedies of the 90’s. Every decision changes your story and every character has something to reveal. There’s also a button to take your pants off.
Год выпуска: 2020
Жанр: 3d game, 3dcg, adventure, animated, combat, corruption, dating sim, drugs, exhibitionism, gay, groping, humor, female protagonist, male protagonist, masturbation, multiple endings, oral, point and click, romance, sandbox, sexual harassment, simulator, stripping, vaginal, voiced, voyeurism
Цензура: Опциональная
Разработчик/Издатель: eek! llc - games.eekllc.com
Перевод: 5AM
Платформа: Windows x32, Windows x64
Тип издания: Completed
Таблэтка: Не требуется
Версия: v.1.3.2.12199
Язык игры: Английский
Язык интерфейса: Русский/Английский(Смена языка в главном меню)
Полезные ссылки
Ссылка на первоисточник:
https://steamcommunity.com/sharedfiles/filedetails/?id=1273725201
http://forum.eekllc.com/viewforum.php?f=13
1.3.2.12199
(Stable Release 3/29/2024)
https://store.steampowered.com/news/app/611790/view/4196865359920871290
1.3.2.12191
(Patreon Beta Release 3/27/2024)
Dinolicious Hat Customizable.
Secondary colors added to the customizer for several items.
Liz Katz elf outfit now available for all characters.
Liz Katz detective dress now available for all female characters.
Fixed an issue that was causing hair color to revert back when selecting the hair button.
Added validation check for customization groups. If a customization group is empty, or missing characters, the default preset will be added to the selectedoutfit for each missing character.
Changed hairstyles to be assigned instead of added to prevent a key already exists error.
Added another popup error message for documents folder access issues.
1.3.2.12114
(Patreon Beta Release 3/6/2024)
New Hairstyle Picker
Items from the Doja Cat DLC added to the customizer (Dinolicious Hat, Doja Cat Fuzzy Bootz, Doja Cat Earrings)
v1.3.1.12069e
(Stable Release 2/26/2024)
Fixed an issue that caused characters to still react when they were knocked out.
Fixed an issue that caused characters to not react correctly when the walked in on a private event.
v1.3.1.12069d
(Stable Release 2/24/2024)
Fixed an issue that could cause the head to fall through the floor after the freezer cutscene.
v1.3.1.12069c
(Stable Release 2/23/2024)
Quick Hotfix to resolve an issue that caused characters lips to sometimes not move when they were talking for players with surround/spatial audio setups.
v1.3.1.12069b
(Stable Release 2/23/2024)
Fixed various story issues (i.e. Frank not getting Katherine out of the bathroom).
Fixed an issue with incorrectly sized older skin texture mods. They are now automatically resized if incorrectly sized.
Fixed blocky lower resolution mirror reflections.
Improved the visibility of the starbomb box when it’s resting in the grass.
Added in-game achievement images for Valentine’s achievement.
Fix for Valentine’s Easter Egg not always showing up correctly when achievement occurs.
v1.3.1.12017v -2024-02-25
In preparation for this romantic day, Madison has spruced up the house party with some lovely holiday decorations! The decorations include:
A Dusky Sky (Well, Madison might not have made that part happen)
Heart decorations
Balloons
Rose Petals
Pretty Moths
A billion small candles
A Valentine's Sheet and Pillow Set
Customizable Clothing Accessories
There are also a few new clothing options available in the customizer. You can now equip characters with the following items:
Angel Wings
A Valentine Halo
A Valentine Headband
Heart Glasses
Valentine's Choker
Fixed an issue that sometimes caused guests to show up to the party without appropriate attire.
Added reminder text in the customizer to create or select a preset when the Default preset is selected.
Only one Holiday Pack can be active at a time now. This only affects decorations and story content. All Holiday Pack clothing items will always be available in the customizer as long as the DLC is installed.
Improved main menu lighting and shadows.
GBK undershirt is now available for Derek in the customizer if you have the Solar Flare achievement.
Optimized story and texture memory usage, which in most cases will result in less memory usage, especially on Potato graphics settings. In some cases memory usage is decreased by 1GB+.
Improved loading of characters on the main menu. They now only appear after clothing and textures have been applied.
Fixed a couple of issues that would sometimes cause swapping customizer group presets to not work correctly.
v1.3.0.11827d
Items the player is holding are now correctly returned to the player's hand on loaded games.
Fixed an issue that was causing mounted item unmount events to be queued. They now fire immediately.
Fixed an issue that prevented Vickie's jewelry from working correctly in the 1.3.0 version of the game.
Vickie's armband is now customizable.
Fixed a couple of issues with Doja Cat cutscenes.
Added error messaging for some players who use OneDrive and have issues with the customizer if their OneDrive is not signed in.
Plus some other minor bug fixes.
v1.3.0.11764
NVIDIA DLSS now overrides Anti-Aliasing, since it has Anti-Aliasing built in and is not meant to be used with additional Anti-Aliasing technology.
Fixed an issue that sometimes caused some items to float.
Fixed an issue that sometimes caused the camera to become De-Synced with the Player after an attaining an achievement.
Fixed an issue that caused the snake to be positioned strangely when Leah and Frank were holding it.
Fixed an issue that caused characters to sometimes scale weirdly when holding items.
Fixed an issue that caused the female player shirt to not allow custom decals.
Fixed some issues related to custom stories.
Fixed an issue that sometimes caused a double knockout.
Fixed an issue that sometimes caused characters to have issues reaching their walk-to destinations.
v1.3.0.11714
Fixed an issue that caused the mask (if worn by the player) to interfere with first person view in cutscenes.
Fixed an issue causing texture mods to not work correctly.
Fixed an issue causing v2 outfit console commands to not work correctly.
P.S. We're working on the phone issue in Date Night With Brittney and should have a fix for that in the next few days as well.
v1.3.0.11702
Fixed an issue that sometimes caused an infinite loading screen.
Fixed an issue that sometimes cause the kettle to disappear.
Fixed an issue that caused the phone to be missing in Date Night With Brittney.
Fixed some issues with the Winter DLC quest.
Fixed an issue that caused the livestream canvas to not show in one of the versions of the Doja performance scenes.
Fixed an issue that caused Madison's phone to not show the correct images.
Fixed an issue that caused the hockey mask and track suit hoodie to not be available for some characters after obtaining the required achievement.
Fixed an issue that caused many untranslated buttons on the Customizer to all show as quit instead of their untranslated version.
v1.3.0.11681
- Player jacket/shoes are no longer stuck on.
- Vickie Vixen and Brittney side stories are now working correctly.
- The issue sometimes causing plastic looking characters on the loading screen has been resolved.
- Fix for female player sometimes not being able to "use with" some items.
v1.3.0.11639
(Steam/Itch Release 12/24/2023)
- Fixed music sometimes not resuming play on a loaded game.
- Fixed music not remembering the currently playing song correctly on a loaded game.
- Fixed memory leak associated with changing music tracks.
- Fixed an issue that caused interactive items to not load correctly on legacy saves.
N/A
v1.3.0.11633
(Steam Release 12/24/2023)
- Fixed a side-effect of the last patch that caused some issues with DLC items and also caused the some owned DLCs checkboxes to become disabled in the DLC Settings window.
v1.3.0.11632
(Steam Release 12/24/2023)
- Fixed an issue that was causing crashes and hanging after the loading screen for some players.
- Fixed an issue that prevented controllers (affected Steam Deck controller as well) from accessing the full Graphics menu.
v1.3.0.11624
(Steam Release 12/24/2023)
- Fixed an issue causing old saves to not open at all in the new build. (Old saves now open. Since they are from a different game version, content may not function as expected.)
- Fixed an issue causing custom stories to sometimes not save and load correctly.
v1.3.0.11621
(Steam Release 12/23/2023)
- Fixed an issue that sometimes caused the Liz Katz DLC to not work correctly.
- This also sometimes caused duplicate characters on the main menu and or plastic looking
characters on the loading screen.
- Music now changes correctly on the speakers.
- Fixed an issue that sometimes caused custom stories to not load correctly.
- Fixed a couple issues that sometimes caused crashes/hanging on the loading/menu screens.
2023-12-23 Hotfix
(Steam Release 12/23/2023)
Small hotfix that reduces memory footprint buy about 1gig and fixes an issue that was causing some graphics settings like shadows off on the Ultra preset to make the game look strange.
N/A
2023-12-22
(Steam Release 12/22/2023)
We know you've all been waiting for it and it's finally here! You can get the HDRP graphics engine upgrade and customization update now!
The longest ongoing house party in the history of the world just got better!
This new upgrade adds a TON of customizable options to your game and the game now looks better than ever before, rendered with High Definition Render Pipeline!
We made a new trailer featuring the new graphics and we've uploaded some new screenshots to our House Party store page as well!
We've Switched to Unity's High Definition Render Pipeline (HDRP):
We're upgrading our engine to take advantage of HDRP's capabilities in Office Party, but we were also able to bring some HDRP enhancements to House Party too! In House Party, you'll notice amazing new lighting and shadows as well as upgraded models and enhanced textures that can be seen in an overall visual upgrade to the house and all of the characters!
Character Customization:
Take House Party to the next level and customize all of the characters in the game including the male and female player characters. If you haven't seen it, also check out our character customization video:
The video shows off the ability to change clothing colors, patterns, decals, and even add effects like emboss and metallic to some clothing pieces. It also shows off the character options that include changing character skin tone, makeup, hair root and tip color, and inner and outer eye color. Since we released the video, we've also added the option to customize nail color and other.. uh.. fun stuff. There's also some clothing options that will be unlocked with achievements. Speaking of which, for the achievement hunters, we've added 1 new achievement to the Liz Katz DLC and 1 new achievement to the original story! Check out some example outfits:
Engine and game upgrades:
On top of all of that, we've added a bunch of cool new features, including:
WAY faster saving and loading times
A spiffy new loading screen
All characters can now have sweat/wet effects and clothing can have blood effects
A new cutscene for a Liz Katz DLC freezer event, and a cutscene when the player reaches over a railing in the Original Story
This update has taken us a bit to pull together, possibly longer than any other update in the past, but the result is a refreshing new House Party feel that makes the game feel like a whole new game!
And last but not least, we finally changed the song that plays over and over again on loop! Just kidding. We would never do that. Enjoy the game!
1.3.0 RC22
(Beta Patreon Release 12/1/2023)
Improved lighting issues in the apartment, in the intro cutscene.
Clothing clipping fixes.
vSync turned on, on loading/credit scenes.
Text boxes added to the graphics UI so that players can enter a number in manually if they’d like for FPS caps.
Fixed Loading Screen and Customizer Group popup menu to scale correctly with resolution changes.
Fixed a bunch of bugs.
Updated V-Sync and Max Foreground FPS to be usable at the same time. If V-Sync is enabled, it will override a Max Foreground FPS cap.
1.3.0 RC21
(Beta Patreon Release 11/29/2023)
Added FPS cap support in the graphics settings
Reset default graphics settings
Fixed loads of bugs!
1.3.0 RC20
(Beta Patreon Release 11/23/2023)
Loads of bug fixes from previous testing and reports
Support for grouping of character customization sets into group presets
Boob and Butt slider added to customizer
Nail polish added to customizer
Improved shadow system that reduces noticeable pop in and increases quality
Memory and performance optimization
New cutscene reaching for MP3 player
New cutscene in the Liz Katz DLC when a head falls out of the freezer
New loading screen
1.3.0 RC19
(Beta Patreon Release 10/6/2023)
Patterns now have a bar slider that allows variation in sizes
You can now spin the characters by clicking and dragging left and right
Hex color codes are now displayed and copy/pasteable for easier color matching
You can now toggle zoom in and out when editing applicable regions
Customization menu slightly redesigned to fit everything on your screen better
Winter and Halloween Accessories are in the customization menu, but some items cannot be customized yet and others still need tweaking
Lot’s of bug fixes and overall increased smoothness of customization menu
1.3.0 RC18
(Alpha Patreon Release 09/12/2023)
Upgraded the engine to Unity 2022 and HDRP – Huge graphics and lighting and underling engine upgrades!
Added loads of character customization options – we’re excited to see what you all come up with!
Broke lots of things. So many have been fixed, but many still need to be fixed.
1.2.2.1 - 2023-09-15
In the Original Story: Fixed a bug where players could become deadlocked when trying to open Liz Katz’s trunk and start Madison’s art show at the same time
In the Original Story: Fixed multiple bugs related to the tentacles not behaving correctly
In the Original Story: Fixed an issue where characters would talk over themselves during Blackout
In the Original Story: Fixed a bug where the player could get into a fight with Liz Katz and become stuck in a dialogue loop
In the Original Story: Adjusted requirements for opening Liz Katz’s trunk to give the player more freedom to pursue other content before continuing the story
In the Original Story: Fixed multiple instances of written dialogue not matching the voiced dialogue
In the Original Story: Fixed a bug that would occur during the laundry room portion of Liz Katz’s content if Madison and Ashley were both occupied
In the Original Story: Fixed a bug with Patrick not handling his Merlot correctly
In the Original Story: Fixed an issue where Liz Katz would comment on certain quests as if they were in progress, even if they were already failed
Fixed an issue that sometimes caused underwear and bra sections of characters to disappear
Fixed an issue that caused Patrick’s notebook to be unreadable on lower graphic settings
Fixed an issue that sometimes caused characters to float in the hot tub.
1.2.2
In the Original Story: Added a short new player-centric cutscene available after Liz Katz’s Drunk and Disorderly quest (Explicit version only)
In the Original Story: Fixed a bug that would occur when reviewing clues with Liz Katz, leading to incorrect progression
In the Original Story: Fixed a bug where Liz Katz would get stuck in the laundry room and the story would not progress
In the Original Story: Fixed a bug with the air vent system in Madison’s house where vents would remain open even when they should be closed
In the Original Story: Fixed a bug where the player would be able to enter VR when in VR
In the Original Story: Updated hints and inspect text throughout the story to make things clearer for the player
In the Original Story: Fixed a bug where the player was not able to take the penguin after Liz Katz’s content is complete
In the Original Story: Fixed an issue where certain cutscenes would end and the story would not progress
In the Original Story: Fixed multiple lines of dialogue text that did not match the voiced dialogue
In the Original Story: Fixed a bug where the player could break Compubrah’s code sequence if they went too fast
In the Original Story: Fixed a bug where legacy POV would end and nothing would happen next
In the Original Story: Fixed a bug where Liz Katz’s VR outfit would be censored even though she was clothed
Fixed an issue that could prevent OnAfterCutSceneEnds Event Triggers from firing for censored CutScenes when an Event Trigger was only created for the uncensored version of the Scene
1.2.1
Fixed some clothing issues causing some disappearing body parts and/or weird/missing looking clothing/skin.
Fixed sinking appliances (washer, dryer, and microwave) on loading of some saves.
Made the Notebook, Blueprints and Magazine interactable items grabbable
Added Hanging Tentacle and Matchbox
Updated Trunk with clothing and items
Improved the kneeling animation for when Liz Katz gets in the dryer
Added hacking texture to the laptop screen
Improved Liz Katz cloth physics, skinning and masks
Fixed a penis seam for Frank and PlayerMale
Added Liz Katz DLC achievement images in game and for store pages
Fixed mask issue with Liz Katz bikini
1.1.9.1
(Beta Release 05/19/2023)
Resolved some Halloween DLC related null reference exceptions.
Updated autoimmersive dialogue system to show responses. Responses can now function as “Skip” buttons when the AutoImmersive system is in use and dialogues are continuously playing.
The camera can now be moved while listening to dialogues and before selecting responses by clicking and dragging with the left or right mouse buttons.
Added 3 Hammer swing sfx and impact and other sfx to various items.
1.1.9
(Beta Release 05/12/2023)
In the Original Story: Updated handling for certain objects so they can taken without consequence, depending on the story situation
In the Winter DLC: Updated story content to enable and disable with the DLC
Added changing cutscene
Added hotspots to Liz Katz to make her grab-able and be able to be used with the legacy sex system
Added a bra and panties for Liz Katz’s casual outfit
Added Tron outfit for Liz Katz
Added a new movetarget: SpareRoomMiddleNearWall
Added missing inventory icons for various images
Changed the hot tub tentacle water effect to have a slower color shift
Fixed the Liz Katz LOD issues
Re-added the Christmas clothing
Added the Snow Particle to the Main Menu for when the Winter DLC gets selected
Added some, but not all VA for the Liz Katz Murder Mystery Pack
Added a new model for Hammer2
1.1.8
(Alpha Release 05/05/2023)
Added mysterious masked killer
In the Original Story: Added new functionality for handling the vents throughout the house
In the Original Story: Added new items to be found around the house and Compubrah
Changed lighting in Compubrah environment
Added a virtual romantic interaction cutscene
1.1.7
(Beta Release 04/28/2023)
Added an elf outfit for Liz Katz
In the Original Story: Updated handling for unlocking Compubrah
In the Combat Training Story: Fixed an issue with the radial that was affecting translations
The Penguin can access a new appearance via its ItemFunction EnableMaterial1
InteractiveItems can now be flagged internally for use as 1H Weapons. As of now only the Hammer2 Item is flagged as such. When a Weapon Item is Mounted to the RightHand of a Character and that Character attempts to use an attack that would normally utilize their hands, they will instead swing the Weapon. Higher skill/kick based attacks will still function as normal. Attacks with a weapon will always break the Block of a CombatTarget, and will always deal maximum damage based on the attacking Character’s Strength. NOTE: the Player “carrying” a Weapon will not make use of this mechanic. The Weapon Item must be Mounted
The Broom can now be set to lean against…a thing
Added notepad model
Added Blueprint model
Added 3D printer ad model
CSC: Added the ability for the CSC to check if the ScreenFade effect is active or not. “Active” meaning that the screen is in the process of fading in or fading out, or is already completely faded out)
CSC: Added two new event triggers based on ScreenFade behavior: one each for determining when the ScreenFade effect is done Fading In, and when it is done Fading Out
1.1.6
(Alpha and Beta Release 04/21/2023)
In the Liz Katz DLC: Started implementation for a new opportunity: “Smoke ‘Em and You Got ‘Em”
In the Original Story: Updated handling for when Stephanie loses her top during the party
The Chocolate Syrup Item…sorry, I meant “Choclate Syrup”, now auto-highlights when dropped in the grass
The Tablet Item now has a collision sound effect
Added an Airvent System, which can be used to do stuff with… well, Airvents
A certain digital device, one that was definitely not mentioned in prior release notes, can now be used to view the real-time status of the Airvent System
Added a new type of InteractiveItem that can take multiple forms/appearances, and can auto-adjust its Inventory Icon based on its current form. These behavior(s) persists through save/loads without the need for handling via the CSC
Various Items around the house are now of the type “Burnable”. The main ItemFunction-based behaviors of this new type persist through save/loads without the need for handling via the CSC
Additional Items can be mounted to the Broom. This behavior for these Items persists through save/loads without the need for handling via the CSC
The Chicken will now be highlighted if it falls into the outside grass
The FoamFinger now has access to ItemFunctions
The FoamFinger now has a collision sound
Added new and improved chocolate syrup model
Added models for some mysterious clues
Fixed the dent on the fridge door by moving it to the freezer door
Added a burnt version of the penguin
Added a splishy splashy cutscene for an AC unit interaction
1.1.5
(Alpha Release 04/14/2023)
In the Liz Katz DLC: Started implementation for a new opportunity: “Will and Testament”
In the Liz Katz DLC: Started implementation for a new opportunity: “Invitation”
Added a new laundry room Cut Scene
Added a new “stuck in an object we can’t really divulge because spoilers” animation
Added a new hole and shaft to the house
Added blood appearance for the aforementioned hole. And shaft. Yeah we added a bloody hole and shaft, you heard us
Added WIP UI elements for a previously rarely used digital device…
Doors that can be set to Partially Open via ItemFunction can now also be set to Partially Open slowly, instead of immediately
Added a new movetarget: OutsideNearAirConditioner3
The Airvents in the house are now InteractiveItems, and have some special ItemFunctions/behaviors assigned to them
The AC Unit, upon demand, can now exert some automatic control over the Airvents in the house
The effects of an Item’s SwitchToAlternateTexture ItemFunction(s) will persist through save/loads without the need for handling via the CSC
The volume level of the Eek! Games Intro/”splash” scene has been slightly reduced, and now also takes into account the user’s Audio volume setting
Added HotTubSeat5
Fixed an issue that could prevent Amy from being able to make use of StartPeeing/pee-related behavior(s)
Updated project from Unity 2020.3.46f1 to Unity 2020.3.47f1
1.1.4
(Beta Release 04/07/2023)
In the Liz Katz DLC: Started implementation for a new opportunity: “Too Hot to Handle”
In the Original Story: Vickie Vixen will now arrive to the party through the front door instead of jumping over the fence
In the Original Story: Updated functionality for the microwave and dryer
In the Liz Katz DLC: Adjusted the arrival of Liz Katz to have more flourish
In the Liz Katz DLC: Added Liz Katz’s casual outfit
Added disembodied head
Added tentacle peeking animation
Added tentacle cutscene
Added new microwave model
Added super gross microwave interaction with disembodied head
Added a new bin in the Garage…and maybe the outline of something else?
Slightly tweaked the position of a beer so that it wouldn’t topple over as frequently on game start
Added a new movetarget: UpstairsHallwayNearLaundryRoom
The effects of SwitchClothingTexture CharacterFunctions will persist through save/loads without the need for handling via the CSC
The effects of SwitchBodyTexture CharacterFunctions will persist through save/loads without the need for handling via the CSC
Some previously broken/inaccessible AlternateBodyTextures are available for a few Characters (e.g. Ashley, Patrick)
SwitchToOriginalBodyTexture CharacterFunction will now correctly restore all texture settings when used (only relevant for newly exposed/added Alternate Textures)
Fixed a bug that could allow development notes or other specially-tagged text into Translation Templates
Fixed an issue that could cause the Rule 34 Achievement to not be earnable for customers playing via the Epic Games client
Added a new movetarget: GarageNearWallVent
The Freezer Door now has a particle effect that can be triggered using ItemFunction EnableScriptObject2
The AddPhysicsRigidBody ItemFunction will ensure that collider detections are enabled, on the off chance they were ever disabled
InteractiveItems now have access to the ItemFunction: RemovePhysicsRigidBody, which can be used to disable their Physics behavior(s)
Various new ItemFunction integrations were added for the Microwave
Minor housekeeping (removal of long unused and disabled objects, etc.) and bundle rebuilds
1.1.3
(Alpha Release 04/02/2023)
In the Original Story: Updated the criteria for when certain rooms are available, preventing content from conflicting with other active content
In the Liz Katz DLC: Started laying the groundwork for a new opportunity: “Acts of Asspionage”
Added Liz Katz entry CutScene
Added new washer and dryer models
Added Liz Katz casual outfit
Minor cleanup of the AshleyTop InteractiveItem class. Removed an old AshleyFindChangeSpot ItemFunction that has long since been deprecated
AshleyTop will now adhere to the game engine’s Radial Interaction distance-based auto-close, and criteria-based auto-update behavior
Certain Doors will auto-correct their GameObject layering as-needed, for lighting/misc. purposes
Added Dryer Door
The Freezer Door can play its TryOpen when locked Sound Effect via ItemFunction
Disabled a repetitive debug message that could occur during certain CutScenes
Updated a few links on the MainMenu
1.1.2
(Beta Release 03/25/2023)
In the Original Story: Added reactions to all characters when hit with a beam of light
In the New Guest’s DLC: Started laying the groundwork for two new opportunities: “This Isn’t the Opportunity Name” and “No Spoilers 4 U” (TBD; names being workshopped and massaged by “the Committee”)
Fixed a couple issues with Character Motion that were introduced by 1.0.9’s CharacterManagerTick optimization
Fixed an issue with CharacterGroups that could cause delayed events using the system to not evaluate their Criteria correctly
As a result of some prefab updates, a few more InteractiveItems have had basic ItemFunctions exposed that may have been erroneously “hidden” in the past
Added a new particle effect and sound effect to the Microwave, accessible via EnableScriptObject1 and PlaySoundEffect2 ItemFunctions, respectively
Added a new movetarget to the Laundry Room
Added two new movetargets, KitchenNearSink and BetweenKitchenAndDiningRoom
Certain items can now use the EnableMaterial1, EnableMaterial2, and EnableOriginalMaterial ItemFunctions. The effects of these, like many other recent ItemFunction and CharacterFunction additions, carries over through (newly made) save/loads
Added UnableToPlayVoicedAudioTriggers InteractiveState, which can be used to prevent an NPC from playing their default voiced (moans, gasps, etc.) sound effects that may be tied to Emotes, Combat, etc.
Very minor cleanup of a few settings on decorative GameObjects inside the house
The AC Unit is now an Interactive Item
1.1.1
(Alpha/Beta Release 03/17/2023)
In the Original Story: Added new interactions and handling for new Interactive Items
In the Original Story: Updated the handling for Lety’s arrival at the house to make it more consistent with other characters
In the New Guest’s DLC: Started laying groundwork for a new opportunity, “Stop it Stepbro”
Added backend DLC bundle handling for our new guest
Fixed an issue that could cause the Popper, Starbomb, and/or Snowball throwable items to reappear outside of the Player’s inventory/hand after loading a game in which they had been thrown and popped/poofed/whatever the hell a Starbomb does
The effects of ItemFunction : AddPhysicsRigidBody will now carry over between saves, and auto-apply when the game is loaded, provided that the item is enabled and not in use (not mounted, held, or inventoried)
Addressed a Steam policy compliance issue in the UI
Added avatar images for the new guest
Fixed an issue with the mysterious shadow human in the main menu and cutscene
Added magnifying glass model
Added head placeholder model
CSC: saving the game can now be temporarily prevented via the AllowPlayerSave Game Event. The ability to save the game is restored upon the start of every new game session
1.1.0
(Alpha Release 03/10/2023)
In the Original Story: Added preliminary handling for multiple characters approaching the front door at the same time
In the Original Story: Fixed typos across the original story
In the Original Story: Fixed an issue with Rachael in VR not ending correctly
In the New Guest’s DLC: Set up initial functionality for our new guest
In the New Guest’s DLC: Added a new opportunity “Look What the Guest Dragged In”
In the New Guest’s DLC: Added a new opportunity “Blackout”
Fixed an issue with Health Regeneration that was introduced by 1.0.9’s CharacterManagerTick optimization
Fixed the static flags on the flying yard birb so that it would not be treated as a static object for occlusion purposes, which was causing it to be invisible in 1.0.9. He deserves better, after all
Fixed issues with State IsOnFire particle and damage-related behavior(s) that were introduced by 1.0.9’s CharacterManagerTick optimization
Minor optimization of the code that calculates whether an NPC can Socialize
Fixed issues with time-based Roaming behaviors that were introduced by 1.0.9’s CharacterManagerTick optimization. These behaviors should now be nearly identical to those from 1.0.6 and prior
Characters having sex or that have any motion target will no longer even receive Roaming-based invitations to hang out with friends, which may avoid a niche untimely roam on occasion
Characters that are in non-roaming zones (LoadingDock, BehindFenceZone, etc.) will never increment their Roaming timer, even if they have State AbleToRoam
Minor optimization of the code that verifies if a Character should be forced to StopFalling
Minor optimization of the code that delays Dancing if an NPC was moving, being intimate, in combat, etc.
Re: the 1.0.8 change “Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters” – added more Zone-Door pairings to allow for performance boosts under certain conditions
Implemented a supplemental Zone-Occlusion Portal-based culling solution that, for many outside areas and a handful of indoor spaces, can reduce both CPU and GPU Rendering workloads
Updated project from Unity 2020.3.42f1 to Unity 2020.3.46f1, which includes an InputSystem package update to 1.5.0
Removed some old code that could cause issues when opening the Fridge door with the Door Console Command
Added two new CharacterFunctions for the Player related to Hot Tub water fanciness
Added two new MoveTargets near the Fridge
Added three new MoveTargets (one of which is a valid WallSexSpot) in the ArtRoom (SpareRoom2)
To take into account some minor environmental changes, performed a Lighting, Occlusion, and Navigation re-bake
Added two new MoveTargets in the DiningRoom
Implemented a supplemental Zone-Light pairing solution that for varying areas inside and outside of the house, can improve performance
Implemented a system to cull or completely disable specific objects when no longer needed, to further optimize performance
Fixed a long-standing issue that could allow a Character’s CurrentZone to get “stuck” with the wrong value until they tried to transition between zones again
Minor cleanup of a some unused Lighting-related objects
Added the SwingWeapon1HRight SendEvent
Added Trunk InteractiveItem and TrunkLid Door
The “PlayerKnockback” CharacterFunction has been fully replaced by the “Knockback” CharacterFunction
Cleanup and consolidation of underlying Character Class structure(s)
Characters will no longer retain the Crouching State when knocked out
Mostly mitigated an issue that could cause the InteractionManager/Crosshairs to fail to highlight/show the name of a Character while the Player is targeting them in Combat Mode
Fixed a long-standing bug with CharacterZoners that could result in a Character having their CurrentZone inadvertently changed due to Crouching or a small number of more niche behaviors. Such occurrences could result in issues ranging from slightly inaccurate Zone placement to a Character having a Zone assigned that was beyond an adjacent wall
The Freezer door (upper door of the refrigerator) can now be used independently. Interactions for it still need to be scripted into Stories that desire putting it to use
Minor cleanup and optimization of Door Auto Close-related behaviors
Fixed a couple sources of a minor Coroutine nuisance error that could occur when utilizing certain behaviors with disabled items
Fixed a bug with the Item Console Command that would allow for firing of any InteractiveItem public method, rather than just methods tagged as ItemFunctions
Fixed an issue that could cause minor inconsistencies in how long it took to begin Throwing an item after it was picked up and the Player started holding the Right Hand input key/button
Minor optimization of AudioManager to eliminate all garbage allocation and very slightly reduce CPU usage
The Front Door can now use ItemFunction PlaySoundEffect1 to play a doorbell sound
Minor optimization of misc. sound effect files
Another Hammer (Hammer2) has been added as an InteractiveItem. It is identical to, and just as Hammery as, the OG Hammer
When a carried InteractiveItem is Dropped, Thrown, or for some reason a Grab attempt is canceled, the “Throw”/Right Hand action strength will be forcibly reset to its minimum value
Added the functionality for specific InteractiveItems to override the default RightHand/Throw behavior
Added two new movetargets, NearGarageDoor1 and NearGarageDoor2
Fixed an issue that would prevent the Player : TriggerRadialFor event from working when the Player was designated as its target. Note that the opening of the Player Action Radial for the Player via this method is subject to the same engine restrictions as trying to open it via the input keybinding
Added trunk model
Added trunk key
Added a hammer animation
Added alternative versions for doors, fridge, and thermostat
Added a shake flashlight model
Added an alternative version of the hot tub water effects
Animated the AC unit fans to make it operational and added sound
Added alternative body and clothing textures for ashley and madison in certain events
[WIP] Added new guest’s character model
[WIP] Added new guest’s detective outfit
[WIP] Setup cloth physics for our new guest
Setup hair physics for our new guest
Added red flickering effect for a certain doorbell event
Removed wristbands for our new guest and changed position of her hat
Added a new smile for our new guest
Added a mysterious shadow human with red eyes
CSC: When copying an entire Event Trigger and pasting it, any GameEvents within the new EventTrigger will get new GUIDs assigned to them, instead of carrying over the GUIDs used in the original Event Trigger
CSC: When exporting a story, built-in error correction will ensure that DisplayGameMessage GameEvents that have been duplicated (either via CSC copy-paste or manual script editing) but do not have identical text to other duplicates will be assigned a new GUID
CSC: Characters that cannot be enabled in Custom Stories will display a warning indicating as much within their Character Story entry
CSC: Dialogues can now be set to process as “AutoImmersive”. When a Dialogue has this setting enabled, the Response UI will be hidden from the Player and the first Response (or the default “…”/no response) that meets its criteria will be fired, allowing Players to sit back and relax while Dialogue unfolds. Standard Response and Dialogue Close Event behavior still applies. If the Player clicks on/interacts with the Dialogue UI while its text is still populating, this “AutoImmersive” behavior will be canceled and existing Dialogue-Response behavior will take over until a Response is chosen
CSC: Fixed a slight alignment issue related to Response entry foldouts
CSC: Very minor optimization of the Trigger New Dialogue/Next Dialogue selection code
CSC: The Add New Response button will be aligned more closely with the other Response-collection buttons such as Collapse, Expand etc.
CSC: The user can now view and manually input Response Order again (which will allow for order customization of Dialogue Response, Global, and Goodbye Responses), but note that Responses will still not auto-sort as they did prior to CSC 1.0.9
CSC: Various buttons/functionalities that should have sorted Responses on-demand, but were not, have had this issue addressed. Responses are now sorted any time Response collection order is modified, added to, subtracted from, etc.
CSC: A manual Sort Responses button has been added to Response collections for those that wish to play around with manual numbering and Sort later
CSC: When changing Response Order via the up/down arrows, the system will now allow for negative Response IDs
CSC: Global Response and Global Goodbye Response collections will no longer auto-sort on every Editor frame. They will use the same sorting mechanisms as standard Dialogue Responses. This will further increase performance when working with “Default Greeting”-type or otherwise complex Dialogues
CSC: Characters can now be renamed via the Item : Rename GameEvent. Such changes will carry over through saves, and will affect what name is shown for crosshair/interaction text, in the Dialogue UI, BGC UI text, Opportunity Log, Combat Target UI, etc.
CSC: Items and Items from ItemGroups can now use RotateItemToward, which will attempt to rotate them so that their “front” (typically Forward on their Z-axis; this may not always result in what is visually expected) points toward their target
v1.0.9
(Stable Release 02/09/2023)
For all non-DLC content: updated Spanish (MX) translations
GameObject name for Key2 is now “key2” instead of “key4”. Should only matter for those cheaty cheats that use a lot of console commands
Implemented a system to prevent item repositioning based on load game data. This should help prevent the vast majority of issues that could be caused should we decide to…redecorate
Cleaned up some unused InteractiveItem code and members
Updated Spanish (MX) translations for the UI
A new Key item has made its way into the house
Fixed an issue that could cause the Player to be unable to Interact with their POV/Legacy IntimacyPartner in the rare event that a physical obstruction created a line of sight block between them
Enabled ItemFunctions on a number of items that previously were unable to make use of them (pretty much every item that starts out in the Fridge, such as the Mayonnaise, Chicken Nuggets, etc.)
1.0.8
(Beta Release 02/03/2023)
CSC: major CPU and garbage allocation optimizations made that will notably reduce the UI “lag” experienced when manipulating many CSC elements, dropdowns, text fields, etc. Note that these optimizations required minor changes to the UI. Some functionalities like sorting/arranging elements are now controlled strictly through user-interactable elements like arrows, the copy/paste functions, and insert/remove
CSC: added “CharacterGroup” behaviors. This allows for the creation of targeted groups of Characters that can then have GameEvent, Criteria, Event Trigger, and/or CriteriaGroup behaviors executed upon them selectively or en masse. Note that not all GameEvents and Criteria are available for use with this system
In the Original Story: Updated Brittney’s behavior towards the player after they hook up
In the Original Story: Fixed an issue with Amala not being disabled properly after leaving the party
In the Original Story: Fixed an issue with Amala kicking the fence not firing correctly when loading a saved game
In the Original Story: Overhauled the intimacy mechanics in the CSC to utilize character groups
Increased size of LoadingDock slightly and adjusted LoadingDockZone accordingly
Fixed an issue that could cause Player motion to stutter excessively if no NPCs (or only DialogueCharacters like PhoneCall) were enabled
InteractiveItems can now internally (on our end) be flagged for automatic disabling upon start of a Custom Story game session, as can their ScriptObjects
The following InteractiveItem(s) have been flagged to get disabled entirely whenever a New Game of a Custom Story starts: Drone, FilmCamera, HotTubCoverUnfolded, PizzaBoxFortification, PlanksFortification, PlanksFortificationExtraNails, DeadSnake (in front yard), Firetrail, and GlassCover (for the hot tub). Note that the save/load system will be relied upon to maintain InteractiveItem state between sessions, so this will only ensure that these items are disabled upon the start of a new Custom Story session. This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC
The following InteractiveItem(s) have been flagged to disable their ScriptObjects upon start of ANY Custom Story game (loaded games included): HotTubBase. Note that the save/load system does NOT maintain state of ScriptObjects. CSC scripting will be needed to address this.
This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC
The Front Yard Crowd will automatically be disabled upon start of ANY Custom Story game (loaded games included)
Minor redundancy and CPU/Memory optimization-related cleanup across a number of engine, data, Criteria evaluation, and UI-related scripts
Fixed an issue that could cause unintended and sporadic camera “bouncing” when simply running around the game world over flat surfaces
The Debug Log will begin logging slightly earlier than before, allowing it to catch more pre-session diagnostic info
Minor optimizations to Debug Log to reduce garbage allocation
Fixed an issue that was disabling the downstairs Window Blinds (against the front yard) on every game start. These have been the ScriptObject1 of the PlanksFortification for some time, and can be controlled via the CSC as needed
The Window_Broken object will no longer be enabled by default on every game session. This has been the ScriptObject2 of the PlanksFortification for some time, and can be controlled via the CSC as needed
Optimization pass on CharacterManagerTick loop CPU usage performance as well as performance for related methods
Slightly optimized GPU draw calls by removing several obscured/unused environmental objects within the house and disabling Cast Shadows on a number of indoor objects that were not creating noticeable shadows
Fixed an issue with Character/ItemGroup behavior that could allow a “shared” action to populate on the radial when a criteria check should have prevented it from doing so
Updated Volumetric Lighting plugin, which should confer minor performance benefits for some users
Minor optimization to FixedUpdate code that handles door rotation or position change
Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters
Rebaked lighting with slightly tweaked Ambient Occlusion settings
Rebaked and slightly reduced footprint of occlusion culling data
Wired up EnableScriptObject/DisableScriptObject and other ItemFunction behavior(s) for newly added assets/items
Very minor adjustments to the Fridge door’s hard-coded auto-close behavior. Should not be discernible in normal gameplay
Minor tweaks to VFXManager that handles certain character effects and some newer…ambiance stuff. Adjusted certain Phone-light-related behaviors to auto-adjust based on this totally spoiler-free ambiance-related tomfoolery
Added a blackout effect
Added a breaker box model in the garage
Added a knife model
Added a new fridge + alternative material option
CSC: updated core Unity .dlls
CSC: fixed an issue that could cause a NullReferenceException and the inability to use certain StoryCollection-related functions when initially creating a brand new StoryCollection via new GameObject
CSC: added the Gender Criteria, which for now should be reserved for use in conjunction with CharacterGroup-derived behaviors
CSC: cleaned up some inconsistent alphabetization behaviors
CSC: miscellaneous internal cleanup of large swaths of the CSC/Editor codebase
CSC: minor expansion of auto-data cleanup and error message handling in some additional situations
1.0.7 XMas Redeploy
(Stable Release 12/19/2022)
Fixed an issue that would cause the Clothing ConsoleCommand to execute redundant Clothing GameEvents
Fixed an issue that could cause objects to be un-interactable in certain areas of the game world
v1.0.7 XMas
(Stable Release 12/16/2022)
In the Doja Cat DLC: Fixed issues with Derek’s departure from the roof after talking with Amala that could result in various bugs, ranging from game breaking to cosmetic
In the Christmas Content: Added a new opportunity to help spread some Christmas cheer called “Deck the Balls”
In the Christmas Content: Added a snowball bucket which can be used to throw snowballs at the other house guests
In the Christmas Content: Added two new achievements, “Deck the Balls” and “The Most Wonderful Time of the Year”
Added three additional MoveTargets just outside the Gazebo, and one inside
Added a Stepstool Interactive Item, which is a physical item that also includes a Chair and StandSpot
Added a GazeboFuseBox Interactive Item
Added a Character Function for disabling some of the Default Gazebo lighting (real-time and “party lights”)
Wired in Cheer2 and Cheer3 as valid SendEvents for all Characters to use
Fixed a bug that could cause GetsHitWithProjectile detection to fall through in certain cases
Fixed an issue that would cause pictures taken by the Digital Camera item to always be blurry
Added CoverGenitals and GiveSpeechArmsOut animations to the project. These are now available as Poses for all Characters to use
Added EdgeSlip animation. This is available as a SendEvent for all Characters to use
Added Fuse Box model
Added many holiday house decoration models
Added snow, but at room temperature
Added a conspiracy theory about the snow
Added a cloudy sky
Added an extra layer of fog
Added a holiday miracle
Added a very special decoration model
Added snowball model
Added Bucket of snowballs model
Added Christmas Hat for Frank
Added Elf Hats for Derek and Katherine
Added Chistmas Sweater for Amy, Leah, Madison, Patrick and Vickie
Added Reindeer Hats to Amy, Ashley, Madison and Stephanie
1.0.6
(Stable Release 12/02/2022)
In the Original Story: Fixed a bug where Patrick would leave when the female player was already in the master bedroom with him to hookup
In the Original Story: Fixed a bug where the player could start Lety’s Easter Egg CutScene when she was already at a high orgasm value, which could lead to the CutScene terminating unexpectedly
Fixed an issue that could cause StrapOns to fail to mimic penis positional and rotational behavior(s) in CutScenes. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this
InteractiveStates.UnableToOpenLabiaOrAsshole is no longer entirely ignored if a CutScene Actor’s partner is Female. If the Actor has a Female partner in a CutScene that is wearing a StrapOn, this State will behave as expected. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this
Implemented sound effects for UI elements in GameMenu and settings menus
Fixed an issue that could affect CutScene-specific object/transform positions when various items were mounted to specific spots on a Character. Note that at this time this fix applies exclusively to Custom Story content
The Mug item will now use the correct Inventory icon. It will no longer share the same Inventory icon as the Coffee Cup item
Adjusted collider sizes for all Bracing Spots so they do not as easily overlap with other Interactive Items that may have been dropped onto/near them. This fixes an issue where the Dildo could not be interacted with sometimes after having been freed from the chandelier
Doors will no longer attempt to force a child collider to be a Trigger if said collider is both a MeshCollider and Concave. This will eliminate certain (generally nuisance) errors that could occur any time certain Doors were opened, either during play or when loading a save file
Cleaned up a number of Derek’s voice lines that had artifacts or other minor issues
1.0.5
(Beta Release 11/21/2022)
In the Original Story: Added POV options for Brittney and Patrick for the female player
In the Original Story: Explicit version users now get a stat boost for drinking booze or taking painkillers
In the Original Story: Players can now choose between POV and cutscene for Frank’s backyard scene
In the Original Story: Fixed a bug with multiple characters where the player finished prematurely and the scene did not end correctly
In the Original Story: Fixed a bug where NPCs would go down on the female player and she would still be clothed
In the Original Story: Enhanced Compubrah to provide a more fulfilling experience for the female player
In the Original Story: Added a check for Brittney, Derek, and Patrick to prevent the female player from starting sex when they are still recovering
In the Original Story: Male players now have additional options when engaging in POV sex with female characters
In the Original Story: Fixed various bugs involving decorating the penguin for the Muse questline
Fixed an issue that could prevent a Character’s “climax” or other intimacy SFX from playing to…completion
Fixed an issue that could cause StrapOn position and rotation to become permanently corrupted when certain cutscenes were played
Characters that are actively playing their looped “oral” SFX will no longer be considered “speaking”, which was preventing some randomization of BlendShapes from taking place during POV/Legacy intimacy
Spiced up the BlendShapes used during several POV/Legacy intimacy acts, including but not limited to, “MakingOut” and “SixtyNine”. They are now 42.0% more representative of the ecstasy one might feel IRL. “Might” is doing some heavy lifting in this patch note
The “bottom” Character in POV/Legacy “SixtyNine” intimacy will more believably look at the funbits of their partner, most notably if the partner is female
The CharInfo Console Command will now display what role a Character is taking in a POV/Legacy intimacy act, if applicable
The “giving” Character in POV/Legacy “Cunnilingus” intimacy will more believably look at the funbits of their partner, and no longer let their gaze wander as easily to…whatever might be around
Cleaned up behaviors for a handful of POV/Legacy positions that could prevent Characters from looking at their partner, when appropriate
When giving oral to a male NPC, the “giving” Character’s mouth will open more consistently, and to a degree that is specifically appropriate for their partner’s titanitude. Or lack of such a thing
Fixed a bug that was interfering with all InteractiveStates.UnableToOpenLabiaOrAsshole on/off behavior outside of CutScenes. For various “penetrative” intimacy acts that involve the female player or female NPCs, this being off will now have an effect. I can’t believe the patch notes I write
Fixed an issue that could cause customized DisplayNames for Characters to not be used in the BGCUI Text Display and Opportunity Window
To prevent being dropped and accidentally lost, the Whipped Cream will now be highlighted in the grass if dropped outside
The following will look much better when mounted to an NPCs right hand, most notably when used in conjunction with a HoldingADrink… State: Empty Vodka, Whack Spankiels/Whiskey, Red solo cups, Chardonnay, Cabernet, Soda, Whipped Cream
Increased save game limit to 250, up from 69. This is the last time, you fucking data hoarders
Patrick will no longer yell PAARRTTYYYYY! if he is swapped out for another Character in the F_PatrickFinale cutscene
When the Player is involved, both “roles” for SixtyNine will require Mouse Movement to pleasure your partner
Fixed an issue that could cause male genitals to be visibly transparent in the opening seconds of cunnilingus
Added some additional logging to help diagnose cutscene termination issues
Some basic game and story diagnostic info will be provided with saved debug logs now, and shown in the Debug Console UI
If applicable, the CutScene.EndScene Game Event will try to end whichever versions of a CutScene (censored or uncensored) that may be playing, if supplied with the name of an uncensored scene. However, if supplied with the censored version, it will only try to end that specific, censored version of the CutScene
If applicable, when the OnAfterCutSceneEnds Event Trigger is supplied with the name of an uncensored version of a CutScene, it will fire in the event that either the uncensored or censored version of the CutScene ends. However, if supplied with the name of a censored version of a CutScene, it will only fire if the Censored version of that CutScene ends
CSC: Added CutScene GameEvent option to end any scene involving the player
CSC: The OnAfterCutSceneEnds Event Trigger will now fire just before the CutScene removes itself from the internal Currently Playing collection, which will allow Story Creators to successfully use CutScene-type Criteria within the Event Trigger’s root criteria
1.0.4
(Alpha Release 11/07/2022)
In the Original Story: Added Scissoring and Fingering as options for female players during POV sex
In the Original Story: Added the ability to swap between dominant and submissive positions for male players during POV sex with male NPCs
In the Original Story: Updated most female player POV options to be more in-line with male player POV options
In the Original Story: Implemented a cutscene for the male Player when Frank goes down on the them in the yard
In the Original Story: Fixed a bug where the player would finish prematurely during a cutscene with Katherine and then she started getting dressed while the act continued
In the Original Story: Updated Compubrah to handle Frank and Katherine combat in VR
In the Original Story: Fixed a bug where Brittney would be on the bed but unable to initiate sex with the female player
In the Original Story: Fixed some text inconsistencies
In the Original Story: The flower will now change colors in the player’s inventory when it is dyed
Removed a redundant one-time initial LookAt attempt from the hardcoded StartMissionary SexualAct behavior. It, like many two-person SexualActs, will rely on existing SolveLookAt behavior(s)
If a CutScene needs to fall back to a POV/Legacy Intimacy Act, these random selections will now be better tailored to various gender-specific configurations of Characters. I.e., Female-Female CutScene fallbacks will prefer to use new Scissoring Acts etc., rather than Acts more suited to Male-Female or Male-Male pairings
Integrated new Scissoring, Fingering, and Female-centric Sixty-Nine poses into the POV/Legacy Intimacy system
Fixed an issue that could cause the Debug Log to not be navigable if it was opened during a CutScene
Fixed an issue that could cause the GameMenu to not be navigable via controller if the Command Console was opened prior to opening the GameMenu
Fixed an issue that could cause the Inventory and UseWith UIs to not be navigable via controller if the Command Console was opened while either was already visible
Updated project to Unity 2020.3.41f1
Slight optimizations to runtime functionalities that search for a result across multiple EekCharacterEngine or Unity Types
Fixed an issue that could cause erroneous removal of Original Story files in some builds
Frank’s Chair will no longer make an odd thud sound when colliding with it with your itty bitty feets
Very minor optimization of update loop code associated with ActionItems
Fixed an issue that could cause Characters using certain CharacterStandSpots to be collision-free, allowing other Characters to walk right through them
Fixed an issue that was compromising the position and rotation of Characters using the Door or Window Bracing CharacterStandSpots
The Flower ItemFunction ChangeColorToBlue will now also handle the changing of the Flower’s Inventory Icon. Note that this ItemFunction ChangeColorToBlue is called on GameStart if loading into a game in which ChangeColorToBlue had already been called
Removed “Not Recommended” labeling from the POV/Legacy Intimacy UI options
Added a tweaked bracing animation to the Male anim controller
CSC: cleaned up a redundancy in the Naming of Item : SetInventoryIcon GameEvents
CSC: the Flower can now have a Blue Flower inventory icon assigned to it using Item : SetInventoryIcon : 1
CSC: some misc. functionality cleanup and expansion of auto-data cleanup and error message handling in some additional situations
CSC: added the ControlStrapOnAutomatically InteractiveState. When this is applied to a female/strap-on equipped NPC, it will ensure that a strap-on is applied (or at least left on) when switching into a “penetration” or male-oriented sex role, and removed when no longer appropriate as well as removed automatically when a sex sequence ends
House Party v1.0.3 Release notes.
1.0.3 Redeploy
(Stable Release 10/19/2022)
Fixed an issue that was preventing save games from being loaded or deleted within the Load Game UI if using a non-English language
When saves are deleted, ToolTipData will be updated to reflect the removal of the corresponding save data to prevent bloating of the ToolTipData over time
1.0.3
(Stable Release 10/17/2022)
In the Doja Cat DLC: Fixed various bugs with the house returning to normal after Doja Cat’s big finale
In the Doja Cat DLC: Fixed an issue with Katherine’s dialogue not displaying correctly during Doja Cat’s big finale
In the Doja Cat DLC: Fixed save / load issues for the MP3 player not displaying correctly
In the Doja Cat DLC: Fixed multiple issues with the hot tub during Doja Cat’s content
In the Doja Cat DLC: Amala will not change locations as often when she is at the party
In the Doja Cat DLC: Changed the way Derek jumps off the roof during Doja Cat’s story
In the Doja Cat DLC: Added handling if characters are attacked during Doja Cat’s big finale
In the Doja Cat DLC: Updated the handling of Amala’s clothing and special outfits
In the Original Story: Added a mysterious new achievement
In the Original Story: Compubrah has been upgraded and can now handle players that decide to start a fight
In the Original Story: The Kettle can now be dragged by hand or added to the inventory to heat it on the stove
In the Original Story: Fixed bugs for the New Dude / New Dudette quests
In the Original Story: Madison will now get upset if she catches you stealing the sleep mask
In the Original Story: Fixed an issue where Patrick fights back against Rachael
In Date Night With Brittney: New items from the DLC will no longer appear in the story
In A Vickie Vixen Valentine: New items from the DLC will no longer appear in the story
In the Doja Cat DLC: Adjusted Patrick’s behavior so he pays more attention to Doja Cat during the big finale
In the Doja Cat DLC: Fixed an issue with Frank not returning to his original behavior if Doja Cat’s big finale fails
In the Original Story: Fixed some inconsistencies with item inspect text not displaying the correct information
In the Doja Cat DLC: Fixed some issues where the billboard did not display correctly after Doja Cat’s big finale
Certain CutScenes will no longer play via any means if the exact “original cast” is not specified and/or is not Enabled
Fixed an issue that was preventing the Player from having the Enabled state when starting a game
Asexual Characters will no longer assume or stay in explicit sexual poses
Increased Cloud Storage space allocations on Steam
Addressed an issue that would cause Amala’s Character to be too aggressively censored if wearing the “Hedge Clipper” outfit, and not censored enough if she somehow became fully undressed
Fixed an issue that could cause non-player CutScenes to erroneously terminate if the Player was about to get into combat. These will now only auto-terminate if the “Star” of the non-player cutscene is about to get their ass beat
Fixed several issues within the codebase and with CharacterZone placement and sizing that could lead to null refs or failures to assign Characters a Zone. Issues incidentally fixed by this include: broken game behavior on loading a save, seemingly erroneous Audio or Character behavior, and general existential unhappiness
The CharInfo Console Command will now give moderately profane and slightly worrisome feedback to the user when a Character does not have a Zone assigned
Updated project to Unity 2020.3.40f1
The SwitchToOriginalTexture ItemFunction will now actually switch to the Original Texture for the Interactive Item, rather than just the most recently assigned Alternate Texture
The player will now automatically attempt to drop out of combat mode if a two-Character POV sex act is started
Fixed an issue that could cause NPCs swapped into various VickieFinale CutScenes to have their underwear incorrectly applied based upon Vickie’s current clothing. This should take effect/benefit Custom Stories
The Popcorn will now auto-highlight when dropped in the grass, making it easier to see if dropped in dark areas of the yard
Updated the French Translation
CSC: added a new ItemFunction to a fun thing outside that does light-related stuff. Roar, and shit
CSC: added some automatic on-Export criteria data correction for Quest criteria
CSC: Story Data will be immediately updated once upon successfully importing a Story
CSC: invalid Quest ID data in a GameEvent or Criteria will now properly throw an error in the CSC
Fixed Amala’s Hedge Clipper outfit disappearing from certain angels
Fixed Doja Cat’s wild hair movement during cutscenes
Changed Amala’s clothing setup and tweaked mask config
1.0.2.2
(Stable Release 9/30/2022)
Added Hedge Clipper outfit for Amala
Updated hair physics for Amala
Added achievement images
Fixed a bug that could prevent certain GameplaySettings from being Initialized correctly until the user actually opened the GameplaySettings UI. NOTE: make sure you review these settings if you are not seeing Background Chatter or Dialogue Text on-screen when Characters are speaking/using either
The EndScene CutSceneOption can now be used via the Command Console
Added toggle in Gameplay Settings to skip intro cutscenes
Input Manager no longer allows players to bind Flash Breasts/Penis to a binding that is already shared by another action
“Kiss Me More” song now ignores the “Mute DMCA Music” setting
UI Radial elements are now translatable
Slightly tweaked when the kettle would stop whistling when moved from the Stove
Fixed an issue that could cause the Drone (Item) to fall through the world instead of successfully animating via one of its PlaySequence ItemFunctions
Fixed a regression issue that prevented NPCs from taking the place of the Player in pre-1.0.1 Player Intimacy CutScenes
Fixed a longstanding issue that was preventing NPCs from reapplying their saved/intended rotation when loading a Save Game
Minor cleanup of a handful of Amala and Doja Cat audio files
Doja cat’s songs will not play when there is explicit content on-screen. This includes both cutscenes and POV/intimacy scenes
In the Original Story: Made the kettle an inventory item that is usable and mountable onto the stove
In the Doja Cat DLC (Original Story): Resolved multiple save / load issues
In the Doja Cat DLC (Original Story): Updated the Drunk and Disorderly Content for Amala
In the Doja Cat DLC (Original Story): Fixed multiple dialogue issues with side characters at various points throughout the story
In the Doja Cat DLC (Original Story): Prevented Doja Cat’s finale from starting with main characters being unavailable
In the Doja Cat DLC (Original Story): Tweaked Patrick’s behavior during Doja cat’s finale
In the Doja Cat DLC (Original Story): Matched dialogue with the audio in cases where they were not correct
In the Doja Cat DLC (Original Story): Expanded Doja Cat’s reactions and background chatter with the various house guests
In the Doja Cat DLC (Original Story): Updated graphics when Katherine is using the laptop
In the Doja Cat DLC (Original Story): Prevented multiple issues with loading original story pre-DLC saves
In the Doja Cat DLC (Original Story): Adjusted Frank’s behavior when interacting with Doja Cat
In the Doja Cat DLC (Original Story): Expanded reactions to giving Doja Cat various household items
CSC: added support for up to two alternate inventory icons using setinventoryicon
CSC: Two new Player CharacterFunctions will allow you to start/stop casting the Player’s POV directly to the back yard billboard: EnablePlayerBillboardCasting and DisablePlayerBillboardCasting, respectively
CSC: added the MountToStove ItemFunction for the Kettle
1.0.2.1
(Mini Pre-Release 9/26/2022)
Added additional Doja DLC music track to the game
New sound effects were added to new Doja Cat DLC Cut Scenes
Fixed console feedback text formatting issue when using Clothing command with Asexual Characters
NPCs will no longer socialize or be talked to when they are being spoken to in Dialogue by another NPC.
Added CenterOfGazeboLeft and CenterOfGazeboRight MoveTargets
Fixed hand mounting position and rotation for the Hedge Clippers
Certain NonPlayer CutScenes will be able to forcefully prevent saving/autosaving of the game while they are playing
Added the ability for certain CharacterStandSpots to assign a gender-specific pose to a Character that makes use of them, and added multiple instances of these types of Spots in the house
Fixed an issue that could cause Characters to release Hot Spots on an item if they had been assigned those Hot Spots while already making use of a (separate) Action Item, and then got up/stopped using that Action Item
Tweakes Drone and Film Camera start position and initial Physics behavior(s)
Characters can float now. Yay, thanks Floating InteractiveState!
Re-EQd Brittney and Derek VA
Minor adjustments to newly added MoveTargets used by the Doja Cat DLC content
Fixed hand mounting position and rotation for the Drone Remote (intended to be used with OperatingTablet pose)
The HideAllUI functionality can now be used at nearly any time while in the game world
Fixed an issue that could cause the star of DojaPerformanceLive to hang in midair after the scene was finished
Significantly lowered the volume of the Kettle’s whistling sound effect
Added the DontMoveForObstacles InteractiveState, which will prevent evasion/sidestepping away from gameobjects/non-Character obstacles
Fixed a typo in one of the Loading Screen gameplay hints
On-SaveGame-Load Quest Merging will now take into account Characters whose Stories did not exist in a previous save, and were since added in an updated version of that Story.
Characters who are navigating to another Character (Target) will no longer retain the Name of that Character Target as their CurrentMoveTarget if said Character Target is disabled
Fixed an issue that was causing Opportunities to disappear from the Opportunity Log and/or not get updated when the NPC that “owned” the Opportunity was disabled
Fixed an issue that prevented Opportunity pop-ups from appearing when an Opportunity owned by a Disabled NPC was updated
Tweaked FilmCamera neck mounting position and rotation settings to reduce arm/body clipping and better align the FilmCamera viewfinder with a Character’s face
Tweaked Amala and Doja Cat’s face textures and default look
Fixed clipping issues with Amala’s dress
Added Dinolicious (dinosaur suit) model, pickup item model and inventory images
Improved Dinolicious dancing animation
Added crowd models
Setup the film camera to be grabbed
Updated physics for Dinolicious and Doja Cat
Added a uniquely lit…”viewable experience” beyond the confines of Madison’s house
Fixed the TypingStanding pose to use an animation better suited for the height of the desk in the Study
Certain CutScenes now have added viewing provisions for Ultrawide monitors
Fixed issues with three new Doja Cat DLC Cut Scenes that could cause them to “stall” as they finished
Tweaked emote strengths for certain Character(s) in new Doja Cat DLC Cut Scenes to improve lip sync accuracy
Added some “social feedback” features to Doja Cat DLC Cut Scenes
Some Doja Cat DLC Cut Scenes will have a bit more “bang” in them. Colorful bangs, not sexy…forget it
Various improvements to appearance of the Plexiglass panels
Added an inventory icon for the Kettle
Added grass texture to some viewable parts outside the yard
Fixed some audio in cutscenes not responding to the audio volume set in the settings
Cleaned up and standardized the appearance of the grass beyond the back yard fencing
In the Doja Cat DLC (Original Story): Extended the functionality of the MP3 player for Doja Cat’s music
In the Doja Cat DLC (Original Story): Added multiple new animations
In the Doja Cat DLC (Original Story): Updated all quest text to match the actual steps being done
In the Doja Cat DLC (Original Story): Reworked all endings for the DLC for a more cohesive player experience
In the Doja Cat DLC (Original Story): Fixed cutscene transitions during Doja Cat’s big finale
In the Doja Cat DLC (Original Story): Adjusted the challenges during Doja Cat’s big finale
In the Doja Cat DLC (Original Story): Adjusted Frank’s disposition towards Doja Cat
In the Doja Cat DLC (Original Story): Rebalanced all Amala / Doja Cat socials to balance the intimacy ending
In the Doja Cat DLC (Original Story): Added Achievements
In the Doja Cat DLC (Original Story): Added handling for special house guests, such as the Game Grumps
In the Doja Cat DLC (Original Story): Added multiple interactions between Doja Cat and the other party guests
In the Original Story: Fixed a bug that let the Female Player Character unlock the ‘Caught in the Act’ Achievement during Patrick’s romance CutScene, even without any other NPC’s nearby
In the Original Story: Added a new Opportunity for the male player (“The New Dude”) and the female player (“The New Dudette”)
In the Original Story: Fixed Derek’s default Inspect text when playing the Female playthrough
In the Original Story: Fixed the wording of Derek’s dialogue when he defends the Female Player against Frank’s anti-booze insanity (after earning Derek’s “combat protection” perk)
In the Original Story: Various minor Female Player-related dialogue and/or QOL tweaks for Stephanie, Ashley, Katherine, and Madison
CSC: The Speakers can now be configured to loop sequentially through: all available songs, original HP tracks only, and a partial or full set of only Doja Cat DLC tracks. This configuration is handled via the ItemFunctions SetDLCTrackModeNone, SetDLCTrackModeOriginalOnly, SetDLCTrackModeDojaDLCOnly, and SetDLCTrackModeFullDojaDLCOnly respectively
1.0.2
(Mini Pre-Release 9/18/2022)
Fixed an issue that could cause Achievement Pop-Ups to occur while the Player was enjoying a CutScene, locking them onscreen until the CutScene ended. Achievements Pop-Ups will now wait to appear until all CutScenes involving the Player have ended
Added even more polish to the CutScene system, better allowing Player and non-Player starring CutScenes to co-exist, and to support more than one CutScene playing at a time (multiple CutScenes that involve the Player cannot co-exist)
Fixed an issue that could cause Achievement Pop-Ups to occur while the Player was already viewing another Achievement Pop-Up, leading to an inability to properly view and progress through both Pop-Ups
Added the HappyAlt1 Emote, which may be used later for additional diversification of pleasure portrayals…and stuff. For now, only our newest guest uses it
Implemented changes to the item and hot spot system that will allow certain additional Interactive Items to make use of hand hot spots (similar to the Flamingo seats, snake, etc.)
Fixed an issue that was preventing Characters from holding onto the Flamingo seats correctly
Fixed an issue that could prevent certain red text/error messages from staying on-screen on the Main Menu long enough to be visible to the user
Added various new Interactive Items to the game world
A handful of Items in the house have had their Item Mounting or Player Carrying/Grab alignments fixed or tweaked
Added a base Interactive Item for the “frame” of the Hot Tub, including a Character-only collider that can be enabled via EnableScriptObject1 ItemFunction to block access to the hot tub by Characters
Added a number of additional Move Targets outside in the yard…and beyond
The CutScene system (for the purposes of 1.0.2 and future CutScenes only) can now support up to 3x NPCs plus the Player
Various Interactive Items (new and old) have had Inventory Icons assigned to them
Added several poses to the game for bracing up against something, meditating, and using a tablet/large remote
Minor improvements to CutScene error logging
Updated Unity version and various packages
Standardized layering on certain Character Controller blocking objects so that they functioned as motion/nav blockers rather than true walls
A few very minor optimizations, improvements, and misc. cleanup to engine code, the navmesh bake, and audio/lip sync behaviors
CSC: added the ability to End a specific CutScene via GameEvent
CSC: added Event Trigger OnAfterCutSceneEnds that can be used to execute Game Events after a specified CutScene ends, just after it begins to Fade In/perform final scene cleanup behaviors
CSC: added ItemFunctions that can be used to manually Enable or Disable an Interactive Item’s ScriptObjects 1/2
CSC: Background Chatters can now be flagged to Play Silently (volume for that specific BGC will be set to zero)
CSC: The TypingStanding Pose was already available on Character Animators, but, whoopsy, has only now officially exposed to Story Creators. Clickity-clack, bitches!
v1.0.1
(Stable Release 9/01/2022)
Major optimizations to draw calls, shadow caster counts, and culling behavior(s) while the Player is in the back yard, and to a lesser degree, in the house. This should result in a noticeable performance gain for most users
Significantly decreased the amount of VRAM the game uses by cleaning up numerous scene objects, fine tuning the light bake, and combining HQ light map compression + HQ light map encoding
Very minor optimizations of certain game load code
Per their request Arin and Dan (Game Grumps) will not be available for use in Custom Stories
Greatly mitigated the chance that a Character can inadvertently get warped off of the NavMesh if they were warped to another Character that was in certain corners of the yard, against fences, walls, etc. This fix also cuts down on the chance that Characters can get warped into a room where the target Character cannot see them, or behind a door dividing the two Characters
Fixed the Eek! Games intro being stretched awkwardly when using ultrawide resolutions
Prevented a NullRef Exception that could occur if a CSC user tried to use certain Item-related GameEvents without adding an entry for that Item to the Main Story script/file
NonPlayerCharacters will no longer instantiate anywhere other than in the LoadingDock. Any Custom Stories that relied on NPCs starting at their Default Locations somewhere in the house/outside will need a WarpTo added in order to position them as intended. This incidentally fixes an NPC placement issue with our Vickie Vixen Valentine story
Fixed an issue that could cause some NullRef spam if an NPC was disabled anywhere in LOS of the Player
Fixed a MissingReferenceException that could occur if an NPC was disabled shortly after an ActionItem StopAction was called
Refactored Audio system so that NPCs have the same mouth animations no matter how attenuated their volume it
Fixed a bug that would prevent the Mute DMCA Music option from working with the Female Player’s Intro Cut Scene
Fixed a bug that would prevent EntersZone Event Triggers from firing if a Character previously did not have a Zone assigned
Fixed an issue that was causing NPC Background Chatter outside of CutScenes to be too quiet
Enabled the Duct Tape, and more, as Interactive Items
Fixed an issue that prevented the Player from being able to open the Inventory UI while using the Player Action Radial or a Radial Menu for an item outside the Inventory
The Clothing Console Command will no longer attempt to remove Clothing from “Asexual” Characters. At this time this only affects the Game Grumps (who could not be nude anyway) and our future myster…oh, right. Mooooo. That one
Certain Console Commands that were already impacted by, or are newly impacted by, Asexual Character settings have had various pieces of feedback text updated
Certain NPCs will now have a Default Emotive Blendshape Configuration that they will use, should they be idle, not socializing with others, speaking, moving, etc.
CutScenes that do not include the Player will behave much more fluidly now. Automatic UI toggles, movement/input restrictions, and the removal of other misc. constraints should make them more easily enjoyable
Touched up the NavMesh to remove a number of gaps and slightly expand walkable areas where reasonably possible
Removed a number of duplicated bushes and small plants from the yard and garden area that were essentially invisible to the player, yet were still being rendered
After NavMesh and Yard object cleanup, refreshed Occlusion and Light Bakes
Various existing (and new) items are now grabbable by the Player
Added Debug Logging to track successful change of, loading, and unloading of scenes
Fixed an issue that was causing VA bundles for stories to erroneously duplicate themselves in asset folders for other stories
Cloth Components will start fading out their simulations at lower, more reasonable distances
Eliminated or mitigated several per-frame or frequently called sources of Garbage Allocation
Added a new ItemFunction to InteractiveItems that allows Disabling or Enabling of a ScriptObject referenced by appropriately configured InteractiveItems
Made a number of performance-related tweaks to Occlusion Culling-related settings and behaviors
Slightly increased crossfade time in default animations
Fixed an issue where converse animations would continue to play long after a character stops speaking
Tweaks to look at durations and timings to create more realistic lookat behavior, particularly in dialogues
Added Polish as an official entry to the Languages list on the Main Menu
Fixed a niche Nullref Exception that could affect intended auto-close behaviors of the Fridge and Pantry doors
Fixed a possible niche nullref that could occur on some transitional scenes like the Disclaimer screen
For RayCast/layering purposes, certain parts of the Front Door and the Garage Doors (more specifically, the big fucking parts that block stuff) will count as “Walls” instead of whatever the shit “Default” means. They just want to be like their other door brethren
The windows in the front of the house, facing out to the street, will now function as a “Wall”, similar to other suspiciously window-like objects
Added a MoveTarget near the windows in the DiningRoom that face the Front Yard (DiningRoomNearFrontWindow)
Added a MoveTarget (KitchenNearFruitAndMicrowave) in the Kitchen near the new pile of fruit. Fruit smorgasbord? Fruitapalooza?
Added a second MoveTarget outside near the Air Conditioner, daringly named OutsideNearAirConditioner2
Adjusting in-game font/font size now applies to InventoryUI item name, UseWith header, ResetCSCPrefs button, and FOV value in Graphics
Added translation functionality for DialogueUI social meters and Opportunity popup messages
Added translation functionality for Gender Tags in Load Game tooltips
Added translation functionality for default NPC “doesn’t want that right now” texts and item added-to-inventory text
Asexual NPCs will be prevented from being included in any sex cutscene that do not explicitly designate them as involved by default (as a default Star or NPC1, etc.). At this time this only applies to the Game Grumps, but additional Characters in the future may also be affected by this change
Fixed an issue that could allow “canceling out” of a Narration Pop-Up to inadvertently close UIs open behind said Narration
Added a very slight delay before allowing Player Input to progress through queued Narration. This should help curb any accidental skipping of Narration Pop-Ups
Fixed an issue that could cause NPC erections during CutScenes to, under certain circumstances, not behave as girthily as we would all hope for
Fixed an issue that was allowing an extra character into certain Custom Story Browser Story Titles
In the Combat Training Story: removed old references to “F1” for viewing keybinds/help
CSC: added PlayerTookCameraPhoto Event Trigger. This will fire after the Player successfully takes any picture with the Camera item and all “Photos”-related Player values are incremented
v1.0.0
(Stable Release 7/15/2022)
In the Original Story: added the following Achievements: “A Friend in Need”, “Love Conquers All”, “The Crush”, “The Crush(es)”, “Host Hijinks”, and “Hijinks Averted”
Fixed the neck seam of the female player
In the Original Story: Ashley will try to leave/roam out of her room after her Clean Clothes are given to her, in the event she was not Humiliated/made sick
In the Original Story: standardized the Social threshold for a few additional Derek dialogues that were meant to refer to him having a Friendship level of “Friends” with the Player, rather than “Acquaintances”
Fixed an issue that could cause the Story Selection Dropdown to misbehave if a Custom Story was built using an older version of the CSC. Instead, a Debug Warning will be logged
Fixed an issue that would prevent users who had DebugMode on and were playing a corrupted/broken story from exiting to the Main Menu, Restarting, or Loading a Game
Added additional Debug Logging in case of certain StoryData Load failures
Removed the MaxLights setting from the game’s Graphics UI, as this setting was deprecated some time ago and no longer exerted any control over the game’s graphics
Standardized controller/keyboard UI navigation loop behavior across several menus
Fixed an issue that was causing controller-based interactions with Items in the Inventory (that did not result in the Item being destroyed or removed from the Inventory) to immediately select the first Item in the Inventory, as opposed to trying to re-focus on that same item
Fixed an issue that would let the Player throw a punch while their UI Radial was open or in the midst of being closed, which could lead to inadvertent and extremely unfortunate (usually, for the Player) violent situations
Added a MoveTarget in front of the bushes outside/nearest the Living Room window
Implemented a minimum input deadzone. The amount of movement on a controller/gamepad needed before actually moving is otherwise unchanged. This will fix an issue that could cause controller/gamepad users to move backwards if they used very slight motions on their analog stick, or get very easily kicked out of a chair, bed, etc. with the slightest touch of the analog stick
Made the processing of motion and the setting of the Running state more consistent for the Player. This will prevent the Player from being considered as Running if they are standing still, etc.
The Female Player will now use the same movement mechanism as the Male Player, which should only slightly affect movement speed and prevent diagonal running from doing anything nice for you fucking cheaty cheats out there
When the Player picks up/grabs an item (via RightHand action or grabbing from inventory/Holding in Hand), hand collider size will be adjusted somewhat to better ensure that the Player can still Interact with that item while it is held
LookAt GameEvents that instruct a Character1 to look at another Character2 will no longer instruct Character1 to look at Character2’s scripted object, but rather Character2’s eyes, whenever possible
Minor optimization of Character instantiation time by removing old and now unused class members, initializations, transform searches, etc.
CPU usage optimization of various core game loops and method calls by removing calls to InteractiveStates.Alive, which is always True. CSC users should not be manually changing this State
Implemented several protective checks to limit the number of unintended LookAt behaviors that might fire during a CutScene, as well as if a Character is already near another Character they are looking at
LookAt behavior for all Characters entering a CutScene will be “reset” just prior to the CutScene Playing
Fixed a few minor issues with Player Character head/eye motion in niche situations
Fixed an issue that could prevent Player : LookAt : NPC CutScene GameEvents from targeting the correct Character if the CutScene Actors were customized via CSC/Custom Story
Enabled Steam Cloud Sync
The Pantry Doors in the Kitchen will now auto-close in a fashion very similar to the Fridge Door (if the Player is too far away after a number of seconds, or quickly upon detecting nearby combat)
Fixed an issue that would prevent NPCs from trying to immediately Evade in cases where that Evasion attempt is classified as VeryImportant. This should address situations where a speaking NPC without State DontMoveForOthers set to True would still not move out of the way for other Characters
Fixes for scrolling in inventory, load game, and dialogue menus
Minor garbage alloc and CPU optimizations to interaction (crosshair system) manager
Fix for radial menu highlighting and selecting incorrect option
Various input configuration fixes as a new menu layout was implemented
Fixed bug in inventory menu where player could still scroll when the inventory radial menu is open
Fixed bug in inventory menu where player could make an inventory item selection when holding inventory hotkey and another button
When a player makes a save, the Player Gender is automatically added to the end of the displayed save name
Fixed issue where the female player was see through
Changed female players hair tie UV’s to be a single color/fabric
Added hair physics to player female
Fixed issues with the player female’s head having no shadows, her hair material, skin material and clipping clothing
Improved Ashley’s hair physics to reduce clipping
Updated MainMenu’s Ashley and female player hair physics, also changed all characters their size to be the same as during gameplay
Improved the big gaps between Brittney’s teeth
Added female player threesome cutscenes for Vickie and Brittney’s content.
Added female player voyeur cutscene
Added female player variant of the intro cutscene
Added female player master bedroom (lesbian) scene
Added female player Vickie finale cutscene
Added female player garage (lesbian) scene
Fixed some minor cutscene related visibility bugs
Updated the company logo on the MainMenu
CSC: the Speakers no longer have a LoadOriginalTrack ItemFunction available to them, as it is no longer necessary
CSC: Global Responses will also be searched when inputting text into the Search Response Text field in a Character’s Dialogue Filter
CSC: added an ItemFunction to some doors that can be used to immediately “snap” them partially open
CSC: as forewarned in the update notes for 0.20.0, the IsAloneWithPlayer criteria has been deprecated from House Party. CSC users should now make use of IsOnlyInVisionOf as a replacement criteria, as it performs the same check and can be used between any two Characters. IsOnlyInVicinityOf and IsOnlyInVicinityAndVisionOf can be used to further supplement proximity/vision-based logic
CSC: several more GameEvent types will “self clean” erroneous data in case of copy-pasting, etc.
CSC: the selected Filter Character can now be searched for within CutScene GameEvents
v0.22.0
The female player character can be selected in the Character Select UI (*in select releases)
Adjusted colors for most of the interactable UI elements to improve visibility
Updated cloth physics for Ashley, Katherine, Lety and Stephanie
Added garage cutscene
Added Frank mini oral scene in the yard (asset only at this time; not available in story)
Fixed an issue in Katherine’s cutscene that could cause it to get stuck
Also updated cloth on the Main Menu
Fixed an issue that was limiting what controller and mouse buttons could progress the user through transitional scenes like the Eek! Games logo and Disclaimer scenes
Fixed an issue that could cause a NullReferenceException and intermittent faulty behavior when trying to select a sorting option in the Inventory UI
Fixed an issue that could allow the UI Radial to either toggle on, or at least try to toggle on, at times it should not, which could cause it to display at unintended times or prevent expected Cancel/Escape/etc. behaviors by other UI canvases
The default controller button for crouching is now Left Stick/Left Analog (press), and the default controller button for running is now Left Trigger/LT
Player gender choice is retained in Character Select UI between sessions
Loading a saved game now takes into account the PlayerGender data within the save (fixes issues with gender swaps that can occur when loading saves)
Removed InteractiveState/State GivingBlowJob. It has now been replaced with InteractiveProperty/Property GivingBlowJob. There has been no change in functionality, but CSC users will need to be sure to refactor their stories to use the new Property instead of the InteractiveState
Two additional InteractiveProperties/Properties are now available and calculated depending on what oral act a Character is undertaking: GivingCunnilingus, and GivingOral
Fixed an issue that was preventing Characters receiving a Handjob in the Hot Tub from using any sexual sounds whatsoever (does not apply to the “M”/non-Explicit version of the game)
Player movement is now initially and exclusively tied to the WASD keys on PC, rather than having a “hidden” set of bindings assigned to the Arrow Keys
The Opportunities, Memories, and Inventory UIs for the controller no longer have default bindings and are now only accessible via the UI Radial, as intended. This frees up several D-Pad buttons for binding other Actions as well
On Gamepads/Controllers, Masturbate is now bound to “D-Pad Down” by default, as opposed to “D-Pad Up” which is used to delete bindings
The Command Console can now also use the PageUp/PageDown keys to cycle through old commands
Fixed an issue that would prevent the game from being paused while in the Game Main scene/game world while the Audio Settings were open
Fixed an issue that would allow the Player Action Menu/Player Radial to be opened while in Combat Mode, if the UI Radial had been opened first
If a Character is receiving Cunnilingus, and their genitals are not exposed (generally meaning that bottoms and/or underwear are still on), their Orgasm meter will no longer automatically increase
“One shot”/single Orgasm SFX will play again in CutScenes in the M-rated/non-explicit version of the game
Added a few more entries to the loading screen Hints
Fixed an issue that could cause End Intimacy game events to erroneously end an Intimacy session that was started after the Intimacy : End game event was called
Certain Console Commands that would allow actions prohibited in the “M”/non-explicit version of the game are now locked off if the user is playing the “M”/non-explicit version
Random CutScenes selection will now first look at CutScenes that are on the same “floor” as the Player/CutScene Star before searching more broadly for the closest valid randomizable CutScene
Input Config rebind overlay has been repositioned and recolored
Removed scrollbar in Input Config
Fixed controller duplicate detection when rebinding
Adjusted controller sensitivity sliders
Adjusted FOV and Gamma sliders
Fix for cutscene pausing
Added a bunch of fruits
Added a fast food
Minor tweaks and improvements to clothing handling, randomization settings, and misc. configuration settings in a handful of cutscenes
Improved dancing animation to reduce hair clipping
Created thumbnail for Brittney’s DNWB shirt
In the Original Story: Reworked the Muse Storyline for Madison and Derek to fit the female player character.
In the Original Story: Added alternate dialogue lines for the female player to all characters in the house.
In the Original Story: Updated the text for the Penguin when it is on the dresser to make it more gender neutral.
In the Original Story: Updated all poses and pose criteria situations where there would be a conflict between Male and Female poses. There are now separate Male and Female poses.
In the Original Story: Reworked the Sibling Warfare Storyline for Ashley to fit the female player character, especially when the player, Ashley, and Vickie are all in the closet spying on Madison and Derek.
In the Original Story: Updated the game introduction text for the female beta.
In the Original Story: Added a more robust solution for cutscenes and enabled multiple characters to randomly play a cutscene based on their location in the house.
In the Original Story: Updated all male characters so that they are able to fight back against the female player, with the exception of certain story situations.
In the Original Story: Updated all instances where characters gave the player a blowjob so that they now give cunnilingus if the player is female.
In the Original Story: Updated intimate content with all characters in the house to work with the female player character, including dialogue and context.
In the Original Story: Added a way to handle if the female player flashes other characters.
In the Original Story: Added a new introduction for Madison when playing as the female character.
In the Original Story: Updated Vickie’s endurance test to accommodate the female player.
In the Original Story: Added additional background chatter specific to the female player. Covers multiple situations, fluids, etc.
In the Original Story: Updated Rachael and Vickie’s dares to be more gender neutral in the way they are worded.
In the Original Story: fixed an issue that could cause Brittney not to follow Stephanie for prolonged periods of time, if the Player started Stephanie’s “Drunk and Disorderly” Opportunity and let her like…totes chill while sloshed for awhile
CSC: Properties (for Game Events and Criteria) will now be ordered alphabetically in relevant dropdown menus, similar to States, etc.
CSC: the Pose Game Event, when used with the Player as the selected Character, now allows for the selection of a specific gender in order to define an accurate selection of poses
CSC: the Posing Criteria, when used with the Player as the selected Character and CurrentPose as the PoseOption, now allows for the selection of a specific gender in order to define an accurate selection of poses
CSC: if assigning a Pose (true), the Pose Game Event will now show a bit more information about what Pose a Character is assuming
CSC: if checking for a CurrentPose, the Posing Criteria will now show a bit more information about what Pose the criteria is referencing/checking for
CSC: users can now search for where Dialogues are fired via Response “Next Dialogue” entries. To do this, set the Game Event Type to “Dialogue”, and enable Advanced Options. Ensure that an integer Dialogue ID was input into the Custom Event Filter Value field. Then, enable “Include ‘Next’ Dialogue Data, and Search away without having to open up those text files!
CSC: users can now search for Property Game Events and Criteria checks using the string equivalent of a Property instead of having to search by its integer ID
v0.21.2
(Stable Release 3/24/2022)
Breasts will no longer be forcefully censored in the “M”-rated/non-Explicit version of the game. They will only be censored if the Censor Nudity option in the Pause Menu is set ON. This can be disabled at any time
Lety will no longer have special censors enforced upon her on any distribution/gaming platform
In A Vickie Vixen Valentine: cleanup of some miscategorized WalkTo and WarpTo targets
In A Vickie Vixen Valentine: fixed a couple references to Vickie wearing “shorts”
In A Vickie Vixen Valentine: the Player must now Talk with Vickie to proceed with eating the Chocolate Bar once it is obtained. The radial interaction on the Chocolate Bar has been removed
In the Original Story: removed combat bonuses from all booze items and the Painkillers. These bonuses have been shifted to other items in order to maintain balance, and certain story content-related boosts have been rebalanced or buffed as well
In the Original Story: made an adjustment to the PlayerExposed Tutorial specific to the non-Explicit version of the game
In the Original Story: made an adjustment to an Intimacy-related Tutorial specific to the non-Explicit version of the game
In the Original Story: made an adjustment to a New Game, bladder-related tutorial message specific to the non-Explicit version of the game
In the Original Story: Frank will now react…unfavorably, if he overhears Patrick admit he is drunk to the Player
In the Original Story: for those of you trying to use the Popcorn with the Microwave, well…you’re still gonna be disappointed. Nothing to see here. Move along
In the Original Story: fixed an issue that could cause Compubrah VR dialogue(s) for Frank to become unresponsive due to timing of ScreenFade vs. Dialogue Game Events
In the Original Story: fixed an issue that could cause Madison’s behavior to bug out if she climax’d during a CutScene with the Player
In the Original Story: general cleanup of the events surrounding going down on Stephanie for the $50, and additional tweaks specific to this content for the “M” rated/non-Explicit version of the game
In the Original Story: made adjustments to NewGame Tutorial in regards to default keybinds
In the Original Story: Katherine seeing the Player UseWith/combine the Laxatives with the Rum will now follow a ruleset similar to that of Frank/Leah/Derek etc. being able to see the Player doing something. Most notably this means she will not see the Player perform this UseWith from seemingly a football field away
In the Original Story: fixed an issue that could cause Leah to have incorrect Interactive States after certain endings of her “Broken Code” content
In the Original Story: fixed a minor VA-text mismatch in a Vickie DLG
In the Original Story: fixed a handful of typos
In the Original Story: removed a number of specific year/date references
In the Original Story: in the “M” rated/non-Explicit version of the game, Kat’s pegging sequence with the Player will be met with an extended fade out, negating the intimacy sequence and radial puzzle until Kat is all done with you
In the Original Story: the Player will now be able to use radial menu-based options for various Lety content sequences that formerly relied solely on being able to grope an NPC (Lety, Derek, Patrick)
In the Original Story: minor contextual changes to a handful of Patrick’s instructions about using the Vape and its origins
In the Original Story: in the “M” rated/non-Explicit version of the game, mid-oral dialogues used by NPCs will differ from those used in “AO”/explicit versions
All Eek! Stories: in the “M rated/non-Explicit version of the game, the vast majority of mid-intimacy radial and dialogue actions are no longer available
In the Original Story: in the “M” rated/non-Explicit version of the game, the Player can no longer opt to Inhale from Stephanie’s paint fumes-filled bag
In Date Night With Brittney: fixed a few bugs that could arise from the Player taking a Photo of Patrick passed out and hooking up with Brittney without uploading Patrick’s Photo
In Date Night With Brittney: fixed a buggy thought bubble that could mislead the Player as to what a good angle of Patrick was when taking a photo of him passed out
In Date Night With Brittney: some general event and behavior cleanup
In the Original Story: fixed an issue that could cause Ashley to permanently follow the Player after completing her “Smooth Operator” Opportunity, giving Madison her phone, and then Throwing Beer on Madison in a very specific way
In the Original Story: the Player will still be able to reap the benefits of Ashley’s praise for Throwing Beer on Madison, provided certain conditions are met and the Player has not done anything really terrible to Ashley
In the Original Story: the Player will receive some additional clarifying info after Madison mentions her idea to prank Ashley if prior content/choices already locked off Humiliate Ashley
In the Original Story: greatly mitigated an issue that could cause Lety’s behavior to break and also partially compromise Derek’s behavior if Madison’s “art show” was started around the time Lety reached Derek to grope him for “Hunt the Hunk”
In the Original Story: in the “M” rated/non-Explicit version of the game, certain content-appropriate tweaks were made to the two intimacy scenes where the Player goes down on Patrick during “Patty’s Striking Resemblance”
In the Original Story: fixed an issue that could result in Katherine continuously moaning throughout the rest of a playthrough if the Player canceled her pending intimacy scene by pulling off Stephanie’s “Drunk and Disorderly” content within a specific time window
In the Original Story: sprinkled various emotive behavior polish throughout the story
In the Original Story: fixed an issue that could result in Katherine not wearing her leggings if her pending intimacy with the Player was interrupted by Stephanie’s “Drunk and Disorderly” content
In the Original Story: in the “M” rated/non-Explicit version of the game, the Player will not automatically expose themselves if “evil” Leah attempts to initiate intimacy with them after the completion of “Broken Code”
In the Original Story: in the “M” rated/non-Explicit version of the game, removed a number of pre-threesome clothing “prep” game events
Added the DebugMode Console Command. Using this will allow automatic Debug Log saving
Added automatic Debug Log saving functionality. This will only occur if the user enables it by using the DebugMode Console Command. When this is set to “1”, a Debug Log will be saved automatically every time the user ends a game session, or loads into a game session. Other than being automatic, this functionality is identical to manually saving a Debug Log via the Debug Window. The information contained pertains only to House Party data and events, is stored locally on your system, and is never automatically shared/distributed
The Debug Log will not bother running any of its save/File IO code if it determines it cannot find, access, or write to the local \DebugLogs folder
Added the IsFlashingShirt InteractiveProperty that can be used to check if a Character is flashing their Shirt
In the “M rated/non-Explicit version of the game, penises will no longer automatically change their arousal state/appearance based on nearby Character behavior, nudity levels, etc.
The Custom Story Browser upload instructions text is now translatable
Users can now Uninstall Custom Stories via the Custom Story Browser
Updating a Custom Story via the Custom Story Browser will now fully uninstall and then update the story. This will fix an issue that could cause .character files that the story no longer needed to be leftover during the Update process
An additional attempt to update the Installation Status of Custom Stories in the Custom Story Browser will be made each time the user swaps between different sorting filters/filter tabs, as well as when the user initially successfully logs into the Custom Story Browser
Added “Mute DMCA Music” checkbox setting which will disable all copyright music
The “giver” in a Cunnilingus Intimacy Act will no longer use their default looped sex sound effect at all times. Instead, they will use their oral sound effect at a modified volume IF their partner’s genitals are exposed
Certain censored CutScenes will no longer erroneously play TriggerBGC events for Characters not currently in the CutScene
Fixed an issue that could cause the Enter/Return button to registered twice upon Saving a game, which would prevent the Overwrite Save confirmation window from becoming interactable by the user and therefore lead to an automatic overwrite of a saved game
POV/Legacy sequences in game versions without Adult Only/Explicit Content DLC installed will by default end more quickly
Regardless of purchase/download platform, if Adult Only/Explicit Content DLC is not detected then Character texture modding functionality will be disabled
Texture modding on Steam will still require the Explicit Content DLC but will no longer require a Steam login/DLC-verification
Fixed an issue that could cause Dialogues to display as “empty” and break game progress if a translation entry was missing for that Dialogue
Fixed a number of minor labeling issues in the UI
In the “M” rated/non-Explicit version of the game, the Censor Nudity option will default to On. It can still be turned off within the game’s Settings UIs and in the “Pre-Session”/first time playing options
In the “M” rated/non-Explicit version of the game, the Player will no longer be able to grope NPCs at will. The “M” version will have content-specific radial options to make up for this change in functionality
Tweaked the Steam/platform Achievement Description of the Ice Bath achievement to more closely match the in-game requirements and text
During “POV”/Legacy intimacy acts, no form of looped moaning or oral SFX will play in the “M” rated/non-Explicit version of the game. In the “M” version, only climax or one-off SFX will play
Fixed additional minor typos and text issues in the Custom Story Browser
Users can now Report Custom Stories within the Custom Story Browser. Only one Report per story can be submitted
Characters will now base their “Get Dressed” behavior when exiting a Hot Tub seat on their position relative to the center of the Hot Tub, rather than the specific seat they were previously using
Added a handful of clothing-related events into censored CutScenes
Fixed a nullref spam issue that could occur if the Player was groping an NPC’s ass as a CutScene started
Various fixes for controller sensitivity options
Fixed nullref spam on disclaimer screen
Fixed various key rebinding errors
Restricted rebinding of problematic keybindings
Fixed various dropdowns that caused nullrefs
Various menu navigation fixes
Fixed issue where radial menu could not be opened after a cutscene
CSC: Global Goodbye Responses will now be sorted by their Display Order, matching the existing sorting functionality for Dialogue Responses, Game Events, Criteria, etc.
CSC: Responses can now be Collapsed and Expanded in the same way that Game Events and Criteria can be
CSC: Very minor formatting tweaks to presentation of blocks/collections of Responses
CSC: Responses can now be inserted prior to other Responses, in the same way that Event Triggers, Item Actions, etc. can be
CSC: Responses can now re-ordered via up and down arrows in a similar fashion to Game Events, Event Triggers, Criteria, etc.
CSC: Added the CutScene criteria, which at this time will allow users to check if any CutScene is playing, if a sex CutScene is playing, and/or if a censored sex CutScene is playing
The Custom Story Browser UI is now slightly larger, with more spacing between certain text elements and buttons, as well as more spacing between the Story Selection dropdown area and the Story Preview area
The Custom Story Browser UI no longer uses elastic/”bouncy” scroll view behavior
The Custom Story Browser now includes a standard “Content Unrated” message pertaining to user-generated content and online interactions
Changes to cutscene consistency Fixed some cutscene bugs
Added Eek intro Updated HP logo on the main menu
Added some fruits to the kitchen
Changes to camera angles in Lety’s easter egg scene to reflect censorship changes on Steam
Fixed Amy see-through issue Re-added nipples back to all default textures Fixed Frank texture issue in his neck
v0.21.1
(Stable Release 1/19/2022)
In the Original Story: In the Original Story: integrated an absolutely ludicrous Lety CutScene
Controller Support Update:
Improved navigation and selection issues in menus including Inventory, Dialogue, Inventory, and GameMenu
Fixed issues where navigation could be broken when exiting or switching between menus
Can now skip through NPC dialogue using Button South
Player can rotate using Right Stick and run with Left Stick down
Left Bumper has been assigned to UI Radial and Right Bumper to Player Action Radial
Removed option to hide all UI with controller
In the Original Story: Katherine will not periodically attempt to inform the Player that the Microwave was fixed, rather than treat is as a one-off event
In the Original Story: fixed an issue where the Player could miss out on Inspector Achievement progress if they Used items with the Microwave before actually Inspecting it
In the Original Story: tweaks to Rachael’s initial confrontation with Patrick to prevent any casual Background Chatter or other unwanted backend behaviors from occurring just before she accosts him
In the Original Story: fixed an issue within a reactionary DLG between Derek and Stephanie that could cause inadvertent MetByPlayer and SpeakingToTarget behavior(s)
In the Original Story: added a…a um, some fucking pinchy stingy boi. What the fuck even is this? (a secret)
In the Original Story: fixed an issue with Derek DLG 303 where extra audio was being played
In the Original Story: changed the in-game description for “Ice Bath” to be more appropriate for male OR female Player Characters
In the Original Story: fixed an issue that could cause Derek to not strip down fully if asked to enter the Hot Tub after completing “Memory Lane”, if he was forced to wear the Goodbye Kitty underwear
In the Original Story: the Player will receive additional warnings/preventative checks before being intimacy with Ashley for the first time, if they are RechargingOrgasm
In the Original Story: fixed an issue that could prevent the Player from getting credit for flashing Derek during their Pissing Contest on the roof
CSC: added the ChangeBodyScale Game Event, which can be used to change the size of a Character over a specified number of seconds
CSC: added the PlayRandomSceneFromCurrentLocation option for CutScenes, which will play a random scene based on the first/primary NPC’s zone, if an NPC was provided. If no NPC is provided, it will select a random scene based on the Player’s zone
Graphics: Fixed Lety’s breasts jiggle not working
Graphics: Added Lety’s special ending cutscene
Graphics: Added little secret
Additional details regarding the execution/playing of Important and VeryImportant Background Chatters will now be logged in the Debug Log
NPCs can no longer reach a target (fire a ReachesTarget EventTrigger) if they are Knocked Out/Passed Out, or just started getting up from having been KO’d. These behaviors will resume processing roughly 1.5 seconds after the NPC is issued a Combat WakeUp event, as they are getting to their feet
Lower importance Background Chatter being pulled from the queue or fired via TriggerBGC Game Event while a Character has a higher importance Background Chatter set as their Next/Response Chatter will no longer prevent the higher importance Background Chatter from playing as intended
Fixed an issue that could allow a nullref exception to occur if the user did not put in a valid Character for the SendEvent Console Command
Minor improvements to feedback text within the SendEvent Console Command
Fixed an issue that could cause genital and breast areas on the body to appear featureless/blank/smooth in appearance if an alternate body texture was swapped to via Character Function and then the original body texture was later restored in the same session
The EnableNPC Console Command can now make use of the ‘all’ subcommand
Minor tweaks to CutScene Console Command to make use of PlayRandomSceneFromCurrentLocation functionality
Fixed an issue that could cause NPCs to audibly…enjoy themselves at slightly unintended times during the Threesome in the MasterBedroom
Lapdances/Stripteasing on the LawnChairs will no longer result in a dance that starts behind the LawnChair. Other issues will still present themselves until this system is worked on further
0.21.0
(Beta 12/30/2021)
In the Original Story: integrated Ashley’s Finale CutScene
In the Original Story: integrated Derek’s Finale CutScene
In the Original Story: fixed an issue that could cause Lety to follow the Player endlessly after “Queen in the North” was completed based on the Player being in Combat, even if the Player was “protected” from imminent Combat due to their aggressor being trapped behind a locked door
Added Game Intro CutScene
Added CutScene skip functionality. For now this only applies to the Intro CutScene. Skippable CutScenes can be skipped via the Back/Cancel button (default ESC on keyboards)
In the Original Story: fixed a number of minor VA-text mismatches for several Characters
In the Original Story: the Player can now access certain additional keybound actions via their Player Action Menu/Radial
In the Original Story: fixed an issue that could let certain Game Grumps scenarios start or prep while a Dialogue not directed at/spoken to the Player was showing
In the Original Story: fixed an issue that could allow some NPCs to wander away from Vickie and the Player after being approached about a threesome, based on niche positioning and timing situations
In the Original Story: fixed an issue that could cause Dan to try and Walk To Arin/follow Arin a bit too aggressively, which could interfere with certain backend and story mechanics
In the Original Story: the Player will be forced to Stop Peeing if they put on enough clothing via the Player Action radial
In the Original Story: tweaks to ensure that the Player can win Derek’s “pissing contest” if the uncensored/non-explicit version of the game is being played
In the Original Story: tweaks to ensure that the Player can reliably put out the oil fire during the finale events of “Mission Impawsible” if the uncensored/non-explicit version of the game is being played
In the Original Story: fixed an issue that would cause Derek to pee on the Player (perhaps rightfully so) without any additional reactions if the Player decided to start pleasuring themselves during their pissing contest
In the Original Story: the Player will now get some feedback text if they try to sleep with Ashley and are recharging their loins
In the Original Story: minor tweaks to Dialogues and Game Events directly prior to Ashley’s “Smooth Operator” and “Sibling Warfare” intimacy rewards to better enable CutScene and Legacy/POV Intimacy coexistence. Like those bumper stickers say. I think
In the Original Story: fixed an issue that could cause the Player to get stuck with the Immobile State and remain unable to move under very certain conditions after trying to “Hop Up” on the Dryer Seat during Derek’s “Memory Lane” Opportunity
Fixed an issue that could cause temporary breakdowns of Background Chatter exchanges when a TriggerBGC of high importance is played at the same time as, or while, a lower priority Background Chatter plays
NPCs can now successfully respond to their own Background Chatters
Tweaks and fixes for various UI elements (most especially the Character Radial for a Current Sex Partner) being allowed to display themselves at unintended times
Fixed an issue that could cause the photos in Madison’s Phone to not uncensor properly
Introduced initial/groundwork functionality for overwriting Character skin textures with user-provided textures. Many constraints apply; WIP
Overhauled Exception handling and code related to Story loading, File and/or I/O operations, etc. This should greatly reduce the number of issues experienced by users with anti-virus software running, permission issues, etc. If such issues are encountered, only third party/custom content should be unavailable or buggy
NPCs should not get stuck as easily or for as long when navigating through doors to a motion target
Fixed a bug that was preventing other NPCs from backing away from two Characters very closeby who were fighting
Minor cleanup of NPC evasion and navigation pause behaviors
Fixed an issue that could cause NPCs to “shake” or “jitter” during CutScenes, which should also alleviate minor issues with rotation while taking a seat in a chair or other Action Item and other niche situations
Significantly decreased Garbage Allocation within the game’s FixedUpdate/physics loop
Additional CPU utilization optimizations related to the use of various collections within the codebase
Re-introduced codebase obfuscation to the project
Updated Steamworks.NET
Fixed an issue that prevented the Match Value game event from pulling data from a second Character as intended
Fixed an issue that could allow NPCs to count down their random roaming timer below two seconds if they were using dialogue but not audibly speaking
NPCs will not try to randomly roam or roam out of a NoLoitering area if they have a DialogueFocusTarget
Code optimizations to a few Character/Name lookup, footstep audio, and NPC Socialization code behaviors for decreased CPU utilization
If a Character reaches their Motion Target and are either completely alone, in vicinity of only one other Character, or cannot see any other Characters, their ability to socialize will not be forcefully restricted via internal timer for quite as long. This should cut down somewhat on 8-10s awkward pauses that can occur when two Characters end up standing alone together under a variety of circumstances
Characters can no longer be considered “falling” in Cutscenes
Tweaked audio source and audio behavior for the fireplace and fire pit. The fire pit will no longer be slightly audible at near-infinite distances
Improved debug logging of story download and extraction issues on the main menu and enabled translation of an important warning message
Non-Important Background Chatter from NPCs without the ActingInCinematic state will no longer be audible at mega hyper ultra extreme distances
Added the InteractiveProperty InCutScene, which is set automatically by the engine for all Characters entering into, or exiting from a CutScene
The Player’s Bladder meter can no longer go below zero at any time
Patched a small hole in Zone coverage between the DownstairsHall and Kitchen Zones
Minor aesthetic and timing consistency improvements to ScreenFade functionality
The music from Speaker 1/2 will not be audible before other in-game audio is allowed to start processing, and will no longer be audible at extreme super duper turbo distances if the Player is in a CutScene
The game will always wait to start playing a Music track from Speaker 1/2 until just before the Game Start Fade In begins to make the game world visible, so CSC users no longer have to worry about exactly when they start playing music from Speaker1/2
The Speaker 1/2 StartMusic volume calculation (only relevant to the 10 frames or so of music) now exactly matches the periodic calculation used to determine Speaker music volume
Standardized all internal measurements of “Time Since Level Loaded”/”Time Since Game Started” around Unity Time.TimeSinceLevelLoad
Fixed an issue that could cause Characters (most notably the Player) to be erroneously rotated, semi-permanently, if certain CutScenes were prematurely ended within specific time windows
Fixed an issue that could allow the Player to interact normally via Left Click/Interact with their Sex CutScene partner in niche situations
Fixed a bug that could cause some tooltip info for Auto Saves to be incorrect
Quick Save and Auto Save file names are now reserved for system use and cannot be used as save game names
The clock by the fireplace, and the clock on the TV upstairs in the master bedroom are now animated and synced.
Rebaked occlusion data, which should give a slight increase in performance, as there was stale data in the old bake.
Randomized cutscenes now only cast gender-appropriate actors into roles
Randomized cutscenes will now choose a nearby zone if there is no cutscene available in requested zone, and ultimately fallback on legacy sex if it cannot find an appropriate cutscene to call
Character Orgasm Values in CutScenes will no longer be able to build until several seconds into the CutScene/after the CutScene has finished fading in
Slight tweaks to prevent Character Orgasm Value buildup when Characters are a bit far from each other in CutScenes. End result should be a general, slight decrease in how fast these Values build even after the CutScene has faded in
CSC: Item Actions can now make use of the Insert at Index and Swap Index functionalities that have been available with Event Triggers and Criteria Groups for some time
CSC: “CurrentSpeakingToTarget” has been renamed to “CurrentDialogueFocusTarget”, and the Player will now have a
CurrentDialogueFocusTarget even when not being spoken to so that CSC users can still successfully check for None at appropriate times or use the Player value to determine which NPC might be speaking. DialogueFocusTargets are ONLY SET for Characters involved in Dialogue when a Dialogue first shows. DialogueFocusTargets for ALL Characters are cleared whenever a Dialogue fully closes. This nuance can be used to finely restrict roaming, socializing, or other behaviors.
Significantly reduced the memory usage of the lightmaps, while at the same time, significantly improving the bake quality.
0.20.0
(Alpha Re-deploy 9/16/2021)
In the Original Story: fixed an issue that could lead to Derek acting embarrassed about his cute little sundress under certain circumstances after being intimate with him during “Memory Lane”
In the Original Story: tweaked the motion events surrounding the untying of Ashley’s Top and Madison seeing it, to make it more likely that both sisters will behave as expected and decrease the likelihood that Madison could accidentally wander away
In the Original Story: additional minor tweaks and consistency alignment to the criteria that determine when certain NPCs can be sent to check on/talk to other NPCs
In the Original Story: fixed an issue that could cause the intimacy finale weirdness of Lety and Rachael’s Easter Egg to not occur as intended
In the Original Story: added some additional preventative measures against NPCs being in the Art Room/Spare Room 2 during “Like A French Girl”
Improved consistency of the results of an AddForce Game Event so that differing frame rates exhibit less of an impact
Fixed an issue that could cause Characters to not have AddForce…erm, Force, applied to them if they were not visible to the main camera
The effects of an AddForce Game Event will now apply equally to NPCs and the Player when said Character is moving. Previously, only the Player could have Force applied to them while moving around
Reduced the frequency and severity of delays that can occur when an NPC that is Navigating off-camera or is occluded suddenly finds themselves stuck for a few moments
Narrator text no longer animates for each message/hint (only the first and last). This also prevents NPC dialogue from being spoken between messages.
Fixed an issue that could prevent the ClosedEyes Emote from working on demand
Fixed an issue that could permanently lead to the ScreenFade FadeIn/Out functionality to transition at a noticeably higher speed after taking at least one picture with the Camera item
0.20.0
(Alpha 9/2/2021)
Added new threesome cutscenes
Added 5 new threesome animations
In the Original Story: Vickie’s content has been restructured. First, you must undergo her rigorous Training. Then, and only then, may you proceed with…more. Wink. Nudge. Squirt.
In the Original Story: after inviting Vickie to the party, or after completing Rachael’s dares (through intimacy or content failure), there will finally be some closure as to why no more dares, phone call spoofing, or Vickie-Rachael content mixing can occur. Oh, and if you’ve been nicey nice to Katherine, she will give you Pat’s phone back instead of keeping it
In the Original Story: Added a wide variety of Tutorials. These will only show up once when playing, and only if opted into via a check box in the Game Menu or Title Screen UI. The Tutorials can also be reset/shown again using a button in the Game Menu
In the Original Story: added new Background Chatters for most NPCs
In the Original Story: consolidated “Hey, change location”/”Hey, go over there”-type dialogues for many Characters. This may lead to minor changes in when and how these options present themselves based on ongoing content and Player decisions
In the Original Story: Frank getting KOd during the first Derek Smash! fight will no longer result in the Player having to go through the rest of the Derek Smash! content. Get in there and help your buddy!
In the Original Story: the biggest, thiccest, most arousing rewards for Vickie’s content have been added
In the Original Story: improved feedback text the Player receives when trying to open the Bike Lock or Safe with various keys that just don’t care
In the Original Story: a handful of responses for Vickie now require the Player to have actually met her before being used
In the Combat Training story: Frank and Leah will no longer attempt to roam away once spawned
In the Original Story: flat out refusing intimacy, lying to Vickie prior to her intimacy scene, and certain other highly offensive acts will fail out of her main Opportunities
In the Original Story: polished the text and delivery timing of various existing Tutorials related to Combat, Beer Pong, etc.
In the Original Story: no matter how the Player gets into a fight with Frank at the end of Leah’s “Ronin”/evil finale, Frank’s combat stats will be the same
In the Original Story: fixed an issue that could cause some Characters to not immediately award “Flash Score” points (for Katherine’s content) if they caught the Player doing something involving genitals other than just…standing around
In the Original Story: fixed an issue that could cause Derek to spam threats at the Player after the Player had hit too many other guests at the party
In the Original Story: minor cleanup of Ashley and Patrick pre-“Family Time” Game Events, and their timings
In the Original Story: added a helpful thought bubble to confirm for the Player when Frank changes his mind about giving them the condom, after catching the Player being intimate with a female NPC
In the Original Story: tweaked various TriggerBGCs and related events to more appropriately reflect their importance in the story, give them more (or less) emphasis, and somewhat reduce the chance that certain important TriggerBGCs will result in an NPC trying to move and talk at the same time
In the Original Story: fixed an issue that could cause Derek to repeat his Dialogues when approaching Madison at the Gazebo just before the events of “Runner Runner” take place
In the Original Story: masturbating in front of Stephanie will no longer risk Frank thinking you are actually drunk and beating you to a pulp
In the Original Story: cleaned up some of Vickie and Ashley’s behaviors related to the start of “Runner Runner”. They should more reliably get to the Master Bedroom Closet area in a timely fashion and not have other NPCs try to approach them
In the Original Story: converted a number of CaughtMasturbating and CaughtHavingSex reactions from various NPCs to the Player into TriggerBGC, instead of popping up main dialogue
In the Original Story: added a thoughtbubble and cleaned up a response or two to better impart the finality and importance of the choice between spoofing a text to Rachael vs. spoofing a text to Vickie, while also making it clearer the Player can back out and ruminate over this epic decision
In the Original Story: minor tweaks to the criteria for Katherine giving the Player back Ashley’s Tiny Key. She must be at least friends with the Player; this is a +1 friendship requirement increase, so don’t whine about it, thanks
In the Original Story: Katherine will try and approach the Player in order to give them Ashley’s Tiny Key slightly more frequently. See? It’s all okay
In the Original Story: slight tweak to the Opportunity description for “Vickie Vixen” to better align with the actual goals of the Opportunity
In the Original Story: minor polish to a few “WalkToPlayer”-type periodics for a handful of Characters
In the Original Story: minor polish to the Criteria that define whether Vickie is “Occupied” by major content or states
In the Original Story: the “Vickie Vixen” Opportunity is now a two-part Opportunity. The Player must get her number first, and then the Opportunity completes upon successfully inviting Vickie. This will only have minor impacts on certain hint/response availability and “fluff” behaviors
In the Original Story: fixed a couple Derek dialogues within “Memory Lane” that could still reference Frank/Leah/”booze security”, even if Frank had left the party
In the Original Story: as part of their “training” for Vickie, the Player will get more feedback regarding how close they are to meeting the requirements for passing her final “test”
In the Original Story: tweaked a Compubrah dialogue response that implied the Player could unzip their pants before going into VR…even if their pants were already unzipped! Aahhh yeah, that fruit couldn’t hang any fucking lower booiyzzz…bois? Shit I’m old af
In the Original Story: Rachael can now catch the Player asking Katherine to spoof texts during a handful of additional key Dialogues
In the Original Story: tweaked the Criteria for Rachael being able to overhear any dialogues involving the Player somewhat
In the Original Story: fixed an issue that could cause Katherine to overhear and respond to an Ashely Dialogue through walls
In the Original Story: further polish to a handful of other Rachael, Ashley, and Madison-related Dialogue overhear situations
In the Original Story: tweaked the delivery of a hint thought bubble regarding Vickie’s phone number that could be a tad spoilery
In the Original Story: various other polish and tweaks to hints, hint text throughout Madison, Vickie, Katherine, and Rachael’s stories
In the Original Story: added additional mitigating criteria to Rachael’s “confront and slap Patrick” behavior to prevent a few “unfortunate” niche situations
In the Original Story: slight cleanup of Rachael and Patrick’s confrontation to reduce the chances that Patrick might continue walking to Rachael afterward
In the Original Story: Patrick will try to approach Ashley one Dialogue earlier just before the events of “Family Time”
In the Original Story: fixed an issue that could prevent buggy behavior to occur if the Player repeatedly tried to sit in Frank’s chair after he left the party
In the Original Story: fixed an issue with Vickie’s cutscene that could cause it to fail to play if the Player was a tryhard fastclicker jerk. Just kidding, it’s cause we don’t know how to program things. It’s us, not you
In the Original Story: fixed an issue that could cause Madison’s “Drunk and Disorderly” to stall completely if Frank leaves the party. Even when he’s gone, it’s that fuckin dood’s fault!
In the Original Story: minor cleanup of other Madison behaviors during her “Drunk and Disorderly” to make her just a tad less…pushy
In the Original Story: the Player must now be closer to Derek in order to play the part of “backup” when he talks to Madison just before “Runner Runner” starts
In the Original Story: the notification the Player gets warning them that Madison and Derek are coming up the stairs during the events of “Runner Runner” is a bit more finely tuned based on the Player’s location
In the Original Story: Rachael will no longer attempt to follow Patrick to confront him in the event that he barges into the Master Bedroom during the finale of “Sibling Warfare”
In the Original Story: the Player climaxing during the finale of “Sibling Warfare” will now count towards Vickie’s “training”
In the Original Story: fixed a number of bugs that could occur if the Player climaxed during the finale of “Sibling Warfare” while also undergoing Vickie’s “training”
In the Original Story: fixed a very…poorly worded dialogue that Vickie is able to use during the finale of “Sibling Warfare”
In the Original Story: fixed a handful of VA-Dialogue Text mismatches across the story
In the Original Story: fixed a handful of typos in various Dialogue and Response texts across the story
In the Original Story: fixed an issue that could possibly compromise two different Combat-related Game Grumps Background Chatters
In the Original Story: the Player will get a little extra boost towards their OrgasmRechargeRate after they complete Vickie’s “training”
In the Original Story: Rachael will no longer attempt to confront Patrick while the Player is racing up to the Master Bedroom Closet during the closing events of “Runner Runner”
In the Original Story: the Player will also get hints about the status of their uh…throbbing loins as they drink more and more booze (assuming that’s the Player’s thing) during Vickie’s “training”. Just say “throbbing” out loud. Not like “the-robbing”…really accentuate the ‘th’ and ‘-b’ sounds…yuck. Is no one talking about this?
In the Original Story: the Player no longer has to meet social (like/love) conditions to select an NPC to approach with Vickie for their threesome. The Player must select an NPC that is not occupied, and then that NPC can be approached to see if they’re interested in a threesome
In the Original Story: reverted a change from eons ago – the Player can now Slap Awake Frank if Vickie’s “Training Day” Opportunity is In Progress
In the Original Story: Vickie’s “Training Day” Opportunity will now Complete just after the Player is intimate with her in the Hot Tub, instead of before actually doing it
In the Original Story: after successfully finishing Amy’s “Scavenger Hunt” and using one of the two finale responses that leads to her removing clothing and getting an Achievement, the Player will also receive a very small socials boost with her
In the Original Story: fixed issues that could prevent a handful of Vickie and Lety’s Background Chatters from playing as intended
In the Original Story: various tweaks made to improve the presentation and timing of “mid-Dialogue” emotive Game Events
In the Original Story: added a few additional protections against Characters trying to reach Frank at various times the Player could get intimate with him
In the Original Story: added a handful of Social penalty events for Derek and Frank when the Player does something they are not a fan of
In the Original Story: the Player will get a very minor Romance boost with Katherine the first time they are intimate with her. Not as much as when you give her the booze she wants, of course. You think you’re THAT good?
In the Original Story: minor tweaks to the consistency of Katherine’s roaming behavior
In the Original Story: minor tweak to the events when the Game Grumps jump out of the balloon to increase the chance that Katherine is around to participate
In the Original Story: Katherine will tolerate one more very minor grievance before locking the Player out of her default greeting and responses entirely
In the Original Story: the Player will get a minor Romance boost with Leah the first time they are intimate with her
In the Original Story: the Player will get a very minor Romance boost with Leah when they give her the Chocolate Bar, in addition to the existing small friendship boost
In the Original Story: minor cleanup of the events surrounding Lety and Madison’s bonding after their “Queen in the North” gift discussion
In the Original Story: added a few very minor social penalties where appropriate for existing Madison-Player exchanges that were already negative in nature
In the Original Story: fixed various issues with Lety and Rachael’s Easter Egg related to Frank, Derek, and Vickie that could lead to the content stalling or breaking
In the Original Story: Amy will no longer leave the party if groped during the short window between Lety and Rachael’s Easter Egg starting and suffering her inevitable fate
In the Original Story: slight updates to the game intro narration
In the Original Story: added additional, minor social increases and decreases throughout Stephanie’s story where appropriate
In the Original Story: simplification and tweaks to when the Player gets a reminder about checking on the Game Grumps
In the Original Story: certain content limitations or modifications that were dependent solely upon Brittney having displayed one of several negative Dialogues are now more broadly tied to her social meters
In the Original Story: minor tweaks to other Brittney response and Dialogue behaviors based on her socials… mostly in cases where the Player had been mean. Like, super mean and stuff
In the Original Story: Derek can now walk near the Gazebo instead of near the Hot Tub. Since he already has a movement option for getting himself into the Hot Tub, standing around outside it just seems silly. Oh so silly
In the Original Story: most Characters can be asked to find somewhere to Dance, as long as the Player has not turned off all of the available music sources
In the Original Story: fixed an issue that could cause Patrick to wander away from the Player awkwardly during certain finale dialogues for “Patty’s Striking Resemblance”
In the Original Story: fixed an issue that could cause Madison’s motion to Frank to not be canceled correctly in niche situations
In the Original Story: fixed an issue that could cause the Player to be permanently locked out from asking Britt about Pat’s phone, even if the Player had tried to make use of Madison’s “Fix Relationship”/Relationship Boost perk
In the Original Story: Amy can now be asked about Patrick’s phone
In the Original Story: added a few additional minor motion-related safeguards to the Events that Warp a handful of NPCs into Compubrah/DongVR
In the Original Story: addressed a DLG for Patrick where he could imply Frank was still guarding the liquor, even if Frank left the party
In the Original Story: standardized a number of Derek’s social behaviors around the same criteria that decides his level of anger towards the Player for dialogue purposes
In the Original Story: fixed an issue with a Derek dialogue that could lead to a Derek attacking the Player when the VA/text did not imply that would happen
In the Original Story: consolidated many of the ‘help’ responses that the Player could use with Derek into a single response separated from his greeting Dialogue, in order to prevent him from having an absolutely fucktacular number of responses available when just trying to say ‘Hello’ to the guy
In the Original Story: made tweaks to Leah’s Event Triggers where she reacts to various NPCs getting KOd at various times. These should be much more responsive to the context of each KO
In the Original Story: Derek and Pat will be a bit more understanding of ‘friendly fire’ should the Player hit them during the Derek Smash! fight(s)
In the Original Story: choosing to help out with the Derek Smash! fight will net you a minor social reward with either of the boys you helped. …If you survive, that is
In the Original Story: Frank will now appear a little ‘beaten up’ if he suffers enough attacks from any Character. His mostest special appearance(s) are still saved for certain story scenarios, however
In the Original Story: fixed an issue with a Vickie dialogue where she would always reference the events of Derek Smash! even if Derek Smash! had never been Completed
In the Original Story: updated the Opportunity texts for Vickie’s Opportunities
In the Original Story: aligned the response criteria for when the Player can send Frank to fight Patrick as part of Frank’s introductory “A Ball of Mystery” dialogue to the criteria used to determine when Frank can normally be sent to beat up Patrick
In the Original Story: if the Player’s socials with Stephanie drop low enough, her intimacy reward will become unavailable
Fixed a bug that could cause a Character to attempt to spam Surprised Emotes just before being engaged in Combat. They will no longer attempt to spam this reaction, or attempt to do so from quite as long a distance. This also fixes an issue that could cause the Mood value of the Character being attacked to plummet so low that it was unlikely to ever recover without CSC intervention
The game will not accept Attack inputs for one frame after the game has been un-paused. This will help prevent left-clicks/Attack keypresses made while Narration and other critical UI is open from inadvertently triggering an Attack if the Player was already in Combat Mode
The Player can now react to their own Combat Mode Toggled Event Triggers
Fixed an issue that would cause the ‘Censor Nudity’ check box label to use the same label text as ‘POV Intimacy’ when translated into another language
In order to slightly mitigate possible cramped combat situations, NPCs will no longer roam to another NPC that is currently fighting or moving to fight the Player
Fixed an issue that could allow an In-Combat NPC to fire a ReachedTarget Event (and related back-end behaviors) when they were not in fact able to see their Character Target
Tweaked ForumText on MainMenu to invite users to simply visit our forums. All CSC/Custom Story-related forum language will remain and/or be expanded upon in the Custom Story
Manager and Custom Story Uploader-related areas of the UI
Added MainMenu Language Dropdown translation for Italian
The Player can now react to their own PlayerGrabsItem Reaction/Event Triggers
The Player will now be able to make use of their own ExposesGenitals Reaction/Event Triggers. This is handled differently than when an NPC reacts, in that the Event Trigger will fire everytime the Player’s Genitals are toggled (on OR off), and there is no built-in cool-down limiting how often this can occur
The TriggerBGC Console Command will now accept an optional, second integer as part of its input that can be used to define a TriggerBGC’s level of Importance. This integer must come after the bgcID
Re-integrated the SocialMod/RelationshipType “Scared”, which was left partially unimplemented in the previous release. This also fixes an issue that could cause the use of the Scared
SocialMod to freeze or even crash the game.
The Social Console Command will no be allowed to try and configure a Social relationship between a character and themselves. We’re all for self-love and all that shit, but do it on your own time
Fixed an issue that could cause false positives to occur when verifying Vision/CanSee properties between two Characters, most notably if one Character had recently moved away from a wall or other sight-blocking object that divided them
Fixed an issue that would allow voice-acted audio to continue playing while a Narration UI canvas was open
Fixed an issue that would cause the in-game music to be inconsistently paused when a “major”/pausing UI canvas was open. The in-game background music will now never be paused by
Player-accessible UI functionalities
Fixed an issue that could allow background/Speaker-based music to clash with Cutscene music. Cutscene music will now always take precedence while a Cutscene is playing, and after ending, background music/Speaker-based music will return to the level specified by the Player in the game options
Fixed an issue that could cause a Player who was masturbating and then got attacked to be stuck masturbating and unable to fight back or move
Fixed an issue that could cause a Player who was engaged in an intimacy act and then got attacked to be able to attempt an attack while still engaged in said intimacy act. This attack attempt would almost always fail to hit the target NPC and not result in an IsAttacked Reaction, yet it would still use up Player Energy and force the NPC to attempt to block. TLDR: In order to fight back or even attempt an attack, stop having sex or touching yourself, if you can…
Cleaned up and standardized how “Internal Stories” are managed/deleted when a server story update is triggered. As part of this, the very old “Tutorial” story is now looked for when the application is evaluating “Internal Stories” and this story is now automatically deleted if found, since support for it was deprecated years ago
Added various PlayerPref-related functionalities that are used to facilitate Tutorials for first-time Players (or those who opt in via the Game Menu), and that can also be used in Custom
Stories to enable cross-story content tie-ins, and more. PlayerPrefs and their current values are stored in your system’s registry
Modified the Narration canvas so that it can be opened in a wider variety of circumstances without impacting other canvases
Characters that are in the same Zone as each other will no longer fail to see one another other just because they are separated by approximately one or more CharacterHeights (1.8 units).
E.g., Characters at the bottom of the stairs will no longer be unable to see Characters at the top of the stairs
Male genitals can now be toggled on/off via SendEvent : ToggleGenitals Game Events during cutscenes. The Player : TogglePenis Game Event will now also work
The CSM/Custom Story Manager registration process will now accommodate slightly shorter e-mail addresses
Fixed an issue that could cause a Values criteria check to fail erroneously for international users under certain circumstances
Fixed an issue that would result in NPCs moving throughout the game world much faster when off-camera compared to when the Player could actually see them
Fixed an issue that would prevent NPCs running to a Combat Target from registering that they were, in fact, Running
Fixed an issue that could cause the player to use the drunk walking animation while very drunk and sprinting. They will now merely use the run animation while swaying, like NPCs
Buttons in Input Configuration menu are now functional
In Input Configuration menu, added message to user saying if the binding is already being used (need to add action it’s being used with).
Pressing Back leaves the Input Config menu.
Renamed JustOutSideUpstairsBathroom to JustOutsideUpstairsBathroom to match naming convention used by other Objects and MoveTargets
Fixed an issue that would allow the Inventory UI to be opened or remain open while the Player was in Combat Mode
Made it a bit easier for the Player to transition out of Dancing (State: ForcedToDance) if they choose to engage in combat
Added some helpful pop-ups to indicate to the Player why certain controls or actions are not allowed under certain circumstances (e.g. opening the Inventory in combat, etc.)
When forced into Combat Mode due to being attacked, the Player will no longer stay crouched. They will stand up as if they had toggled Combat Mode via their hotkey
Fixed an issue that would prevent assigning a Value of ‘None’ to a CharacterValue via the Values Console Command
Fixed an issue that would cause the logging of RandomizeIntValue Game Events to take up unnecessary space in the Debug Log
Fixed an issue that could lead to an erroneously closed Narration window if enough Narration events had fired in a play session
Minor improvements to auto-cancellation of randomly timed Roaming ChangeLocation-based motion in order to reduce chances of randomized ChangeLocations interfering with higher priority Character behavior(s)
Fixed an issue that could prevent the Roaming.StopMyRoamingMotion Game Event from successfully preventing an NPC from Roaming if the NPC did not currently have a Motion Target
Fixed a bug where dialogue responses could not be navigated with controller
Fixed an issue that would allow the Player to open their Player Actions radial at inopportune times, most notably over/on top of the Inventory UI and any Item that they might have been interacting with in the Inventory
Any time the Inventory is opened or closed, the radial for the current Item being interacted with (or the Player Actions radial) is also closed
The Inventory and Opportunity UIs can no longer be opened while various game-pausing System/Setting UIs are also open
Added option for text resizing and different fonts in Game Menu
CSC: the text feedback returned regarding Search results (when none are found, too many are found, etc. has been improved and will no longer alternate between putting feedback text in the
Unity Debug Console and in the Inspector Tab; all text feedback will now be in-line directly below the Reset and Search buttons
CSC: minor UI consistency tweaks when using the Search aspect/functionality
CSC: the tooltip for deleting elements within the CSC has been updated to show the appropriate name of the element about to be deleted/being hovered over
CSC: miscellaneous cosmetic cleanup, consistency improvement, and tweaks needed to offset some issues introduced by the update to Unity 2020.3
CSC: the tooltip for inserting elements at specific positions (depicted by < INS) has been updated to show the appropriate name of the element that is about to have a new element inserted before it
CSC: added the PlayerInventoryOpened and PlayerInventoryClosed Event Triggers
CSC: if an Event Trigger uses a Key and that Key is valid, it will no longer be omitted in the default Name that gets automatically applied to the Event Trigger
CSC: added the PlayerOpportunityWindowOpened Event Trigger
CSC: added the PlayerInteractsWithCharacter and PlayerInteractsWithItem Event Triggers
CSC: added the FinishedPopulatingMainDialogueText Event Trigger
CSC: the text representation of a Character Value can now be ‘injected’ into Dialogues, Alternate Dialogues, Responses, DisplayGameMessages, and BackgroundChatters. In order to this you must encapsulate a Character:ValueName in curly brackets within the text entry field for one of these elements, e.g. {Amy:TestValue1}. Do not add whitespace, special symbols, or more colons than are needed to delimit a character from their Value or to depict special system Values such as {Player:madison:GotPhoneCode}
CSC: translation templates will now purge more brackets and custom formatting automatically when exported (specifically in translatable events and responses). This is an extension of what was already being done for Dialogues and Background Chatters
CSC: the Dialogue criteria can now also check to see if a specific Dialogue is currently showing
CSC: Restored the ability to add custom names to DialogueOnlyCharacters (Compubrah, Phone Call). Configuring interactions for these Characters, however, has been disabled due to the fact they cannot be interacted with in the game world
CSC: the UseWiths behavior section will not appear for Characters in the Character Interactions page/aspect, as GiveTo is the intended functionality for exchanging items with Characters
CSC: the IsAloneWithPlayer criteria will eventually be deprecated. For now it will remain unchanged in the CSC and engine. It will eventually be replaced by the IsOnlyInVisionOf criteria, which better reflects what it checks. (IsAloneWithPlayer checks to see if the target Character is visible to only the Player, it does not check to see if the Player can see other Characters nor if other Characters are close to the Player)
CSC: added the IsOnlyInVicinityOf, IsOnlyInVisionOf, and IsOnlyInVicinityAndVisionOf criteria, which should help to greatly simplify certain proximity and/or vision-restricted checks
CSC: the distance Criteria can now accept and interpret Characters, Items, MoveTargets, and GameObjects via text injection, which should simplify scripting logic in situations where dynamic calculation of Distance(s) is required. For example, to check the Distance between Derek and his Current Move Target, you can use Distance : Derek : {Derek:CurrentMoveTarget} and then define your remaining parameters. If your injected text does not result in a usable reference object, the Criteria will return false
Fixed Leah LOD2 issue causing dark spots
Updated PlayerFemale with facial blendshapes
Updated Cloth Physics for Ashley, Katherine, Lety and Stephanie
Added a flashing top to the PlayerFemale and added an animation where she lifts the top up
Fixed MaleCouchSex animation
Improved PlayerFemale neck seam and fixed her casting no shadows
Tweaks to previous cutscenes
Overhaul to the volumetric lighting system
Fix to billboard material bug
0.19.4
(Stable Release 5/26/2021)
Added Turkish localization to to the animated UI button
In the Original Story: sneaky Players who have made good use of the Keys and various lockable rooms in the House will no longer be considered to have “Pending Combat” for the purposes of many story sequences. Of course…WHO you locked away might still matter. To someone. Probably
In the Original Story: Madison will no longer obsess over where her Phone might be if she was very recently hit in the face by the Chili Peppers as part of Lety’s “Queen in the North” Opportunity
In the Original Story: fixed an issue that could cause the Player to get Stephanie’s “comfort bag”…or whatever the shit it is, if they moved too quickly through a Dialogue during her “Meltdown” content
In the Original Story: fixed an issue where Stephanie could voice an out of place Dialogue after falling down on the way to meet up with Katherine while high during a failure path of her “Meltdown” content
In the Original Story: added Item Interactions for the Paper Bag Crunched. It’s just the Paper Bag…but now with more Crunch!
In the Original Story: fixed an issue that could allow devious Players who decided to punch the Game Grumps in the face instead of wave goodbye to get their “Do Not Burn” Achievement and get away with the act as the Game Grumps disappear
In the Original Story: when attacked at the wrong times, the Game Grumps will cancel movement toward certain targets that would cause them to leave the party, instead of wailing away on you with their +3 Iron Fists of Fistitude
In the Original Story: fixed an issue that could cause the Game Grumps to float around aimlessly after saving and loading while on the Flamingos. The Flamingos too will no longer float around forever
In the Original Story: additional fix for Throwing the Dildo at the Closed Briefcase not updating certain Opportunities for “The Muse”
In the Original Story: fixed an issue that could cause Rachael’s CurrentDare to reset on Game Load even if she was on the way to the Master Bedroom (or on the bed), about to get nasty with the Player
In the Original Story: fixed an issue that could result in NPCs getting shoo’d out of the study as a result of certain events of Lety, Brittney, and the Player’s sexual romp in the study, even if that romp had already ended
In the Original Story: Ashley reacting to Patrick getting attacked will no longer happen incessantly…and repeatedly…every…time…Patrick…is attacked. There is also a Distance criteria on this now because let’s face it, she isn’t scanning the horizon for that idiot at all times
In the Original Story: Dan will no longer move to Arin during certain “casual” Background Chatter exchanges that the Game Grumps get involved in
In the Original Story: When certain Game Grumps scenarios start, a minimum roaming timer will be reapplied to relevant NPCs to increase the chances that they do not try to move away before the exchange is finished
In the Original Story: Dan will more reliably face the Player when making fun of him for playing Beer Pong all alone
In the Original Story: tweaked timing related to Katherine and the Game Grumps’ “fan” exchange to try and prevent a Katherine Background Chatter from cutting itself off
In the Original Story: fixes for various VA-text mismatches
In the Original Story: minor tweaks to prevent Dan from making minor, unnecessary movements to Arin
In the Original Story: fix for Dan getting stuck in the Master Bedroom Closet under certain conditions that would abandon the Game Grumps’ Master Bedroom “COATS!” scenario
In the Original Story: the Player will now have to be In Vision of the Game Grumps to initiate the intro and follow-up/finale portions of their “DClub” content
In the Original Story: NPCs will be less likely to attempt to get to Frank during the Laundry Room antics of the Game Grumps’ “DClub” content
In the Original Story: fixed an issue where Patrick could fail to roam normally after being given the Laxatives
In the Original Story: tweaked the events of the Game Grumps jumping out of their balloon so that they will no longer appear to just fall out of the air like boring boyz. Now they’re the ones who fall! …Unfortunately?
In the Original Story: minor tweaks to improve the chances Lety and Madison’s “bonding” Background Chatter will play reliably after completing “Queen in the North”
In the Original Story: minor clarifying tweaks to a handful of hint thoughtbubbles
In the Original Story: the Player can no longer ask Madison for her phone back if the phone is not held or in their inventory, but is otherwise Active/Enabled (i.e. the Player dropped it somewhere)
In the Original Story: performed a fair amount of cleanup on the Lety-Derek conversation that unfolds during “Hunt the Hunk”. This should start more reliably and progress more smoothly, with less awkward bumping around and weird movements
In the Original Story: minor cleanup of some events associated with Leah and Frank’s exchange during the first part of her “evil”/”crazy” finale for “Broken Code”
In the Original Story: cleaned up issues with currently used Target Types in a number of Turn Game Events in order to reduce current issues and future proof
In the Original Story: cleaned up and tweaked events related to the “Hunt the Hunk” failure sequence where Derek gets fixated on…treats
In the Original Story: fixed an issue that could compromise Derek’s behavior and responsiveness under certain conditions if “Hunt the Hunk” was failed and he became fixated on…victuals
In the Original Story: cleaned up some response-related Criteria and options related to the Player’s possession of Madison’s Phone just before starting “Family Time” with Ashley, if the Player had at some point lost possession of said cellular device
In the Original Story: giving Patrick the Laxatives will now correctly result in lowered social meters with him
In the Original Story: tweaked the criteria used to determine when/if Sleazy Sancho will whisper sweet, sweet nothings into the Player’s ear orifices. Orificii? …Head vaginas.
In the Original Story: fixed a possible duplicate thought bubble that could appear if the Player beat up Leah during her “evil”/”crazy” “Broken Code” path before talking to her once she returns to the party in the corner of the yard
In the Original Story: made some improvements to other situations in which the Player could KO Leah, albeit with some difficulty, during the finale stages of “Broken Code”
In the Original Story: added protections to a number of periodic WalkTo : Player-based Event Triggers and ReachTargets to ensure that these did not try to fire if the Player is Falling, temporarily KnockedOut, etc.
In the Original Story: additional fixes for Leah following the Player around instead of attacking if she is Peed On or catches the Player making…unwise booze decisions during certain sections of “Snake in the Grass” and “Broken Code”
Characters emoting will no longer ‘break’ them out of a Crouching state. They will instead perform only the facial and sound effect portions of the emote, and remain crouched
Randomized roaming behavior and certain other automated roaming-related behaviors will no longer attempt to process while a game session is “fading in” after being started from the Title Screen or Load Game menu
Fixed an issue from a previous 0.19.x update that could allow various Character Interactive Status and Reaction loops/checks to not process if only 1-2 NPCs had been enabled in a game session
Cleaned up a couple of old VA lines for Lety that had leading and trailing noise
Configured additional non-static items with AdditionalRenderers so that they will be compatible with the Item : IsVisibleTo Criteria. These include the Scorpion Tequila, TalkingFish, and more
Fixed an issue that could occasionally allow Attacks of certain types to “hit twice”
Characters will be slightly less aggressive when re-attempting movement to Inaccessible Mandatory Targets
PeesOnMe and StartedPeeing Reactions/Event Triggers will no longer overlap as easily. Characters will delay processing of StartedPeeing Reactions very briefly to check for pee impacts, and in addition, each collision between pee and a Character will briefly delay the StartedPeeing Reaction between two Characters
Fixed an issue that could cause a Character incorrectly fail a CanSee check specifically when a certain type of Object was supposed to be excluded. This addresses a small number of issues related to swapping to WallSex intimacy positions and when calculating IsRunning if the RunWhenFarAwayFromTarget was Added/True
Fixed an issue that the Player could pee and masturbate at the same time.
While crouching and trigger running the player does not move at full run-speed anymore.
AutoSave doesn’t trigger within a few seconds after loading a save game anymore.
Various optimisations to reduce garbage allocation and free up CPU cycles.
If multiple BGCs are playing of the same importance around the player, the audio system now prioritizes the one the player is currently looking at
Various tweaks to the BGC system to prevent overlap and awkward continuation of unimportant conversations
Re-EQ’d various existing and new audio files, and corrected minor volume issues
CSC: added back in PlayerBeingSpokenTo Criteria so that Story Creators will not have to manually remove this from their stories. NOTE: this Criteria will be deprecated at a later point in time in favor of using IsBeingSpokenTo, once we make back-end changes to allow this to occur more gracefully
Smoothed knees bending sharply while bending legs for Amy, Ashley, Brittney, Frank, Patrick, Stephanie and Vickie
Fixed Amy and Ashley strap-on skinning and extended bounding boxes so strap-on’s don’t disappear
Improved Stephanie underwear transparency issues
Re-positioned pee particle to flaccid penis tip for Derek, Frank and Patrick
Tweaked Male SixtyNine animation and character sixty nine hotspots
Improved nether region skinning/shader and textures issues for multiple characters
Tweaked the shadows on characters with dresses in Main Menu
Changed PlayerMale hand offsets during laying down pose to lean on his knee
Improved skinning Rachael bikini top straps
Tweaks to cutscenes
v0.19.1
Added inventory image for the sunglasses
Added cutscene for master bedroom sex
Added cutscene for Frank’s finale
Added cutscene for Katherine’s finale
Added Frank story achievements
Added penis alignment for all cutscenes
Added sountracks for all cutscenes
Added cucumber model
Improved the male and female drunk walk
Updated Ashley’s clothing
Added OpenLabia blendshape to all female characters
Added blendshapes to male characters to open their anuses
Updated inventory image for Derek’s shirt, Ashley’s top and her panty
Updated Amy and Ashley avatar images
Added a pop up to indicate changes in social status between the player and other characters
CSC: Added the ability to set reactions/event triggers for the player in story data
The opportunities window and popup in game will now show “missed opportunities” when you fail an opportunity that hasn’t been started yet instead of showing the opportunity name and details
The opportunities window will now sort a character’s quests by in progress, then completed, then failed
In the Original Story: Frank and Leah’s ability to tell if the Player is doing something with alcohol now has a more forgiving distance check to it. If the distance between the Player and
Frank/Leah is greater than the distance between “Frank’s Chair” and the threshold to the LivingRoom (where Stephanie dances; a distance of 10), then they will not react to the Player taking booze-related actions
In the Original Story: as Frank promised there is now at least one meaningful reward to NOT beating him up during the “evil”/Ronin ending of Leah’s “Broken Code” content
In the Original Story: continuing to improve your Friendship with Frank after it already appears to be maxed will now also reward a Romance boost
In the Original Story: slight changes to the final pre-intimacy choice during Rachael’s “Dare Interference” content. Pay close attention!
In the Original Story: Katherine will need a different item in order to “tend to herself” just before her intimacy reward
In the Original Story: initiating Katherine’s first Intimacy reward and her follow-up rewards now have slightly different requirements in terms of Player positioning.
In the Original Story: implemented additional protections to prevent niche occurrences of the Game Grumps duplicating their initial “Fell to the Ground” reactions, BGC, and follow-up events
In the Original Story: the Fireplace is now…active. Careful what you throw around near it!
In the Original Story: minor tweaks to how some of Frank’s intro dialogue is handled and what other Global Responses of his rely on said dialogue
In the Original Story: the Player Character has learned how to grasp more things from the endless void known as their “inventory” and hold said things in their hand(s)…but not all the things.
Is it even possible to learn this power?!
In the Original Story: the Fireplace can now be used to maximize the dankness of gettin’ tight with…ah fuck it I’m old. Light the joint with the Fireplace if you want to
In the Original Story: standardized the distance at which certain NPCs will/will not use certain Background Chatters if they do not want another NPC to “hear” them use said Background Chatter
In the Original Story: the Player can no longer ask Frank about Thermos-related questions/responses once they are already holding or have inventoried the Thermos
In the Original Story: loosened some restrictions on when the Player can tell Brittney when Stephanie is dancing topless
In the Original Story: Stephanie will no longer attempt to return to a playing music source if she is being spoken to or displaying dialogue. To compensate, the frequency with which she will try to return to a playing music source has been slightly increased
In the Original Story: removed certain restrictions from a handful of global Vickie responses related to “Derek Smash!”
In the Original Story: tweaked certain restrictions in a handful of global Vickie responses as related to Ashley’s “Sibling Warfare” content
In the Original Story: fixed an issue that could cause two of Leah’s booze-related actions towards the Player to flag her as having “met” the Player, which could compromise some initial Social meter gains with her
In the Original Story: fixed a number of VA-text mismatches
In the Original Story: fixed an issue that could cause the Player or Derek to get stuck with the HoldingADrink state after some Derek content sequences
In the Original Story: the Player can no longer ask Derek about the Whipped Cream or Condom if the Player has already managed to take possession of them
In the Original Story: minor tweaks to when certain bathrooms are considered “available”
In the Original Story: the Game Grumps will no longer magically take part in scenes in Madison’s bedroom or bathroom if Madison’s bedroom/the Master bedroom door is locked
In the Original Story: tweaked a variety of restrictions related to the Master Bedroom being “available” and/or being in use due to progression of “The Muse” and its related Opportunities
In the Original Story: throwing the Dildo at the Closed Briefcase will now fail “Artsy Fartsy”. Officially this time. Not just cause you hucked the dildo away
In the Original Story: better aligned Madison’s “On Groped” reactions with the social meters
In the Original Story: cleaned up some old Roaming behavior issues for Derek in regards to his motion in or around the Gazebo just before the finale of “Sibling Warfare”
In the Original Story: the Motor Oil can now be Taken into the Player’s inventory
In the Original Story: fixed an issue that could allow the Player to get an extra point of Friendship with Patrick if they pursued giving him the Painkillers in a very specific way
In the Original Story: expressing concern about Frank towards Patrick will earn a point of Friendship with Patrick
In the Original Story: improved some helpful Thought Bubbles related to progression through “The Muse”
In the Original Story: the Player can now ask Vickie about the photos on Madison’s Phone even if Madison is nearby. Watch out!
In the Original Story: moving ahead with the prank against Madison for “Sibling Warfare” can be temporarily put on hold if the bedroom is being used just before sending Derek off to talk to Madison
In the Original Story: fixed an issue that could cause Leah to attack the Player when giving her booze without taking into account her socials with the Player first
In the Original Story: Derek will no longer blatantly tell the Player not to mention some of his personal business to Stephanie while in sight of and in proximity to…yeah
In the Original Story: the calculation used to determine whether or not Frank will confront the Player amicably or aggressively after the Player takes multiple booze items from the liquor cabinet now takes into account romance points with Frank and other new factors, and is in general more lenient
In the Original Story: the informative thought bubble that hints towards Frank’s “liquor cabinet confrontation” mechanic now offers a bit more detail into how the Player can save their own ass
In the Original Story: fixed an issue that could let Frank attack the Player after groping Leah even if Frank could not see the Player doing so
In the Original Story: minor tweaks to a handful of Patrick dialogues that Frank could overhear that could cause Frank to attack Patrick even if Frank could not see him at all, if Frank was concussed, etc.
In the Original Story: Patrick now has a reaction to being given the Scorpion Tequila outside of Lety’s content
In the Original Story: made a wide variety of small bug fixes and tweaks to instances in which Frank or Leah overhear the Player to ensure consistency between when the Player is attacked based on Frank being concussed, prevent overhears through walls, and in general standardize such behaviors
In the Original Story: fixed a handful of additional bugs regarding Frank/Leah overhears that would in fact entirely override the dialogue for the NPC that was supposed to speak, rather than allow Frank/Leah to interject afterward
In the Original Story: Frank overhearing an NPC accusing you of being drunk will no longer agro him if he is concussed, aligning these reactions with his own behavior of not giving a shit if he is concussed
In the Original Story: standardized the checks made while Kat and the Player are or are not drinking rum as part of her early content in the Game Grumps’ storyline that are responsible for Frank and Leah getting all kinds of mad
In the Original Story: tweaks to the Derek behaviors related to him confronting Frank about his little brother and the meth. These exchanges can no longer happen at times when Frank is occupied with other story-critical content that could cause awkward event overlap(s)
In the Original Story: cleaned up some old scripting that could cause odd feedback text/dialogues if the Player was trying to get into the downstairs bathroom just as Katherine made it inside after getting sick for “Meltdown”
In the Original Story: telling Frank that you are wasted/had shots will now emotionally displease him via his social meter, in addition to the displeasure he already exhibits into or around your facial area
In the Original Story: the Player will have a bit more warning before using the Dildo with a certain risky, roof-mounted object
In the Original Story: losing the Dildo will now also more informatively fail out of an Opportunity for Madison that required it to not be lost
In the Original Story: added some mitigating events to cut down on the likelihood that Dan and/or Arin will get stuck on other NPCs or each other while on their way from the Fire Pit to their majestic steeds
In the Original Story: added additional protections to Characters like Ashley and Leah to ensure they don’t erroneously get mad at the Player for “climaxing” on them during intimacy scenes
In the Original Story: standardized Derek’s intimacy scene and added remaining WallSex positions for use with him
In the Original Story: cleaned up KO-related events for Leah that can take place during her “Evil”/Ronin ending for “Broken Code”. It is no longer possible to have her get KO’d without being able to wake up
In the Original Story: cleanup of events and Frank and Leah’s behaviors leading up to the Player’s choice to fight Frank or Leah during the “Evil”/Roning ending for “Broken Code”
In the Original Story: it should be harder to seemingly arbitrarily fail out of the “Evil”/Ronin route “Broken Code” due to not being naked during the pre-intimacy finale
In the Original Story: added a number of new lines and behaviors related to Leah going all the way through “Broken Code” and deciding to be “Evil” after Frank’s defeat
In the Original Story: the Player can no longer give the Chocolate Bar to Leah after a certain point in “Broken Code”
In the Original Story: Leah will actually take and eat the Chocolate Bar from the Player when she’s given it
In the Original Story: cleaned up the aesthetics of Frank’s jump to the roof during the “Evil” ending of “Broken Code”; it is now similar to Derek’s jump to the roof for “Memory Lane”
In the Original Story: cleaned up some scripting for Frank and Derek’s jumps to the roof so that it’s not possible for them to continue jumping and taking certain actions if relevant content had been failed just before their jumps, and it should no longer be possible for them to be stuck reaching for an IKTarget in similar circumstances
In the Original Story: giving Katherine the UN-tampered Rum will fail the “Meltdown” Opportunity as it always should have
In the Original Story: modified Pat and Ashley’s behavior when starting the finale of Madison’s “Smooth Operator” finale to prevent them from being able to continue moving toward any roaming target they had previously chosen
In the Original Story: fixed a long-standing plot inconsistency regarding the nature and duration of Ashley and Brittney’s relationship
In the Original Story: made a number of changes to Madison’s behaviors after having caught the Player stealing, looking through her phone, etc.
In the Original Story: cleaned up some Leah behavior prior to her initial talk with Frank at the Fire Pit just before “Guiding Light”. She will be less likely to walk right by him while looking for him
In the Original Story: fixed an issue that could cause Lety to block Leah’s escape from “the Carnies” after Leah is Poppered during “Just in the KICK of Time”
In the Original Story: cleaned up a couple potential Stephanie Dialogue inconsistencies
In the Original Story: if the Player did not actually give the camera with Katherine’s nudes on it to Frank, then Katherine will not comment on this pre-intimacy if the Master Bedroom door is unlocked
In the Original Story: Leah will not get involved in any “guard the booze” shenanigans while she is following the Player/Frank around the house and yard just before the “evil” finale of “Broken Code”
In the Original Story: Frank will no longer warn the Player about opening the Liquor Cabinet if he gave the Player permission to sniff the Thermos
In the Original Story: Rachael won’t lock the Player out of conversation options quite as quickly due to lowered Socials. It will take another mistake or two to get her to completely shut you out of her life
In the Original Story: Leah will cancel any pending SpareRoom2 and UpstairsHallway motion before warping out to confront Frank on the roof during one ending of “Broken Code”. This should alleviate some niche odd behaviors observed once she takes her place outside the art room window
In the Original Story: minor event cleanup for the events that start Rachael and Pat’s initial “Patty’s Striking Resemblance” confrontation
In the Original Story: fixed that could cause the Player to get credit towards the “Running” speed stat increase while KO’d
In the Original Story: fixed an issue that could cause Leah to Always Block for the rest of a playthrough if the Player failed her “Punch Training” in the Garage by running out of the room
In the Original Story: fixed an issue that could cause Vickie to not “stay and watch” after catching the Player having sex
In the Original Story: fixed an issue that could cause various hot tub-related bugs to occur if the Player “climaxed” on Brittney while in the middle of the hot tub finale of Amy’s “Scavenger Hunt”
In the Original Story: fixed an inconsistency in an Ashley dialogue response regarding her closet and the Tiny Key
In the Original Story: fixed an issue that could cause Madison to Roam repeatedly to Vickie
In the Original Story: the Player can now quickly get fully dressed or undressed via their Radial action menu instead of being forced to individually remove clothing items one at a time. Existing options to remove individual items remain unchanged
In the Original Story: at various points during the Story where the Player is expected to have Madison’s Phone or Patrick’s Phone, either having said Phone inventoried OR held in hand will count as “having” the Phone
In the Original Story: minor increase in the “reward” for eating the Chocolate Bar
In the Original Story: fixed an issue that could cause Frank to become effectively broken if the Player failed the “good” path for Leah’s “Broken Code” content, then defeated Leah in a possible fight that could ensue, and then tried to wake up Frank
In the Original Story: Derek and Madison noticing the Player stealing an item is more in line with Frank/Leah’s behavior regarding the booze. In general, Derek and Madison will not catch the Player stealing if they are too far away, out of vision, the Player is not in front of them, or are occupied by a very specific number of story-content restrictions.
In the Original Story: fixed a consistency issue between two instances where Madison would react to the Player talking about a stolen item with Amy
In the Original Story: another sugary treat can now be eaten…
In the Original Story: Madison and Ashley will be less likely to talk about Ashley’s hidden “toy” via Background Chatter while other NPCs are around
In the Original Story: some minor cleanup of behaviors in the sequence of events leading up to Frank’s untimely demise during the “Lety-Rachael Easter Egg”
In the Original Story: some tweaks to mitigate an issue that could prevent Frank and Lety’s final confrontation near the Firepit if either of them had managed to get distanced from each other/the Firepit before the Player stepped into view
In the Original Story: improvements to Brittney’s behavior(s) if the Player…”finishes” on her at very inappropriate times
In the Original Story: tweaks to certain behaviors during the “Tampered Rum”/”Poisoned Player” ending of the game to prevent a certain feisty someone from going overboard with voiced lines. Calm it the fuck down, okay?
In the Original Story: Madison won’t stop her bonding session with Lety just because the Player wants Vickie’s number…or if she’s…ummm…nipples deep in important story content. You want to make these worth reading? Thought not.
In the Original Story: some of Patrick’s “fluffier” moments when reaching the Player will no longer occur/interrupt the Player if the Player is already in the middle of other Dialogue, in combat/about to be in combat, or in the middle of certain content that triggers temporary global lockouts. To compensate for this, Patrick will try to WalkTo the Player a bit more frequently to deliver these silly, silly lines
In the Original Story: when repeating Intimacy with Katherine, she will now also remove her clothing if the Player merely turns their back on her to give her a moment to change; you no longer need to run in and out of another room, although that is still an option
In the Original Story: the text descriptions/hints for the Oppportunity: Katherine’s “D”-Mands have been updated
In the Original Story: added some Roaming-related controls that should make it much less likely for NPCs to continually stream into the Master Bedroom to say hello or whatever to Katherine while she and the Player are just about ready to get intimate
In the Original Story: Frank will no longer magically exit out of his Concussed state in the middle of being talked to or while talking to another Character
In the Original Story: fixed an issue that could cause Leah to attack the Player for taking Booze-related actions if Frank was not around but was concussed, even if Frank had given his slurred permission for the Player to do what they want with the Booze
In the Original Story: fixed an issue that could cause Leah to consume her Booze warning towards the Player slightly unpredictably/when not intended
In the Original Story: fixed an issue that could cause Brittney to permanently be an exhibitionist if Amy’s “Scavenger Hunt” was failed in a specific way, at a specific time during the finale of the Opportunity
In the Original Story: Katherine will now be considered temporarily “Occupied” for certain cross-content lockouts while she is running to the Hot Tub to get her phone back from Stephanie during the finale of Stephanie’s “Drunk and Disorderly” Opportunity
In the Original Story: cleaned up some behaviors related to Stephanie being high or drunk after some of her content, as well as in-game feedback related to what effects these behaviors have on her
In the Original Story: addressed issues with Stephanie’s selection of reaction to the Player exposing themselves
In the Original Story: added some additional mitigating controls to prevent Patrick from wandering away from the “flamingo corner”/area in niche situations while the Player was working on “Patty’s Striking Resemblance”
In the Original Story: addressed a minor plot inconsistency in a Derek Dialogue related to when the Player/Derek may or may not have found out about what happened with Derek’s brother, just before involving Derek in the “Sibling Warfare” Opportunity
In the Original Story: initiating the fight between Derek and Patrick vs. Frank now requires Derek to be free of a number of other…story-occupying limitations
In the Original Story: certain Achievements that relied on Periodic events in order to trigger will now wait until the Player is no longer being spoken to, to better ensure that the Player is able to conveniently observe the Achievement pop-up. To compensate, these Achievement Periodic events will “tick” slightly faster
In the Original Story: combat-related Achievements should pop-up/fire slightly more quickly
In the Original Story: Brittney is now disabled if for some reason she leaves the party
In the Original Story: Amy is now disabled if for some reason she leaves the party
In the Original Story: a number of Opportunities that were missing various Status Texts have been given some love
In the Original Story: the Player will now receive some feedback if the Upstairs Bathroom Door is locked while Amy is attempting to go inside to change into the Goodbye Kitty underwear
In the Original Story: Ashley will not walk out to greet Vickie upon her arrival if the Player has not progressed far enough into “Military Precision” and/or “Sibling Warfare” to justify doing so
In the Original Story: minor cleanup and tightening-up of some Opportunity-related events specific to “Patty’s Striking Resemblance” and “Story Time with Patrick”
In the Original Story: if Katherine kicks the Player out of the Downstairs Bathroom during the events of “Meltdown”, the Fade Out and In will not take nine years to complete. Instead, it will take about as long as you’ve spent reading this note
In the Original Story: Stephanie will now wait for the Game Grumps to finish their discussion of “Power Hours” with her before she attempts to return to a music area
In the Original Story: fixed an issue that could allow Stephanie to occasionally get too far away from a music area
In the Original Story: Stephanie will only start automatically wandering out to dance at the Speaker in the back yard after the Player directly tells her it is set up and on
The front door will now make a sound when successfully opened or closed
Fixed issues that could prevent the Popper and Starbomb from correctly triggering GetsHitWithProjectile events
Set the Fireplace up to explode when various items are thrown into it. This automatic explosion mechanic will trigger one of two sound effects depending on whether or not an appropriate glass/not-glass item is thrown in, trigger the ItemFunction for the explosion itself, and for certain items, also automatically flag Player values so that CSC users may easily track their destruction. The explosion can also be manually triggered via the CSC, which will result in a non-glass explosion sound effect being played, but no automatic events being fired
OnItemFunction Event Triggers work now. Sorry we like, put them there and did nothing with them and stuff
Fixed a bug that could prevent the NoLoitering system from working as intended due to niche Dialogue open/close behaviors
Fixed a bug that could prevent the NoLoitering system from working as intended in the event that multiple Characters took up the same NoLoiter area under certain conditions
Very slightly sped up the NoLoitering system check to account for the delay in ChangeLocation caused by it
Characters will no longer regenerate health while the game is Paused
PokedByVibrator Event Triggers/Reactions will no longer be able to fire while the game is Paused
PhoneBlindedMe Event Triggers/Reactions will no longer be able to fire while the game is Paused
Characters who were on fire will no longer be super rude and burn to death while the game is Paused
The default position of the Sunglasses has been ever, ever so slightly adjusted
Minor typo fix for one of the hard-coded text pop-ups that Madison’s Phone can produce
Added dancing camera mechanics
The Upstairs Bathroom now counts as a valid sex spot. Intimacy started in this spot will manually align itself to prevent clipping or position issues rather than use Character position and rotation
The Upstairs Bathroom now has a spot to engage in WallSex positions
Added CutScene support to game and CSC.
Fixed an issue with Character Zone sizing that could cause Characters that spawned in specific areas at the corners of the yard to not have a Zone assigned to them until they changed position
Tweaks to several sex spots to prevent warping through walls near the stairs into the garage, or from the Art Room closet into Madison’s bathroom
Fixed an issue that could cause the following Roaming Options for the Roaming Game Event to behave unexpectedly due to choosing the wrong game object: AllowLocation, ProhibitLocation,
StopAllCurrentRoamingMotionTo
The Salami can now use ItemFunctions
The Salami will now be highlighted in the grass if dropped
The LockFPS console command can now set the FPS as low as 10, instead of 15
Fixed an issue that was causing the IntimacyState criteria check to evaluate incorrectly if checking for IntimacyState – None on a Disabled Character
Fixed a typo in a Custom Story Browser error text
Various performance tweaks and optimizations
CSC: the ItemFromItemGroup category of Game Events now includes the option to GrabFromPlayerInventory
CSC: certain body part-modifying CharacterFunctions that were formerly limited for use with specific Characters are now available for all NPCs. Think big brah, real big
CSC: NPCs who are currently on fire/have a flame effect visible can now speed up the rate at which the flame visibly ignites/grows or extinguishes by using the SpeedUpFireProgress
CharacterFunction. Upon reaching maximum “burn” or when an NPC is fully extinguished, the behavior of the flame effect is set back to its defaults. So, use this when you need a faster, one-off change. This does not increase the amount or rate at which fire damage is taken by the Character
CSC: added the IsZoneEmpty criteria, which will check to see if any Characters are CURRENTLY in a zone (Characters walking or being warped over time will need their own logic/criteria set up). This can be used to replace certain repetitive distance and/or InZone checks
CSC: “OnRelationshipEventWith” Event Trigger split into different Triggers specific to increases and decreases of Friendship and Romance to allow more convenience when fine-tuning social behaviors. The “Scared” social value is no longer tied automatically into any Event Triggers
CSC: improved formatting when Exporting Player Responses
Fixed UI placements
Fixed Amy nipples poking trough top
Added IKOffsets for all characters to improve animation clipping
Fixed issue with Derek wearing Sundress/GoodbyeKitty underwear in Main Menu
Improved Stephanie’s dress cloth physics and tweaked her hands positions during lap-dance
Updated animation settings to stop characters from sliding backwards during conversations
Tweaked Brittney specular on cloth material
Fixed Madison hard edges on her butt
Removed lines/folds under female butts as they stretched during sex scenes
Fixed Derek skinning issue which caused a polygon to spike from his neck
Tweaked gazebo seating positions to be a bit lower
Adjusted ejaculation particle position for male characters
Changed player idle animation
Added alternate clothing textures for Ashley and Madison when they get beer thrown on them
The player will now stop dancing when entering combat
Prevented the player from crouching while dancing
Characters will now pause or stop what they’re doing to move for another character more often
Prevented some arbitrary errors from being logged to the debug console
Made improvements to precision when characters are navigating to crowded areas so they will get closer to their desired move target
Added console commands to play cutscenes
Updated discord links in the main menu
Save/Load/Autosave no longer resets a character’s clothing when they’re using a hot tub seat
Prevented autosaves from being performed when in the process of loading the main menu and/or being knocked ouut
Female characters are now able to dance badly
Added additional THGOAO texture slot for a character’s alternate textures
CSC Registration in game will now warn the player if their password isn’t using any special characters or capital letters
CSC: Accessible player prefs are now segregated by a prefix from normal player prefs to avoid any potential conflicts
CSC: Improvements to include faster and better results for advanced regex searches in CSC searches
CSC: Improvements to filtering criteria/events in search display results
CSC: The RandomizeIntValue option now logs the result of the operation
CSC: Performance improvements for sarching with filters
CSC: custom filter values are now preserved in search when switching to different characters
CSC: IsNaked can now be used for reactions/event triggers
v0.19.0
In the Original Story: converted most NPC reactions for the Player exposing themselves into Background Chatter instead of Main Dialogue
In the Original Story: added new Opportunities for Frank – A “Ball” of Mystery, CockBall, The Penis Games, Nail the Coffin, Budding Bromance
In the Original Story: added new default greeting responses for most NPCs that can be used (based on their availability/ongoing content, social meters, and sometimes more) to move them to specific locations
In the Original Story: added clarifying hints and thoughtbubbles to the various story actions that serve as additional means of build trust with Frank outside of “Frankly, I Don’t Trust You”
In the Original Story: major revamp of the “Frankly, I Don’t Trusty You” Opportunity and general “Frank’s Trust” mechanics and many associated events. “Frankly, I Don’t Trusty You” is now purely dependent upon social meters with Frank, with giving him booze being just one of many different ways of progressing towards completion of the Opportunity. NOTE: this
Opportunity now reflects your initial earning of Frank’s trust. His trust in you AFTER completion of the Opportunity is then dependent upon your friendship level with him
In the Original Story: added four new Achievements: “Beyond the Call of Dude-y”, “Good Riddance!”, “Against All Odds”, and “Now It’s a Party!”
Added the “Fireplace” as an Interactive Item
Created Particle Effect To Depict “Flare Up” from Fireplace, as if hard liquor, etc. were Thrown Into It
Added the ability for the player character to dance.
Updated the censor setting to show a black censor bar over non-player characters who are engaging in sexual activities.
In the Original Story: converted Ashley’s reaction to a shirtless Player to Background Chatter instead of Main Dialogue
In the Original Story: groping Ashley no longer counts as having “met” her. Did you miss her hand? Nevermind. Dumb question…
In the Original Story: fixed an issue that could lead to Stephanie not being able to receive oral from the Player if they just finished “Special Tutoring” and tried to move right into her intimacy sequence for “Candyman Can”
In the Original Story: before giving Frank a whole boatload of booze for “Frankly, I Don’t Trust You”, the Player will receive a hint that there are other ways to get him to trust you for certain content…
In the Original Story: finishing “Meltdown” successfully will now always fail “Let’s Lower Some Inhibitions” and “I’m not Whipped, Bro”, as Stephanie is like super cereal about this new Doctor-future thingy
In the Original Story: tweaked a couple of Stephanie’s global responses to at least require having officially met her before using them
In the Original Story: the two sets of choices in Madison’s dialogues just before she and Ashley fight during the finale of Ashley’s “Drunk and Disorderly” Opportunity now carry minor social impacts based on whether you encourage Ashley/the fight, or not
In the Original Story: minor improvements to Brittney’s emotive behaviors during the “Truth or Dare” bit of Amy’s “Scavenger Hunt”
In the Original Story: fixed an inconsistency in a Rachael dialogue used during “Patty’s Striking Resemblance” that could refer to Vickie NOT being at the party when, in fact, she totes could be
In the Original Story: minor tweaks/improvement to wording of certain descriptive texts for “Frankly, I Don’t Trust You”
In the Original Story: being able to ask Frank if he’ll open the Closed Briefcase for you is no longer dependent solely upon completion of “Frankly, I Don’t Trust You”
In the Original Story: the response that the Player can use to try and initiate the “Broken Code” finale with Frank is no longer hidden UNTIL the Player regains Frank’s trust. Instead, it will be shown regardless of him trusting you and can be used to confirm whether or not he trusts you enough. A hint has also been added to this exchange
In the Original Story: when Frank reaches his chair again for the first time after the Player has snuck too much booze out of the Liquor Cabinet, a little more info about how Frank makes his decision to attack the Player or not will be provided
In the Original Story: fixed an issue that could cause Leah to not have the appropriate Alternate Body Texture(s) when loading into a game
In the Original Story: standardized the social criteria used to determine when Ashley will attack the Player in response to certain actions
In the Original Story: fixed an issue that could allow the Player to ask Katherine to join them in bed while they were being intimate with another NPC. No, this is not a nerf to threesomes or something. Beds have structural weight limitations, that is all
In the Original Story: fixed an issue that would cause Katherine to not put her fishnets back on if the Player “abandoned” intimacy in the bedroom with her
In the Original Story: slightly loosened the restrictions on two responses within Patrick’s default greeting that were a bit too tightly tied into Madison’s “art show”
In the Original Story: “Frankly, I Don’t Trust You” will now auto-start after select interactions with Frank that were already serving as social boosters or depictions of his increase or decrease in the Player
In the Original Story: very slightly boosted the social reward received by giving Frank the camera with nude pictures of Katherine on it
In the Original Story: tweaks, 0.19-relevant additions, and cleanup in the periodic Event Trigger that removes Frank’s concussed state
In the Original Story: several tweaks to Brittney’s behaviors based on her Friendship level with the Player. She will now be somewhat less likely to attack immediately after one major “violating” act, but will be less likely to help with content in a handful of instances based upon even a moderate drop in socials or one occurrence of a major negative act. TLDR: Keep your fluids and appendages off her
In the Original Story: fixed an issue where Derek could overhear Amy and the Player talking about his brother…through walls!
In the Original Story: Amy won’t be locked off from being sent to take pictures of Brittney in the hot tub if she was never invited to Madison’s “art show” in the first place
In the Original Story: the Player won’t be locked out of asking Amy to go somewhere secluded while Madison’s “art show” is on if Amy was never invited to said “show”
In the Original Story: the Player won’t be locked out of asking Amy to go check out the fire pit while Madison’s “art show” is on if Amy was never invited to said “show”
In the Original Story: Frank attacking the Player due to the Player being drunk while speaking to him will now correctly flag the Player as having been made aware of Frank and/or Leah’s issues with booze
In the Original Story: the Player will automatically exit Combat Mode a bit faster after defeating Frank during the “evil”/Ronin finale of Leah’s “Broken Code” content. This is a minor QOL addition that should prevent…frantic players from accidentally hitting Frank again
In the Original Story: minor emotive additions and cleanup of Stephanie-Katherine events related to “Meltdown” and “Drunk and Disorderly – Stephanie”
In the Original Story: added states to Katherine briefly while she enters the Downstairs Bathroom to try and mitigate a rare issue that could cause her to get pushed out of that bathroom while sick
In the Original Story: Patrick now has the Upset state from the start of a New Game, as he’d be hungover/have a headache regardless of having talked to the Player or not yet
In the Original Story: minor tweaks to certain starting scenarios for “Get the Man Some Drugs!” and standardization of how friendship is increased, no matter how the Opportunity is started
In the Original Story: corrected a few text typos
In the Original Story: giving Katherine the rum (tampered or not) will now count as having given one of the liquor items in the game away, which ties into certain Opportunities and Frank mechanics
In the Original Story: added more social boosts for Patrick when giving him various booze items
In the Original Story: tweaked the delay after which Patrick will accept another booze item to ensure that it’s always roughly 60 seconds after having closed the “gave booze” Dialogue
In the Original Story: sprinkled additional emotive behaviors around Patrick’s Dialogues when he is given various booze items
In the Original Story: Rachael won’t approach Pat to confront/slap him if Patrick is on his way to certain important Character Targets like the Player
In the Original Story: the Player will now have the chance to ask Frank about his “take” on Leah
In the Original Story: slight tweaks to the removal of Stephanie’s panties as part of her “Special Tutoring” intimacy reward/finale
In the Original Story: tightened up some behaviors for Frank and Leah as part of a handful of “fail outs” of “Broken Code”
In the Original Story: cleaned up the Global Item Refusal Events for Arin and Dan
In the Original Story: Frank will not try to get back to his chair if he is currently displaying dialogue OR is being spoken to. Slightly increased the frequency with which he will attempt to return to his chair to compensate
In the Original Story: minor tweaks to Brittney’s behavior after “Truth or Dare” during Amy’s “Scavenger Hunt” to ensure she gets the most out of her relaxation time in the hot tub
In the Original Story: Brittney will only stay in “exhibitionist” mode after Amy’s “Scavenger Hunt” if the Player has extremely high socials (friendship AND romance) with her. This may require her involvement in more than one set of content…
In the Original Story: added some Opportunity texts to a few Opportunities that were missing failure and complete messages
In the Original Story: “Katherine’s Dilemma” will now fail if the Player got Katherine the Rum without ever getting her to go topless in order to take pictures. This isn’t a bad thing, calm down
In the Original Story: fixed an issue that would cause several Characters to react to being given the Flask as if it was filled, when in fact it was not
In the Original Story: the response that lets the Player tell Ashley she is standing in Patrick’s “sick” (to move her) no longer has an overly restrictive check against Madison’s “art show”, instead checking if Ashley is attending said show
In the Original Story: minor tweak to Ashley’s behavior that moves her if the Player told her about Patrick’s “sick” or “fluids” to prevent fast-moving Players from compromising content
In the Original Story: tweaked when Katherine could be “cell phone jammed” to avoid a few niche issues
In the Original Story: fixed a handful of issues across the story caused by On Start Dialogue event configurations that were preventing Social boosts or penalties from taking effect
In the Original Story: fixed an issue that could cause Ashley to not fully “take a break” from talking to the Player if the Player told her that they just use Derek for party hook-ups
In the Original Story: fixed an ancient, evil, long-forgotten bug that would allow the Player to “succeed” at Rachael’s full and partial flash Dares while hugging the inside wall of the Garage as she reached the corner of the yard
Fixed an issue that would allow the backend Player Value “PlaythroughTimer” to progress while the game was paused
NPCs should now be more aware of who they are speaking to and when they are speaking and more nuanced about which animations they choose and how they rotate toward their targets.
Fixed an issue with Dialogue OnStart Events that would allow emotive “tone” to be used by an NPC even if the actual Emote event that could set the tone was not executed due to a failed criteria check; this could lead to dialogues with unintended feels
Added right hand mounting position and rotation for the Popcorn
Fixed an issue that could cause an NPC responding with a BGC that specified a SpeakingTo target of “Anybody” to be unable to fire off said BGC
Mitigated an issue that could cause NPCs to stand around for some time without being able to exchange BGC due to an incomplete verification of pending/playing BGC
The Camera item will now differentiate between Naked, Topless, and Bottomless photos when taking pictures of Characters
Added support for most menus of the game to be translated including the custom story browser and login interface.
Added support for some aspects of the input configuration window to be translated.
Fixed issue where autosaves would sometimes not be written to the hard drive when returning to the main menu.
Added support for characters to use more complex body textures for preventing clipping with additional clothing sets.
Fixed issues with non-gregorian calendar formats in the custom story browser.
Updated how the male skin shaders are treated to allow use of a clipping plane for a bra worn in clothing set 1.
CSC: Added a “OnRelationshipEventWith” event trigger/reaction that will fire immediately after the current Character has their Friendship, Romance, or Scared social relationships modified with another Character (or “Anybody”) via a Game Event from the CSC. These can be disabled/enabled like most other event triggers to allow automatic and finely tuned control over social relationship adjustments
CSC: Converted the PlayerBeingSpokenTo Criteria into IsBeingSpokenTo, which will accept a Character so that you may check if a specific Character is being spoken to by another. Manual correction of existing Criteria types and Character references may be required
CSC: Individual Item Interactions resulting in a refusal will trigger refusal behavior(s) for that Item, even if the Item is present in an Item Group for which the Character has Item Group Interactions configured. This will allow you to more finely tune acceptance and refusal for items based on values or other criteria. Individual Items that pass their Accept criteria or are not found within the Individual Item Interactions section will still move on to evaluate any Item Group Interactions they might be included in
CSC: Added the InVicinity criteria. This will check against same data used by our internal IsInVicinity checks (used in socialization, roaming, intimacy, default reactions, and more), which ensure that two characters are at a Distance of 4 or less from each other, and not on separate floors. This can also be used as an easy replacement for any existing criteria similar to “Distance Between Two Characters Less than 4”. For those still reading this crap, a Distance of 4 is approximately 1.5 walking steps beyond the interaction distance for all NPCs. Also, I’d like to hug you…if you’d let me
CSC: Added the InVicinityAndVision criteria. It checks to see if two Characters are InVicinity of each other and Can See each other, while using 69% fewer words!
CSC: Fixed some issues where criteria were being shown in the search feature that should have been excluded.
CSC: Added advanced option to use regular expressions when using the search feature.
CSC: Added advanced option to search the location info as well as the event/criteria names and keys when looking for a value match in the search feature.
CSC: Changed default settings for the search feature to be more broad when filtering by events and criteria simulatenously.
CSC: Added a game event that allows the CSC user to set player pref values.
CSC: Added a criteria option that allows the CSC user to fetch and compare player pref values.
CSC: Added a reaction event type “IsDancing” which can be used to make characters react when they see another character dancing.
v0.18.2
House Party Stable Release 0.18.2 is live!
We’ve ironed out a bunch of bugs and added a lot of polish in this update. We hope you all enjoy the extra smooth gameplay experience!
Two of the biggest changes we introduced are Brittney and Katherine’s outfit reworks. Brittney has an updated patriotic bathing suit, a cute new top for Date Night With Brittney, and her regular in-game shirt has also been reworked with a sexy new look! Katherine’s outfit rework includes a black tee, red skirt, choker, and fishnets! If you haven’t checked out any of the social media screenshots we’ve shared of those two yet, go take a look at them in-game and let us know what you think!
In addition to the usual load of bug fixes, this update also brings some great visual/UI changes such as a brand new radial menu for player choices. Now, when you click on an NPC in the game, it’ll have a new look when selecting your interactions. We also reworked and updated intimacy rewards for several characters, updated the House Party loading screen, and improved our save and load system.
The changes included with this release greatly improve the look, feel, and quality of life of House Party. We’ll catch up on unvoiced lines and translations in our next content update sometime soon after the new year.
There is so much more exciting stuff we’re working on that we can’t wait to share with all of you. For now, enjoy the polish release, check out the hot new Brittney and Katherine outfits, enjoy those new repeatable intimacy rewards, and get hyped for our upcoming updates!
Reminder Note: Though we try our best to preserve them, sometimes it’s inevitable that we have to make changes to the save system, so old saves are not compatible with this update
Thanks!
-Eek Team
0.18.2 (Stable Release)
11/24/2020
In the Original Story: Katherine’s intimacy reward has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Rachael’s intimacy rewards have been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Madison’s intimacy reward from “The Muse” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Leah’s intimacy reward from “Broken Code” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Stephanie’s intimacy reward from “Special Tutoring” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Leah’s Hellion/”evil” intimacy reward is now repeatable…but the Player won’t exactly be in control of such fortuitous second, third, fourth, or seventieth rounds…
In the Original Story: Katherine’s photo shoot (part of “Look at this Photograph!”) has been ‘modernized’ with the option to use a radial menu to control her poses, and expanded upon to include many more pose options
In Date Night With Brittney: Brittney has selected a slightly different outfit for her date with the Player…
In the Original Story: * BEEP BOOP * Compubrah can now scan Katherine…
In the Original Story: * BEEP BOOP * Compubrah can now scan Rachael outside of her involvement in “Patty’s Striking Resemblance” and “Benedict Brahrnold”…
In the Original Story: Lety’s (solo) intimacy reward has had a little additional polish and modernization added to it, and can now make use of the Wall Sex positions
The Intimacy Console Command will now let you know you are wasting your time if you try to make a Character that is Asexual be sexual. It won’t go as far as to make you feel bad, per se. It will leave that to you
Updated Brittney’s clothing
Updated Katherine’s clothing
Added new model for frank’s popcorn
Frank’s Popcorn can now be thrown around. You know where you’re gonna throw it first
Updated combat and orgasm UI
Added loading tooltip UI
Added tool tips to the load window to show recent memories and opportunities in progress for the save file under the mouse. Will only work with newer save files.
Added new radial menu UI
Updated the radial for the main menu to use a new visual style and support up to 12 elements on screen at one time.
Updated memories window and save data to differentiate between narrations and thought bubbles.
Updated the loading screen to support cycling randomly through a list of background image.s
Updated the orgasm status bar to support use of a different icon for charging vs depleting.
Added a continue game button which is enabled when there is a valid auto save to recall.
Updated auto save conditions to perform an auto save whenever you return to the main menu.
Synchronized time across all clocks in the universe
In the Original Story: Stephanie will not interrupt the Player nearly getting their teeth kicked in or while other events of “global” importance are occurring just to help Katherine with her wittle bitty tummy ache
In the Original Story: cleanup of events that can fail out of the “Meltdown” Opportunity while Katherine is still in the downstairs bathroom
In the Original Story: general cleanup of events related to Stephanie’s intimacy sequences
In the Original Story: fixed a Derek Alternate Dialogue setting so that it will not show up if Derek is mad at the Player
In the Original Story: fixed a handful of confusing or unnecessary behaviors and restrictions that had been caused by the tying together of Ashley changing in her room as part of “Change of Heart/Humiliate Ashley” Opportunities and the Player having upset Ashley by untying her top or groping her
In the Original Story: cleanup of some of Derek’s behaviors related to him divulging his “girl-friend” problems to the Player at various times
In the Original Story: fixed an issue that let the Player ask Katherine to start her Photo Shoot even after Katherine had gotten what she wanted (the Rum)
In the Original Story: fixed an issue that would prevent the initial Derek Smash!-related response option for Derek from showing up again if the Player had initially asked for Derek’s help when Derek was pissed off at them. Still gotta earn your way back into buddy-ship, though!
In the Original Story: tweaked Ashley’s behavior so that she’s not as talkative immediately after being humiliated by the Player and Madison
In the Original Story: Madison’s Phone will now only use one set of Radial Menu options
In the Original Story: fixed an issue that could cause redundant thought bubbles to appear when selecting a Vickie response while pursuing “The Muse” and “Sibling Warfare” at roughly the same time
In the Original Story: tweaked Lety’s behavior so that she won’t be remain visibly plastered for the remainder of the party after her core content is Completed or Failed
In the Original Story: minor cleanup of events related to getting several Characters into Compubrah VR Land A.K.A DongVR A.K.A Patrick’s Fuckbox
In the Original Story: added additional temporary position transition protections for many of the intimacy scenes in the game that should help mitigate situations in which a Character the Player was hooking up with could be rendered briefly unable to Orgasm, potentially for the remainder of an entire intimacy scene
In the Original Story: fixed an issue that could cause Lety to use her generic reaction to the Player exposing themselves just as they were getting intimate together
In the Original Story: fixed an issue that could prevent the Player from being able to send Lety to Derek just before the main events of “Hunt the Hunk” if Derek was occupied when the Player first tells Lety about Derek and Madison
In the Original Story: fixed an issue that could prevent certain story-critical events from various NPCs from unfolding during some of the more “idle” moments of the Game Grumps’ “painting scene”
In the Original Story: slightly loosened restrictions on two Patrick responses related to sending him to Brittney to ask about his phone so that they would not be locked out for the entirety of Madison’s “art show”, even if the Player takes their sweet time getting to it
In the Original Story: refusing to be Stephanie’s prostitute is now a permanent decision. Fixed a repeat response issue related to this as well
In the Original Story: fixed an issue that would allow the Player to try and be intimate with Stephanie even if their Orgasm meter was recharging just before her intimacy reward for “Special Tutoring” was started
In the Original Story: fixed an issue that would allow duplicate pre-“Special Tutoring” intimacy dialogues for Stephanie to appear
In the Original Story: fixed an issue that could cause a confusing shift in dialogue and tone when giving Ashley her 2nd beer for her “Drunk and Disorderly” Opportunity, if the Player was close to recovering from negative social values with her
In the Original Story: tweaked Derek’s alternate lines for his default greeting/Dialogue 0 to be a bit more reliant on social meters, in the case that the Player completed “The Muse” and slept with Madison
In the Original Story: Frank can now be looted for this marijuana, provided your not-omniscient avatar has need of such a thing
In the Original Story: Stephanie can now be looted for her moneys, provided your not-omniscient avatar has need of such a thing
In the Original Story: minor miscellaneous improvements to a couple looting mechanics
In the Original Story: slightly loosened criteria restrictions on an Ashley response regarding her best bud, Julius Squeezer
In the Original Story: fixed an issue that could allow Vickie to walk to a hot tub seat just after she invited the Player to take her Panties off in the hot tub
In the Original Story: the Player can no longer start a game of beer pong if they are being intimate with another Character or in combat
In the Original Story: fixed an issue with Russian translations that could prevent Background Chatter for Amy, Ashley, and Derek from translating properly
In the Original Story: slightly tweaked the restrictions on telling Stephanie about Katherine being sick, if “High and Dry” was in progress, and also add a thought bubble response in case a restriction still applies
In the Original Story: fixed an issue that could cause Derek to get stuck on the roof after his “Memory Lane” scene with the Player, if the Player had previously reminded him to go to the roof in addition to the original request to do roof stuff
In the Original Story: fixed an issue that could inexplicably lock out the finale of Ashley’s “Smooth Operator – Ashley” Opportunity if a specific pre-“Sibling Warfare” line was seen
In the Original Story: minor tweaks to the availability of a couple Derek default greeting responses
In the Original Story: fixed an issue that could allow Patrick to potentially be erroneously flagged as Not Occupied during niche moments during the Derek and Pat vs. Frank fight in “Derek Smash!”
In the Original Story: the Player can no longer “Blaze” with the Vape if they are currently giving a Blowjob
In the Original Story: fixed an issue that could allow Frank to be sent after Patrick while he is still soothing his own ego just before spars with the Player for the “good” finale of “Broken Code”
In the Original Story: minor event cleanup, niche bug vector fixes, and emotive tweaks during Pat’s “Cloud of Mystery” and “Genie in a Brahttle” Opportunities
In the Original Story: added extra protection against Frank being able to be sent after Patrick just as Patrick was needed for some rather intimate moments during the finale of “Patty’s Striking Resemblance”, which could cause…complications
In the Original Story: Pat and Rachael won’t aimlessly stand around, fully clothed, in the hot tub after Patrick nearly dies and gets soaking wet during the finale of “Palectrick Feel”. That’s just silly
In the Original Story: fixed an issue that caused the “Got Vaped” lines from most Characters to count as having met them, which could lead to some awkward and/or unintended introductions and behaviors
In the Original Story: added extra protections against Madison being able to be sent after Patrick at several points in the game that would be…unfortunate
In the Original Story: fixed an issue that caused Frank’s dialogue re: getting mad at Patrick for talking about hiding booze from him as having “met” the Player
In the Original Story: additional cleanup of Madison and Frank “GO GET PATRICK!” responses in order to provide somewhat consistent feedback as to why these may be unavailable
In the Original Story: fixed a handful of issues that allowed Compubrah VR/Dong VR-enabled Characters to react to certain Player actions as if they were their normal selves. Which they aren’t…
In the Original Story: spiced up Rachael’s grope reaction with an emote and…more interesting effects if she isn’t attracted to the Player and in the middle of Lety and Rachael’s “Easter Egg” ending
In the Original Story: fixed an issue where Rachael could call for Frank’s help after being groped by the Player, but if Frank was technically unavailable…uh oh, Spaghetti-Os
In the Original Story: fixed an issue that would allow the Player to ask other Characters about Derek’s “Memory Lane” stories if the Player had Failed the Opportunity before Discovering it
In A Vickie Vixen Valentine: fixed an issue that could prevent Vickie from properly turning AND stepping back to let the Player by if it was requested via a dialogue response
In A Vickie Vixen Valentine: fixed an issue that could allow Vickie to get prematurely mad at the Player for not meeting up with her quickly enough at the beginning of the story
In A Vickie Vixen Valentine: cleaned up miscellaneous and old scripting issues that would cause problems with certain Action Items and Doors used in the story
In A Vickie Vixen Valentine: cleaned up the Actions on the box. Oooohhhh yeah, THAT box
In the Original Story: tweaks and polish to a number of aspects of the “Patty’s Striking Resemblance” and “Benedict Brahrnold” finales, including a bug fix for an issue that could cause “Benedict Brahrnold” to “stall out” just as Rachael asked for you to give her Patrick’s “key” due to certain Opportunity dependencies
In Date Night With Brittney: fixed an issue that could cause Brittney to awkwardly remain on her knees at one point in the story instead of starting oral fun with the Player
In Date Night With Brittney: Brittney will now react to the Player peeing anywhere near her. It won’t go so well
In Date Night With Brittney: adjusted the “Top Off” Action for Brittney based on her new clothing style and how her top might be removed in different positions
In the Original Story: slightly buffed Brittney’s combat stats to better reflect her long, storied history as a wrestler and her intense study of the techniques of Gina, the Gynecological Goddess, and complete shunning of that uppity orphan-burning bitch, Hymenia
In the Original Story: sprinkled in some additional emotive behaviors throughout Katherine’s story in dialogues where strictly engine-driven conversation behaviors might not reflect the seriousness/hopelessness/eternal melancholy/lulz of whatever is going on with her
In the Original Story: fixed an issue where a hint thoughtbubble about the Penguin would not appear after a certain Patrick line was used while the Player was working on “Artsy Fartsy”
In the Original Story: addressed a social meter inconsistency in Katherine’s reaction to the Player masturbating while waiting to be intimate as compared to her…other reactions during that period
In the Original Story: fixed an issue that could cause Lety (immediately after having been invited to the party) to follow Leah around during certain bits of content that notably occupy Leah
In the Original Story: fixed an issue that could cause Lety to get up from having sex with the Player just before crushing him during the intimate finale of the Lety-Rachael Easter Egg. Come Lety, that isn’t how you smush
Streamlined logging of automatically and periodically performed Event Triggers
Fixed an issue with the Vibrator item that could cause erroneous events to trigger on Characters that had nothing to do with the…vibrating
Fixed an issue that could cause duplicate and/or erroneous IsAttacked reactions/EventTriggers to fire when Characters were struck
Fixed an issue that could cause IsAttacked reactions/EventTriggers “owned” by a Character (the EventTrigger being in their story) to not fire if they were too far away from the an “Target” Character that was struck
Fixed an issue that could cause the Camera item to erroneously count certain Characters as having had a “Naked” Photo taken, when no portion of their body was fully exposed. Characters will count as “Naked” for the Camera item if they have the Topless, Bottomless, or Naked State(s), which are already dictated by Clothing item presence on a per-character level. CSC users can further customize this behavior by manually decrementing relevant Camera-generated Photo values in the CSC via Game Events
Added a few colliders around the currently used kitchen cabinet to ensure neither Frank’s precious popcorn nor other items can suddenly clip/fall out or into it from the sides or bottom
Fixed a few floating objects in the kitchen cabinet
NPCs will not randomly choose another NPC to roam to if they currently have the WantsToBeAlone state. However, if an NPC was manually added to their Roaming AllowedLocations via story scripting, they may still roam to that NPC
Fixed a minor feedback error in the Roaming Console Command
Added the StopMyCurrentRoamingMotion and StopAllCurrentRoamingMotionTo options to the Roaming Console Command
Fixed a bug in Console Commands that could cause an exception and display bug in the Console if a result was not found by the somewhat-kinda-intelligent-object interpretation flux nozzle…thing. Shut up
Fixed issue where characters were less likely to hit each other in combat when the frame rate was low
Fixed issue with translating radial menu options
Updated memory interface to use a new icon for narration events
Fixed issues with reachtarget events not being triggered when a character was told to move to, warp to, or otherwise interact with an interactive item that they were already using
Fixed issue preventing the event to force an end to sex from working when characters were very close to climaxing
Fixed issue where certain radial options did not work when the game was translated to certain languages
Updated radial menu to allow the target/cursor to be hidden when it is near the center
Updated how Katherine’s and Stephanie’s cloth components behave to avoid them getting stuck in strange positions after the characters warp or move very rapidly
Slight modifications to the Distance feedback provided by the Charinfo Console Command to better separate values used by House Party vs. generic Vector3 Distances
Fixed an issue that could cause erroneous additions to NPC AllowLocation and ProhibitLocation Roaming Lists upon loading a saved game
Fixed a minor text feedback issue in the Social Console Command
Slight tweak to the position of the InFrontOfEasel movetarget, which will allow NPCs walking to it from outside SpareRoom2/the art room to get clear of the door more reliably if it closes just after they reach the movetarget
Updated the save/load manager to support translations for static menu elements.
Updated the save file metadata to include translations for all languages for recent memories and quests that are now shown in the load manager when hovering over a save.
Fixed issue where memories being displayed when hovering over a save file in the load manager were not the most recent in the metadata for that save.
Update Madison’s phone pictures to support censoring/uncensoring.
Updated Katherine’s character script to remove her accessory clothing item by default whenever she is loaded in the OS and custom stories.
Removed a sitting pose from Katherine’s sitting pose list that was revealing her underwear when seated/fully clothed.
CSC: added Started and StoppedUsingActionItem event triggers that will fire whenever a given Character either sits/lays down on/uses a specified (or any) Action Item, or when they get up from/stop using an Action Item
CSC: Frank’s Popcorn now has Item Functions enabled
CSC: Interactive items now have a toggle to avoid using the default radial options
CSC: Added advanced options to search for specific events
CSC: Added advanced option to search for specific criteria
CSC: Added advanced options to control how filters are resolved
CSC: Added advanced options to determine which types of results should be included in the final filtered results
CSC: Added advanced option to control how many results can be displayed
CSC: Added a reset button to clear the search fields to defaults
CSC: Made specific event/criteria searches case insensitive
CSC: Added the ability to use semi colons to force line breaks for radial menu options (interactive item actions)
Fixed gap in the kitchen cabinet model
Fixed light bleeding from the garage into the master bedroom in baked lighting
Optimized lightmapped objects
Improved radial menu UI
Updated avatar images for characters that have new outfits
Updated loading tooltip to be static in the loading UI
Reduced brightness on a few interactive objects
Improved lighting on the erotic prickly vegetation
Fixed Brittney’s hands deforming during sex and clipping through drinks
Added censored versions of all character texture maps
Improved skinning for Brittney and Katherine
In the Original Story: minor cleanup of the events between Madison walking out of the Art Room/Spare Room 2 up to waiting for the Player to approach her for “Magnum Opus”
In the Original Story: fixed an issue that would allow the Player to offer Vickie Madison’s nudes even if the “Sibling Warfare” Opportunity had been failed
In the Original Story: fixed an issue that prevented the “Military Precision” Opportunity from failing near the finale of Derek’s “Mission Impawsible” Opportunity
In the Original Story: fixed an issue that could allow Frank’s confrontation with the Player after stealing too much booze from his cabinet to offer two responses instead of one
In the Original Story: fixed an issue that could allow Frank and Derek to loop rather rapidly through their “I WANNA KILL THE PLAYER” and “I WANNA DEFEND THE PLAYER” lines if the Player is caught holding a booze item near Frank while Derek is able to use his Combat Perk to defend the Player from Frank
In the Original Story: fixed issues that prevented the Player from Grabbing a booze item in front of Frank if Frank was concussed or the Player had a “booze pass”
In the Original Story: fixed an issue that would allow the Player to sneak more than one beer away from Frank if they had a “booze pass” via a super sneaky grab and hold technique
In the Original Story: fixed an issue that could allow Frank to loop through some of his concussed reactions to the Player holding booze
In the Original Story: tweaked some events and dialogue around the time when the Player might want to listen to the voicemail from Hugo Hugehole during post-“Sibling Warfare” with Ashley. These tweaks should prevent higher “sensitivity” from making listening to the voicemail extremely hard to do
In the Original Story: once you listen to the Hugo Hugehole Voicemail, it’s kaput! No new voicemail!
In the Original Story: aesthetic improvements to Patrick’s little jump to retrieve his briefcase near the end of “Patty’s Striking Resemblance”
In the Original Story: there is now a short window of a couple minutes after the “Derek Smash!” fight ends during which Leah will not magically sense that the alcohol in the liquor cabinet might be in danger when the Player Takes it into their inventory, and come waltzing over to guard it. This should make it easier to capitalize on Frank being KOd after “Derek Smash!” concludes
In the Original Story: fixed an issue that could allow Rachael to forcibly Change Location away from the Player if she caught the Player having sex during some rather sensitive points in her content
In the Original Story: fixed an issue that could cause Leah and the Player to encounter…sexual issues if the Player had recently pleasured themselves and then immediately tried to launch into the finale intimacy reward in the “Hellion”/evil path of Leah’s “Broken Code” content
In the Original Story: fixed a minor inconsistency in flagging a Frank “Booze Warning” in one of Leah’s dialogues
In the Original Story: Giving Ashley’s clothes back to her after humiliating her will slightly boost her socials with the Player if the Player did not tell her to stay naked or request her Panties in return for the key
In the Original Story: after humiliating Ashley, the Player can choose to give her the key without asking for “more” in return, or back out entirely
In the Original Story: fixed an issue that could cause a highly skilled, ultra bad-ass, Navy Seal-level Player to not successfully make it through the sparring session at the end of the “good” route of “Broken Code” after getting a confirmed kill on Frank
In the Original Story: it should be moderately more difficult for NPCs to interrupt Amy and the Player mid-intimacy now, as they will totes hear any throes of passion and generally avoid roaming to her. They can still roam around to places that may make them visible to Amy, causing her to get all bashful and stuffs
In the Original Story: fixed an issue that would allow Players to exploit around Frank’s social mechanic after sneaking a booze item(s) from his liquor cabinet
In the Original Story: standardized Eat/Drink functionality for food items in the fridge and the soda to match those of other existing non-alcoholic items that can be consumed
In the Original Story: tweaked some Dialogue values for a few Characters that could lead to their formal introductions being skipped
In the Original Story: Derek will not congratulate the Player for getting in good with Ashley if the Player sufficiently lowered their friendship with Derek
In the Original Story: fixed an issue that allowed the Game Grumps to potentially perform their bathtub scene while KOd
In the Original Story: Improved the accuracy of the checks used to determine whether or not Stephanie actually witnesses someone get knocked out via combat
In the Original Story: cleaned up and slightly loosened the criteria that control whether or not Steph may check on Katherine of her own accord while Katherine is sick prior to Meltdown
In the Original Story: reduced the frequency at which Amy will stub her toe near Stephanie
In the Original Story: spruced up the process of getting dressed for a few Characters. This and undressing will continue to be worked on over time
In the Original Story: fixed an issue that would cause Katherine’s negative reaction to being “finished on” trigger a mismatching voice line and Dialogue Close reaction
In the Original Story: fixed an issue that could cause Katherine to remain in “photo shoot” mode after the Player…did things to her, when she should not
In the Original Story: a little clean-up added to Rachael’s post-dare intimacy behavior
In the Original Story: cleaned up additional events related to Stephanie and Amy behaviors that precede the beginning of the “Meltdown” Opportunity
Added a new wallsex spot in the master bedroom, near the standing lamp
Fixed an issue that could cause Ping Pong balls to magically levitate if held by the Player while Starting a game of forever-alone-pong. SPOOPY!
Beer pong cups will now reposition themselves whenever a new Practice session of beer pong is started
Fixed an issue that was causing the Painkillers and Scorpion Tequila to initialize already flagged as being Held/Grabbed by the Player
Fixed some issues with the new radial menu
Fixed some issues with the new tool tips in the load manager
Various performance fixes related to the storing/retrieving character values, combat, and more
Updated the radial menu to support text renderers with higher fidelity
Updated tool tips in load manager to sort opportunities by those most recently updated or acquired
Fixed resolution based rendering issues in UI
Made the new radial menu center the cursor/target whenever it is activated
CSC: fixed an issue that was preventing the Practice Point for beer pong from appearing as an Item in the CSC
CSC: added an Item Function that can be used to manually reset beer pong cup and ball positions
CSC: Added ability to search by game event type and criteria type simultaneously in the CSC
Fixed weird specific reflection in the laundry room cabinet
Added an icon for narrator text in the memory log
Updated dialog UI to allow for slightly longer character names
Fixed issue where the “just chill” sign reflected into the house interior and reduced it’s brightness
Fixed issue with Patrick so he can take of his shoes again
Improved clipping of male idle animations in the hottub
Added censorship disclaimer to menu (if no dlc is installed)
Fixed visual bugs with translated UI
Fixed UI issues on non standard aspect ratios
Updated avatar images with new outfits
Optimized shadow casting for performance
Updated the control scheme UI
Improved loading screen
Reduced fuzzy text in input UI
Fixed an issue that was causing Charfunc Console Command issues for several characters
The Clothing Console Command’s “Change” clothing option can now be used without specifying a clothing set. When used in this way, the current Default Clothing Set for any affected Character(s) is used. In other words, you don’t need that extra ‘0’ in 99% of cases unless you or the game engine has been fucking with Default Clothing Sets
Fixed an issue that could cause Characters to consider another Character target “reached” even if they were on uneven ground on the stairs, with the stair bannister between them, etc. This should help mitigate crowd control issues on or around the stairs
Fixed an issue that could cause Characters to try and fight each other through the stairway bannister, which is a pretty hit or miss strategy. Literally. Now they will run all the way up the stairs to murder you. Greet you. You know what I mean
Fixed an issue that would allow Characters to struggle to fight through the immovable object that is the Refrigerator door. The door will now, in its wisdom, sense the martial showdown that’s set to occur, and close itself out of respect
Fixed an issue that could cause the Player to enter into combat with a previously engaged combatant if the Player had successfully attacked that combatant, and then combat had been canceled via game event or Console Command, and then the Player had thrown a punch into the air without hitting another NPC directly in front of them
Fixed an issue that would occasionally allow Characters to attack each other through doors
Fixed an issue that could allow the Player Property IsBlocking to very briefly register as true if an NPC attacked the Player, even if the Player was not currently blocking
Fixed an issue that could cause the Interaction Text to occasionally disappear/rapidly flash on and off if the Player was in combat and pointing their cursor at an item or Character. This also fixes an issue that could cause a backup method of calculating an attack hit to execute instead of attempting to attack the Character the Player’s cursor was on
Fixed an issue that prevented consistent selection of exact EventTrigger/Reaction matches when using the Events Console Command
Optimized Criteria handling and Periodic Event logging in order to reduce CPU usage and garbage allocation
Fixed an issue that could often prevent transitions to a Wall Sex intimacy act and even end intimacy entirely when two Characters were already on a Bed and making use of certain positions that could compromise their vision of a Wall Sex spot
Slightly adjusted the position of the two wallsex spots in Compubrah-world
Fixed the positioning and component values for a movement and navigation blocker inside the garage, to the left of the door, that was a bit oversized and clipped into the kitchen. This change also prevents players from placing items on top of the invisible collider. Sorry, no more floating penguin
Fixed an issue that could lead to the Player being able to set their Crosshair focus on or even interact with NPCs through certain environmental layers or in unintended circumstances
Slightly increased the distance at which the Popper item can trigger Poppered reactions by Characters
Very slightly increased the distance at which the StarBomb will trigger Poppered reactions by Characters when it hits the FirePit
Fixed an issue that could cause the Property Console Command to not apply Property changes to All Characters when the All subcommand was used
Improved Player auto-targeting of NPCs for attacks in situations where the Player did not have an NPC target focused with their crosshair. This will reduce the frequency with with a further-away NPC is hit instead of one closer to the “center” of an attack, and will prevent an attack from auto-targeting a KOd NPC if a non-KO’d NPC is within range
Characters in the LoadingDock cannot roam, cannot be roamed to, and cannot be invited to perform any roaming-initiated “hangouts” with NPCs they might have developed a relationship with
Cleaned up restrictions on “hangout”-based motion initiated by Change Locations and added a handful of additional safeguards
Simplified the Sociable personality trait-based modifier that affects the random Change Location roaming timer
Fixed an issue that could cause certain items to retain their “Highlight in Grass” texture even when they were mounted and/or no longer touching a grass surface
Added functionality to respect/enforce demo limitations and show feedback explaining them.
Updated main menu to exclude empty directories when determining language options for stories.
Fixed issue where switching languages after a game has already been saved and loaded didn’t translate some things.
Added support for the demo version to allow the player to play the game however they want for up to 10 minutes per play session, while restricting the ability to save/load games.
Added support for the graphics menu to be translated.
Improved performance for menu translations.
Updated status bar code to support new radial style.
Updated the radial menu to show default options for different types of interactions in the same positions/order, and disable them but still show them if they’re not enabled by the story.
Fixed issue where switching back to English didn’t re-translate the main menu if you already went into a game and returned to the main menu.
The hard coded behavior that opens up Madison’s Phone’s UI will now also work whenever the Player is holding the phone
In the Original Story: tweaked the “not sitting in hot tub” message the Player can receive so that it doesn’t appear if an NPC is already using that seat
In the Original Story: fixed a discrepancy in the Speed boost you get from scoring multiple times in Beer Pong; doing so will now give the intended, somewhat higher boost
In the Original Story: fixed an issue that could cause Rachael to get partially dressed again during the Lety-Rachael Easter Egg intimacy scene, if the Player had already done certain Rachael dares first
In the Original Story: fixed an issue that could cause Rachael to not be close-at-hand during the finale of “Palectrick Feel” if she is unoccupied
In the Original Story: fixed an issue that could cause the Player to not get FlashScore credit (for Katherine’s “Express Yourself” Opportunity) as a result of certain possibilities that could unfold during Lety and Leah’s “Just in the Kick of Time” conversation
In the Original Story: fixed an issue that could cause one or both Key items taken by Derek to reappear in front of the character when they had already been put back in the Player’s inventory
In the Original Story: fixed a number of VA-text mismatches
In the Original Story: added a couple Derek dialogues to make certain positioning possibilities when starting early “Memory Lane” content steps a bit less awkward
In the Original Story: fixed a couple confusing responses and thought bubbles that Ashley could generate that implied that her “prank was back on” even if the Player already failed “Sibling Warfare”
In the Original Story: fixed an issue that would cause Frank to warn the Player about taking booze from his cabinet, and Leah to come check on the safety of Frank’s liquor cabinet, even if the Player was given a “booze pass” by Frank
In the Original Story: it should be much harder for Patrick and Rachael to start their argument that starts “Patty’s Striking Resemblance” while Patrick is on/near the stairwell. That was just rude
In the Original Story: the Achievement credit/counter toward the “Duck and Weave” Achievement will not reset if the Upstairs Bathroom gets locked by Amy during her “Goodbye Kitty” selfie
In the Original Story: minor cleanup of some Compubrah/VR-entry-related events
In the Original Story: fixed an issue that could cause Katherine to prematurely walk away from a pending (repeatable) intimacy sequence
In the Original Story: if the Player is in the master bedroom zone (includes Madison’s closet and bathroom) but not in sight of Katherine when she reaches the bed for a repeatable intimacy reward, she will go ahead and strip down to wait for the Player
In the Original Story: fixed an issue that would temporarily prevent the Player from taking booze out of Frank’s cabinet if the Player first got Derek’s “Combat Perk” (where he can protect you from Frank), then pursued “Apply Pressure”/concussing Frank by locking the downstairs bathroom door and having him run into it, then tried to take said booze after Frank walked back to the Dining Room
In the Original Story: Amy’s intimacy reward from completing “Chasing Amy” has been ‘modernized’ and can now make use of all available intimacy positions. This includes the ‘full’ and ‘partial’ rewards
In the Original Story: pursuing Amy’s intimacy reward just before Madison’s “art show” for “The Muse” starts is now an option, but as expected that will prevent Amy from attending the art show
In the Original Story: fixed an issue that could cause the Money Maker’s Monthly magazine to not properly trigger Patrick’s dialogue about the rainforest and environment such if he was KO’d
In the Original Story: fixed an issue that could cause Ashley’s Top to become un-interactable after her initial “Sibling Warfare” intimacy reward
In the Original Story: fixed an issue that would allow a Player to Untie Ashley’s Top at unintended times just before an intimacy reward
In the Original Story: Ashley’s intimacy rewards from both “Smooth Operator: Ashley” and “Sibling Warfare” have been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: minor cleanup of aesthetic/emotive events before, during, and after Ashley’s intimacy rewards
In the Original Story: there is now a short window of a couple minutes after the “Derek Smash!” fight ends during which Leah will not instinctively come to take over Frank’s guard duties if the liquor cabinet doors are opened; this was making capitalizing on the Frank-less outcome of “Derek Smash!” a bit too difficult
In the Original Story: fixed an issue that could cause Leah to encounter some movement issues if she approached the Player to listen in on the Vickie conversation prior to starting “Screw Like a Bee”
In the Original Story: Leah will only start zealously judging the Player’s distance from her during the “follow Leah” intro portion of “Screw Like a Bee” the moment she starts running to the Garage
In the Original Story: there is now a small social penalty to Madison’s friendship and romance if she catches the Player and Ashley in the closet after the doors were supposed to be closed during the “Sibling Warfare” finale
In the Original Story: fixed an issue that could cause the left Master Bedroom Closet Door to be openable before it should be during the finale of “Sibling Warfare”. This could occur if the Player had closely followed Ashley into the closet instead of manually closing the closet themselves, and would lead to a confusing failure of the content if the Player did as instructed and opened “one door only”
In the Original Story: made several tweaks to Leah’s approach prior to starting “Screw like a Bee” that should help prevent situations where she was not close enough to overhear and start the Opportunity after the Player lies to Vickie
In the Original Story: fixed an issue that could lead to a confusing sex-related dialogue from Vickie just before “Runner Runner” begins
In the Original Story: the Player needs to be fully “recharged” in order to see the “Fuck” action with various characters immediately prior to their intimacy scenes
In the Original Story: increased the number of intimacy positions available during Vickie’s intimacy reward and ‘modernized’ her intimacy reward interactions
In the Original Story: miscellaneous cleanup of events and addition of some emotive behaviors related to Katherine’s photo shoot
In the Original Story: getting caught by Amy when having sex with another NPC can now put “Chasing Amy” and its repeatable rewards in jeopardy if the Opportunity is In Progress or has been Completed, and Amy’s social meters are still high enough to warrant, well…giving a shit
In the Original Story: if the Player completes Amy’s “Scavenger Hunt” Opportunity and remains friendly enough with her, she will be just as supportive of the Player’s desire to be nude as the Player was of hers. I.e., she won’t use her snarky nudity reaction
In the Original Story: handing the Goodbye Kitty underwear to Amy in front of Madison will result in Madison being…dissatisfied
In the Original Story: fixed an issue where Patrick would immediately enable his Merlot in front of Leah…despite being prone to otherwise hide it in front of her
In the Original Story: fixed an issue where Patrick could be betrayed by the Player for telling Frank to beat him up, when Patrick could not see the Player
In the Original Story: fixed an issue where Patrick could be betrayed by the Player for telling Madison to beat him up, when Patrick could not see the Player
In the Original Story: fixed an issue where Inspecting Madison’s phone after holding it to use as a light source or dropping it would do nothing
In the Original Story: fixed an issue that could cause unintended roaming and other behaviors right around the time that Leah goes to hide in the bushes during “Broken Code”
In the Original Story: cleaned up some behaviors related to the finale of the Game Grumps’ BWWAAAAOOOOOOOOOOOWWWAAAAOOOOO-sorry. Sorry. The Game Grumps’ paintBWWAAOO-FUCK. FIXED SOME PAINTING FUCKERY
In the Original Story: added a clarifying thought bubble for when the Player COULD ask Frank about what he did to Leah (after she leaves the party during “Broken Code”), but Frank is occupied
In the Original Story: fixed an issue that could lead to Leah or Frank becoming occupied seemingly forever and without explanation if the Player let the Game Grumps just stand around near the painting. For whatever reason
In the Original Story: miscellaneous cleanup of extraneous NPC actions during the Game Grumps’ painting thing
In the Original Story: minor cleanup of Leah’s behaviors after her betrayal by Frank near the firepit that could cause awkward moments with a few other Characters
In the Original Story: the healing food items have been buffed after a most unforgivable typo was discovered. They can now heal a maximum of 69 health, up from 68. Heavens to fucksy!
In the Original Story: Vickie may indicate to the Player that he is a fucking weirdo for standing around in the hot tub
In the Original Story: Patrick will now attempt to go find his Merlot if he dropped it during the Derek Smash! fight and this was the only fight he had been in during the playthrough
CSC: fixed an issue that was preventing Character Functions from being usable for several characters
CSC: added a RandomizeIntValue Game Event that will allow users to specify a minimum and maximum range (-100 to 100), and a Character Value which will have a random integer within that range assigned to it
CSC: fixed an issue that could prevent the Player from being a selectable Character for a Social Criteria check
CSC: added two new Roaming event Options that can be used to stop Roaming-only motion for one Character, or, Roaming-only motion for any Character moving toward a given target
CSC: Global Responses will now be sorted by their Display Order, matching the existing sorting functionality for Dialogue Responses, Game Events, Criteria, etc.
0.18.1
(Beta 10/20/2020)
Updated Katherine’s clothing
Added loading tooltip UI
Added new radial menu UI
In the Original Story: Madison’s intimacy reward from “The Muse” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Leah’s intimacy reward from “Broken Code” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Leah’s Hellion/”evil” intimacy reward is now repeatable…but the Player won’t exactly be in control of such fortuitous second, third, fourth, or seventieth rounds…
In the Original Story: minor cleanup of the events between Madison walking out of the Art Room/Spare Room 2 up to waiting for the Player to approach her for “Magnum Opus”
In the Original Story: fixed an issue that would allow the Player to offer Vickie Madison’s nudes even if the “Sibling Warfare” Opportunity had been failed
In the Original Story: fixed an issue that prevented the “Military Precision” Opportunity from failing near the finale of Derek’s “Mission Impawsible” Opportunity
In the Original Story: fixed an issue that could allow Frank’s confrontation with the Player after stealing too much booze from his cabinet to offer two responses instead of one
In the Original Story: fixed an issue that could allow Frank and Derek to loop rather rapidly through their “I WANNA KILL THE PLAYER” and “I WANNA DEFEND THE PLAYER” lines if the Player is caught holding a booze item near Frank while Derek is able to use his Combat Perk to defend the Player from Frank
In the Original Story: fixed issues that prevented the Player from Grabbing a booze item in front of Frank if Frank was concussed or the Player had a “booze pass”
In the Original Story: fixed an issue that would allow the Player to sneak more than one beer away from Frank if they had a “booze pass” via a super sneaky grab and hold technique
In the Original Story: fixed an issue that could allow Frank to loop through some of his concussed reactions to the Player holding booze
In the Original Story: tweaked some events and dialogue around the time when the Player might want to listen to the voicemail from Hugo Hugehole during post-“Sibling Warfare” with
Ashley. These tweaks should prevent higher “sensitivity” from making listening to the voicemail extremely hard to do
In the Original Story: once you listen to the Hugo Hugehole Voicemail, it’s kaput! No new voicemail!
In the Original Story: aesthetic improvements to Patrick’s little jump to retrieve his briefcase near the end of “Patty’s Striking Resemblance”
In the Original Story: there is now a short window of a couple minutes after the “Derek Smash!” fight ends during which Leah will not magically sense that the alcohol in the liquor cabinet might be in danger when the Player Takes it into their inventory, and come waltzing over to guard it. This should make it easier to capitalize on Frank being KOd after “Derek Smash!” concludes
In the Original Story: fixed an issue that could allow Rachael to forcibly Change Location away from the Player if she caught the Player having sex during some rather sensitive points in her content
In the Original Story: fixed an issue that could cause Leah and the Player to encounter…sexual issues if the Player had recently pleasured themselves and then immediately tried to launch into the finale intimacy reward in the “Hellion”/evil path of Leah’s “Broken Code” content
In the Original Story: fixed a minor inconsistency in flagging a Frank “Booze Warning” in one of Leah’s dialogues
In the Original Story: Giving Ashley’s clothes back to her after humiliating her will slightly boost her socials with the Player if the Player did not tell her to stay naked or request her Panties in return for the key
In the Original Story: after humiliating Ashley, the Player can choose to give her the key without asking for “more” in return, or back out entirely
In the Original Story: fixed an issue that could cause a highly skilled, ultra bad-ass, Navy Seal-level Player to not successfully make it through the sparring session at the end of the “good” route of “Broken Code” after getting a confirmed kill on Frank
In the Original Story: it should be moderately more difficult for NPCs to interrupt Amy and the Player mid-intimacy now, as they will totes hear any throes of passion and generally avoid roaming to her. They can still roam around to places that may make them visible to Amy, causing her to get all bashful and stuffs
In the Original Story: fixed an issue that would allow Players to exploit around Frank’s social mechanic after sneaking a booze item(s) from his liquor cabinet
In the Original Story: standardized Eat/Drink functionality for food items in the fridge and the soda to match those of other existing non-alcoholic items that can be consumed
In the Original Story: tweaked some Dialogue values for a few Characters that could lead to their formal introductions being skipped
In the Original Story: Derek will not congratulate the Player for getting in good with Ashley if the Player sufficiently lowered their friendship with Derek
In the Original Story: fixed an issue that allowed the Game Grumps to potentially perform their bathtub scene while KOd
In the Original Story: Improved the accuracy of the checks used to determine whether or not Stephanie actually witnesses someone get knocked out via combat
In the Original Story: cleaned up and slightly loosened the criteria that control whether or not Steph may check on Katherine of her own accord while Katherine is sick prior to Meltdown
In the Original Story: reduced the frequency at which Amy will stub her toe near Stephanie
In the Original Story: spruced up the process of getting dressed for a few Characters. This and undressing will continue to be worked on over time
In the Original Story: fixed an issue that would cause Katherine’s negative reaction to being “finished on” trigger a mismatching voice line and Dialogue Close reaction
In the Original Story: fixed an issue that could cause Katherine to remain in “photo shoot” mode after the Player…did things to her, when she should not
In the Original Story: a little clean-up added to Rachael’s post-dare intimacy behavior
In the Original Story: cleaned up additional events related to Stephanie and Amy behaviors that precede the beginning of the “Meltdown” Opportunity
Added a new wallsex spot in the master bedroom, near the standing lamp
Fixed an issue that could cause Ping Pong balls to magically levitate if held by the Player while Starting a game of forever-alone-pong. SPOOPY!
Beer pong cups will now reposition themselves whenever a new Practice session of beer pong is started
Fixed an issue that was causing the Painkillers and Scorpion Tequila to initialize already flagged as being Held/Grabbed by the Player
Fixed some issues with the new radial menu
Fixed some issues with the new tool tips in the load manager
Various performance fixes related to the storing/retrieving character values, combat, and more
Updated the radial menu to support text renderers with higher fidelity
Updated tool tips in load manager to sort opportunities by those most recently updated or acquired
Fixed resolution based rendering issues in UI
Made the new radial menu center the cursor/target whenever it is activated
CSC: fixed an issue that was preventing the Practice Point for beer pong from appearing as an Item in the CSC
CSC: added an Item Function that can be used to manually reset beer pong cup and ball positions
CSC: Added ability to search by game event type and criteria type simultaneously in the CSC
Fixed weird specific reflection in the laundry room cabinet
Added an icon for narrator text in the memory log
Updated dialog UI to allow for slightly longer character names
Fixed issue where the “just chill” sign reflected into the house interior and reduced it’s brightness
0.17.3
In the Original Story: it is no longer possible to get intimate with Amy if you originally unlocked her intimacy rewards and then turned her off. That’s how the love works!
In the Original Story: Amy can now make out with the Player as part of her Chasing Amy rewards
In the Original Story: fixed an issue that could cause Rachael to be unable to move for her self-pleasuring dare after saving and loading within a small time frame just before/as Rachael starts to pleasure herself during “Dare Interference”
In the Original Story: fixed an issue that could allow other Characters to try and roam to Derek during the events of “High and Dry”
In the Original Story: Rachael will now wait to deal with her pending dare text from Vickie before violently confronting Patrick about…holes…or whatever he was saying
In the Original Story: Derek will no longer remain stuck on the roof if the Player…aggressively rejects Madison during the finale of “The Muse”
In the Original Story: Derek telling Amy that the Player is a racist (after deciding to not take his side at the end of “The Muse”) will now have slightly more of an effect on the Player’s relationship with Amy
In the Original Story: if the Player did not side with Derek during the finale of “The Muse”, Derek will be…a little more motivated to reach the Player in a timely fashion. To scream at him. Naturally
In the Original Story: fixed an issue that would allow a Player to pursue the rewards for “Chasing Amy” even if they had already failed the Opportunity
In the Original Story: fixed an issue that could prevent Amy from being sent to check on Derek at certain opportune times
In the Original Story: fixed an issue that could allow the Player to redirect Amy back to the hot tub for a skinny-dipping selfie even if they had already fulfilled that requirement for “Scavenger Hunt”
In the Original Story: mitigated an issue that could allow Lety to start forcing herself on an unconscious Patrick
In the Original Story: fixed an issue that could cause Lety, Patrick, and anyone happening to attack Patrick to get locked in the study if the Player was very unlucky with certain “Disrupt the Disruptor” event/behavior timing
In the Original Story: fixed an issue that could cause Lety to become unable to socialize with others while she was free to roam around the party while waiting for the Player to make up their mind about sleeping with her or not
In Date Night With Brittney: fixed another issue that could cause Brittney to leave the Bathroom naked while changing, if the Player had Entered Vision while Exposed
In the Original Story: once the Paper is rubbed with the Pencil, it will always maintain its “written on” appearance, even after saving and loading a game
In the Original Story: minor tweaks to emotes and behaviors for Vickie and Ashley during the conversation between the Player, Vickie, and Ashley about Madison’s nudes
In the Original Story: minor cleanup of some behaviors for Vickie and Ashley as they are preparing to record Derek and Madison getting down towards the end of “Sibling Warfare”
In the Original Story: Amy can now catch the Player when he is very clearly about to hook up with Ashley. This can compromise her intimacy reward(s)
In the Original Story: loading into a game that was saved while Madison and Derek were frolicking on her bed during “Sibling Warfare” will no longer cause Vickie’s phone to appear invisible in her hand
In the Original Story: fixed an issue that could break Leah’s interaction radial if she caught the Player being intimacy with another NPC while she was already ready and waiting for the Player to hook up with her
In the Original Story: fixed an issue that could negatively affect Leah’s behavior/states if she caught the Player being intimacy with another NPC while she was already ready and waiting for the Player to hook up with her
In the Original Story: fixed an issue that could allow the Player to mix intimacy actions between Leah and another character. As Leah has stated…she’s all about 1v1 bouts
In the Original Story: fixed an issue that could cause Amy to get stuck trying to get to the Spare Room Sofa, if Ashley had made it there before her during certain mixes of content
In the Original Story: fixed an issue that could lead to an awkward, yet complimentary line during an automatic “de-clothing” of the Player prior to getting intimate with Amy
In the Original Story: added a cancel/”nevermind” option while being intimate with Amy so that the Player is not forced to choose a new position
In the Original Story: miscellaneous minor tweaks to certain fluff interactions and/or their availability while the Player is “setting up” or in the middle of Amy’s intimacy reward(s)
In the Original Story: fixed another possible issue that could Ashley’s pre-Sibling Warfare intimacy reward to break if the Player was speed running the game like an absolute madman
In the Original Story: additional cleanup of Patrick’s Merlot behavior, but THIS time addressing ‘legacy’ and new bugs that could cause Patrick to basically cast “Accio Vino!” and summon his wine to his side. We all know that Patrick’s wand is…just not up to the tas
In the Original Story: Derek will no longer socialize while he is trying to comfort Madison after the finale of Ashley’s “Sibling Warfare” prank in the Master Bedroom
In the Original Story: fixed some BGC criteria that could lead to odd exchanges between Ashley and Madison
In the Original Story: fixed a minor issue that could prevent Madison from exiting the master bathroom when intended after the finale of Ashley’s “Sibling Warfare” prank
In the Original Story: fixed an issue that could allow Leah to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity) and duplicate credits toward the “First Impressions” Achievement
In the Original Story: made Leah’s reaction to being “outrun” by the Player during the…aggressive ending to “Just in the Kick of Time” a bit snappier, and she will also now abandon the chase if the Player is 10 units away or more OR if the player is 7 units away or more AND she cannot see the Player. This should help Players that ran inside the house to get away from her and were having trouble keeping track of her location
In the Original Story: fixed an issue that could allow Stephanie to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity)
In the Original Story: fixed an issue that could allow Frank to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity)
In the Original Story: fixed an issue that could allow Derek to award the Player with duplicate credits toward the “First Impressions” Achievement
In the Original Story: fixed an issue that could allow Derek to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity)
In the Original Story: fixed an issue that could cause Ashley to comment on the Player’s distinct, albeit overall fortunate, lack of a shirt while they were separated by windows. Weirdo
In the Original Story: fixed an issue that could allow the Player to send Derek to talk to Madison about their ongoing romantic drama at certain times around Madison’s “art show” and just before the start of the “High and Dry” Opportunity that could cause notable continuity issues with Derek and Madison’s stories. And…possibly allow Patrick to watch his cousin get dicked. Ugh
In the Original Story: fixed an issue that could cause Stephanie to walk back to the Art Room/Spare Room 2 well after she needed to for her “Meltdown” Opportunity finale, and that could cause some minor erratic behaviors on her part for the remainder of a game session
In the Original Story: fixed an issue that could allow Arin and Dan to wander into the garage or study during certain unintended moments
Adjusted the colliders at the bottom of the beer pong cups so that they do not slightly sink into objects below them
Improved alignment for most phone items
Phone6 now has an inventory icon
Refactored phones to share a parent class, which results in all phones sharing more ItemFunctions (where possible; MadisonPhone is still unique in many ways), scaling behaviors, etc.
All phones can now properly align to the right hand of males. We just don’t want to give lefties any love
Slightly adjusted collider sizing on several InteractivePhone items to prevent them from sinking slightly into ground colliders
Fixed an issue that could prevent the door to the safe in Madison’s Closet from re-opening when a game was loaded, assuming that door was open when the game was saved
CSC: added a new criteria for Items and ItemGroups, “IsMountedTo”. This can be used to specifically check WHICH character an Item is mounted to
CSC: added two new ItemFunctions, “ResetToOriginalPosition” and “ResetToOriginalRotation”
Fixed issue where saved games while the player was engaged in an intimate act with another player wouldn’t load properly
Fixed exception that can be logged when starting a new game if the last loaded game has since been removed
Updated the position of the highway billboards in the main game scene
Updated custom story BGC to allow playing audio clips from the OS asset bundles in certain cases
Updated UI for character selection so the male player character will be selected by default (for now)
Fixed issue where zipper sound effects could interrupt voice overs/the audio for character dialogue
Made the “coming soon” text translatable for the female player character in the main menu
Updated character navigation to fire reachedtarget events in more cases, for instance when the character is told to go to a place they are already standing at/interacting with
Updated the game logic for custom stories predating HP version 0.17.X to load all characters in a story on start and set them to default locations around the house
Fixed issue where the idle animation for the player characters in the main menu could cause them to face the long direction if idle on the menu for a long time
Added prevention of manual saves when the player is engaged in intimacy or is currently knocked out/dead
Added support for custom main menu/pause menu translations as long as the selected story also has that language/translation present
Fixed display issue where custom translations displayed as “English” in the character selection menu where it shows a language confirmation
Fixed case where characters that were loaded into the game outside of the animator culling distance could not navigate until they became culled
Fixed overflowing for french translation on the main menu
Adjusted lighting and position of the billboards
Adjusted defaultbg voor billboards
Improved Derek skinning, had a little bit off clipping in the left side of his neck when MakingOut
Fixed Amy skinning issue with bra clipping through shirt on Main Menu
Updated Main Menu Spot Light and Neon Light to have less harsh shadows (which could look like clipping hair) and updated textures for Patrick’s and Vickie’s clothing material
Fixed Amy Goodbye Kitty top clipping through back when making selfie
v0.17.1 Alpha
Characters can now be set on fire
Added female peeing pose
Enhanced pee visibility for long distance peeing and splash size
Added explosion fx particle
Added two Wall Sex Spots in the Kitchen
Added a Wall Sex Spot in the Downstairs Bathroom
Added auto-save functionality
Added a standard Sex Spot (is there such a thing?!) in the Downstairs Bathroom
Major under-the-hood performance changes
Characters are now loaded on an as-needed basis from the scripting engine (CSC)
In the Original Story: Patrick will no longer chase down the Player with the relentless ferocity of a crippled terrier to inform the Player that he is sober, if the Player is currently fighting for their life/in combat, or if Pat is occupied with certain other content
In the Original Story: removed a possible Amy “hot tub invite” response if the Player failed at certain “Scavenger Hunt”-related content
In the Original Story: fixed an issue with the availability of a “send Amy to Derek” response for Amy that was not showing up based on certain actions taken during her “Scavenger Hunt” Opportunity
In the Original Story: added extra “combat resumption” logic to a few outstanding situations that would allow the Player to escape combat from certain Characters after a temporary KO
In the Original Story: fixed a handful of fluff responses for a few Characters that should have always been repeatable, and/or that should have had ‘goodbye’/exit responses present
In the Original Story: fixed a really Grumpy typo in one of Patrick’s responses regarding Stephanie and some danciRBWAOWWWWRRRRR
In the Original Story: added various reactions by all the Characters to the Player…relieving themselves. No not that! The other thing!
In the Original Story: tweaked some of the pose combinations used in Leah’s “…Screw Like a Bee?” Opportunity
In the Original Story: tweaked some minor behaviors and emotes related to Leah’s “…Screw Like a Bee?” Opportunity
In the Original Story: fixed an issue that could cause Derek and Lety’s “meetup” behavior for “Hunk Hunt” to break if the Player had simultaneously been pursuing “Smooth Operator: Ashley” and had not spoken to Ashley yet about going to her room
In the Original Story: Katherine now has a response when offered the Vibratron 3000
In the Original Story: Katherine now has a response when offered the Whack Spankiel’s, the filled Flask, and the Thermos
In the Original Story: if the Player has turned off the Stove before the Kettle whistles and heats up the Coffee, the Kettle will no longer magically continue to heat up the Coffee
In the Original Story: the Player will no longer be able to ask Leah about Patrick’s phone if they already were told exactly who has Patrick’s phone. Duh
In the Original Story: fixed a minor issue with the visibility of the Calendar action on Madison’s Phone
In the Original Story: fixed an issue that could lead to Brittney having different Exhibitionism traits based on what should be equivalent Player response choices/paths during the finale of Amy’s “Scavenger Hunt”
In the Original Story: if Patrick is about to come under attack by Madison or Frank, he will now be considered “Occupied” for the sake of certain content sequences and criteria checks
In the Original Story: minor adjustments to possible failure of Amy’s “Scavenger Hunt” Opportunity based on Vickie’s availability
In the Original Story: fixed a few typos and VA-mismatches in pre-0.17 content
In the Original Story: the Player can no longer ask Amy about the Katana for Leah’s content if Amy is being all intimate-like in any way. Increases safe sex rate by 40% and decreases OSHA violations by some other arbitrary joke figure
In the Original Story: fixed an issue that could cause Lety and Rachael to bug out if the Player initiated their Easter Egg while Leah was on her mini-sabbatical towards the end of “Broken Code”
In the Original Story: very slightly increased the negative social penalties associated with throwing beer on Madison’s top
In the Original Story: very slightly increased the negative social penalties associated with asking Madison for oral before she’s actually into you
The core game is now censored by default on Steam, and will need the Explicit Content DLC in order to enable the uncensored textures.
Tweaks to animation State handling that will allow characters to automatically use “idle with drink” and “sip a drink”-type animations while sitting down or in the Hot Tub. In order for these to process, the Character must NOT have UnableToFidget state added, and must have an active/enabled item in their hand
Fixed an issue that could allow a fast Player (or if an Add To Inventory/”Take” event was delayed) to have a Radial menu left open after an Item was removed from the game world and added into their inventory
Fixed an issue that could cause males to not transfer smoothly out of intimacy poses into a…self-pleasuring pose. Their behavior in this regard should now more closely resemble the female NPCs
Minor improvements to NPC-to-NPC “basic conversations” in stories where NPCs have no configured Background Chatter
Background Chatters without audio (so…basically all BGC in most custom stories) will now properly fire their BGC OnStart Game Events
Fixed an issue that could allow a fast Player (or if a Remove from Inventory/”Discard” event was delayed) to have an Item’s Radial menu left open after the Item was removed from their inventory, which often could lead to a Radial menu being visible that no longer worked or caused bugs due to various scripted criteria or simply because the item was no longer Active
The next BGC in a “chain” (BGC response) will be saved as a Character value, allowing that BGC to play when loading a saved game in which the BGC was pending. This will prevent a number of story breaks for Characters like the Game Grumps who made extensive use of BGC and BGC OnStart Events
The Motor Oil is now aligned properly when mounted to a Character’s hands, and will also be aligned properly when carried by the Player
Fixed an issue with the Quest console command that could cause it to show inaccurate information when using the List subcommand
Fixed an issue that would prevent the Star Bombs from triggering Gets Hit With Projectile reactions/Event Triggers
The Motor Oil can now make use of Item Functions
Fixed an issue that could cause Characters to erroneously fire EnteredZone events as a game was loading, before many other game mechanics (including Player movement, vision, etc.) were activated
Character reactions (Expose Genitals, etc.) will now reset as long as two Characters are not within vicinity of each other (about 2.5 arm lengths) OR cannot be seen by each other
Fixed an issue that could cause items to become easily stuck behind or to the side of the Bathtub Seat spots in the Master Bathroom and Upstairs Guest Bathroom
The Dialogue console command will now accept DialogueOnlyCharacters like Compubrah and PhoneCall
Many console commands will not take effect on Characters until they are enabled
“Diagnostic” console commands (values list, events list, etc.) may only return partial data for disabled characters
Added the EnableNPC console command
Added the DisableNPC console command
Added the CombineValue console command
The MatchValue console command will now only accept Keys (value names) that are already defined in the story data for both specified Characters, or that were populated into the Character’s value list by the engine. However, the input for these values is also no longer case sensitive
Standardized door colliders for several narrow doors in the house; at least one of these could lead to a false positive vision check (NPCs seeing you when they should not be able to)
Added a ‘test’ functionality to the Emote console command
Fixed a typo and made minor tweaks to hardcoded inspect texts found in Madison’s Phone
Fixed an issue that could prevent Leah from making use of Character Functions in some situations in the engine or CSC
On Dialogue Start Game Events that are of type Dialogue : Trigger, and that only make use of CoinFlip criteria will no longer “double fire” as both a dialogue override and a standard dialogue start event
CSC: users now have access to an Item criteria that will allow them to easily check if an item is Held (via ‘grab’/right-mouse click) OR in the Player’s inventory, which should further simplify a lot of “does the Player have item” logic. Items from Item Groups also have access to this
CSC: added a “PlaythroughTimer” built-in Player Value that CSC users can use; this will begin “ticking” right after the first frame when the main game scene loads, so it will already have progressed a bit by the time the game has fully “faded in”. This increments on our Character Manager tick, so approximately every 0.3 seconds unless the game is paused
CSC: added the ResetReactionCooldown event, which will immediately reset a Character’s internal reaction cooldown for another Character for a given Event Type (e.g. Exposes Genitals, etc.). This reaction cooldown will be immediately reset regardless of the two Characters being in vicinity, in vision of each other, etc.
CSC: the Item WarpItemTo event can now be targeted towards other items (beware of clipping issues on items without physics and colliders!) or a specific Game Object
CSC: the Key and Key2 Interactive Items now have Item Functions enabled
CSC: added the CombineValue game event, which will allow you to add two Characters’ Values (or two for the same Character) together. There will be some protection against adding text/strings to floats, etc. (e.g. you won’t be able to accidentally add ‘hello’ to a Value that is ‘2.5’), but CSC users should use care and review Values and Event usage via the CSC Search tool when making liberal use of all of the current Character Value-related events and Criteria that are now available
CSC: Added additional MoveTargets to the MoveTarget list
CSC: you can now disable the Combat Energy regeneration penalty incurred by Sprinting via the NoSprintingEnergyRegenPenalty property
Fixed Derek drinking offsets
Added animation for drinking in hottub and tweaked the values for hottub and normal sitting while drinking for all characters
Fixed Patrick’s blendshape emotes
Updated Arin and Vickie censored albedo textures
Fixed sex hotspots/grab points for Derek’s right shoulder and Frank’s right leg
Updated skin shader to fix green flickering issue on low
Fixed deforming NPC hands when opening doors
Offset Brittney’s limbs to reduce clipping trough her breasts
Changed spawn location for all characters
Fixed Ashley’s untied top not showing
Added uncapped version of natty lite model
Fixed UI text misalignment
Fixed the dressor realtime mirror displaying a flipped reflection
Fixed a bug where shadow artifacts could be seen near the firepit
Added a default BG for the billboards and slightly adjusted the aspect ratio
Added correct inventory image for collar item
v0.16.5
Tweaked drinking animation for all characters
Changed cowgirl animation
Fixed all discoloration for drawers and cabinets
Added custom stories menu
Increased texture size for characters close to the player
Fixed green flickering near the firepit on low settings
The Vape item will now be properly aligned to the Player’s hand if picked up
Using the Vape will no longer close ALL UI elements when the Player Blazes with it, just the inventory UI
Grabbing an Item from your Inventory will now also close only the Inventory UI
Added extra protections to prevent the Command Console from breaking Unity’s text render limitations
Fixed an issue that could cause the Background Chatter onscreen text to not update if a Character was using casual/”non-important” BGC and then, while still speaking, fired a
TriggerBGC/”important” BGC
The Pose console command will no longer require that the user provide a pose ID in order to disable a Character’s pose
The Values console command will now only accept Keys (value names) that are already defined in the specified Character’s story data or that were populated into the Character’s value list by the engine, but is also no longer case sensitive. The second input for the command (the value string, integer, or float) itself is still case sensitive
Fixed an issue that could cause Characters to have an unintendedly long cooldown timer before dancing again if they were recently in combat, engaging in intimacy, or had been knocked out
Aligned certain Pause Socialize behaviors to be more granular in how random they are, but also conform to set ranges of randomness. I am using random words
NPCs will briefly Pause Socializing when they reach a motion/MoveTarget, which will prevent certain odd occurrences of NPCs rolling up on another NPC and talking before their movement animation stops
The Command Console will now be more forgiving towards using either commas or periods for floating number separators
Characters will no longer try to Change Location due to having the WantsToBeAlone state if they have a combat target or if they have been knocked out
Roaming – Change Locations triggered by a Game Event or the Command Console will now always fire after 1 second, instead a slightly random range between 2-3s
In the Original Story: added minor thought bubble assistance to clarify Stephanie’s request for a big ol’ cup of water for the “Meltdown” opportunity, for those players that actually believed us when we used words like ‘cup’. Silly you!
In the Original Story: Ashley will briefly be unable to socialize with other NPCs immediately after the Player unties her top
In the Original Story: changed Ashley’s “find a place to change” behavior after her top is untied to rely on a customized event trigger rather than a hard coded item function, which could have resulted in her going to places that were…temporarily inadvisable
In the Original Story: Kat will actually make use of the laptop when texting Vickie to come to the party, just like she does when the Player starts sending dares to Rachael. This may only be noticeable if the Player got Katherine out of the study prior to making the request
In the Original Story: fixed an issue that could cause Ashley to walk away from the Player and cause a number of issues with the ensuing conversation with Patrick, the Player, Ashley, and
Madison, if the Player gave Ashley the “Lit Joint” item and THEN asked her about Madison’s “sky animals”
In the Original Story: if Stephanie attempts to get to Madison but Madison is locked in the Master Bathroom for any reason, she will stop trying to get to Madison solely based upon the back-end motion control system
In the Original Story: Madison will not go with Stephanie to reset the downstairs music if Madison is occupied with important content
In the Original Story: Stephanie will also now put a few key pieces of content before her need to go to Madison to fix the music situation
In the Original Story: standardized formatting of “Continue”-type response texts across the game. Yeah I had time for this, fuck you
In the Original Story: fixed an issue that could cause Frank to become “un-lootable” when he ran into the downstairs bathroom door to let Katherine in; if he got nudged inside that bathroom, he’ll be “freed” shortly after
In the Original Story: fixed an issue that could cause Frank to attack the Player erroneously when giving Ashley one specific Natty Lite bottle
In the Original Story: fixed an issue that could prevent the Player from being able to obtain Madison’s “Smooth Operator” opportunity if Madison hadn’t met the Player yet and won the fight against Ashley during Ashley’s “Drunk and Disorderly”
In the Original Story: Fixed an issue that could prevent the Player from seeing an intended Leah reaction to Ashley and Madison’s fight during Ashley’s “Drunk and Disorderly” finale
In the Original Story: added some additional protections that should prevent the Ashley and Madison fight during Ashley’s “Drunk and Disorderly” from playing out before the girls get outside
In the Original Story: made minor tweaks and improvements to Frank/Leah’s behavior immediately prior to them meeting up to discuss the snake at the beginning of “Snake in the Grass”
In the Original Story: clarified some thought bubbles related to untying Ashley’s Top, groping her, and Player progress through “Humiliate Ashley”. The Player will also now be able to untie
Ashley’s Top after completing “Humiliate Ashley” as intended
In the Original Story: Ashley and the Player must now both actually be IN her room (spare room) in order for the Player to prompt her about removing her clothes prior to moving forward with “Change of Heart” or “Humiliate Ashley”
In the Original Story: if the Player approaches Ashley while she is not sick and waiting for her clothes during “Change of Heart”/”Humiliate Ashley”, she will confront him about having heard Lety showed up at the party
In the Original Story: cleaned up minor dialogue order issues with a couple other NPCs that could lead to some initial reactions when speaking to the Player that weren’t quite what was expected given recent events
In the Original Story: Stephanie will now also accept the Cabernet as a valid wine option
In the Original Story: the Player will have to wait a bit longer to send Ashley directly to Madison if Madison and Lety are about to bond over Sancho the Sleazy Suckerfish
In the Original Story: made minor criteria tweaks to Lety and Derek’s conversation starter that should make their ‘groping’ sequence start a bit more smoothly
In the Original Story: Lety and Patrick starting their conversation for “Disrupt the Disruptor” should be a bit smoother
In the Original Story: fixed an issue that could cause Lety to become unresponsive after Patrick was attacked at a specific time early on in “Disrupt the Disruptor”
In the Original Story: general cleanup of some dialogue and emote timing throughout Lety’s content
In the Original Story: if the Player unties Ashley’s top in front of Madison before speaking to Madison in any way, they will no longer be flagged as having “met” Madison, which was locking off some content that depending on what actions the Player took next
In the Original Story: Ashley will wait to beg for her clothes back from the Player until any currently open dialogue from her is closed
In the Original Story: Ashley will now always attempt to walk to the sofa in her room after being given her clothes back after “Humiliate Ashley” is completed, instead of sometimes doing a little half-juke movement towards the master bedroom and walking back to her room anyway. Decisiveness + 100!
In the Original Story: Ashley’s “Untie” top action has a bit more freedom to it now, but she will also react much more…aggressively to it being untied if the Player has greatly upset her over the course of the party
In the Original Story: fixed some dialogue and criteria issues related to Lety and Brittney’s possible threesome scene with the Player
In the Original Story: fixed an issue that could cause Frank to not be on top of the roof (albeit otherwise functional) during the “nice”/”honorbound” finale of Leah’s “Broken Code” opportunity
In the Original Story: fixed an issue that could occur if Frank was KOd at specific moments before or during the Lety/Rachael “easter egg”
In the Original Story: general cleanup of minor NPC behaviors during the Lety/Rachael “easter egg”
In the Original Story: fixed an issue that could cause Rachael to continue pleasuring herself AFTER the Player caught her, if the Player saved, loaded, and then surprised Rachael at a specific time during one of her dares
In the Original Story: fixed an issue that could cause Rachael, upon load of save games with specific timing, to not properly catch the Player if she sees them while pleasuring herself, and to not unlock the door after her self-pleasuring ends
In the Original Story: Ashley will no longer get her panties back if the Player took them during “Change of Heart”/”Humiliate Ashley” or during one of her intimacy rewards
In the Original Story: fixed an issue that would allow Players to give Ashley her clean clothing while she was sick from the Tampered Soda, which could cause a wide variety of scripted AI issues
In the Original Story: fixed an issue that would allow fast Players to get Ashley’s top off again immediately after an oral encounter, which would result in Ashley behaving otherwise normally…minus her top
In the Original Story: Vickie will have a bit more help getting up to the Master Bedroom closet area prior to the finale of “Sibling Warfare”; it was a bit too easy for pathing or NPC blockages to prevent her from making it up in time, which could cause the Player to inadvertently fail “Runner Runner” and the subsequent content
In the Original Story: to more accurately portray their ongoing drama, Madison and Ashley will no longer directly Roam to each other, although they will still be able to end up in close proximity due to other Roaming events or random Change Locations
In the Original Story: fixed some Madison Dialogue : Overhear events so that she would not overhear and punish the Player if she was not In Vision of the participants in the conversation
In the Original Story: there is now a minor social meter penalty for throwing beer on Madison’s top
In the Original Story: Madison will get the Angry state (affects NPC-NPC interactions and emotes only) in a few additional key content moments
In the Original Story: Fixed an issue that could cause Ashley to permanently carry the Upset state (affects NPC-NPC interactions and emotes only) if the Madison got Ashley’s top wet (“Ashley’s Wet” opportunity) but the Player skipped that content and instead finished “Sibling Warfare”
In the Original Story: there is now a moderate social meter penalty for embarrassing Madison via Ashley’s “Sibling Warfare” finale
In the Original Story: Madison will need to be over 40% closer to the Player to catch them inspecting her Phone, and the Player will need to be in front of her (so…no more being caught nearly halfway across the yard while walking away)…HOWEVER, she will catch the player faster when the new conditions ARE met, and looking at her contacts (to get Vickie’s number) or her Calendar will now also count as inspecting her Phone
In the Original Story: there is now a heavy social meter penalty for being caught plotting against Madison with Ashley
In the Original Story: there is now a heavy social meter penalty for being caught inspecting Madison’s Phone…not that it’ll matter, even if you survive her minions…
In the Original Story: getting caught inspecting Madison’s Phone incurs many of the same Opportunity penalties as getting caught plotting against her with Ashley
In the Original Story: fixed an issue that was preventing Ashley’s rejection of a certain Player “proposition” from reducing both friendship AND romance socials
In the Original Story: the Player must have at least a small modicum of friendship socials built with Madison before she’ll feel like congratulating you on meeting everyone and acknowledging what a swell, social, and not-at-all terrible Player you are
In the Original Story: fixed an issue that could cause Frank to not be…present, exactly, for his special participation during one ending of “The Muse”
In the Original Story: if the Player goes off the deep end and pisses off Madison (lowering her socials) before they prompt the finale of her “Smooth Operator” opportunity, her reaction during the finale will be…a bit different
In the Original Story: there is now a minor social meters boost for the Player when successfully completing Madison’s “Smooth Operator” opportunity
In the Original Story: the Player will not be able to ask Madison for her phone back if the Player is currently holding it in their hand. Because you aren’t stupid. …We think
In the Original Story: made improvements to Leah and Frank’s confrontation on the roof as part of “Broken Code”m when the Player opts to negotiate with/distract Frank so Leah can flank him
In the Original Story: fixed an issue that can cause Frank to lose his ability to socialize and return to his chair, should the Player fail the negotiate with/distract Frank ending of “Broken Code” in a certain way
In the Original Story: fixed an issue that would allow the Player to take off Stephanie’s panties very late into a purely oral intimacy act with her, when there was no longer any gameplay benefit to doing so (i.e. seconds before she put them back on)
In the Original Story: clarified the “Panties Off” option with Stephanie so that Players know that it is not a means of obtaining panties for Amy’s “Scavenger Hunt”
In the Original Story: made minor tweaks to the “Throw One” Actions for the PopperBox and StarbombBox to prevent minor bugs
In the Original Story: fixed an issue that could cause the Spare Room 2/Art Room closet doors to repeatedly and rapidly close in the face of a Player who rushed in and grabbed the Spray Paint Can
In the Original Story: fast Players who grab the Spray Paint can before Leah can catch up with them can opt to give it to her immediately, skipping literal seconds of dialogue. Was it really worth it? Really?
In the Original Story: Madison walking to Ashley in order to finish up the Opportunity “Humiliate Ashley” will not be interfered with as much by other events involving Madison
In the Original Story: fixed an issue that could cause Patrick to lose his AbleToRoam state after certain choices were made in VR with him
In the Original Story: fixed an issue that allowed the Player to Rummage through the Orange Bin in the garage again, even after giving the only relevant item in the Orange Bin away
In the Original Story: fixed an issue that would allow the Player to activate the intimacy reward from Ashley’s “Smooth Operator” opportunity while she was waiting on the Player to help her with cleaning her clothes. This could cause a wide variety of dialogue, clothing, and behavioral issues. The reward will open back up once the Player actually helps her (not Humiliating her)
In the Original Story: fixed an issue that could occur if the Player got the appropriate “Trust”/prerequisites to start Ashley’s prank against Madison, gave Ashley Madison’s Phone but NOT Madison’s Diary, then went and got Patrick beat up or otherwise occupied, and then returned to Ashley and gave her the diary before Patrick could become unoccupied, which could prevent the Player from being able to advance in Ashley’s prank later on…can’t you people just play the game the way we intended and splooge on everyone?!
In the Original Story: cleaned up some very old state handling for Amy that was tied to Derek-Ashley dialogues used towards the end of Ashley’s “Smooth Operator” opportunity
In the Original Story: the Player will now get a very minor social boost for successfully asking Madison about the Goodbye Kitty underwear, and a minor penalty for asking or saying stupid things about it
In the Original Story: fixed an issue that could cause a confusing thought bubble to pop up when the Player did certainly Ashley content in a certain order; this was suggesting that the Player was at fault for undoing Ashley’s top, when in fact the Player had never done so
In the Original Story: removed old distance checks from Amy’s “Where can I hook up with the Player?” logic; she will now no longer reject the Player in corners or odd niche spots of the “allowed areas”, and as long as both she and the Player are in the same room/space, they can get down
In the Original Story: fixed an issue that could cause Ashley to remain unable to roam for large periods of time if the Player had Derek congratulate them for getting Ashley to trust them (“Smooth Operator – Ashley”) but the Player did not follow up with Ashley
In the Original Story: throwing the dildo at the Closed Briefcase now rewards your athletic sacrifice with a small combat strength boost
v0.16.4
Added hand “hot spots” and better aligned all sex animations
The Player now has 19.6969% (repeating, of course) increased hand-eye coordination, as we fixed an issue that could occasionally cause the Player to be the colliding object that forced them to drop an item they were currently holding
Improved lighting in gazebo area
Tweaks to Dancing behaviors in order to standardize Dance Badly vs. Dance animations/events, as well as prevent seemingly unexplained, long gaps between attempts to Dance
Characters will not attempt to Dance the moment they wake up from being passed out, and will also very briefly wait to begin dancing once they arrive at a Motion/WalkTo target
Improved Goodbye Kitty underwear clipping through Amy’s shirt
Fixed Leah and Rachael LOD1 and LOD2 skinning issue
Improved Frank shirt clipping and Arin having transparency issue in his neck
Changed Starbomb packaging and bathbomb for better story consistency
Added missing inventory icons
Improved light probes in living room
Fixed LOD flickering, objects disappearing and lighting artifacts on several objects
In the Original Story: Frank will be a more considerate dood and lock the front door when he leaves the house to confront the carnies. If you didn’t understand this patch note, L2P
In the Original Story: fixed an issue in which the Ashley prank quest line could stall if the Player managed to get Patrick Knocked Out at a very specific time while progressing through dialogues prior to Family Time without giving Madison’s Phone back to Madison
In the Original Story: mitigated an issue that could cause Patrick to walk away from Ashley during their pre-Family Time dialogues
In the Original Story: at various points after Family Time (Ashley’s Prank content path) it will now be possible for Madison to overhear Ashley and the Player plotting against her. This will cause the Player to fail out of that content
In the Original Story: fixed an issue that could cause Patrick’s positioning to break if the Player was doing any content that occupied Patrick and then pursued the finale of Ashley’s “Sibling
Warfare” opportunity
In the Original Story: fixed an issue that could cause Madison’s “art show” (during “The Muse”) to break if the Player managed to KO/attack Patrick as NPCs were walking up to the master bedroom to start the show
In the Original Story: Mitigated an issue that could cause Rachael’s phone to knock objects out of the Player’s hand while she slapped Patrick around
In the Original Story: Cleaned up minor Frank and Leah behaviors related to Ashley and Madison’s fight during Ashley’s “Drunk and Disorderly” opportunity. Leah and Frank now have their priorities straight
In the Original Story: if the Player helps Brittney out by getting Stephanie naked without ever meeting Ashley, Ashley’s subsequent approach and dialogue to the Player will start her “Smooth Operator” opportunity
In the Original Story: Katherine’s “cell jammed” reaction will no longer play if the Player is being actively spoken to via main dialogue, but in turn the reaction will attempt to trigger a teensy bit faster
In the Original Story: Frank will no longer attempt to socialize with other NPCs while he is doing his bestest to headbutt down the bathroom door when Katherine is sick
In the Original Story: fixed availability of minor Stephanie and Katherine-based responses and thought bubbles towards the end of “Meltdown” based on prior Player decisions or actions
In the Original Story: fixed an issue that would allow the Player to indefinitely let Steph hang out in the spare room 2/art room during “Meltdown” AFTER giving her all the items she needed and being told to leave her alone. She will now eventually get high and fail the content just like all the other possible routes through the finale of “Meltdown”
In the Original Story: minor adjustments to existing unimportant/”casual” Background Chatter criteria
In the Original Story: fixed an issue that could cause Katherine to claim that the Player saw her naked for her photo shoot…when in fact the Player did no such thing
Fixed an issue that could cause thin/tiny items like phones to be uninteractable/unable to be grabbed if they were dropped near the front of the beer pong table
Tightened the collider sizing and positioning on the two downstairs couches/sofas so that it is harder (but still not impossible) for small items to be thrown, dropped, or kicked underneath them in a way that prevents them from being grabbed or interacted with
Fixed an issue that could cause characters to teleport into the garage when transitioning from a wall sex position to a non-wall sex position while against the rear-left side of the house (near the A/C unit)
Fixed various additional issues with the speaker system
CSC Users: Speaker2 (the speaker to the right of the fireplace) is no longer hardcoded to start playing upon game start. You may need to account for this in your stories
The speaker system will now remember which track the Player was playing when saving, as well as the music loop setting, and when loading that game will play the appropriate track and maintain the music loop mode
CSC Users: there are now “MusicTrackNum” and “LoopAllMusic” Player values you may use within stories to create NPC events/behaviors based on a song that is playing. These values are directly controlled by the speaker system
CSC Users: the total number of criteria for an event trigger will now be shown, similar to how it is currently shown for individual game events
CSC Users: fixed a couple typos in the UI
CSC Users: the total number of game events within an event trigger will now be shown
CSC Users: the total number of game events within an item’s Use With interactions will now be shown
CSC Users: the total number of game events performed for an Item Action will now be shown
CSC Users: the total number of game events for item On Accept and On Refuse interactions will now be shown
CSC Users: the total number of criteria for a character to accept an item will now be shown
CSC Users: the total number of criteria needed for an Item Action to become visible will now be shown
CSC Users: the total number of criteria needed to enable an item’s Use With interaction(s) will now be shown
CSC Users: we standardized a bunch of criteria and game event text displays. HMU if you want more copy-pasted shit
CSC Users: fixed an issue that could cause an ArgumentException if a Character did not a valid BGC count as high as a previously selected Character
Turn game events (Turn Around, Left, Right, Toward) and equivalent console commands will now be more responsive, with the exception being if another game-event driven, animation-centric event was very recently used or is already “playing out”
CSC Users: the InvisAudioPlayer can now also play a zipper (the player “unzip to expose”) sound
Fixed an issue that could allow emote sound effects to very briefly play right before the VA/voice for a dialogue that called the emote using an On Start Dialogue event
CSC Users: Background Chatters will still show their number/ID when fully collapsed
CSC Users: you can now check if two Characters are in the same zone
Added the ‘Cheer’ SendEventOption to the SendEvent console command
CSC Users: added the IsInHouse criteria, which uses the Zoning system to quickly determine if a Character is inside the house or not
CSC Users: added an Item Comparison to the Item criteria, “IsVisibleTo”, which will allow you to determine if a Character can see an InteractiveItem. In addition to doing a line of sight check, the InteractiveItem must be active and not hidden via any ItemFunctions
CSC Users: fixed an Argument Exception that could occur when a user typed in a string for a “Value” criteria check and then swapped that criteria CompareType to “State”
CSC Users: fixed an Argument Exception that could occur when you selected a game event event and assigned the Character as Player, Compubrah, or Phone Call, and then changed the game event type to TriggerBGC
CSC Users: added a warning message when changing from a game event that allowed the selection of the Player as the Character to the game event type “Event Trigger” to prevent the trigger dropdown from populating with triggers for an NPC
CSC Users: you can now either add a new Game Event to the beginning (Order 0) of a set of Game Events, or at the very end, which should help somewhat when adding to large sets of Game Events
CSC Users: when adding a new Game Event via the two “Add Game Event” buttons, they will now automatically be expanded, instead of being defaulted to a collapsed state
CSC Users: you can now either add a new Criteria to the beginning (Order 0) of a set of Criteria, or at the very end, which should help somewhat when adding to large Criteria sets
CSC Users: when adding a new Criteria via the two “Add Criteria” buttons, they will now automatically be expanded, instead of being defaulted to a collapsed state
CSC Users: standardized certain commonly adjacent button sizes across the UI
v0.16.3
In the Original Story: fixed an issue that could allow Katherine to potentially remain in Madison’s bedroom while the Madison-Derek intimacy scene went down during the finale of Ashley’s prank
In the Original Story: fixed an issue that could break one of Patrick’s “masochism test” choices and cause much of the following dialogue to be thrown off, toward the finale of “Patty’s Striking Resemblance”
In the Original Story: fixed an issue that could allow Patrick to keep a couple inconvenient States if the Player convinced him to hug Rachael during “Patty’s Striking Resemblance”
In the Original Story: looting beers back from an unconscious Frank is now possible assuming the Player has given Frank three (down from 6) beers or more. The Player is guaranteed one beer back, but can receive up to three
In the Original Story: general cleanup of events related to Patrick sobering up once given the hot coffee
In the Original Story: if the Player sobers Patrick up with the Hot Coffee before doing any of his Phonegate/Fuck Tuesday content, they will be able to skip ahead to Patrick simply getting his phone back from Brittney instead of having to go through redundant dialogues and Walk To events
In the Original Story: if Patrick is walking to Brittney and sobers up on the way, the ensuing conversation will skip to simply being given his phone back by Brittney
In the Original Story: fixed an issue that could cause Rachael and Patrick to be unable to Talk with the Player if Frank KO’d Patrick right as Rachael was confronting Patrick and opening her dialogue with him
In the Original Story: Madison will react to the Player untying Ashley’s top somewhat faster, however, she must also be able to SEE Ashley instead of just be relatively close to her
In the Original Story: corrected an issue that would cause Amy to use a confusing line about “getting Steph to help Katherine” when in fact it was mostly the Player’s doing. Amy will only use this line in the niche situations where Steph automatically goes to help Katherine in the bathroom after some time
In the Original Story: fixed an issue that could cause certain Patrick alternate dialogues and minor behaviors related to losing his Merlot to be ignored
In the Original Story: fixed an issue that could cause Brittney to stand up and approach the Player after being flashed at times she should not do so
In the Original Story: fixed an issue that could cause an Amy response related to the hot tub finale of her “Scavenger Hunt” opportunity to become available a little bit too early
In the Original Story: the Player is no longer trapped in oral with Amy once they start oral with her, assuming they did not ask her to take her pants off
In the Original Story: fixed an issue that could cause Leah, in niche situations, to not attack the Player should the Player grope her more than once. When called for, she will now ALWAYS attempt to ruin your shit
In the Original Story: fixed an issue that would prevent the Player from getting “FlashScore” credit (counting towards Katherine’s ‘flash everyone’ request) from Leah if “Snake in the Grass” was started but had not reached a certain progression point yet
In the Original Story: fixed an issue that could cause Katherine to be unable to return to the Master Bedroom/Bed if the Player got to the finale of Stephanie’s “Drunk and Disorderly” while
Katherine was already waiting on the bed for the Player
In the Original Story: fixed an issue that could cause Katherine to lose her Glasses temporarily if the Player combined her intimacy finale with Stephanie’s “Drunk and Disorderly” opportunity
In the Original Story: fixed an issue that could cause Katherine’s phone to be temporarily invisible (especially while in Stephanie’s hand) if the Player combined her intimacy finale with Stephanie’s “Drunk and Disorderly” opportunity
In the Original Story: fixed an issue that could cause Patrick to get stuck in an immobile state and both he AND Rachael to be unable to talk to the Player
In the Original Story: fixed an issue that could lead to Amy being warped to the Player at inopportune times if the Player combined certain content and then rapidly failed out of Stephanie’s “Meltdown” opportunity by failing to give her her…”breathing apparatus”
In the Original Story: fixed an issue that could cause Katherine to retain some minor behavior-altering states if the Player completed Stephanie’s “Drunk and Disorderly” opportunity while
Katherine was sick in the downstairs bathroom
In the Original Story: fixed an issue that could lead to some out of order responses from Frank regarding Rachael’s thermos, if the Player gave Frank all of the beers before starting “Hunt for
Red’s Thermos”, then obtained the opportunity, then spoke to Frank
In the Original Story: fixed an issue that could cause Patrick to never approach the Player and stall out his “sober up and get his phone” content if he was knocked out in the middle of talking to Brittney about being given his phone back
In the Original Story: Madison will attempt to change her location immediately after the Player completes her “Smooth Operator” opportunity, which should help free up the Master Bedroom/Bathroom more quickly for certain other pieces of content
In the Original Story: the Player can no longer give items to Leah during a brief window in which she is running away from the party after being “Poppered” during her conversation with Lety
In the Original Story: added an extra, minor protection against Leah roaming away during the “Garage Search” during “Snake in the Grass”
In the Original Story: fixed an issue that could cause Leah to briefly continue to follow the Player after they arrived in the yard and started the “fence search” during “Snake in the Grass”
In the Original Story: fixed other minor behavioral issues for a few NPCs within “Snake in the Grass”
In the Original Story: fixed an issue that could cause Frank to keep his phone in his hand if he was knocked out during “Broken Code” at certain times
In the Original Story: Lety will now try to be a little more respectful of what the Player has going on in their life when she approaches them after the events of “Queen in the North”
In the Original Story: fixed an issue that could cause Katherine to walk away from pending intimacy with the Player and be unable to resume
In the Original Story: if the Player has deeply angered Madison and she’s sent Frank or Derek after them, she won’t be as easily deterred from…ejecting you from the party
In the Original Story: added the Achievements: I Know Grump-Fu, Do Not Burn, IRL Let’s Player, D-Club Certified, Casanova, Casabrova
In the Original Story: Rachael is no longer absolutely guaranteed to approach Patrick at hard-coded intervals when a new game is started. The encounter will now happen somewhat more randomly
In the Original Story: Amy is no longer absolutely guaranteed to approach Stephanie at hard-coded intervals when a new game is started. The encounter will now happen somewhat more randomly
In the Original Story: fixed an issue that could cause the “Unlock” action on the Bathroom Door to do nothing while Katherine was sick
In the Original Story: mitigated an issue that could cause Madison to walk away from Derek and the Player during her intro dialogue to “The Muse”
In the Original Story: Lety will no longer try to avoid Leah if their conversation during “Just in the KICK of Time” goes poorly, IF Leah is knocked out
In the Original Story: added a single hint for the Player to reinforce that Stephanie needs a LOT of water in order to progress through Meltdown and that the Player might have to get creative…
In the Original Story: fixed another issue that could cause Stephanie to not be in the Spare Room2/art room if the Player was doing Ashley’s “Drunk and Disorderly” at the same time as the finale of “Meltdown”
In the Original Story: Rachael and Patrick’s pre-“Patty’s Striking Resemblance” fight will not unfold on its own if the Player is far enough away from both of them
In the Original Story: tweaked some labeling for the music control buttons on the downstairs TV
In the Original Story: fixed an issue that could cause Derek to repeatedly attempt to walk to Madison after the finale of “Sibling Warfare”, which could potentially interrupt other content involving him
In the Original Story: fixed an issue that could cause Derek to be “occupied” and unavailable for certain pieces of content if the Player was in the introductory stages of the “Sibling Warfare” Opportunity. He will still be “occupied” once he is actually needed for that content
For CSC Users: you can now check if the Player is holding (via right-click/grab) an item via a new Item-based criteria, “IsHeldByPlayer”
For CSC Users: the GrabFromInventory game event has had its functionality moved to the Player game event – via the GrabFromInventory option. If it helps to find and update this in your stories, search your script files for: “EventType”: 165
For CSC Users: you can now force the Player to drop the item they are currently holding via the Player game event using the DropCurrentlyHeldItem option. If currently holding an item, the
Player will drop it to the ground using minimal forward force
Fixed an issue that would allow Players to pick up/grab the Popper or Starbomb after they had thrown it to the ground
For CSC Users: the AddPhysicsRigidBody itemfunction will work on items that do not have a rigidbody, and will ALSO now work on items that have a rigidbody, but whose rigidbody has been set to kinematic (i.e. floating in the air or unable to be affected by collisions or force)
The Starbomb and Popper will now correctly collide with/pop when hitting another Interactive Item/Action Item/etc.
Fixed an issue that could cause certain Phones to be misaligned in a Character’s hand after loading a game
Fixed an issue that would allow the Player to partially go through with an attack while they were stunned (lose energy points, prompt an NPC to attempt a block, etc.)
Added two more valid WallSexSpots: one in the Laundry Room, and another on the opposite side of the Master Bedroom from where the existing WallSexSpot is in that room
Added thin sightblockers roughly the height and width of the Player against the far edge of each of the smaller shelves of bins in the garage, which prevents NPCs from seeing the Player if they are directly obstructed by the shelf framing and bins themselves (TLDR: no more getting punished for taking the cell jammer if Madison or Derek are all the way in the dining room or kitchen)
Forced movement of an NPC to a Mandatory Move/Motion Target due to that Target being formerly inaccessible will now be logged in the Debug Log
Standardized the timing for the execution or execution limitations of various pre-game start behaviors
Fixed an issue with the Speaker/Music system that could result in a KeyNotFoundException and would cause Music in-game to be completely disabled
General cleanup and optimization of Speaker code and transition of track loading to external script
Fixed Arin’s eyes and Dan’s blendshapes
Changed all characters animation update mode
Fixed Arin, Brittney, Lety and Madison using wrong clothing material on Main Menu
Tweaked sex offset data and made Derek’s balls a bit more floppy
Added more missing inventory icons
Improved flamingo animations
Improved particle effects
Added ingame achievement images
Added voice acting for most characters and partial voice acting for some.
Added a base system for “hot spots” in sex scenes for better syncing (not live in this build, but coming soon)
Fixed an issue where event delays were not firing appropriately on loaded games
Set up a system so Interactive Items can now support “hand hot spots”.
Fixed an issue with some interactive states not correctly suppressing emotes
Tweaked the inventory hover functionality for cosmetic enhancements
Fixed an issue where mandatory targets would not be cycled through until the first one was reached
Reworked seat/chair/bed/action items system for better internal setup-Fixed failed opportunities not showing up correctly in the Opportunity window
Tweaked the physics of some new content animations so they work better
Updated IK functionality in some sex acts
Changed NPC movement to move on FixedUpdate to better sync with animations and other movement
Fixed an issue with null ref exceptions in navmesh obstacles
Added a “thrusting” mechanic to sex animations where appropriate
NPCs should be less likely to try to open doors that are not in their way
Fixed an issue with “drifting characters” while DontMoveForOthers state was on
Added code to better sync hip movements during sexual acts
Fixed an issue where some UI audio was not playing correctly
Reworked the pacing of the display of “Obtain on Start” Opportunities so they don’t pop up before the fade in
Fixed an issue with characters sometimes “stuttering” when walking
Fix for some stories not correctly showing up in the dropdown
Fixed an issue with weird-looking skin on the main menu on the lowest quality settings
v0.16.2
Revamped the player inventory menu as well as the Give To/Use With window. It should now be much easier to work with items.
Added Inventory thumbnails for most items that are able to be picked up in game
Inventory can now be sorted by Order picked up, reverse order picked up, or Alphabetically
Reduced polygon count in all characters’ hair, more than halving it in some cases (performance optimization)
Fixed doors clipping when player camera was too close
Added “UnableToEmote” and “UnableToAnimateEmotes” states
Tweaks to NPC Navigation to stop them from sometimes stuttering, and to prioritize important targets
Revamped the mirrors to look a bit more realistic
Fixed an issue with clothing change commands in the CSC
NoLoitering ChangeLocation behaviors will not be applied to NPCs that have a pending Important/Triggered Background Chatter
The Paper Bag (Crunched) can now be properly mounted to a Character’s hand
Text within brackets ( [ and ] ) will also be automatically pruned from response texts to match the automatic behavior of dialogue texts
Fixed left and right hand mounting offsets for the Penguin
Made slight adjustments to the GarageZone in order to more accurately reflect when a Character enters the zone
The ApplyForceTowardCharacter ItemAction is no longer a brainlet, and is now “ApplyForceToward”. Now with 200 more IQ, it can apply a force to an item towards a Character, MoveTarget, OR another interactive item. We knew you could do it, ApplyForceTowardCha-…you!
For CSC users: Patrick no longer has any hardcoding in his own Character Script to force his drunk level to 10
The body (not specific body part) Shrink, Grow, and Reset Character Functions that were previously only available to Patrick and Lety are now available to use for all Characters
For CSC users: CriteriaGroups now have a True/False attached to their usage within a Criteria. This will ensure maximum flexibility and prevent the need to make a “returned true” and “returned false” version of the same CriteriaGroup
In the CSC, you can no longer assign a CriteriaGroup to be a Criteria for itself within one of its Criteria Sets
Intimacy will be able to occur in the Laundry Room now
Fixed an issue that was preventing the score from showing when playing Beer Pong
Fixed an issue that was preventing beer pong balls from self-limiting their spawn quantity
For the CSC: there is now an Event Trigger/reaction that can fire when a Character scores a point in Beer Pong
The Player Inventory Add command/subcommand will now also accept the ‘All’ subcommand, which will add every single non-door, non-chair, etc. item to your inventory. With zero grace. TLDR: we pack you full of dildos and break your game
Fixed an issue that would cause “Anybody : Is Attacked by : ” Event Triggers to fire any time any Character was attacked
Player “Photo” values modified by the Camera item will now be treated as Game Events, and will also be logged in the Debug Log accordingly(edited)
In the Original Story: added various emotive events across the story where appropriate
In the Original Story: Madison, Ashley, and Patrick are far less likely to casually talk to other NPCs while the drama of Madison’s Smooth Operator (pre-finale) is unfolding
In the Original Story: mitigated/reduced the chance of a niche issue occurring that could cause Madison to briefly roam away from the Player towards the end of her “Smooth Operator” opportunity
In the Original Story: refactored the “emotive dialogue minigame” at the finale of Madison’s “Smooth Operator” opportunity to simply make use of the Player’s thought bubble replies as responses, bringing this sequence in-line with all other dialogue mechanics in the story
In the Original Story: asking Madison to use the perk gained from her “Smooth Operator” opportunity (relationship ‘fix’) will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Derek
In the Original Story: asking Madison to use the perk gained from her “Smooth Operator” opportunity (relationship ‘fix’) will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Patrick
In the Original Story: fixed an issue that could result in Stephanie immediately getting high and running downstairs, with main dialogue still on the screen, during her “Meltdown” opportunity, if the Player left her field of vision after talking with her about the ingredients in the art room
In the Original Story: Stephanie will not use certain BGCs that directly reference her dancing if she is laying down
In the Original Story: Stephanie will no longer infinitely stay outside in the yard once she gets over her “Stargazing” moment, should the Player not speak to her. She will eventually understand that other NPCs need to make use of that area and decide that dancing is better than getting walked all over
In the Original Story: Stephanie won’t be interested in being given Items during the time she starts approaching Katherine to grab her phone, until after she wakes up after the finale of her “Drunk and Disorderly” opportunity
In the Original Story: Katherine will no longer appear to be on her phone after Stephanie grabs it from her
In the Original Story: Katherine won’t have any interest in casually BGC while Stephanie has her phone during Stephanie’s “Drunk and Disorderly” opportunity
In the Original Story: if Stephanie still has the crunched Paper Bag in her hands during her “Drunk and Disorderly” finale, she’ll move it to the other hand so that she can really give it to Mort on the phone without looking like a weirdo
In the Original Story: added one more intimacy position to Stephanie’s radial choices as part of her “Special Tutoring” reward
In the Original Story: fixed an issue that could cause Ashley to accuse the Player of untying her top when progressing through her “Drunk and Disorderly” opportunity, even if the Player had never done so
In the Original Story: fixed an issue that could cause Derek to deliver a confusing line about having just spoke to the Player about a certain substance, when in fact Derek and the Player had never had that conversation
In the Original Story: in the event that the Player gives Ashley the Lit Joint when the “Redemption” opportunity has not been started, her dialogue will not reference being “square” with the Player
In the Original Story: improved control over Madison and Ashley’s socialization during the finale of Madison’s “Drunk and Disorderly” opportunity
In the Original Story: Madison will now wait 60 seconds between each “beer given” dialogue before accepting another beer during her “Drunk and Disorderly”, rather than 60 seconds between each individual GiveTo action in the radial menu
In the Original Story: mitigated an issue that could sometimes cause Madison to run into the slider door without passing out in a timely fashion during the finale of her “Drunk and Disorderly” opportunity
In the Original Story: fixed a canon discrepancy between one of Brittney’s answers given in the hot tub with Amy and a Brittney-Stephanie Background Chatter exchange
In the Original Story: cleaned up the arrival of Madison into the Art Room prior to “Like a French Girl” so that she will not need to abruptly warp into position, unless you (yes, YOU) did something crazy to break her positioning
In the Original Story: fixed a couple issues that could cause Derek and Madison to both react in a rather over the top manner to the Player’s predictable nudity during the opening sequences of “Like a French Girl”
In the Original Story: the Player will be briefly locked in place while posing during “Like a French Girl”, so that they may fully enjoy kneeling majestically, or displaying their star fish without risk of accidentally ruining the pose
In the Original Story: fixed an issue that could allow Amy to try and discuss Stephanie’s potential and behavior far after any relevant “Apply Pressure” or “Meltdown” opportunity content was completed or failed
In the Original Story: clarified a couple alt dialogues/dialogue criteria in a few Ashley lines that led to confusing responses in niche situations
In the Original Story: fixed an issue that could cause the events leading up to the Lety/Leah conversation to spam the Debug Log unnecessarily
In the Original Story: tweaked Madison and Lety’s ability to fidget, be distracted by items, and animate conversation during their garage conversation, in order to clean up some clipping/item issues that can occur
In the Original Story: Derek will now at some point attempt to actually eat some Sweeties at a certain point in the story. NOMNOMNOM
In the Original Story: Derek will also Change Location after stuffing his face, if he is able to, to avoid causing Kitchen traffic jams
In the Original Story: tweaked Brittney’s throw of Sancho the Sleazy Suckerfish so that it appears to be more like an actual throw
In the Original Story: Amy will not attempt to socialize with other NPCs while walking to the upstairs bathroom for her “new underwear” selfie, nor will other NPCs attempt to talk to her or roam/hangout with her
In the Original Story: Katherine will no longer awkwardly try to cover up prior to or immediately after her intimacy scene with the Player
In the Original Story: removed an erroneous/duplicate VA for a Derek DLG related to the Player asking for his shirt during Amy’s “Scavenger Hunt” opportunity
In the Original Story: slightly tweaked Amy’s “cover self”/exhibitionism behavior during the hot tub-finale of her “Scavenger Hunt”
In the Original Story: Brittney and Amy will no longer react to each other in quite so awkward a fashion when they start taking clothes off near each other during the hot tub-finale of Amy’s “Scavenger Hunt”
In the Original Story: Lety and Rachael will be considerably stronger during their “Easter Egg” romp, which should help to prevent combat against Derek and Leah from taking too long
In the Original Story: during Lety and Rachael’s “Easter Egg” romp/finale, Lety will not be quite as animated with her hands during conversation or standing around, which should cut down on the handsanity
In the Original Story: added one new, non-violent way to get the Camera item back from Frank, and tweaked minor behaviors related to that and related to getting Frank to “trust” the Player
In the Original Story: attacking Frank outside of Leah’s “Broken Code” combat finale(s) will now incur a social penalty
In the Original Story: repeatedly annoying Frank via various dialogue/action choices can now lead to a minor penalty to his social meters
In the Original Story: telling Frank the truth about Rachael’s thermos will no longer automatically fail “Hunt for Red’s Thermos”…although of course, you’ll have to find another way to get the thermos
In the Original Story: began refactoring certain events around the use of CriteriaGroups instead of “evaluator” events
In the Original Story: fixed an issue that could allow Ashley to use her “Threw Beer On Madison” dialogue with the Player twice, which could cause various issues related to her “Smooth Operator” opportunity
In the Original Story: the Player will now get a one-time Combat Stat (speed) boost if they score two points in any one beer pong game
In the Original Story: minor tweaks to the event that has Madison walk to the Player to talk about her Sky Animals after meeting the other party goers; she will not wait until the player is a certain minimum distance away before trying to approach him, but also is less likely to bug the Player during other “Global NPC Events” or if the Player is about to fight another Character
In the Original Story: fixed an issue that would allow the Player to Throw Beer on Madison at a few highly inopportune, unintended times
In the Original Story: fixed an issue that would allow the Player to fill up the empty flask, give it to Patrick, and start the Derek Smash! fight without Derek Smash! being In Progress, which could bug out several characters
In Date Night With Brittney: fixed a few VA-text mismatches
In Date Night With Brittney: fixed a few issues that could cause the Player to not be warped to Brittney after the Player chooses what to do with the Stove/Brittney’s meal
In Date Night With Brittney: fixed an issue that could cause Brittney to get up from a couch/be unable to “Talk” after the Player chooses what to do with the Stove/Brittney’s meal
In Date Night With Brittney: addressed an issue that could allow Brittney to get stuck, just a little, inside an outdoor patio chair before being intimate with the Player
In Date Night With Brittney: Patrick will no longer laugh like an insane person right before waking up with a raging headache should he be close to the Player and Brittney being intimate
In Date Night With Brittney: patient Players who want to start pleasuring themselves between Brittney’s closing dialogues and the Game Over screen(s) will no longer be punished for doing so. They won’t be rewarded either. They just won’t see a dumb dialogue that makes no sense, given the liberal usage of floppy bits that recently occurred
In Date Night With Brittney: sprinkled some extra emotes throughout the story, where appropriate
In A Vickie Vixen Valentine: general cleanup to comply with recent engine changes and tighten certain old behavior timings up
In A Vickie Vixen Valentine: sprinkled some emotes throughout the story, where appropriate
In A Vickie Vixen Valentine: fixed an issue where very, very fast Players could turn the corner to trigger Vickie’s intro dialogue BEFORE her “intro texts” played, potentially breaking their playthrough
In A Vickie Vixen Valentine: fixed an issue that could cause Players to get temporarily stuck at zero “O” sensitivity until they took another intimacy action or saw a dialogue under specific circumstances
In A Vickie Vixen Valentine: prevented a dialogue spam issue that could occur if the Player for some reason clicked the Play radial option multiple times prior to playing “Never Have I Ever” with Vickie
In the Original Story: the Player has to know Amy/know a bit more about Amy before he has any reason to ask Amy for info about Derek
In the Original Story: fixed an issue that was preventing a select few Inspect Texts for Patrick to not show up during “Palectrick Feel”
In the Original Story: fixed an issue that could permanently prevent Patrick and Rachael from roaming to each other, even if the Player got them to bond as a result of the events of “Patty’s Striking Resemblance”
In the Original Story: fixed an issue that could cause Patrick to become visibly drunk again after the events of Madison’s “art show” via a Social event, even if he had already sobered up
In the Original Story: the Player can now choose to opt back into the “nude Frank” ending of “The Muse” if they opted out once, while Derek is still blocking the door to Madison’s bedroom. This will provide a choice so that players can continue completely unrelated content (character/plot-wise) that required an item from the bathroom
In the Original Story: Derek’s walk to the kitchen while searching for Purgalicious during “High and Dry” will now take a tiny bit longer
In the Original Story: adjustment to an Amy-Derek overhear Dialogue regarding Derek’s brother, if Derek is blocking the door during “High and Dry”
In the Original Story: fixed an issue that could cause duplicate dialogue to Play after kicking open the Spare Room 2/Art Room door to stop Stephanie from huffing if the Player was fast and ALSO used the “Take Bag” option. Will prevent accidental duplication of the Meltdown ending
In the Original Story: mitigated additional minor walkto/positioning issues associated with niche Player decisions during the finale of Stephanie’s “Meltdown” opportunity
In the Original Story: sprinkled a few more emotes where appropriate throughout Stephanie’s “Meltdown”-related content
In the Original Story: slightly tweaked how long the Derek Smash! fight involving Patrick and Derek vs. Frank can take, as it was taking a bit too long most of the time
In the Original Story: fixed an issue that could prevent the Player from seeing Ashley’s commentary about getting Brittney “out of her cave”
In the Original Story: Ashley will not break away from certain other critical story moments in order to talk to the Player about getting Brittney “out of her cave”
In the Original Story: Amy will no longer be forced to interact with Stephanie, Katherine, and the Player during the events that precede “Meltdown”
In the Original Story: Stephanie will no longer be restricted from helping Katherine for her “Meltdown” content just because Madison’s art show is ongoing
In the Original Story: if Stephanie is in the art room/Spare Room2 as the Player is about to use the Voice Recorder on the Window, the Player will need to deal with Stephanie’s presence first
In the Original Story: tweaked Rachael’s “Occupied” behaviors during the finale of “Palectrick Feel”
In the Original Story: cleaned up some behaviors related to Katherine’s auto-failing of “Meltdown” if the Player already got Steph drunk/naked and THEN gave Katherine the Tampered Rum
In the Original Story: miscellaneous cleanup of minor behaviors related to the events of “Palectrick Feel”
In the Original Story: made behavioral tweaks related to Frank’s return to his chair in relation to his “sting operation” and reaching the player, getting into fights, being knocked out, etc. This should somewhat help to minimize incidents in which Frank reaches the Player, but then quickly walks away back to his chair
In the Original Story: fixed an issue that could cause Patrick to become stuck behind the gazebo towards the end of “Patty’s Striking Resemblance” if the Player decided to betray him at that time
In the Original Story: fixed an issue that affected Patrick’s AbleToBeDistracted state and behavior with other NPCs if the Player failed out of his “masochism test” behind the gazebo near the finale of “Patty’s Striking Resemblance”
v0.16.1
Fine-tuned and polished NPC eye-contact, facial expressions, and awareness of the player when the player is in conversation with them, and when they are in conversations with other NPCs.
Added support for Completed, Failed, and Step-Based Opportunity descriptions to help guide the players more
Changed the look and feel of Opportunity notifications
Added censored versions of Madison’s photos on her phone for when the player has the censor nudity option checked
Revamped the Opportunity Window (More changes coming)
Added a couple of new states to put characters in a very basic idle with no fidgeting
Fixed an issue that could sometimes cause the speakers to lose sync
Implemented new logic around the way Dialogues are processed which should prevent the game ever getting “stuck” in rare circumstances
Tweaked alignment of certain anatomy in some intimacy positions
Implemented a new clothing system that can support multiple outfits better
All females are now equipped with “Strap Ons” that can be enabled via clothing commands
Minor tweaks to size and position of UpstairsBathroomZone collider
Set up right hand mounting and misc item settings for the Toaster
Criteria Groups can now be re-ordered in the CSC via up and down arrows, similar to the re-ordering functionality recently added to Event Triggers
The “throw” animation no longer rotates the character
Fixed an issue that was disabling Dialogue Only Characters on loaded games
Added a highway billboard + sound
New credits entries
New design for opportunity pop-ups
New design for opportunity log
Added “small versions” of avatars
Added censored versions of madison’s phone pictures (for when censorship is enabled)
Fixed discoloration between LOD versions of characters
Updated Amy’s clothing
Fixed Rachael’s LOD2 skinning
Improved allignment and clipping all strapon’s
Add Arin and Dan to the main menu
Fixed clothing skipping on main menu
Fixed Ashley LOD sandals and Arin LOD spikes
CSC: Criteria within Criteria Group sets will now automatically sort based on their Order, like they do in Game Events, Event Triggers, etc.
When adding new Criteria within the CSC, Criteria are no longer auto-ordered by the total count of Criteria that exist in the collection/list of Criteria. They will now automatically be given an order number that is one greater than the order of the previous/last Criteria shown. Anyone else OCD much? How are your fingernails?
When moving Event Triggers up or down in the CSC, the name of the event being moved will now properly be displayed even if it was not given a custom name
Fixed two null reference exceptions that could occur in the CSC and cause the interface to break when copy pasting an event that had “Player” as its Character, and then swapping to an event type that did not support a Player-type character
Added a second Move Target behind the table in the Garage
For those CSC users who really, really love Event Triggers (you should) but didn’t think the Move Up/Down arrows were enough, you can now insert Event Triggers at a specific place in the Event Trigger list
Background Chatter criteria in the CSC will now auto-sort based on their order number
The Search functionality within the CSC will now properly return event and criteria search results from within Character Story Item Interactions (On Accept and On Refuse)
The Search functionality within the CSC will now return Criteria results from within Criteria Groups
Shrunk the size of the outside No Loiter colliders so that they do not encroach as much on a handful of outside Zoning colliders or several more recently added MoveTargets
The dildo (DoubleDildo) from Ashley’s room will now look appropriate when mounted to either of an NPC’s hands. Dildo. Dildo hands. Sorry, I just like putting ‘dildo’ in updildate notes. HAH. Adaptdildification
Corrected inventory offsets for various food items
The Achievement ID (not the name) will now be logged in the Debug Log when an Achievement is earned
“Export Pending” in the CSC will now correctly export Story Item DisplayGameMessage events
Forward lunge-type combat attacks (default W + Attack) now have a slightly longer range than other attacks
Attacks by the Player at the outer edge of their combat radius and swings made to the far sides of an NPC will not be as likely to accidentally trigger combat with said NPC
Added the OnAnyItemAcceptFallback and OnAnyItemRefuseFallback Event Trigger/Reaction types in the CSC. These can be used to assign an Event Trigger to execute when any item is refused or accepted by an NPC, IF no other item was refused or accepted first
Reconfigured the sizing of the Foam Finger and set up “optimal” mounting offsets for left and right hand mounting to Characters
The Tablet (tab_2) item will now be highlighted if it falls into the grass
Added the ApplyForceTowardCharacter ItemAction for use with the Item Event in the CSC and Item Command in the Command Console. Will apply a physics force to an item that moves said item toward where the target Character’s Head is at the moment the event is called
Fixed an issue that could cause the List subcommand to not show all of a Character’s values when used with the Values console command
Fixed an issue that could cause NPCs to fail to ChangeLocation due to an unnecessary and redundant distance check
Fixed an issue in the CSC that was preventing Compubrah and PhoneCall from appearing in the Character dropdown for the Dialogue Criteria/CompareType
NPCs will no longer receive a ChangeLocation request if they are executing any Important/Very Important animation(s) or events while standing in a NoLoitering area
Forced ChangeLocations (via Game Events, for example) will cause the target NPC to initiate movement more consistently, instead of waiting a random period of time between 2-5 seconds before moving
Dialogue Overhear events will now follow the same height rules as every other height check in the game
CSC: started adding tooltips to various smaller buttons
CSC: the Copy button will no longer only be shown when an event is fully expanded
CSC: users can now Paste an Event using a button that will appear in-line with the events using one of two methods: Paste Using Same Order (the event will appear just below the copied event), or Paste as Last in Order (the event will become the last event in the collection of events)
CSC: to improve readability, a couple of pixels are added after each event in a collection of events, unless that event is the last in the collection
Fixed an issue that could prevent DialogueOnly Characters like PhoneCall and Compubrah not to make use of On Dialogue Start Dialogue events
The BGC text UI will now prioritize NPCs playing Important BGC (Trigger BGC or direct responses to Trigger BGCs) over NPCs casually using conversational BGC
Fixed an issue that could cause smaller items like Phones, Natty Lites, and more to get stuck under the Dirt Mound/Rockpile. The Player should now have a much easier time grabbing items “through” the dirt. Get in there…oink oink!
Fixed an issue that could allow items to roll underneath the cushions of the outside patio furniture. All that’s under there now is loose change. And our tertiary dildo storage
Added two more AddForwardMomentum-type ItemFunctions that will be usable for any physics-enabled Interactive Item
In the Original Story: fixed an issue that could cause Katherine to keep her “RunWhenCloseToTarget” state after the Player completed or failed the “Meltdown” Opportunity
In the Original Story: after the “Meltdown” Opportunity is completed or is failed, Katherine will move back to the Kitchen or Study, depending on what previous actions the Player had taken with her
In the Original Story: fixed an issue that could cause Stephanie to not reach the Art Room/Spare Room 2 in a very specific situation within the “Meltdown” Opportunity
In the Original Story: fixed an issue that could lead to Frank repeatedly trying to get to the Downstairs Bathroom after headbutting it for Katherine
In the Original Story: Various optimizations and minor tweaks to common place events like Patrick being KO’d, the Player stealing items (added a missing distance check or two, etc.)
In the Original Story: fixed a Character ownership mixup for the StephFollow criteria
In the Original Story: cleanup of minor events in Stephanie’s “Drunk and Disorderly” Opportunity, and added some emotive events to various dialogues in the finale of that Opportunity
In the Original Story: fixed an issue that caused Patrick to talk about hiding his wine from Frank as if he still had it, even when he no longer possesses his wine
In the Original Story: fixed an issue that could cause Stephanie to walk to Katherine, then walk back to the Living Room or Outside Speaker at least once instead of following her intended route to the Hot Tub during the finale of her “Drunk and Disorderly” Opportunity
In the Original Story: various minor tweaks to Stephanie’s dialogue and response behavior(s) related to her “Drunk and Disorderly” Opportunity
In the Original Story: fixed various minor text mismatches between dialogues and their VA/SFX
In the Original Story: fixed an issue that could cause Stephanie to imply that she might take more beer after her “Drunk and Disorderly” Opportunity is completed
In the Original Story: Stephanie will sober up a bit faster after her “Drunk and Disorderly” Opportunity is completed
In the Original Story: Katherine will no longer react to the Cell Jammer if she is topless, currently displaying a main dialogue, or in combat
In the Original Story: tweaked the warning the Player gets if they leave the Cell Jammer on for too long after jamming Katherine successfully
In the Original Story: the Player can now “Take” additional food items into their inventory
In the Original Story: Katherine’s behavior is more in line with her willingness to do the photo shoot and will therefore no longer attempt to cover up during it
In the Original Story: fixed an issue that could cause Katherine to bump into the downstairs bathroom door repeatedly when she’s clearly, obviously, and indubitably supposed to be sick
In the Original Story: Stephanie will no longer permanently chill, awkwardly, outside the bathroom where Katherine marked her territory after the Player completes her “Meltdown” opportunity. She’ll remember that she likes music, and if not busy, will return to said music
In the Original Story: NPCs won’t roam to Ashley while she is waiting for the Player to get down with her during the finale of her “Smooth Operator” opportunity, and Ashley will not socialize with any NPCs that walk in on her
In the Original Story: fixed an issue that could cause Ashley to become unresponsive in the finale of her “Smooth Operator” opportunity
In the Original Story: Katherine will not socialize with NPCs while getting sick after receiving the Tampered Rum
In the Original Story: fixed an issue that could cause Katherine to become stuck in the downstairs bathroom and leave Stephanie in the art room, if the Player groped Stephanie during Meltdown
v0.16.0
N/A
v0.15.5
Fixed an issues that was causing long loading times
Added code to prevent characters from doing exaggerated animations while holding items, causing them to sometimes clip
Fixed an issue that could cause characters with a combat Stamina between 0 and 1 to get hit for more damage than intended
Added the MatchValue GameEvent for CSC Users, and a corresponding Console Command. This will allow you to set Character values to be equal to each other (across Characters, or two values for one Character)
Fixed an issue that could cause a Character’s zone to not update properly if they were sitting, laying down, or in certain other poses
Performance optimization of Zoning system
Listening the Quests for a specific character via the Quest console command will no longer count as Cheating
Listening the Events for a specific character via the Events console command will no longer count as Cheating
Listing the Events for a specific character via the Events console command will now show the name of the event, followed by the event’s type, and finally if it is enabled or not
The Events console command will now correctly list Events assigned to DialogueOnlyCharacters (Compubrah, Phone Call). Be aware that DialogueOnlyCharacters can make use of very few Event types, e.g. GameStarts
Optimization of the command console to prevent excess garbage collection, memory usage, and mitigate hiccups
Corrections to a number of ‘help’ and ‘example’ texts for various console commands
In the Original Story: Ashley will not be considered “Occupied” for quite as much of her “Sibling Warfare” opportunity, which will prevent her from being unavailable in some circumstances that did not make sense
In the Combat Training story: There is now a Help text on the briefcase. Cause, you know…this is a learning experience and stuff
In the Combat Training story: The NPCs that are summoned for combat practice will wait to attack you until you attack them
In the Combat Training story: Fixed a few bugs that were causing duplicate messages to display
In the Combat Training story: If the Player wins one fight, they can unlock Social Justic…Outrage Mode
In the Original Story: Fixed an issue that could cause Leah’s content to break if you did “Just in the Kick of Time” (Leah and Lety’s “talk”) first
In the Original Story: Amy’s “Stub Toe” event with Stephanie will no longer trigger during many combat-heavy sections of Leah’s content, and while it was already checking to see if the Player was in combat, will now no longer fire if the Player is about to be attacked by an NPC
In the Original Story: Rachael’s confrontation with Patrick will no longer trigger during many combat-heavy sections of Leah’s content, and while it was already checking to see if the Player was in combat, will now no longer fire if the Player is about to be attacked by an NPC
In the Original Story: Fixed a missing value in Stephanie’s Value List
In the Original Story: The Player can now unlock Leah’s VR reward if they have fully completed her content, have the Open Briefcase in their inventory, and THEN engage in any sort of intimacy…Compubrah can get data this way, for sure
In the Original Story: Fixed another issue that could cause Leah to walk to Lety to start their “Just in the Kick of Time” conversation, even if the Player was just starting the Spare Room search stage of the 0.15.4 content
In the Original Story: Fixed an issue that would prevent Katherine from opening the downstairs bathroom door herself, if it was locked, in the event that Frank was not available to help her. She’s too crafty to be stopped by a door!
In the Original Story: Cleaned up some redundant/confusing values associated with Stephanie’s “Meltdown” opportunity
In the Original Story: The Player will no longer be able to simply walk up to Stephanie and complete “Meltdown” if they got the Gut Grip but not a bottle of water
In the Original Story: Fixed a few VA-Dialogue text mismatches for Frank and Leah
In the Original Story: Frank will be slightly less likely to fall off the roof prematurely when Leah confronts him during one of the “Good” finales to the “Broken Code” opportunity
In the Original Story: Leah should more reliably point to the places the Player should look during the Garage Search stage of “Snake in the Grass”
In the Original Story: Fixed an issue with Loaded Games (specifically those made prior to 0.15.4) that would allow various versions of the Snake to be visible when they should not have been
In the Original Story: Fixed an issue with Loaded Games (specifically those made prior to 0.15.4) that would result in Frank being literally an indestructible killing machine that no skills, blood sacrifice, or thrown vibratrons could ever hope to topple
In the Original Story: Fixed an issue that would allow Players to earn the Achievement “The Harder They Fall…Dood” without actually having engaged Frank in Combat. Hey asshole, I see you with that exploit, you’re fucking dead!
In the Original Story: Modified the back-end relationship values between Frank and Leah, should the Player take Leah down the “evil” route during “Broken Code”
In the Original Story: Patrick will not walk to the Player to talk to them about his VR brahmbat training if the Player betrayed him at any point
In the Original Story: Fixed an issue that could cause the Debug Log to be spammed with events that are part of Rachael’s initial confrontation with Patrick
In the Original Story: Fixed an issue that could cause the Player to see multiple Achievement pop-ups for the “Caught in the Act” Achievement
In the Original Story: Fixed an issue that would cause Leah to not punch towards the Spray Paint Can in the upstairs art room closet during “Snake in the Grass”
In the Original Story: Fixed an issue that could cause NPCs to get stuck in the Garage if Leah and Madison/Lety’s Garage-based scenes occurred in close proximity
In the Original Story: Fixed another issue that could cause Leah to approach Lety for their “Just in the Kick of Time” conversation while in the middle of Leah’s new 0.15 content
In the Original Story: Fixed an issue that was preventing a specific Lety-Brittney BGC exchange from ever occurring
In the Original Story: Fixed an issue that could prevent the Player from earning “Flash” score with Katherine in certain circumstances
In the Original Story: Fixed an issue that could allow the Player to earn “Flash” score with Katherine by flashing the same NPC more than once
In the Original Story: Fixed an issue that would allow the Player to continue with Katherine’s content even if they had not flashed all NPCs at the party (Lety and Vickie excluded)
In the Original Story: The Player will now hit a bit harder and take a little more damage as part of the “evil”/Ronin finale of “Broken Code”, should they get “trained”/enraged by Leah
In the Original Story: Frank, due to being terrified by Leah toward the finale of the “evil”/Ronin finale of “Broken Code”, will be slightly weaker until “Broken Code” is Completed or Failed, even moreso if he witnesses the Player’s descent into Rage…
In the Original Story: Certain food items from the fridge can now be eaten for additional Combat Stat increases, and health restoration. Remember that these may or may not be needed for use in other content!
In the Original Story: Fixed an issue that could cause the “Signs of Affection” Opportunity to become stuck, if the Player also had “Road to Redemption” active at the same time
In the Original Story: Cleaned up a redundant Derek hint response about getting closer to Ashley
In the Original Story: Drunk Lety will try to avoid bothering the Player about starting the “Try Anything Once” opportunity if the Player is in combat or about to be in combat
In the Original Story: Fixed a couple humiliating typos in one of Rachael’s BGC’s. This is why we don’t have localization for your language…we can’t even use our own correctly
In the Original Story: Fixed another issue that could allow Leah to walk to meet up with Lety for their “Just in the Kick of Time”, even if Leah was hunting for the snake in the Art Room with the Player
In the Original Story: Fixed an issue that could cause Katherine to ask Stephanie to sing to her, and Stephanie to sing back in reply, even if Stephanie was nowhere near the downstairs bathroom during “Meltdown”
In the Original Story: Fixed an issue that could cause Lety to repeatedly walk towards the Player, if an older save was loaded. PERSONAL SPACE, LETY. PERSONAL. SPACE.
In the Original Story: Fixed an issue that could cause Ashley’s “Drunk and Disorderly” to break after the finale fight
In the Original Story: Fixed an issue that could cause eating a certain item to compromise Katherine’s positioning, permanently
In the Original Story: Katherine will no longer wait around forever for the Player to get intimate with her. Since she hates her boyfriend so much, however, she will still be willing to give the Player a shot even if he was slow in tending to her needs. What honor. Such loyalty.
In the Original Story: Fixed an issue that could cause Patrick to repeatedly deliver “VR hint” dialogue after Leah’s Garage Search in “Snake in the Grass”
In the Original Story: Fixed another issue with Leah/Lety content clashing towards the end of the yard/perimeter search in “Snake in the Grass”
In the Original Story: Amy won’t be as likely to trigger her toe stub dialogue while Ashley is confronting Madison during Ashley’s “Drunk and Disorderly”
In the Original Story: Rachael won’t be as likely to confront Patrick about his website while Ashley is confronting Madison during Ashley’s “Drunk and Disorderly”
In the Original Story: Fixed a few issues that remained in regards to Leah-Lety “Just in the Kick of Time placement and movement event timing, as well as availability of certain Leah dialogue responses right before Leah and Lety’s conversation starts
In the Original Story: Fixed an issue that could cause game message spam to occur if the Player was far away from Leah and Lety while they were waiting to talk
In the Original Story: Fixed an issue caused by yesterday’s (10/14) Katherine master bedroom “wait behavior” change that could result in her not having her phone or glasses properly mounted or enabled
In the Original Story: There is now an apology response available so that the Player can recover from Untying Ashley’s top AFTER having been nice to her all game and completed “Signs of Affection” from Vickie. But pursuing the actual “make up” part with Ashley in this situation won’t require the Blue Flower or even be completable depending on your other previous choices…
In the Original Story: Fixed an incorrect criteria in an “apologize to Ashley” line that was preventing the Player from receiving a small social bonus with Ashley
In the Original Story: After throwing beer on Madison, Ashley wills till try to walk to the Player, but only if she is not occupied with other content the Player has involved her with, if the Player is not in combat, etc. This will prevent her from disappearing during moments of the “Family Time” opportunity, or bothering the Player mid-fight against Frank, and more annoying crap
In the Original Story: Addressed an issue which could cause Madison to approach the Player about her Sky Animal crap at inopportune times
In the Original Story: Certain “approach the Player and bother them” or “HEY PLAYER LOOK AT WHAT IS GOING ON HERE!” events like Amy’s “Toe Stub” moment with Steph are now delayed by a brief universal time buffer, to prevent them from all happening at once quite as often
In the Original Story: Ashley will no longer react to the Player’s amazing, shirtless body if she is in the middle of “Family Time” with Patrick
v0.15.1
(Alpha 8/30/19)
Added more of Leah’s story
Added bike lock + key
Added color filters (grayscale + rage)
Added smartphone flashlight
Implemented Quick Save Feature (F9)
Tweaked combat mechanics
Added Dead Snake and updated wearable snake for Frank and Leah
Made male player’s shoes and sleeves higher-poly and improved rig
Updated interactive items and grabbable body parts with new player rig hand(s)
Fixed player’s head and body skin tone not matching
Phones and other small items now highlight when they are dropped in the grass so the player can easily find them again
Fixed an issue where collision sounds are sometimes played when some items are in the player’s inventory
Inventory and Opportunity buttons are now mappable in the control/controller map
Fixed an issue with GameStart events not firing correctly sometimes
Player.Sit and Player.Laydown events will now have the target bed/chair shown in the logs and in the CSC
Added Throw Punch SendEvent option to the CSC
Tweaked the dropdowns in the CSC for State Events and State Criteria to be alphabetically sorted, and the order of the dropdowns within the GUI element to be more in-line with the game event and criteria naming structure
Gave Leah an Earpiece she can reach for. For security reasons
Added the “PhoneBlindedMe” reaction event for CSC users. This will trigger when a Phone Light is visibly on and a Character enters a roughly character-sized capsule that extends outward from the Phone Light
Added a new Move Target/Sex Spot in the garage, behind the ping pong table. Watch out…balls from above!
DisplayGameMessage events will now have their GameMessageTypes option displayed in the CSC and when logged in the Debug Log
Added a TriggerBGC console command
Individual TriggerBGC events are now much more responsive under almost all circumstances
DialogueOnly characters (Phone Call, Compubrah) can no longer be selected for an IKReach event
Further standardization of Game Event naming and logging conventions with CSC dropdowns
WalkToTargetOption “Cancel” will no longer show up in various places in the CSC where having a “Cancel” option was inappropriate
Further standardization of Criteria naming and CSC dropdowns (against Game Events where appropriate), with exceptions for criteria such as “Distance”, “Vision” and “Is In Front Of”, etc. which are more readable with slightly different formatting. Decreased OCD variance matrix by -0.2207 chodivars
Added missing dropdowns for the Criteria/CompareType when selecting IsCurrentlyUsing or IsCurrentlyBeingUsed
Can no longer select the Player or DialogueOnly Characters (Phone Call, Compubrah) as the CharacterToReactTo in a ReachTarget Event Trigger, as this event is only handled by standard NPCs
Moved the Initialization of certain variables and references in a few scripts that mount or use items in conjunction with character models to earlier in the loading process, and otherwise performed minor cleanup on similar scripts
If the “None” criteria is selected in the CSC, the user will be able to select another criteria from the dropdown, instead of having to remove that criteria and choose a new one
CSC users can now directly compare two values, whether they are “owned” by the same character, or two different characters
Characters will no longer be able to attempt to warp to themselves via the WarpTo console command
Important/TriggerBGC will now be shown even if an NPC is not within direct line of sight of the Player, or is a full floor above the Player
DialogueOnly Characters like PhoneCall and Compubrah can no longer be set to receive GetsHitByProjectile event triggers in the CSC
In the CSC, an Event Trigger can now call itself via a PerformEvent game event IF its Delay is greater than zero. Previously, this was restricted due to the possibility of recursively firing an infinite number of events with a delay of zero, which could freeze the game
Various accuracy and reliability improvements to the GetsHitByProjectile event functionality
In the Original Story: added a preventative check to ensure that Derek doesn’t permanently get his shirt back after he gives it to the Player during Amy’s “Scavenger Hunt” opportunity
In the Original Story: giving Ashley an untampered soda while she is waiting for her clothes to be returned to her will result in the failure of the :Humiliate Ashley: opportunity
In the Original Story: the Player can no longer skip through Madison’s conversational opening delay by giving her her phone and then selecting from global responses
In the Original Story: fixed an issue with duplicate thoughtbubbles appearing when the Player tries to unsuccessfully sit in one of the Hot Tub seats
In the Original Story: made changes to the radial options for Madison’s Phone to accommodate new mechanics and story content
In the Original Story: minor tweaks to responses and events within a couple Patrick dialogues in the event that the Player failed his “Phonegate” opportunity
In the Original Story: cleaned up and made corrections in the Help text for the Player Beer Pong Practice spot
v0.15.0
(Alpha 8/7/19)
Added new player combat mechanic
Upgraded Leah to have some kick-ass fighting animations
Added Katana and Spray Paint Can interactive items
Added Terrarium as a usable Interactive Item
Added Red, Grayscale, and DisableAll visual filter Character Functions; will allow users to enable/disable red or gray (black and white) post processing filters mid-game
Added bike lock and bike lock key as usable interactive items
Fixed an issue that was causing beer pong to be unplayable, especially if the Player grabbed the “starter” ball first and then tried to Practice
Fixed the alignment of the vibrator item when viewed in the Player’s inventory
Fixed an issue that was preventing the Turn console command from turning characters toward a move target
Added several new move targets around the outside fence, and further standardized height positioning of some outside move targets
Aligned the Player’s hand and fingers to better grip the joint item. You know, for inhaling the leaves on most of the days
Aligned the Player’s hand and fingers with the Box of Poppers/PopperBox item
Aligned and adjusted a number of indoor colliders in order to better prevent niche cases of items falling through floors
All bathroom floor types should use the same footstep sound
Fixed an issue with the “Player” console command’s “inventory” subcommand that could also cause items to sometimes fall through certain floors
For CSC users: implemented a new ‘zoning’ system that allows you to check if a character is in a room or ‘zone’ inside or outside of the house, OR fire an event trigger/reaction if a character enters a zone/room
Adjusted the NoLoitering system so it will no longer try to fire whenever any and/or all of a character’s ragdoll colliders enter a NoLoiter/Redirect area; firing once per “character entry” now results in a more reliable NoLoitering changelocation
All phone-type items now have access to default item functions as well as the new EnablePhoneLight and DisablePhoneLight itemfunctions, with cellphone-style “flash lights” aligned to their rear camera flashes
All phone-type items now have a text message sound available as either their Sound Effect 1 or Sound Effect 2 sound, for more flexible usage in custom stories
All phone-type items now have the same starting physics/Rigid Body settings
All phone-type items now have the same sound effect when thrown or dropped
All phone-type items now use the same interaction distance value
All phone-type items have had their inventory positioning, carry/grab positioning, and rotations standardized
All phone-type items have had RaisePhone and LowerPhone itemfunctions added so that the phone lights can be aimed in front of the player and have their position reset
The charinfo console command will now show the specified character’s current zone
The CSC can now trigger events based on who was attacked
Re-adjusted all NPC combat stats
In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
In the Original Story: Ashley will not be as likely to use standard dialogue when in the closet during “Sibling Warfare” if the Player exposes themselves
In the Original Story: Amy will be very, very considerate about stubbing her toe, and will not do so if the Player is in combat or has an intimacy partner. She will also miraculously avoid injuring herself if she is being spoken to, or if Stephanie is being spoken to. Thanks Amy!
In the Original Story: Rachael will no longer confront Patrick and try to beat him up if the Player is already in combat. Who wouldn’t want to watch that?
In the Original Story: the Player can skip through the Rachael-Patrick fight/confrontation more reliably. Yawwwwnnnn…amirite?
In the Original Story: added new Opportunities for Leah: “Causing a Ruckus”, “Guiding Light”, and “Snake in the Grass”
v0.14.4
(Stable Release 7/17/19)
New updated “selfie” pictures for Madison’s phone
Lighting improvements and color corrections
NPCs can no longer be shoved into closets and left for dead
Adjusted some areas of the map so NPCs can’t get stuck in select areas
Removed lamp colliders on stairs
Fixed an issue with non-important move targets getting set as important when an NPC runs into a locked door
MakingOut can now always be started regardless of orgasm state
Sexual acts and roles that do not increase the orgasm meter now cool it down
Starting a sexual act no longer cuts off main dialogues
Fixed Madison LOD2 shirt clipping with her body
Tweaked Lety’s reflectiveness
Fixed Lety’s eyelids clipping and improved skinning shirt right shoulder
Tweaked Amy’s hair highlights
Fixed main menu Lety clothing disappearing
Improved Ashley’s hair, less clipping
Tweaked the automatic closing of the Fridge Door: will now only automatically close when the player is too far away or on a different floor for more than approximately 12 seconds
NPCs will now not be as likely to choose a new Roaming ChangeLocation object within the same room, most notably in the larger rooms like Madison’s/Master Bedroom, and the Living Room-Dining Room-Kitchen area
The Item command’s “itemfunction list” functionality will no longer list items for which itemfunctions are not enabled/cannot be used
The Item command’s “itemfunction list” functionality will no longer duplicate list entries, and the formatting of the list has been cleaned up slightly
Added the CharFunc console command in order to allow testing/use of Character Functions
Fixed an issue with the CharInfo command that was preventing the correct distance to a character’s closest movetarget from being displayed correctly
Added the DontReleasePoseAfterSex state, which will prevent characters from automatically releasing their pose the moment an intimacy act is ended
Changes to the help and example feedback text of the Achievements console command, to better reflect the potentially disastrous consequences of using it correctly
Fixed the height of a handful of outside move targets, which was causing characters to float if they were used as sex spots
Other very minor tweaks to move target or sex spot heights
Added two wall sex spots in the Compubrah environment/DongVR FUCKDOME V3.Blazeit
Very, very slightly relaxed a few specific character limitations when saving a game
You can now have up to 69 save games. Heh.
In the Original Story: Rachael and Patrick’s fight (intro to “Patty’s Striking Resemblance”) and associated dialogue sequence will not play out while the Player is enjoying a thorough, thorough stroking by Vickie in the Hot Tub
In the Original Story: fixed an issue that could cause redundant events to occur if the Player tried to take the Thermos while Frank was knocked out
In the Original Story: fixed an issue that could allow a “Scavenger Hunt” related response to continue appearing for Amy, even if the Player had voluntarily opted out of the Hunt by starting “Chasing Amy”
In the Original Story: fixed an issue that could cause Vickie’s roaming to remain disabled if the Player opted out of her first Hot Tub “test”
In the Original Story: fixed an issue that could cause Derek to become unavailable for Madison’s Art Show (during “The Muse”) if certain events within “Derek Smash!” were performed at inopportune times
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to initiate intimacy with the Player in very unintended, very compromising spots
In A Vickie Vixen Valentine: minor miscellaneous event timing/polishing tweaks
In A Vickie Vixen Valentine: disabled a handful of items that should have been cleaned up after Madison’s party
In A Vickie Vixen Valentine: fixed an issue that could cause duplicate dialogues to appear when Vickie is waiting for the Player in Ashley’s room, prior to giving the Player the phone or finding the stashbox key
In A Vickie Vixen Valentine: fixed an issue that could cause a temporary loss of intimacy options if the Player saved a game during Vickie’s “cuddle break” and loaded back into it
In Date Night With Brittney: fixed a handful of issues related to Game Over event handling
In Date Night With Brittney: fixed a few instances where the Player being out of vision of Brittney would cause her to walk toward the Player, putting her in, frankly, ludicrous positions
In Date Night With Brittney: fixed an issue that could cause Brittney to exit the bathroom while naked, become “stuck”, and repeatedly warp the Player to Frank’s chair in a never ending cycle of disappointment and misery
In Date Night With Brittney: disabled a number of newer items to prevent them from being visible in “Brittney’s house that is no shape way or form Madison’s house so do not even fucking ask us about it”
In Date Night With Brittney: fixed an issue that could cause the Player to encounter a blank dialogue with Brittney that essentially “froze” their current playthrough
In Date Night With Brittney: fixed an issue that could cause incorrect narration messages to appear if the Player ate Brittney’s food but did not protect their tummy tum tum
In Date Night With Brittney: numerous small fixes to intimacy event timing and related radial option issues
In Date Night With Brittney: fixed an issue where the Flower item would not show an inspect text
In Date Night With Brittney: fixed an issue that would prevent Brittney from being properly interactable if the Player had saved and loaded a game immediately prior to her master bedroom intimacy scene
In Date Night With Brittney: fixed an issue that could cause Brittney to kneel and simply look at the Player after he approached her, rather than get all oral on his junk
In Date Night With Brittney: fixed an issue that could cause Patrick to be out of place after turning off the speaker in the living room
In Date Night With Brittney: fixed a handful of other spots where save/loading of games could cause continuity/flexibility/fuckability/suckability/stability issues
In the Original Story: fixed an issue that could cause Ashley to be out of place for her “room tour” finale during “Smooth Operator: Ashley”
In the Original Story: fixed an issue that could cause a response to Ashley’s mid-oral dialogue to be lost after using it once
In the Original Story: made adjustments to Amy’s stub toe event so that it plays out a little more smoothly
In the Original Story: a few more of the ‘help’ responses Derek offers the player will require the Player to talk to him slightly more before they become available; aligning with other ‘help’ responses he offers
In the Original Story: fixed a thought bubble conflict that could occur when choosing certain response options while talking to Madison about getting Vickie’s phone number
In the Original Story: the Player can no longer give Ashley Madison’s phone when she is topless. Let’s be real, at this point she is either way, way too busy with you…or she hates you and your face
In the Original Story: the Player can now try to give Madison’s phone to Ashley as long as they know about the drama between Ashley and Madison, rather than ONLY after seeing one specific dialogue
In the Original Story: telling Patrick to go check under the sofa for booze will no longer interfere with his approaching Brittney, talking to her about getting his phone, and then returning to the Player with the good (or bad) news
In the Original Story: fixed an issue that would cause Rachael to cover herself up when flashing the Player…’cause doesn’t that defeat the purpose?
In the Original Story: fixed an issue that could allow Rachael to walk off when flashing the Player in the outside yard corner; applies to partial and full nudity “flashes”
In the Original Story: Rachael will now be immobile the moment she reaches the Spare Room 2/Art Room for her self-pleasuring, and will release this state when she finishes, or is caught doing her thing. Should cut down on any chance of her moving awkwardly before/after
In the Original Story: cleaned up Rachael’s sequence of self-pleasure in the Spare Room 2/Art Room to prevent many duplicate events from being fired off while she fires one off
In the Original Story: addressed a potential save/load issue with Rachael’s solo-pleasure dare that could cause the Spare Room 2/Art Room door to become locked forever
In the Original Story: the Player will no longer be able to give Patrick anything while being intimate with him. Believe us, it wasn’t worth your time anyway
In the Original Story: fixed an issue that would cause Patrick to cover up when he gets super drunk and naked during “Benedict Brahrnold”
In the Original Story: made tweaks to a save/load event that can cause Patrick to not be properly posed when loading a game in which he was laying down naked on the ground during Benedict Brahrnold (more improvements pending)
In the Original Story: fixed an issue that could cause Katherine to walk away to a semi-random spot instead of staying in the study if she caught the Player pleasuring Patrick in a specific location during “Benedict Brahrnold”
In the Original Story: Rachael will no longer use a negative dialogue line if the Player begins “warming themselves up” in front of her once they are about to get intimate with her
In the Original Story: fixed an issue that could cause Patrick to re-use his “Benedict Brahrnold” finale-intro dialogue, even if the Player had already seen the dialogue
In the Original Story: fixed an issue that could cause Patrick to warp to Ashley and the Player in the middle of the “Benedict Brahrnold” finale, should the Player have asked Ashley about Madison’s Sky Animals at a certain point
In the Original Story: added an additional help/hint thoughtbubble or two towards the finale of “The Muse”
In the Original Story: cleaned up minor save/load events for a few characters
In the Original Story: loosened the criteria for Madison being “occupied” during the events of “Sibling Warfare” just a bit, so that certain content is not cut off during the “free moments” of the opportunity
In the Original Story: restricted the use of a dialogue that would send Derek to Amy during “Runner Runner”, which could cause issues during the finale of “Sibling Warfare” and also forcibly cut off this WalkTo event at a couple points
In the Original Story: made a number of small tweaks that should speed up Ashley’s behavior right before she and the Player need to get into the closet during the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause parts of the “Sibling Warfare closet content” to play out even if the Player failed “Runner Runner” and/or “Sibling Warfare”
In the Original Story: fixed an issue that could allow the player to get into the bathroom while Derek and Madison were dealing with the fallout from “Sibling Warfare”…and while Ashley was waiting to hook up with you. Priorities!
In the Original Story: added a brief sensitivity toggle that should make getting through the Ashley -> Phone Call sequence during “Voicemail Vengeance” a little more manageable
In the Original Story: fixed an issue that, when the Gastronomy Book and Paper were used together, could cause Madison to walk to the MasterBedroomClosetArea when she was otherwise occupied
In All Stories: removed “Faster”/”Slower”-type events to align with new animation sync system; these no longer have any effect and are now obsolete
In the Original Story: fixed an issue that could cause Derek to become stuck in a pose and permanently lose his ability to socialize with NPCs if the Player misses out on meeting Madison when starting “Like a French Girl”
In the Original Story: added additional response and dialogue handling for Ashley’s Family Time sequence, should Patrick already be occupied
In the Original Story: fixed a few missing state issues that could occur if the Player failed “Sibling Warfare” during its finale
In the Original Story: reduced the change Vickie would act as a movement blocker when trying to get into the closet during the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause Madison and/or Derek to become briefly embroiled in background chatter while/after they went to the master bedroom for the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause silly oral nonsense to continue if the Player failed the finale of “Sibling Warfare” while Ashley was…busy
In the Original Story: if the Player pranked Madison and Derek by completing “Sibling Rivalry”, Madison will no longer feel like congratulating the Player about meeting everyone and will not approach him about that or sky animals
In the Original Story: various minor corrections to align dialogue text with certain voice lines
In the Original Story: made minor modifications to a few NPC’s “get outta here”-type responses (that change their location) to make more sense or make them more readily available
In the Original Story: Frank will no longer try to give the Player the condom twice, if he caught the Player getting intimate with another NPC, and THEN was prompted to hook up with the Player
In the Original Story: polished a few events across the story that could cause unnecessary debug log spam or that executed a bit too often
In the Original Story: fixed an issue that could cause Brittney to no longer go near Steph when she should, unless the Player pushed her out of vision of Steph or managed to get her VERY far away
In the Original Story: while being intimate with Patrick in DongVR, there is now a “nevermind” option so that the Player is not arbitrarily forced into a new intimacy act
v0.14.3
(Beta 6/27/19)
Added voice acting for Madison, Frank, Lety, Leah
All sex animations are now synced better
Merged the thought bubble and system messages into one compact HUD
Added icons to distinguish thoughts from system messages
Lighting tweaks and adjustments
Fixed an issue with NPCs trying to navigate to items that the player may have picked up or put in his inventoty
Fixed an issue with Display messages sometimes breaking the radial menu
Added low level “headlight” light to camera for better viewing in dark areas
Aligned the grab hand for a few items around the house that were not implemented yet
Increased the camera speed for transitioning to sex acts
Orgasm meter now “cools down” during making out
Fixed an issue with items sometimes being able to fall through the floor
Loading games now preserve NPC movetargets more gracefully
AllowLocation and ProhibitLocation can no longer have duplicate items added to them
Warping now takes precidence over Action Items
NPCs can no longer be “distracted” when making out
Fix for Gamma slider not working correctly
Lowered fence colliders so players can throw items outside the fence
Fixed an issue where characters wouldn’t swing if they were too close to each other in combat
NPCs will no longer randomly pick another NPC as a roaming target if that NPC is currently headed towards a hot tub seat. Should help mitigate seeing NPCs randomly standing knee-deep in the hot tub
Added the ForcedToDance state, which will allow characters to dance while away from a music source. This new and non-consensual (bool false MEANS FALSE DAMMIT) form of dancing can only be interrupted by movement-related events, intimacy, and a few other story-driven events
In the Original Story: fixed an issue that could cause Stephanie to trip while approaching the downstairs bathroom to talk to Katherine (if the Player got high with her), and afterwards become unable to speak to Katherine or continue her story
In the Original Story: Rachael and Patrick’s fight (precursor to “Patty’s Striking Resemblance”) can no longer initiate if the Player is knocked out, or if Rachael and/or Patrick are Currently Displaying Dialogue
In the Original Story: Katherine’s inspect text is no longer a thought bubble. More important news at 11!
In the Original Story: fixed a double-inspect text that could appear when the Player inspected Ashley at the start of a new game
In the Original Story: fixed an issue that allowed the Player to be able to send Rachael away to while they were being intimate with Patrick in the corner of the yard during “Benedict Brahrnold”
In the Original Story: fixed an issue that could cause Patrick to hang around near the outside corner of the yard after the conclusion of “Benedict Brahrnold”
In the Original Story: fixed an issue that could cause talking to Rachael at a specific time and leaving that dialogue open while the Player goes down on Patrick to break Patrick’s “climactic dialogue”
In the Original Story: fixed an issue that could cause talking to Patrick while the Player goes down on him as part of “Benedict Brahrnold” to break his “climactic dialogue”
In the Original Story: NPCs will not be as likely to roam to Rachael while she is going down on Patrick as part of the events of “Benedict Brahrnold”
In the Original Story: added new Achievements: La Coochadora, Derezzed, Te Amo Lety, The Elder Brahs, and Simple Geometry
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to wander outside the bedroom if she warps the Player out of it (after running upstairs) and therefore repeatedly warp the Player to the Kitchen any time sees him
In A Vickie Vixen Valentine: added an event trigger/reaction to handle the Player being KO’d
In A Vickie Vixen Valentine: cleaned up a few minor inconsistencies with item interactions or inspect texts
In A Vickie Vixen Valentine: fixed an issue that could cause the Player to NOT be warped to the kitchen by Vickie if he was pleasuring himself at a certain moment
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to become unresponsive after playing Never Have I Ever with the Player
In A Vickie Vixen Valentine: fixed other Warp To events that could be compromised by the Player’s ravenous need to self-pleasure
In A Vickie Vixen Valentine: made additional tweaks to Vickie’s “bend over and pose” behavior (after the Player climbs the gutter) to avoid positioning issues if the Player is racing through the content. There’s a pod racing joke in here, but I dropped it
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to not be in the armchair when playing Never Have I Ever with the Player
In A Vickie Vixen Valentine: added some additional emotive behaviors to Vickie as part of a few of her conversations with the Player
v0.14.2
Added voice acting for Rachael, Patrick, Derek and Ashley
Added new front door
Added graphics to throw meter
Added (upstairs) laptop login screen and desktop
New design for thought bubbles
Condensed dialog UI
Added BGC UI
Added Leah’s sound effects
Tweaked various animations
Fixed offset on narrator UI
Painkillers can now be grabbed
Tweaked and enhanced navigation system
Tweaked and enhanced combat system
Tweaked and enhanced lighting and post processing
Fixed an issue where characters could receive PassOut events when they were already passed out
Added a system to prevent NPCs from being able to get stuck anywhere on the map. This should now auto-correct itself in most cases
Characters will no longer roam to NPCs in the hot tub, which would cause them to stand around the hot tub clothed
Characters should no longer be able to lock NPCs in the closet in Ashley’s room
Characters no longer dance if they are not in the same room as the speaker
Characters now react to WalkTo and ChangeLocation events much more quickly
Untagged the armchairs as movetargets. This was causing NPCs to walk into them until they were issued another directive
NPCs can no longer have their orgasm meter go past 100 while in sixty-nine position
Fixed Lety’s shirt/jacket clipping and transparency issue in doggie style
Fixed Lety jacket disappearing from a distance
Shrunk several colliders associated with the No Loitering system to further prevent accidental changelocations. NPCs will also no longer count as “Loitering” if they are currently being groped, currently speaking, currently posing, or have an inaccessible/queued mandatory target they are trying to reach.
Added CharacterFunction mechanic. Will function similarly to Interactive Item ItemFunctions, but are triggered from Characters rather than Items
Fixed an issue that could cause NPCs to select a non-roaming-enabled Action Item, such as the Toilet(s) if they were invited to hang with another NPC and the Action Item in question was in range of the hangout spot
Slightly increased verbosity, viscosity, duplicity, and luminosity of logging for NPC changes of location when they are invited to hang out with a BFF
Minor tweaks to Debug Log formatting to prevent text from being cut off
NPCs that have been renamed in the CSC will now show their customized name over their Orgasm meter when having filthy relations with the Player
Addressed an issue that could cause collisions against characters and ragdolls for some items to not be re-enabled properly after being Unmounted
Addressed an issue that could cause collisions against characters and ragdolls for some items to bug out and be ignored after being thrown or dropped by the “grab hand”
In the Original Story: fixed an issue that could cause Patrick to permanently have the Upset state enabled
In the Original Story: the Player can no longer opt out of Vickie’s first Hot Tub HJ and then pleasure himself near her in order to continue along her Opportunity. Yeah that’s right, how you like that 8″ nerf bat?
In the Original Story: fixed an issue that could cause Patrick and Rachael to go hang out together (via roaming Invite To Hang) after they fought
In the Original Story: fixed an issue that could cause Brittney to no longer stay near Stephanie if the Player fails out of Amy’s Scavenger Hunt in a specific fashion
In the Original Story: fixed an issue that could cause Frank to use his “recently concussed” dialogue after the player uses the Slap Awake option on him, when Frank had not actually recently been concussed
In the Original Story: Amy will now use the new Front Door + yard exit mechanic(s) if the Player drives her away from the party
In the Original Story: swapped Frank’s throw of the closed briefcase to the new Throw SendEvent
In the Original Story: NPCs will no longer try to roam to Katherine while she is sick in the downstairs bathroom
In the Original Story: the Player can no longer use the gutter while being intimate with another character, as this can break the intimacy act
v0.14.1
(Alpha 5/31/19)
Implemented the remainder of Lety’s story (will still be polished)
Implemented two new sex positions: Wall Sex and Wall Sex 2
Added front yard and navigation areas for NPCs
Player can now grope male chests
Created and added a new female main character model (not yet playable)
Restructured Lety’s story with dialogues instead of background chatter for a smoother experience
Added talking fish with animations
Added Scorpion Tequila bottle
Added Lety to the main menu
Added Chili Pepper Bottle
Characters no longer play conversational animations when they are standing, posed, and have an item mounted to either of their hands
Added Game Menu option for Chatter Subtitles
Tweaked and polished door-opening mechanics
Aligned the grab-hand for new items
Added measures to prevent items from being lost and characters getting stuck trying to navigate to items off the navigable area
Fixed an issue with synchronization between the two speakers
Updated and added several new animations
Fixed some issues with the intro timing before input becomes available to the user
Fixed an issue where NPCs would not navigate through a door unless they were on camera
Improvements on getting on and off the bed
Added DoesNotUseIKToOpenDoors NPC Property
Fixed weird shine effect on the wrong side of the gazebo
Fixed Lety wearing double jackets in game and main menu
Fixed an issue with non-important move-targets being saved as important after loading a save game
Fixed an issue with NPCs still having an “In Combat” flag after they’ve been knocked out
Fixed some issues with moving between different sex positions with different NPCs
Fixed an issue that could cause a character being warped to another character to get stuck on surrounding geometry
Slightly modified default (non-scripted) reactions to gropes
Improved and general quality of life enhancements to the CSC export system
NPCs now move to important move-targets more promptly
Updated navigation AI to consider items that may be being held by the player or in the player’s inventory
Fixed an issue with the CharInfo command that could prevent it from showing a character’s list of inaccessible mandatory targets
Charinfo command will now also show combat-related information
CSC users will no longer be prompted to choose a 2nd character when selecting the End or StartMasturbation sexual acts within an intimacy event, as a 2nd character is not needed for these choices
The Debug Log and CSC will no longer attempt to show a 2nd character when displaying event name of the Intimacy StartMasturbation and End sex events
Added an event usable by Story Creators that opens the radial menu for an NPC or item without the Player having to directly interact with the target
Updated Pose console command to work with some newly added poses
The Debug Window will no longer show a duplicate event entry when a system warning, error, or exception occurs. System issues will now properly be timestamped and logged in the Debug Window
The Debug Log will now also log System Warnings
In the Original Story: corrected additional possible placement and state issues that could affect Derek or Madison during the ending of the High and Dry and Like a French Girl opportunities
In the Original Story: fixed a response from the Player to Derek re: Stephanie that was available a bit earlier than it should have been
In the Original Story: fixed a response from the Player to Derek re: Amy that was available a bit earlier than it should have been
In the Original Story: fixed an issue that could cause Amy to always have her phone in her hand after asking her about Scavenger Hunt items
In the Original Story: Amy will now check her phone when asked about all Scavenger Hunt items, instead of just the first few
In the Original Story: resolved an issue that could cause Rachael to confront the Player about Patrick a bit prematurely
In the Original Story: the distance check that fails the Player out of Screw Like a Bee during the Player’s pursuit of Leah is a bit more forgiving
In the Original Story: Patrick and Rachael should not dance as much prior to and immediately after their fight that starts the “Patty’s Striking Resemblance” Opportunity
v0.14.0
Added new character: Lety
Added a new IK animation where NPCs will open doors before walking through them instead of the awkward “bump into the door and step backwards” mechanic
Added some temporary background chatter lines as placeholders that will be replaced with actual character voice acting
Added new lighting situation for better character rendering and better performance.
Revamped disclaimer screen
Revamped credits screen
Added Whizbanger Firecracker Poppers box
Added Popper model
Added Popper explosion effect + SFX
The WhereIs console command has been changed to the CharInfo console command. It now shows the same info as the “WhereIs” command did, but also queued Mandatory move targets, if a pose is being used, if an NPC has an intimacy partner, and additional real-time info about the specified character
Debug Logs will now be saved automatically when quitting to the main menu, restarting a game, or loading a game from the in-game ESC menu
Added in new SendEvent game event that will animate a character to turn towards and then reach for an item (best used with items at knee height or lower)
Fixed issues that were preventing beer pong practice from working as intended with the newly revamped Grab functionality and/or preventing the Player’s practice score from appearing
Added new global Item Function: AddPhysicsRigidBody, which will allow story creators to make any item “physics enabled” (can be pushed, etc.) but not necessarily grabbable
Fixed an issue where the inventory no longer displayed properly after a combat event
Added door sounds that were missing from some doors
Fixed an issue with some of Ashley’s intimacy sounds being too queit
NPCs are now allowed to freely roam and changelocations while they are speaking a main dialogue if the dialogue is targeted at themselves
Optimized and improved the Lighting Manager for better performance
Added new animations for picking items up off the ground with either hand
Fixed an issue where intimacy sounds could sometimes play after an act has finished
In the Original Story: fixed an issue that could cause Frank to react aggressively to the Player when talking to Rachael about her Thermos, even when Frank is concussed after running into the downstairs bathroom door
In the Original Story: fixed an issue that could cause the Player to Loot the condom from Frank’s unconscious body even if they hadn’t discovered that step in the Scavenger Hunt. The player must now be on the “condom step” of the Scavenger Hunt while looting Frank’s body to obtain it. Why else would you just take a pocket-condom, you fucking savage?
In the Original Story: fixes an issue that would cause conversation options about the condom to still appear when talking to Frank, even if the Player had the condom/passed that point in Amy’s Scavenger Hunt
In the Original Story: groping Rachael while in “VR Mode” as part of the new content will no longer result in any negative consequences
In the Original Story: fixed an issue that could cause Rachael to harass the Player about his intentions more than once after you grab the painkillers for Patrick
In the Original Story: Frank wasn’t reacting to Katherine being given the Tampered Rum right in front of him. He cares now
In the Original Story: tweaked how Derek and Madison are able to see the Player when you take the Credit Card from the computer desk. They can now see you still if they are very close to the window, but NOT if they are further out in the yard or in/near the gazebo
In the Original Story: the Player no longer has to have met Leah to trigger the intro events of “Screw Like a Bee”. Alternate dialogue added to handle both situations
In the Original Story: added provisions to greatly reduce the chance that Rachael first confronts Patrick about his website in the middle of Madison’s Art Show
In the Original Story: Frank will try a bit harder to actually look at the art the Player is showing off during Madison’s Art Show, if he is in attendance
In the Original Story: Derek will no longer attempt to socialize with other NPCs while he is guarding Madison after locking her in the bathroom, and for the remainder of the “The Muse” and its sub-Opportunities, until the Player either completes or fails out of them
In the Original Story: adjustments to minor story events during Madison’s “Like a French Girl” Paint-and-Pose sequence
In the Original Story: the Player can no longer move around after Madison invites them to “entertain” themselves in front of her. Meaning no more running into the closet and fapping in the shadows, you deviant
In the Original Story: Madison will no longer attempt to socialize with other NPCs during the events of her “art show” and up through the finale of “The Muse”. I mean, it’s all about the art anyway, amirite?
In the Original Story: minor tweaks to story events across Madison’s “Magnum Opus” opportunity/content
In the Original Story: the Player can no longer use the “Set Free” option on the Penguin if they are mid-Intimacy, as this could cause the Penguin to fall through the ground or into other objects rather easily
In the Original Story: fixed a VA-Dialogue mismatch in one of Derek’s “Art Show” lines
In the Original Story: fixed an issue that could cause Madison’s “Magnum Opus” finale to break if the player pleasured themselves to a crescendo near her
In the Original Story: fixed an issue that could cause Derek to keep walking in the direction of the Player (and possibly ruin his positioning, etc.) once he makes it onto the roof prior to “Like a French Girl”
In the Original Story: fixed an issue with a repeatable dialogue response of Derek’s that is used during “High and Dry” that could cause the Player to only be able to see a helpful hint once, instead of multiple times
In the Original Story: fixed an issue that could inappropriately restrict several locations from Leah’s roaming table based upon certain events in “The Muse”
In the Original Story: fixed an issue that could cause NPCs to roam towards the Player or Madison just before “Magnum Opus” was initiated
In the Original Story: fixed an issue that could cause Madison to be out of position/away from the easel during “Like a French Girl”
In the Original Story: fixed an issue that could cause Madison to use an Angry emote if the Player “finished” on her while “Magnum Opus” was In Progress
In the Original Story: minor tweaks to Save/Load behaviors specific to “Magnum Opus” and the finale of “The Muse”
In the Original Story: fixed a few minor typos
In the Original Story: fixed several issues that could cause the Player, Patrick, and Rachael to encounter some wacky and potentially game-breaking issues if they gave pursued Benedict Brahrnold, gave Patrick the thermos, and then also attempted to continue parts of Ashley’s “Sibling Warfare”/prank content
In the Original Story: fixed an issue that could cause Patrick to walk away from the Gazebo area towards the end of “Patty’s Striking Resemblance” (“Cloud of Mystery” path) and engage in “antics” anywhere
In the Original Story: much like how Patrick can overhear the Player telling Frank to beat him up and voice a line about being “betrayed”, Patrick can now also overhear the Player lying to Madison about him stealing things
In the Original Story: ensured that Patrick has to be able to actually see the betrayal (via Frank or Madison being sent to beat him up) take place in order to react, as opposed to only needing to overhear it
In the Original Story: additional minor tweaks (event timing, order of operations, etc.) to ensure certain niche combinations of Patrick-Rachael and pre 0.13.3 content do not lead to cosmetic/awkward interactions
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to prematurely leave the master bedroom, breaking the story
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to be out of position after the Player sneaks into the house
In A Vickie Vixen Valentine: fixed an issue that could cause a break in Vickie’s sex finale under very specific circumstances
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to leave Ashley’s room prematurely when she and the Player are looking for edibles
In A Vickie Vixen Valentine: made sure the Compubrah briefcase items were disabled
In A Vickie Vixen Valentine: fixed an issue that could cause the Painkillers (Allergy Meds) to bug out AFTER Vickie “takes them” from the Player. This does NOT fix the issue with the Painkillers/Allergy Meds hanging in midair after opening the kitchen cabinet door
In A Vickie Vixen Valentine: fixed an issue that was causing the Painkillers/Allergy Meds to float in midair after opening the kitchen cabinet
In A Vickie Vixen Valentine: fixed an issue that was causing the Painkillers/Allergy Meds to potentially fall through the floor after falling out of the kitchen cabinet
In the Original Story: fixed an issue that would allow the Player to request that Rachael sign the Petition for Derek’s Shirt multiple times
In the Original Story: fixed an issue that would allow the Player to request that Rachael sign the Petition for Derek’s Shirt multiple times
In the Original Story: added additional preventative measures to keep Stephanie from leaving the “art room” before the finale to her Meltdown opportunity
In the Original Story: addressed an issue that could cause Patrick to become stuck in combat with Rachael after their initial confrontation
In the Original Story: addressed an issue in the Original Story that could cause Frank to recover from his concussion while the Player was in the midst of conversation with a seemingly concussed Frank
In the Original Story: fixed issues that could cause dialogues in Ashley’s Drunk and Disorderly to become available before they were intended to be, and cleaned up several minor event inconsistencies
In the Original Story: added and implemented the “Vida La Lety”, “Just in the Kick of Time”, and “Queen in the North” opportunities for Lety. Started adding in “Hunt the Hunk”, “Try Anything Once” and “Disrupt the Disruptor” opportunities, also for Letyv
0.13.3
Added new Character “Leah”
In the Original Story: added the “…Screw Like a Bee?” Opportunity for Leah
In the Original Story: added the following Opportunities for Patrick: Patty’s Striking Resemblance, Story Time with Patrick, Genie in a Brahttle, and Cloud of Mystery
In the Original Story: added the following Opportunities for Rachael: Turnt Up, Benedict Brahrnold
Added 5 new Audio Tracks
Added 6 new Achievements
Added new voice acting for all characters
Removed Floating Hand (Control Hand) in favor of a new right-click interaction system
Optimized most pickup-able items in the house to be used with right-click option
Player can now interact with the party guests using a new right click interaction
Added a “breathing” effect to all characters
Added physics to all characters’ butts
Added “Compubrah” environment
Added Vape Model
Added Music Dock Model
Added MP3 Player and Headphones Models
Added Trash Can model
Added Keys on a Ring model
Added Magazine model
Added electrocution VFX particle
Added electrocution SFX
Added cactus model
Added neon sign model
Added 2 lawn flamingo models
Save games will now be forward compatible (Starting with versions greater than 0.13.0)
Created LOD system for all characters (Increases performance)
Added “MakingOut” Intimacy option and tweaked it so it aligns for NPCs.
Added TV media player graphics for new songs
Changed madison’s tv to a screensaver
Added some corrections/revisions for various voice acting
Tweaked new “Making Out” animations for all NPCs and the player
Fixed some areas around the house where objects could get lost
Created an order-queue for the dialogue, so dialogues will maintain continuity when there are multiple conversations being triggered around the same time.
NPCs that need to talk to another NPC or the player will now walk up to them and politely wait until they are finished with the previous conversion.
NPCs will now continue to turn toward and stay in close proximity of anybody they are having a conversation with.
Fixed the crouching mechanic when moving
Fixed some issues with the grabbing system
Added a light to the lawn flamingo area
Tweaked the performance of the lighting
Fixed an issue where you could sometimes see “flashing” of lighting
Created an audio pooling system to increase performance
Added new textures for the Living Room Television
Reduced all characters down to one skinned mesh (Performance Optimization)
Increased thought bubble size
Fixed some issues with ragdoll (passed out) form
Fixed Madison artifacts on leg
Fixed Madison and Vickie skin mask issues
Fixed some errors that could happen on the main menu
Fixed an issue that was affecting the position/visibility of the Vape’s smoke particle effect
Added LockFPS console command, which will allow the game to render at the maximum achievable frame rate. This command does NOT disable Achievements
Improved feedback texts for a handful of console commands.
Exposed additional “SendEvent” game events for story creators
Added support for detecting when and where an NPC is hit by a projectile. This action is now scriptable in the CSC.
Made the upstairs and downstairs guest bathroom toilets usable chair-type objects
Tweaked settings for compubrah bed and sex spot to improve appearance and overall sexiness by…hold on a sec, carry the 8…approximately 3%
Fixed an issue that was preventing the Debug Log from properly displaying the details of UnlockAchievement events. This will also ensure they are displayed in the CSC properly
The WhereIs console command will now always show the target character’s total distance from the Player, as well as their height distance
Restructured Story Creator Data to be more user friendly and intuitive
Official stories and translations are now kept in the game data folder. (Mod data remains in Documents)
Fixed an issue where Background Chatter would not play in custom stories
Fixed an issue where background chatter delays were not working properly
Added background chatter delays to various events
Fixed an issue in the CSC where an error would be generated when adding a new value on the fly
Fixed an issue with female orgasm meters recharging too quickly
Modified the position and size of some redirects in high traffic areas to reduce chance of overzealous automated roaming events being sent to NPCs
Modified the position and size of some redirects in high traffic areas to reduce chance of overzealous automated roaming events being sent to NPCs
Tweaks to the NoLoitering system to reduce CPU usage in certain situations. Will also not run within the first 30 seconds of a new or loaded game
Added in thirteen new move targets outside the house for use in stories
Added the ‘cancel’ subcommand for use with the WalkTo console command. Can be used with one character or ‘all’ characters
Added new console command: ‘timescale’. This allows the user to slow down or speed up most mechanics and visuals in the game outside of audio clips/voice acting. Most appropriately used for detailed observation of swaying cocks.
Optimized physics calculations
Fixed an issue that would prevent setting an event with the criteria "IsNewGame = False" to always fail to execute when loading a saved game
In the Original Story: fixed an issue that could prevent Madison from confronting Ashley at the end of Madison’s “Drunk and Disorderly” opportunity
In the Original Story: fixed an issue that could cause the Player’s “Recharge” bar to get stuck after intimacy with Ashley at the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause Orgasms with other NPCs or caused by “solo actions” by the player to result in Ashley using her post-intimacy lines/events
In the Original Story: fixed an issue that could lead to Ashley walking out of her room to engage with the Player in Sibling Warfare or Smooth Operator-related intimacy
In the Original Story: minor tweaks to thought bubble timing and appearances while progressing through Ashley’s prank/Sibling Warfare path
In the Original Story: fixed an issue that could cause the Player’s “Recharge” bar to get stuck after the Player and Ashley were caught spying on Derek and Madison, if the Player was vigorously entertaining themselves at the time
In the Original Story: the Player can no longer interact with the slider door for a few moments during the finale of Madison’s Drunk and Disorderly opportunity
In the Original Story: using the microwave with the coffee after the microwave is fixed no longer gives an outdated/confusing inspect text message
In the Original Story: certain dare-related lines that are not intended to be spoken “to” the Player will no longer force Rachael to walk to the Player if the Player is out of line of sight
In the Original Story: miscellaneous tweaks to make Rachael’s dare content unfold a bit more smoothly and reduce duplication of certain events
In the Original Story: reworked various scripted aspects of Rachael’s dare content to prevent situations where saving and loading would completely break her behavior. Rachael should now either a) reset the current dare she is on or b) continue performing the dare that was in progress when the game was saved
In the Original Story: the Player can no longer talk to Rachael while she is pleasuring herself…at least not without repercussions
In the Original Story: minor adjustments to prepare new 0.13.x/Patrick-centered content to work alongside Rachael’s existing Dare content
In the Original Story: corrected minor inconsistency between Amy and Katherine during a Background Chatter exchange
In the Original Story: refactored spawn placements and methodology for all NPCs that previously used individual and repeated warpTo events for NewGame positioning (should help cut down on random objects being on the floor when a game starts, or NPCs seemingly bunched on top of each other, etc.)
In the Original Story: fixed a handful of typos in Madison’s story
In the Original Story: addressed an issue that could cause Patrick and/or Derek to continually chase after Frank if the Player wakes Frank up after he gets knocked out, under specific circumstances
In the Original Story: fixed an issue that could cause Katherine to exit the master bedroom naked while the Player is pursuing Ashley’s Drunk and Disorderly opportunity
In the Original Story: the “Training Day” quest should now fail if the Player makes the wrong dialogue choice with Vickie prior to her hot tub intimacy sequence
In the Original Story: fixed an issue where Frank could attack the Player upon giving the Thermos to Rachael, even when he is concussed
In the Original Story: when NPCs do not like being groped and are not starting combat with the Player, they are much more likely to move away from the Player, if they are able to. Because let’s face it, you’re despicable, and on an unrelated note, your hygiene leaves something to be desired
In the Original Story: tied in Achievement images
In the Original Story: adjusted placement and execution of certain events during intimacy with Patrick or Rachael while inside Compubrah. Not “inside”, physically, but you’ll know what we mean
In the Original Story: fixed an issue that could cause Ashley to not respond in any way when the Player attempts to give her the bag of marijuana. She will now properly question the Player’s actions
In the Original Story: tweaked Speaker item behavior to conform with new music system
In the Original Story: modified name and description of the “Learning: It’s What’s for Dinner” achievement; changed to “I’ll Be Back…”. Achievement remains essentially the same in terms of steps to acquire, etc.
In the Original Story: sound will now play out of both speakers while they are still in the living room in their default positions
In the Original Story: added Vision checks to a variety of Dialogue Overhear events that could result in Frank trying to beat up the Player. Are you happy? We took away one of Frank’s superpowers
In the Original Story: however, Frank will also potentially overhear a number of additional lines where the Player discusses booze, uses booze, or is discovered to be drunk by other NPCs
In the Original Story: fixed a few misdirected or faulty emotes used by a handful of NPCs
In the Original Story: a large number of Player responses to Madison were available during the Opportunity “Runner Runner” which could greatly compromise the follow-up sequences when Madison talks to Derek, moves to the bedroom, and gets pranked. These specific, disruptive responses have been disabled during “Runner Runner”
In the Original Story: tweaked Vickie’s use of her “don’t get too drunk” greeting dialogue to not be used quite as much, notably after she and the player have already been intimate
In the Original Story: Patrick and Ashley will no longer socialize during “Family Time” at the firepit. They will focus entirely on the lovely family bonding process at hand
In the Original Story: fixed an issue that was causing the Player’s “Sensitivity” to be repeatedly modified (and sometimes stuck at zero) by Vickie’s intimacy finale events, even after the Player had completed said events
In the Original Story: fixed an issue that could cause the Player’s underwear to clip through their pants after some playthroughs of Ashley’s “Sibling Warfare” content
In the Original Story: characters should not react as aggressively when the Player accidentally “climaxes” on them. They should only react with their intended reactions when the player purposefully “releases” on them “by himself” or under other very limited situations
In the Original Story: resolved a handful of situations in which the Player’s pants would be forced back on, even if the Player had their pants taken as a side effect of events that unfolded at the end of “The Muse” with Derek
In the Original Story: added a preventative measure to further reduce chances of Players starting the Ashley-Madison prank sequence while Madison’s “Smooth Operator” finale is still pending, which could cause a major break in the content
In the Original Story: fixed an issue that could cause the Player to be unable to obtain the Smooth Operator: Ashley opportunity if they were a gentleman and secured Ashley’s top before interacting with her in any other way
In the Original Story: moved the start event for Patty’s Striking Resemblance and a few other key events around to help prevent issues from occurring when Patrick gets knocked out at inopportune times
In the Original Story: the Player can now earn the right to occupy Frank’s chair…or can they?
In the Original Story: the Player can now open the closet doors in Ashley’s room (no purpose yet, other than to limit the chances of items or NPCs becoming stuck inside in niche situations)
In the Original Story: added provisions to keep Madison from walking away from Derek and the Player during her intro dialogue to The Muse
In the Original Story: fixed an issue that would allow the Player to grab the broom while it was mounted in the dirt mound, while the Speaker was attached to it. The Player must now disassemble the ridiculous contraption before taking both items
In the Original Story: implemented the Patrick Opportunity “Palectrick Feel”
In the Original Story: added in a Patrick VR-sex ending
In the Original Story: expanded upon the CompuBrah functionalities
In the Original Story: added reactions and repercussions relevant to the new “grope” mechanic
In the Original Story: fixed a number of “dead end”-creating bugs specific to the 0.13.0 Alpha release
In the Original Story: added a handful of additional repercussions for betraying Patrick as part of the new 0.13.x content
In the Original Story: addressed various typos
Added new Achievements in the Original Story: The Brahdyssey, Learning: It’s What’s for Dinner, If at First You Don’t Succeed…, Benedict Brahrnold, and A Striking Resemblance
In the Original Story: fixed an issue where the Player could request an immediate follow-up Handsy from Vickie between completion of the initial one and her next dialogue
In the Original Story: the Patrick and Rachael fight that starts the majority of the new content for 0.13 will now happen more randomly, allowing the Player to potentially pursue other parts of their content first
Added IKReach console command
Tweaked the carry alignment, item mount alignment, and inventory viewing offsets for various items relevant to 0.13.x
Made the upstairs and downstairs guest bathroom toilets usable chair-type objects
Tweaked settings for compubrah bed and sex spot to improve appearance and overall sexiness by…hold on a sec, carry the 8…approximately 3%
Fixed an issue that was preventing the Debug Log from properly displaying the details of UnlockAchievement events. This will also ensure they are displayed in the CSC properly
The WhereIs console command will now always show the target character’s total distance from the Player, as well as their height distance
Added Vickie’s LOD’s, new breast rig, butt jiggle and attached long hair to her back for less clipping
In the Original Story: fixed an issue where the Player could request an immediate follow-up Handsy from Vickie between completion of the initial one and her next dialogue
In the Original Story: the Patrick and Rachael fight that starts the majority of the new content for 0.13 will now happen more randomly, allowing the Player to potentially pursue other parts of their content first
In the Original Story: fixed an issue that prevented inspecting the dresser in the master bedroom from incrementing the Player’s progress towards the “Inspector” achievement
In the Original Story: the Player has a chance to obtain the condom for Amy’s Scavenger Hunt from Frank in the event he gets knocked out during certain moments in the story
House Party is an open-ended social simulator mixed with a point-and-click adventure inspired by classic comedies of the 90’s. Every decision changes your story and every character has something to reveal. There’s also a button to take your pants off.
Год выпуска: 2020
Жанр: 3d game, 3dcg, adventure, animated, combat, corruption, dating sim, drugs, exhibitionism, gay, groping, humor, female protagonist, male protagonist, masturbation, multiple endings, oral, point and click, romance, sandbox, sexual harassment, simulator, stripping, vaginal, voiced, voyeurism
Цензура: Опциональная
Разработчик/Издатель: eek! llc - games.eekllc.com
Перевод: 5AM
Платформа: Windows x32, Windows x64
Тип издания: Completed
Таблэтка: Не требуется
Версия: v.1.3.2.12199
Язык игры: Английский
Язык интерфейса: Русский/Английский(Смена языка в главном меню)
Полезные ссылки
Ссылка на первоисточник:
https://steamcommunity.com/sharedfiles/filedetails/?id=1273725201
http://forum.eekllc.com/viewforum.php?f=13
1.3.2.12199
(Stable Release 3/29/2024)
https://store.steampowered.com/news/app/611790/view/4196865359920871290
1.3.2.12191
(Patreon Beta Release 3/27/2024)
Dinolicious Hat Customizable.
Secondary colors added to the customizer for several items.
Liz Katz elf outfit now available for all characters.
Liz Katz detective dress now available for all female characters.
Fixed an issue that was causing hair color to revert back when selecting the hair button.
Added validation check for customization groups. If a customization group is empty, or missing characters, the default preset will be added to the selectedoutfit for each missing character.
Changed hairstyles to be assigned instead of added to prevent a key already exists error.
Added another popup error message for documents folder access issues.
1.3.2.12114
(Patreon Beta Release 3/6/2024)
New Hairstyle Picker
Items from the Doja Cat DLC added to the customizer (Dinolicious Hat, Doja Cat Fuzzy Bootz, Doja Cat Earrings)
v1.3.1.12069e
(Stable Release 2/26/2024)
Fixed an issue that caused characters to still react when they were knocked out.
Fixed an issue that caused characters to not react correctly when the walked in on a private event.
v1.3.1.12069d
(Stable Release 2/24/2024)
Fixed an issue that could cause the head to fall through the floor after the freezer cutscene.
v1.3.1.12069c
(Stable Release 2/23/2024)
Quick Hotfix to resolve an issue that caused characters lips to sometimes not move when they were talking for players with surround/spatial audio setups.
v1.3.1.12069b
(Stable Release 2/23/2024)
Fixed various story issues (i.e. Frank not getting Katherine out of the bathroom).
Fixed an issue with incorrectly sized older skin texture mods. They are now automatically resized if incorrectly sized.
Fixed blocky lower resolution mirror reflections.
Improved the visibility of the starbomb box when it’s resting in the grass.
Added in-game achievement images for Valentine’s achievement.
Fix for Valentine’s Easter Egg not always showing up correctly when achievement occurs.
v1.3.1.12017v -2024-02-25
In preparation for this romantic day, Madison has spruced up the house party with some lovely holiday decorations! The decorations include:
A Dusky Sky (Well, Madison might not have made that part happen)
Heart decorations
Balloons
Rose Petals
Pretty Moths
A billion small candles
A Valentine's Sheet and Pillow Set
Customizable Clothing Accessories
There are also a few new clothing options available in the customizer. You can now equip characters with the following items:
Angel Wings
A Valentine Halo
A Valentine Headband
Heart Glasses
Valentine's Choker
Fixed an issue that sometimes caused guests to show up to the party without appropriate attire.
Added reminder text in the customizer to create or select a preset when the Default preset is selected.
Only one Holiday Pack can be active at a time now. This only affects decorations and story content. All Holiday Pack clothing items will always be available in the customizer as long as the DLC is installed.
Improved main menu lighting and shadows.
GBK undershirt is now available for Derek in the customizer if you have the Solar Flare achievement.
Optimized story and texture memory usage, which in most cases will result in less memory usage, especially on Potato graphics settings. In some cases memory usage is decreased by 1GB+.
Improved loading of characters on the main menu. They now only appear after clothing and textures have been applied.
Fixed a couple of issues that would sometimes cause swapping customizer group presets to not work correctly.
v1.3.0.11827d
Items the player is holding are now correctly returned to the player's hand on loaded games.
Fixed an issue that was causing mounted item unmount events to be queued. They now fire immediately.
Fixed an issue that prevented Vickie's jewelry from working correctly in the 1.3.0 version of the game.
Vickie's armband is now customizable.
Fixed a couple of issues with Doja Cat cutscenes.
Added error messaging for some players who use OneDrive and have issues with the customizer if their OneDrive is not signed in.
Plus some other minor bug fixes.
v1.3.0.11764
NVIDIA DLSS now overrides Anti-Aliasing, since it has Anti-Aliasing built in and is not meant to be used with additional Anti-Aliasing technology.
Fixed an issue that sometimes caused some items to float.
Fixed an issue that sometimes caused the camera to become De-Synced with the Player after an attaining an achievement.
Fixed an issue that caused the snake to be positioned strangely when Leah and Frank were holding it.
Fixed an issue that caused characters to sometimes scale weirdly when holding items.
Fixed an issue that caused the female player shirt to not allow custom decals.
Fixed some issues related to custom stories.
Fixed an issue that sometimes caused a double knockout.
Fixed an issue that sometimes caused characters to have issues reaching their walk-to destinations.
v1.3.0.11714
Fixed an issue that caused the mask (if worn by the player) to interfere with first person view in cutscenes.
Fixed an issue causing texture mods to not work correctly.
Fixed an issue causing v2 outfit console commands to not work correctly.
P.S. We're working on the phone issue in Date Night With Brittney and should have a fix for that in the next few days as well.
v1.3.0.11702
Fixed an issue that sometimes caused an infinite loading screen.
Fixed an issue that sometimes cause the kettle to disappear.
Fixed an issue that caused the phone to be missing in Date Night With Brittney.
Fixed some issues with the Winter DLC quest.
Fixed an issue that caused the livestream canvas to not show in one of the versions of the Doja performance scenes.
Fixed an issue that caused Madison's phone to not show the correct images.
Fixed an issue that caused the hockey mask and track suit hoodie to not be available for some characters after obtaining the required achievement.
Fixed an issue that caused many untranslated buttons on the Customizer to all show as quit instead of their untranslated version.
v1.3.0.11681
- Player jacket/shoes are no longer stuck on.
- Vickie Vixen and Brittney side stories are now working correctly.
- The issue sometimes causing plastic looking characters on the loading screen has been resolved.
- Fix for female player sometimes not being able to "use with" some items.
v1.3.0.11639
(Steam/Itch Release 12/24/2023)
- Fixed music sometimes not resuming play on a loaded game.
- Fixed music not remembering the currently playing song correctly on a loaded game.
- Fixed memory leak associated with changing music tracks.
- Fixed an issue that caused interactive items to not load correctly on legacy saves.
N/A
v1.3.0.11633
(Steam Release 12/24/2023)
- Fixed a side-effect of the last patch that caused some issues with DLC items and also caused the some owned DLCs checkboxes to become disabled in the DLC Settings window.
v1.3.0.11632
(Steam Release 12/24/2023)
- Fixed an issue that was causing crashes and hanging after the loading screen for some players.
- Fixed an issue that prevented controllers (affected Steam Deck controller as well) from accessing the full Graphics menu.
v1.3.0.11624
(Steam Release 12/24/2023)
- Fixed an issue causing old saves to not open at all in the new build. (Old saves now open. Since they are from a different game version, content may not function as expected.)
- Fixed an issue causing custom stories to sometimes not save and load correctly.
v1.3.0.11621
(Steam Release 12/23/2023)
- Fixed an issue that sometimes caused the Liz Katz DLC to not work correctly.
- This also sometimes caused duplicate characters on the main menu and or plastic looking
characters on the loading screen.
- Music now changes correctly on the speakers.
- Fixed an issue that sometimes caused custom stories to not load correctly.
- Fixed a couple issues that sometimes caused crashes/hanging on the loading/menu screens.
2023-12-23 Hotfix
(Steam Release 12/23/2023)
Small hotfix that reduces memory footprint buy about 1gig and fixes an issue that was causing some graphics settings like shadows off on the Ultra preset to make the game look strange.
N/A
2023-12-22
(Steam Release 12/22/2023)
We know you've all been waiting for it and it's finally here! You can get the HDRP graphics engine upgrade and customization update now!
The longest ongoing house party in the history of the world just got better!
This new upgrade adds a TON of customizable options to your game and the game now looks better than ever before, rendered with High Definition Render Pipeline!
We made a new trailer featuring the new graphics and we've uploaded some new screenshots to our House Party store page as well!
We've Switched to Unity's High Definition Render Pipeline (HDRP):
We're upgrading our engine to take advantage of HDRP's capabilities in Office Party, but we were also able to bring some HDRP enhancements to House Party too! In House Party, you'll notice amazing new lighting and shadows as well as upgraded models and enhanced textures that can be seen in an overall visual upgrade to the house and all of the characters!
Character Customization:
Take House Party to the next level and customize all of the characters in the game including the male and female player characters. If you haven't seen it, also check out our character customization video:
The video shows off the ability to change clothing colors, patterns, decals, and even add effects like emboss and metallic to some clothing pieces. It also shows off the character options that include changing character skin tone, makeup, hair root and tip color, and inner and outer eye color. Since we released the video, we've also added the option to customize nail color and other.. uh.. fun stuff. There's also some clothing options that will be unlocked with achievements. Speaking of which, for the achievement hunters, we've added 1 new achievement to the Liz Katz DLC and 1 new achievement to the original story! Check out some example outfits:
Engine and game upgrades:
On top of all of that, we've added a bunch of cool new features, including:
WAY faster saving and loading times
A spiffy new loading screen
All characters can now have sweat/wet effects and clothing can have blood effects
A new cutscene for a Liz Katz DLC freezer event, and a cutscene when the player reaches over a railing in the Original Story
This update has taken us a bit to pull together, possibly longer than any other update in the past, but the result is a refreshing new House Party feel that makes the game feel like a whole new game!
And last but not least, we finally changed the song that plays over and over again on loop! Just kidding. We would never do that. Enjoy the game!
1.3.0 RC22
(Beta Patreon Release 12/1/2023)
Improved lighting issues in the apartment, in the intro cutscene.
Clothing clipping fixes.
vSync turned on, on loading/credit scenes.
Text boxes added to the graphics UI so that players can enter a number in manually if they’d like for FPS caps.
Fixed Loading Screen and Customizer Group popup menu to scale correctly with resolution changes.
Fixed a bunch of bugs.
Updated V-Sync and Max Foreground FPS to be usable at the same time. If V-Sync is enabled, it will override a Max Foreground FPS cap.
1.3.0 RC21
(Beta Patreon Release 11/29/2023)
Added FPS cap support in the graphics settings
Reset default graphics settings
Fixed loads of bugs!
1.3.0 RC20
(Beta Patreon Release 11/23/2023)
Loads of bug fixes from previous testing and reports
Support for grouping of character customization sets into group presets
Boob and Butt slider added to customizer
Nail polish added to customizer
Improved shadow system that reduces noticeable pop in and increases quality
Memory and performance optimization
New cutscene reaching for MP3 player
New cutscene in the Liz Katz DLC when a head falls out of the freezer
New loading screen
1.3.0 RC19
(Beta Patreon Release 10/6/2023)
Patterns now have a bar slider that allows variation in sizes
You can now spin the characters by clicking and dragging left and right
Hex color codes are now displayed and copy/pasteable for easier color matching
You can now toggle zoom in and out when editing applicable regions
Customization menu slightly redesigned to fit everything on your screen better
Winter and Halloween Accessories are in the customization menu, but some items cannot be customized yet and others still need tweaking
Lot’s of bug fixes and overall increased smoothness of customization menu
1.3.0 RC18
(Alpha Patreon Release 09/12/2023)
Upgraded the engine to Unity 2022 and HDRP – Huge graphics and lighting and underling engine upgrades!
Added loads of character customization options – we’re excited to see what you all come up with!
Broke lots of things. So many have been fixed, but many still need to be fixed.
1.2.2.1 - 2023-09-15
In the Original Story: Fixed a bug where players could become deadlocked when trying to open Liz Katz’s trunk and start Madison’s art show at the same time
In the Original Story: Fixed multiple bugs related to the tentacles not behaving correctly
In the Original Story: Fixed an issue where characters would talk over themselves during Blackout
In the Original Story: Fixed a bug where the player could get into a fight with Liz Katz and become stuck in a dialogue loop
In the Original Story: Adjusted requirements for opening Liz Katz’s trunk to give the player more freedom to pursue other content before continuing the story
In the Original Story: Fixed multiple instances of written dialogue not matching the voiced dialogue
In the Original Story: Fixed a bug that would occur during the laundry room portion of Liz Katz’s content if Madison and Ashley were both occupied
In the Original Story: Fixed a bug with Patrick not handling his Merlot correctly
In the Original Story: Fixed an issue where Liz Katz would comment on certain quests as if they were in progress, even if they were already failed
Fixed an issue that sometimes caused underwear and bra sections of characters to disappear
Fixed an issue that caused Patrick’s notebook to be unreadable on lower graphic settings
Fixed an issue that sometimes caused characters to float in the hot tub.
1.2.2
In the Original Story: Added a short new player-centric cutscene available after Liz Katz’s Drunk and Disorderly quest (Explicit version only)
In the Original Story: Fixed a bug that would occur when reviewing clues with Liz Katz, leading to incorrect progression
In the Original Story: Fixed a bug where Liz Katz would get stuck in the laundry room and the story would not progress
In the Original Story: Fixed a bug with the air vent system in Madison’s house where vents would remain open even when they should be closed
In the Original Story: Fixed a bug where the player would be able to enter VR when in VR
In the Original Story: Updated hints and inspect text throughout the story to make things clearer for the player
In the Original Story: Fixed a bug where the player was not able to take the penguin after Liz Katz’s content is complete
In the Original Story: Fixed an issue where certain cutscenes would end and the story would not progress
In the Original Story: Fixed multiple lines of dialogue text that did not match the voiced dialogue
In the Original Story: Fixed a bug where the player could break Compubrah’s code sequence if they went too fast
In the Original Story: Fixed a bug where legacy POV would end and nothing would happen next
In the Original Story: Fixed a bug where Liz Katz’s VR outfit would be censored even though she was clothed
Fixed an issue that could prevent OnAfterCutSceneEnds Event Triggers from firing for censored CutScenes when an Event Trigger was only created for the uncensored version of the Scene
1.2.1
Fixed some clothing issues causing some disappearing body parts and/or weird/missing looking clothing/skin.
Fixed sinking appliances (washer, dryer, and microwave) on loading of some saves.
Made the Notebook, Blueprints and Magazine interactable items grabbable
Added Hanging Tentacle and Matchbox
Updated Trunk with clothing and items
Improved the kneeling animation for when Liz Katz gets in the dryer
Added hacking texture to the laptop screen
Improved Liz Katz cloth physics, skinning and masks
Fixed a penis seam for Frank and PlayerMale
Added Liz Katz DLC achievement images in game and for store pages
Fixed mask issue with Liz Katz bikini
1.1.9.1
(Beta Release 05/19/2023)
Resolved some Halloween DLC related null reference exceptions.
Updated autoimmersive dialogue system to show responses. Responses can now function as “Skip” buttons when the AutoImmersive system is in use and dialogues are continuously playing.
The camera can now be moved while listening to dialogues and before selecting responses by clicking and dragging with the left or right mouse buttons.
Added 3 Hammer swing sfx and impact and other sfx to various items.
1.1.9
(Beta Release 05/12/2023)
In the Original Story: Updated handling for certain objects so they can taken without consequence, depending on the story situation
In the Winter DLC: Updated story content to enable and disable with the DLC
Added changing cutscene
Added hotspots to Liz Katz to make her grab-able and be able to be used with the legacy sex system
Added a bra and panties for Liz Katz’s casual outfit
Added Tron outfit for Liz Katz
Added a new movetarget: SpareRoomMiddleNearWall
Added missing inventory icons for various images
Changed the hot tub tentacle water effect to have a slower color shift
Fixed the Liz Katz LOD issues
Re-added the Christmas clothing
Added the Snow Particle to the Main Menu for when the Winter DLC gets selected
Added some, but not all VA for the Liz Katz Murder Mystery Pack
Added a new model for Hammer2
1.1.8
(Alpha Release 05/05/2023)
Added mysterious masked killer
In the Original Story: Added new functionality for handling the vents throughout the house
In the Original Story: Added new items to be found around the house and Compubrah
Changed lighting in Compubrah environment
Added a virtual romantic interaction cutscene
1.1.7
(Beta Release 04/28/2023)
Added an elf outfit for Liz Katz
In the Original Story: Updated handling for unlocking Compubrah
In the Combat Training Story: Fixed an issue with the radial that was affecting translations
The Penguin can access a new appearance via its ItemFunction EnableMaterial1
InteractiveItems can now be flagged internally for use as 1H Weapons. As of now only the Hammer2 Item is flagged as such. When a Weapon Item is Mounted to the RightHand of a Character and that Character attempts to use an attack that would normally utilize their hands, they will instead swing the Weapon. Higher skill/kick based attacks will still function as normal. Attacks with a weapon will always break the Block of a CombatTarget, and will always deal maximum damage based on the attacking Character’s Strength. NOTE: the Player “carrying” a Weapon will not make use of this mechanic. The Weapon Item must be Mounted
The Broom can now be set to lean against…a thing
Added notepad model
Added Blueprint model
Added 3D printer ad model
CSC: Added the ability for the CSC to check if the ScreenFade effect is active or not. “Active” meaning that the screen is in the process of fading in or fading out, or is already completely faded out)
CSC: Added two new event triggers based on ScreenFade behavior: one each for determining when the ScreenFade effect is done Fading In, and when it is done Fading Out
1.1.6
(Alpha and Beta Release 04/21/2023)
In the Liz Katz DLC: Started implementation for a new opportunity: “Smoke ‘Em and You Got ‘Em”
In the Original Story: Updated handling for when Stephanie loses her top during the party
The Chocolate Syrup Item…sorry, I meant “Choclate Syrup”, now auto-highlights when dropped in the grass
The Tablet Item now has a collision sound effect
Added an Airvent System, which can be used to do stuff with… well, Airvents
A certain digital device, one that was definitely not mentioned in prior release notes, can now be used to view the real-time status of the Airvent System
Added a new type of InteractiveItem that can take multiple forms/appearances, and can auto-adjust its Inventory Icon based on its current form. These behavior(s) persists through save/loads without the need for handling via the CSC
Various Items around the house are now of the type “Burnable”. The main ItemFunction-based behaviors of this new type persist through save/loads without the need for handling via the CSC
Additional Items can be mounted to the Broom. This behavior for these Items persists through save/loads without the need for handling via the CSC
The Chicken will now be highlighted if it falls into the outside grass
The FoamFinger now has access to ItemFunctions
The FoamFinger now has a collision sound
Added new and improved chocolate syrup model
Added models for some mysterious clues
Fixed the dent on the fridge door by moving it to the freezer door
Added a burnt version of the penguin
Added a splishy splashy cutscene for an AC unit interaction
1.1.5
(Alpha Release 04/14/2023)
In the Liz Katz DLC: Started implementation for a new opportunity: “Will and Testament”
In the Liz Katz DLC: Started implementation for a new opportunity: “Invitation”
Added a new laundry room Cut Scene
Added a new “stuck in an object we can’t really divulge because spoilers” animation
Added a new hole and shaft to the house
Added blood appearance for the aforementioned hole. And shaft. Yeah we added a bloody hole and shaft, you heard us
Added WIP UI elements for a previously rarely used digital device…
Doors that can be set to Partially Open via ItemFunction can now also be set to Partially Open slowly, instead of immediately
Added a new movetarget: OutsideNearAirConditioner3
The Airvents in the house are now InteractiveItems, and have some special ItemFunctions/behaviors assigned to them
The AC Unit, upon demand, can now exert some automatic control over the Airvents in the house
The effects of an Item’s SwitchToAlternateTexture ItemFunction(s) will persist through save/loads without the need for handling via the CSC
The volume level of the Eek! Games Intro/”splash” scene has been slightly reduced, and now also takes into account the user’s Audio volume setting
Added HotTubSeat5
Fixed an issue that could prevent Amy from being able to make use of StartPeeing/pee-related behavior(s)
Updated project from Unity 2020.3.46f1 to Unity 2020.3.47f1
1.1.4
(Beta Release 04/07/2023)
In the Liz Katz DLC: Started implementation for a new opportunity: “Too Hot to Handle”
In the Original Story: Vickie Vixen will now arrive to the party through the front door instead of jumping over the fence
In the Original Story: Updated functionality for the microwave and dryer
In the Liz Katz DLC: Adjusted the arrival of Liz Katz to have more flourish
In the Liz Katz DLC: Added Liz Katz’s casual outfit
Added disembodied head
Added tentacle peeking animation
Added tentacle cutscene
Added new microwave model
Added super gross microwave interaction with disembodied head
Added a new bin in the Garage…and maybe the outline of something else?
Slightly tweaked the position of a beer so that it wouldn’t topple over as frequently on game start
Added a new movetarget: UpstairsHallwayNearLaundryRoom
The effects of SwitchClothingTexture CharacterFunctions will persist through save/loads without the need for handling via the CSC
The effects of SwitchBodyTexture CharacterFunctions will persist through save/loads without the need for handling via the CSC
Some previously broken/inaccessible AlternateBodyTextures are available for a few Characters (e.g. Ashley, Patrick)
SwitchToOriginalBodyTexture CharacterFunction will now correctly restore all texture settings when used (only relevant for newly exposed/added Alternate Textures)
Fixed a bug that could allow development notes or other specially-tagged text into Translation Templates
Fixed an issue that could cause the Rule 34 Achievement to not be earnable for customers playing via the Epic Games client
Added a new movetarget: GarageNearWallVent
The Freezer Door now has a particle effect that can be triggered using ItemFunction EnableScriptObject2
The AddPhysicsRigidBody ItemFunction will ensure that collider detections are enabled, on the off chance they were ever disabled
InteractiveItems now have access to the ItemFunction: RemovePhysicsRigidBody, which can be used to disable their Physics behavior(s)
Various new ItemFunction integrations were added for the Microwave
Minor housekeeping (removal of long unused and disabled objects, etc.) and bundle rebuilds
1.1.3
(Alpha Release 04/02/2023)
In the Original Story: Updated the criteria for when certain rooms are available, preventing content from conflicting with other active content
In the Liz Katz DLC: Started laying the groundwork for a new opportunity: “Acts of Asspionage”
Added Liz Katz entry CutScene
Added new washer and dryer models
Added Liz Katz casual outfit
Minor cleanup of the AshleyTop InteractiveItem class. Removed an old AshleyFindChangeSpot ItemFunction that has long since been deprecated
AshleyTop will now adhere to the game engine’s Radial Interaction distance-based auto-close, and criteria-based auto-update behavior
Certain Doors will auto-correct their GameObject layering as-needed, for lighting/misc. purposes
Added Dryer Door
The Freezer Door can play its TryOpen when locked Sound Effect via ItemFunction
Disabled a repetitive debug message that could occur during certain CutScenes
Updated a few links on the MainMenu
1.1.2
(Beta Release 03/25/2023)
In the Original Story: Added reactions to all characters when hit with a beam of light
In the New Guest’s DLC: Started laying the groundwork for two new opportunities: “This Isn’t the Opportunity Name” and “No Spoilers 4 U” (TBD; names being workshopped and massaged by “the Committee”)
Fixed a couple issues with Character Motion that were introduced by 1.0.9’s CharacterManagerTick optimization
Fixed an issue with CharacterGroups that could cause delayed events using the system to not evaluate their Criteria correctly
As a result of some prefab updates, a few more InteractiveItems have had basic ItemFunctions exposed that may have been erroneously “hidden” in the past
Added a new particle effect and sound effect to the Microwave, accessible via EnableScriptObject1 and PlaySoundEffect2 ItemFunctions, respectively
Added a new movetarget to the Laundry Room
Added two new movetargets, KitchenNearSink and BetweenKitchenAndDiningRoom
Certain items can now use the EnableMaterial1, EnableMaterial2, and EnableOriginalMaterial ItemFunctions. The effects of these, like many other recent ItemFunction and CharacterFunction additions, carries over through (newly made) save/loads
Added UnableToPlayVoicedAudioTriggers InteractiveState, which can be used to prevent an NPC from playing their default voiced (moans, gasps, etc.) sound effects that may be tied to Emotes, Combat, etc.
Very minor cleanup of a few settings on decorative GameObjects inside the house
The AC Unit is now an Interactive Item
1.1.1
(Alpha/Beta Release 03/17/2023)
In the Original Story: Added new interactions and handling for new Interactive Items
In the Original Story: Updated the handling for Lety’s arrival at the house to make it more consistent with other characters
In the New Guest’s DLC: Started laying groundwork for a new opportunity, “Stop it Stepbro”
Added backend DLC bundle handling for our new guest
Fixed an issue that could cause the Popper, Starbomb, and/or Snowball throwable items to reappear outside of the Player’s inventory/hand after loading a game in which they had been thrown and popped/poofed/whatever the hell a Starbomb does
The effects of ItemFunction : AddPhysicsRigidBody will now carry over between saves, and auto-apply when the game is loaded, provided that the item is enabled and not in use (not mounted, held, or inventoried)
Addressed a Steam policy compliance issue in the UI
Added avatar images for the new guest
Fixed an issue with the mysterious shadow human in the main menu and cutscene
Added magnifying glass model
Added head placeholder model
CSC: saving the game can now be temporarily prevented via the AllowPlayerSave Game Event. The ability to save the game is restored upon the start of every new game session
1.1.0
(Alpha Release 03/10/2023)
In the Original Story: Added preliminary handling for multiple characters approaching the front door at the same time
In the Original Story: Fixed typos across the original story
In the Original Story: Fixed an issue with Rachael in VR not ending correctly
In the New Guest’s DLC: Set up initial functionality for our new guest
In the New Guest’s DLC: Added a new opportunity “Look What the Guest Dragged In”
In the New Guest’s DLC: Added a new opportunity “Blackout”
Fixed an issue with Health Regeneration that was introduced by 1.0.9’s CharacterManagerTick optimization
Fixed the static flags on the flying yard birb so that it would not be treated as a static object for occlusion purposes, which was causing it to be invisible in 1.0.9. He deserves better, after all
Fixed issues with State IsOnFire particle and damage-related behavior(s) that were introduced by 1.0.9’s CharacterManagerTick optimization
Minor optimization of the code that calculates whether an NPC can Socialize
Fixed issues with time-based Roaming behaviors that were introduced by 1.0.9’s CharacterManagerTick optimization. These behaviors should now be nearly identical to those from 1.0.6 and prior
Characters having sex or that have any motion target will no longer even receive Roaming-based invitations to hang out with friends, which may avoid a niche untimely roam on occasion
Characters that are in non-roaming zones (LoadingDock, BehindFenceZone, etc.) will never increment their Roaming timer, even if they have State AbleToRoam
Minor optimization of the code that verifies if a Character should be forced to StopFalling
Minor optimization of the code that delays Dancing if an NPC was moving, being intimate, in combat, etc.
Re: the 1.0.8 change “Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters” – added more Zone-Door pairings to allow for performance boosts under certain conditions
Implemented a supplemental Zone-Occlusion Portal-based culling solution that, for many outside areas and a handful of indoor spaces, can reduce both CPU and GPU Rendering workloads
Updated project from Unity 2020.3.42f1 to Unity 2020.3.46f1, which includes an InputSystem package update to 1.5.0
Removed some old code that could cause issues when opening the Fridge door with the Door Console Command
Added two new CharacterFunctions for the Player related to Hot Tub water fanciness
Added two new MoveTargets near the Fridge
Added three new MoveTargets (one of which is a valid WallSexSpot) in the ArtRoom (SpareRoom2)
To take into account some minor environmental changes, performed a Lighting, Occlusion, and Navigation re-bake
Added two new MoveTargets in the DiningRoom
Implemented a supplemental Zone-Light pairing solution that for varying areas inside and outside of the house, can improve performance
Implemented a system to cull or completely disable specific objects when no longer needed, to further optimize performance
Fixed a long-standing issue that could allow a Character’s CurrentZone to get “stuck” with the wrong value until they tried to transition between zones again
Minor cleanup of a some unused Lighting-related objects
Added the SwingWeapon1HRight SendEvent
Added Trunk InteractiveItem and TrunkLid Door
The “PlayerKnockback” CharacterFunction has been fully replaced by the “Knockback” CharacterFunction
Cleanup and consolidation of underlying Character Class structure(s)
Characters will no longer retain the Crouching State when knocked out
Mostly mitigated an issue that could cause the InteractionManager/Crosshairs to fail to highlight/show the name of a Character while the Player is targeting them in Combat Mode
Fixed a long-standing bug with CharacterZoners that could result in a Character having their CurrentZone inadvertently changed due to Crouching or a small number of more niche behaviors. Such occurrences could result in issues ranging from slightly inaccurate Zone placement to a Character having a Zone assigned that was beyond an adjacent wall
The Freezer door (upper door of the refrigerator) can now be used independently. Interactions for it still need to be scripted into Stories that desire putting it to use
Minor cleanup and optimization of Door Auto Close-related behaviors
Fixed a couple sources of a minor Coroutine nuisance error that could occur when utilizing certain behaviors with disabled items
Fixed a bug with the Item Console Command that would allow for firing of any InteractiveItem public method, rather than just methods tagged as ItemFunctions
Fixed an issue that could cause minor inconsistencies in how long it took to begin Throwing an item after it was picked up and the Player started holding the Right Hand input key/button
Minor optimization of AudioManager to eliminate all garbage allocation and very slightly reduce CPU usage
The Front Door can now use ItemFunction PlaySoundEffect1 to play a doorbell sound
Minor optimization of misc. sound effect files
Another Hammer (Hammer2) has been added as an InteractiveItem. It is identical to, and just as Hammery as, the OG Hammer
When a carried InteractiveItem is Dropped, Thrown, or for some reason a Grab attempt is canceled, the “Throw”/Right Hand action strength will be forcibly reset to its minimum value
Added the functionality for specific InteractiveItems to override the default RightHand/Throw behavior
Added two new movetargets, NearGarageDoor1 and NearGarageDoor2
Fixed an issue that would prevent the Player : TriggerRadialFor event from working when the Player was designated as its target. Note that the opening of the Player Action Radial for the Player via this method is subject to the same engine restrictions as trying to open it via the input keybinding
Added trunk model
Added trunk key
Added a hammer animation
Added alternative versions for doors, fridge, and thermostat
Added a shake flashlight model
Added an alternative version of the hot tub water effects
Animated the AC unit fans to make it operational and added sound
Added alternative body and clothing textures for ashley and madison in certain events
[WIP] Added new guest’s character model
[WIP] Added new guest’s detective outfit
[WIP] Setup cloth physics for our new guest
Setup hair physics for our new guest
Added red flickering effect for a certain doorbell event
Removed wristbands for our new guest and changed position of her hat
Added a new smile for our new guest
Added a mysterious shadow human with red eyes
CSC: When copying an entire Event Trigger and pasting it, any GameEvents within the new EventTrigger will get new GUIDs assigned to them, instead of carrying over the GUIDs used in the original Event Trigger
CSC: When exporting a story, built-in error correction will ensure that DisplayGameMessage GameEvents that have been duplicated (either via CSC copy-paste or manual script editing) but do not have identical text to other duplicates will be assigned a new GUID
CSC: Characters that cannot be enabled in Custom Stories will display a warning indicating as much within their Character Story entry
CSC: Dialogues can now be set to process as “AutoImmersive”. When a Dialogue has this setting enabled, the Response UI will be hidden from the Player and the first Response (or the default “…”/no response) that meets its criteria will be fired, allowing Players to sit back and relax while Dialogue unfolds. Standard Response and Dialogue Close Event behavior still applies. If the Player clicks on/interacts with the Dialogue UI while its text is still populating, this “AutoImmersive” behavior will be canceled and existing Dialogue-Response behavior will take over until a Response is chosen
CSC: Fixed a slight alignment issue related to Response entry foldouts
CSC: Very minor optimization of the Trigger New Dialogue/Next Dialogue selection code
CSC: The Add New Response button will be aligned more closely with the other Response-collection buttons such as Collapse, Expand etc.
CSC: The user can now view and manually input Response Order again (which will allow for order customization of Dialogue Response, Global, and Goodbye Responses), but note that Responses will still not auto-sort as they did prior to CSC 1.0.9
CSC: Various buttons/functionalities that should have sorted Responses on-demand, but were not, have had this issue addressed. Responses are now sorted any time Response collection order is modified, added to, subtracted from, etc.
CSC: A manual Sort Responses button has been added to Response collections for those that wish to play around with manual numbering and Sort later
CSC: When changing Response Order via the up/down arrows, the system will now allow for negative Response IDs
CSC: Global Response and Global Goodbye Response collections will no longer auto-sort on every Editor frame. They will use the same sorting mechanisms as standard Dialogue Responses. This will further increase performance when working with “Default Greeting”-type or otherwise complex Dialogues
CSC: Characters can now be renamed via the Item : Rename GameEvent. Such changes will carry over through saves, and will affect what name is shown for crosshair/interaction text, in the Dialogue UI, BGC UI text, Opportunity Log, Combat Target UI, etc.
CSC: Items and Items from ItemGroups can now use RotateItemToward, which will attempt to rotate them so that their “front” (typically Forward on their Z-axis; this may not always result in what is visually expected) points toward their target
v1.0.9
(Stable Release 02/09/2023)
For all non-DLC content: updated Spanish (MX) translations
GameObject name for Key2 is now “key2” instead of “key4”. Should only matter for those cheaty cheats that use a lot of console commands
Implemented a system to prevent item repositioning based on load game data. This should help prevent the vast majority of issues that could be caused should we decide to…redecorate
Cleaned up some unused InteractiveItem code and members
Updated Spanish (MX) translations for the UI
A new Key item has made its way into the house
Fixed an issue that could cause the Player to be unable to Interact with their POV/Legacy IntimacyPartner in the rare event that a physical obstruction created a line of sight block between them
Enabled ItemFunctions on a number of items that previously were unable to make use of them (pretty much every item that starts out in the Fridge, such as the Mayonnaise, Chicken Nuggets, etc.)
1.0.8
(Beta Release 02/03/2023)
CSC: major CPU and garbage allocation optimizations made that will notably reduce the UI “lag” experienced when manipulating many CSC elements, dropdowns, text fields, etc. Note that these optimizations required minor changes to the UI. Some functionalities like sorting/arranging elements are now controlled strictly through user-interactable elements like arrows, the copy/paste functions, and insert/remove
CSC: added “CharacterGroup” behaviors. This allows for the creation of targeted groups of Characters that can then have GameEvent, Criteria, Event Trigger, and/or CriteriaGroup behaviors executed upon them selectively or en masse. Note that not all GameEvents and Criteria are available for use with this system
In the Original Story: Updated Brittney’s behavior towards the player after they hook up
In the Original Story: Fixed an issue with Amala not being disabled properly after leaving the party
In the Original Story: Fixed an issue with Amala kicking the fence not firing correctly when loading a saved game
In the Original Story: Overhauled the intimacy mechanics in the CSC to utilize character groups
Increased size of LoadingDock slightly and adjusted LoadingDockZone accordingly
Fixed an issue that could cause Player motion to stutter excessively if no NPCs (or only DialogueCharacters like PhoneCall) were enabled
InteractiveItems can now internally (on our end) be flagged for automatic disabling upon start of a Custom Story game session, as can their ScriptObjects
The following InteractiveItem(s) have been flagged to get disabled entirely whenever a New Game of a Custom Story starts: Drone, FilmCamera, HotTubCoverUnfolded, PizzaBoxFortification, PlanksFortification, PlanksFortificationExtraNails, DeadSnake (in front yard), Firetrail, and GlassCover (for the hot tub). Note that the save/load system will be relied upon to maintain InteractiveItem state between sessions, so this will only ensure that these items are disabled upon the start of a new Custom Story session. This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC
The following InteractiveItem(s) have been flagged to disable their ScriptObjects upon start of ANY Custom Story game (loaded games included): HotTubBase. Note that the save/load system does NOT maintain state of ScriptObjects. CSC scripting will be needed to address this.
This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC
The Front Yard Crowd will automatically be disabled upon start of ANY Custom Story game (loaded games included)
Minor redundancy and CPU/Memory optimization-related cleanup across a number of engine, data, Criteria evaluation, and UI-related scripts
Fixed an issue that could cause unintended and sporadic camera “bouncing” when simply running around the game world over flat surfaces
The Debug Log will begin logging slightly earlier than before, allowing it to catch more pre-session diagnostic info
Minor optimizations to Debug Log to reduce garbage allocation
Fixed an issue that was disabling the downstairs Window Blinds (against the front yard) on every game start. These have been the ScriptObject1 of the PlanksFortification for some time, and can be controlled via the CSC as needed
The Window_Broken object will no longer be enabled by default on every game session. This has been the ScriptObject2 of the PlanksFortification for some time, and can be controlled via the CSC as needed
Optimization pass on CharacterManagerTick loop CPU usage performance as well as performance for related methods
Slightly optimized GPU draw calls by removing several obscured/unused environmental objects within the house and disabling Cast Shadows on a number of indoor objects that were not creating noticeable shadows
Fixed an issue with Character/ItemGroup behavior that could allow a “shared” action to populate on the radial when a criteria check should have prevented it from doing so
Updated Volumetric Lighting plugin, which should confer minor performance benefits for some users
Minor optimization to FixedUpdate code that handles door rotation or position change
Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters
Rebaked lighting with slightly tweaked Ambient Occlusion settings
Rebaked and slightly reduced footprint of occlusion culling data
Wired up EnableScriptObject/DisableScriptObject and other ItemFunction behavior(s) for newly added assets/items
Very minor adjustments to the Fridge door’s hard-coded auto-close behavior. Should not be discernible in normal gameplay
Minor tweaks to VFXManager that handles certain character effects and some newer…ambiance stuff. Adjusted certain Phone-light-related behaviors to auto-adjust based on this totally spoiler-free ambiance-related tomfoolery
Added a blackout effect
Added a breaker box model in the garage
Added a knife model
Added a new fridge + alternative material option
CSC: updated core Unity .dlls
CSC: fixed an issue that could cause a NullReferenceException and the inability to use certain StoryCollection-related functions when initially creating a brand new StoryCollection via new GameObject
CSC: added the Gender Criteria, which for now should be reserved for use in conjunction with CharacterGroup-derived behaviors
CSC: cleaned up some inconsistent alphabetization behaviors
CSC: miscellaneous internal cleanup of large swaths of the CSC/Editor codebase
CSC: minor expansion of auto-data cleanup and error message handling in some additional situations
1.0.7 XMas Redeploy
(Stable Release 12/19/2022)
Fixed an issue that would cause the Clothing ConsoleCommand to execute redundant Clothing GameEvents
Fixed an issue that could cause objects to be un-interactable in certain areas of the game world
v1.0.7 XMas
(Stable Release 12/16/2022)
In the Doja Cat DLC: Fixed issues with Derek’s departure from the roof after talking with Amala that could result in various bugs, ranging from game breaking to cosmetic
In the Christmas Content: Added a new opportunity to help spread some Christmas cheer called “Deck the Balls”
In the Christmas Content: Added a snowball bucket which can be used to throw snowballs at the other house guests
In the Christmas Content: Added two new achievements, “Deck the Balls” and “The Most Wonderful Time of the Year”
Added three additional MoveTargets just outside the Gazebo, and one inside
Added a Stepstool Interactive Item, which is a physical item that also includes a Chair and StandSpot
Added a GazeboFuseBox Interactive Item
Added a Character Function for disabling some of the Default Gazebo lighting (real-time and “party lights”)
Wired in Cheer2 and Cheer3 as valid SendEvents for all Characters to use
Fixed a bug that could cause GetsHitWithProjectile detection to fall through in certain cases
Fixed an issue that would cause pictures taken by the Digital Camera item to always be blurry
Added CoverGenitals and GiveSpeechArmsOut animations to the project. These are now available as Poses for all Characters to use
Added EdgeSlip animation. This is available as a SendEvent for all Characters to use
Added Fuse Box model
Added many holiday house decoration models
Added snow, but at room temperature
Added a conspiracy theory about the snow
Added a cloudy sky
Added an extra layer of fog
Added a holiday miracle
Added a very special decoration model
Added snowball model
Added Bucket of snowballs model
Added Christmas Hat for Frank
Added Elf Hats for Derek and Katherine
Added Chistmas Sweater for Amy, Leah, Madison, Patrick and Vickie
Added Reindeer Hats to Amy, Ashley, Madison and Stephanie
1.0.6
(Stable Release 12/02/2022)
In the Original Story: Fixed a bug where Patrick would leave when the female player was already in the master bedroom with him to hookup
In the Original Story: Fixed a bug where the player could start Lety’s Easter Egg CutScene when she was already at a high orgasm value, which could lead to the CutScene terminating unexpectedly
Fixed an issue that could cause StrapOns to fail to mimic penis positional and rotational behavior(s) in CutScenes. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this
InteractiveStates.UnableToOpenLabiaOrAsshole is no longer entirely ignored if a CutScene Actor’s partner is Female. If the Actor has a Female partner in a CutScene that is wearing a StrapOn, this State will behave as expected. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this
Implemented sound effects for UI elements in GameMenu and settings menus
Fixed an issue that could affect CutScene-specific object/transform positions when various items were mounted to specific spots on a Character. Note that at this time this fix applies exclusively to Custom Story content
The Mug item will now use the correct Inventory icon. It will no longer share the same Inventory icon as the Coffee Cup item
Adjusted collider sizes for all Bracing Spots so they do not as easily overlap with other Interactive Items that may have been dropped onto/near them. This fixes an issue where the Dildo could not be interacted with sometimes after having been freed from the chandelier
Doors will no longer attempt to force a child collider to be a Trigger if said collider is both a MeshCollider and Concave. This will eliminate certain (generally nuisance) errors that could occur any time certain Doors were opened, either during play or when loading a save file
Cleaned up a number of Derek’s voice lines that had artifacts or other minor issues
1.0.5
(Beta Release 11/21/2022)
In the Original Story: Added POV options for Brittney and Patrick for the female player
In the Original Story: Explicit version users now get a stat boost for drinking booze or taking painkillers
In the Original Story: Players can now choose between POV and cutscene for Frank’s backyard scene
In the Original Story: Fixed a bug with multiple characters where the player finished prematurely and the scene did not end correctly
In the Original Story: Fixed a bug where NPCs would go down on the female player and she would still be clothed
In the Original Story: Enhanced Compubrah to provide a more fulfilling experience for the female player
In the Original Story: Added a check for Brittney, Derek, and Patrick to prevent the female player from starting sex when they are still recovering
In the Original Story: Male players now have additional options when engaging in POV sex with female characters
In the Original Story: Fixed various bugs involving decorating the penguin for the Muse questline
Fixed an issue that could prevent a Character’s “climax” or other intimacy SFX from playing to…completion
Fixed an issue that could cause StrapOn position and rotation to become permanently corrupted when certain cutscenes were played
Characters that are actively playing their looped “oral” SFX will no longer be considered “speaking”, which was preventing some randomization of BlendShapes from taking place during POV/Legacy intimacy
Spiced up the BlendShapes used during several POV/Legacy intimacy acts, including but not limited to, “MakingOut” and “SixtyNine”. They are now 42.0% more representative of the ecstasy one might feel IRL. “Might” is doing some heavy lifting in this patch note
The “bottom” Character in POV/Legacy “SixtyNine” intimacy will more believably look at the funbits of their partner, most notably if the partner is female
The CharInfo Console Command will now display what role a Character is taking in a POV/Legacy intimacy act, if applicable
The “giving” Character in POV/Legacy “Cunnilingus” intimacy will more believably look at the funbits of their partner, and no longer let their gaze wander as easily to…whatever might be around
Cleaned up behaviors for a handful of POV/Legacy positions that could prevent Characters from looking at their partner, when appropriate
When giving oral to a male NPC, the “giving” Character’s mouth will open more consistently, and to a degree that is specifically appropriate for their partner’s titanitude. Or lack of such a thing
Fixed a bug that was interfering with all InteractiveStates.UnableToOpenLabiaOrAsshole on/off behavior outside of CutScenes. For various “penetrative” intimacy acts that involve the female player or female NPCs, this being off will now have an effect. I can’t believe the patch notes I write
Fixed an issue that could cause customized DisplayNames for Characters to not be used in the BGCUI Text Display and Opportunity Window
To prevent being dropped and accidentally lost, the Whipped Cream will now be highlighted in the grass if dropped outside
The following will look much better when mounted to an NPCs right hand, most notably when used in conjunction with a HoldingADrink… State: Empty Vodka, Whack Spankiels/Whiskey, Red solo cups, Chardonnay, Cabernet, Soda, Whipped Cream
Increased save game limit to 250, up from 69. This is the last time, you fucking data hoarders
Patrick will no longer yell PAARRTTYYYYY! if he is swapped out for another Character in the F_PatrickFinale cutscene
When the Player is involved, both “roles” for SixtyNine will require Mouse Movement to pleasure your partner
Fixed an issue that could cause male genitals to be visibly transparent in the opening seconds of cunnilingus
Added some additional logging to help diagnose cutscene termination issues
Some basic game and story diagnostic info will be provided with saved debug logs now, and shown in the Debug Console UI
If applicable, the CutScene.EndScene Game Event will try to end whichever versions of a CutScene (censored or uncensored) that may be playing, if supplied with the name of an uncensored scene. However, if supplied with the censored version, it will only try to end that specific, censored version of the CutScene
If applicable, when the OnAfterCutSceneEnds Event Trigger is supplied with the name of an uncensored version of a CutScene, it will fire in the event that either the uncensored or censored version of the CutScene ends. However, if supplied with the name of a censored version of a CutScene, it will only fire if the Censored version of that CutScene ends
CSC: Added CutScene GameEvent option to end any scene involving the player
CSC: The OnAfterCutSceneEnds Event Trigger will now fire just before the CutScene removes itself from the internal Currently Playing collection, which will allow Story Creators to successfully use CutScene-type Criteria within the Event Trigger’s root criteria
1.0.4
(Alpha Release 11/07/2022)
In the Original Story: Added Scissoring and Fingering as options for female players during POV sex
In the Original Story: Added the ability to swap between dominant and submissive positions for male players during POV sex with male NPCs
In the Original Story: Updated most female player POV options to be more in-line with male player POV options
In the Original Story: Implemented a cutscene for the male Player when Frank goes down on the them in the yard
In the Original Story: Fixed a bug where the player would finish prematurely during a cutscene with Katherine and then she started getting dressed while the act continued
In the Original Story: Updated Compubrah to handle Frank and Katherine combat in VR
In the Original Story: Fixed a bug where Brittney would be on the bed but unable to initiate sex with the female player
In the Original Story: Fixed some text inconsistencies
In the Original Story: The flower will now change colors in the player’s inventory when it is dyed
Removed a redundant one-time initial LookAt attempt from the hardcoded StartMissionary SexualAct behavior. It, like many two-person SexualActs, will rely on existing SolveLookAt behavior(s)
If a CutScene needs to fall back to a POV/Legacy Intimacy Act, these random selections will now be better tailored to various gender-specific configurations of Characters. I.e., Female-Female CutScene fallbacks will prefer to use new Scissoring Acts etc., rather than Acts more suited to Male-Female or Male-Male pairings
Integrated new Scissoring, Fingering, and Female-centric Sixty-Nine poses into the POV/Legacy Intimacy system
Fixed an issue that could cause the Debug Log to not be navigable if it was opened during a CutScene
Fixed an issue that could cause the GameMenu to not be navigable via controller if the Command Console was opened prior to opening the GameMenu
Fixed an issue that could cause the Inventory and UseWith UIs to not be navigable via controller if the Command Console was opened while either was already visible
Updated project to Unity 2020.3.41f1
Slight optimizations to runtime functionalities that search for a result across multiple EekCharacterEngine or Unity Types
Fixed an issue that could cause erroneous removal of Original Story files in some builds
Frank’s Chair will no longer make an odd thud sound when colliding with it with your itty bitty feets
Very minor optimization of update loop code associated with ActionItems
Fixed an issue that could cause Characters using certain CharacterStandSpots to be collision-free, allowing other Characters to walk right through them
Fixed an issue that was compromising the position and rotation of Characters using the Door or Window Bracing CharacterStandSpots
The Flower ItemFunction ChangeColorToBlue will now also handle the changing of the Flower’s Inventory Icon. Note that this ItemFunction ChangeColorToBlue is called on GameStart if loading into a game in which ChangeColorToBlue had already been called
Removed “Not Recommended” labeling from the POV/Legacy Intimacy UI options
Added a tweaked bracing animation to the Male anim controller
CSC: cleaned up a redundancy in the Naming of Item : SetInventoryIcon GameEvents
CSC: the Flower can now have a Blue Flower inventory icon assigned to it using Item : SetInventoryIcon : 1
CSC: some misc. functionality cleanup and expansion of auto-data cleanup and error message handling in some additional situations
CSC: added the ControlStrapOnAutomatically InteractiveState. When this is applied to a female/strap-on equipped NPC, it will ensure that a strap-on is applied (or at least left on) when switching into a “penetration” or male-oriented sex role, and removed when no longer appropriate as well as removed automatically when a sex sequence ends
House Party v1.0.3 Release notes.
1.0.3 Redeploy
(Stable Release 10/19/2022)
Fixed an issue that was preventing save games from being loaded or deleted within the Load Game UI if using a non-English language
When saves are deleted, ToolTipData will be updated to reflect the removal of the corresponding save data to prevent bloating of the ToolTipData over time
1.0.3
(Stable Release 10/17/2022)
In the Doja Cat DLC: Fixed various bugs with the house returning to normal after Doja Cat’s big finale
In the Doja Cat DLC: Fixed an issue with Katherine’s dialogue not displaying correctly during Doja Cat’s big finale
In the Doja Cat DLC: Fixed save / load issues for the MP3 player not displaying correctly
In the Doja Cat DLC: Fixed multiple issues with the hot tub during Doja Cat’s content
In the Doja Cat DLC: Amala will not change locations as often when she is at the party
In the Doja Cat DLC: Changed the way Derek jumps off the roof during Doja Cat’s story
In the Doja Cat DLC: Added handling if characters are attacked during Doja Cat’s big finale
In the Doja Cat DLC: Updated the handling of Amala’s clothing and special outfits
In the Original Story: Added a mysterious new achievement
In the Original Story: Compubrah has been upgraded and can now handle players that decide to start a fight
In the Original Story: The Kettle can now be dragged by hand or added to the inventory to heat it on the stove
In the Original Story: Fixed bugs for the New Dude / New Dudette quests
In the Original Story: Madison will now get upset if she catches you stealing the sleep mask
In the Original Story: Fixed an issue where Patrick fights back against Rachael
In Date Night With Brittney: New items from the DLC will no longer appear in the story
In A Vickie Vixen Valentine: New items from the DLC will no longer appear in the story
In the Doja Cat DLC: Adjusted Patrick’s behavior so he pays more attention to Doja Cat during the big finale
In the Doja Cat DLC: Fixed an issue with Frank not returning to his original behavior if Doja Cat’s big finale fails
In the Original Story: Fixed some inconsistencies with item inspect text not displaying the correct information
In the Doja Cat DLC: Fixed some issues where the billboard did not display correctly after Doja Cat’s big finale
Certain CutScenes will no longer play via any means if the exact “original cast” is not specified and/or is not Enabled
Fixed an issue that was preventing the Player from having the Enabled state when starting a game
Asexual Characters will no longer assume or stay in explicit sexual poses
Increased Cloud Storage space allocations on Steam
Addressed an issue that would cause Amala’s Character to be too aggressively censored if wearing the “Hedge Clipper” outfit, and not censored enough if she somehow became fully undressed
Fixed an issue that could cause non-player CutScenes to erroneously terminate if the Player was about to get into combat. These will now only auto-terminate if the “Star” of the non-player cutscene is about to get their ass beat
Fixed several issues within the codebase and with CharacterZone placement and sizing that could lead to null refs or failures to assign Characters a Zone. Issues incidentally fixed by this include: broken game behavior on loading a save, seemingly erroneous Audio or Character behavior, and general existential unhappiness
The CharInfo Console Command will now give moderately profane and slightly worrisome feedback to the user when a Character does not have a Zone assigned
Updated project to Unity 2020.3.40f1
The SwitchToOriginalTexture ItemFunction will now actually switch to the Original Texture for the Interactive Item, rather than just the most recently assigned Alternate Texture
The player will now automatically attempt to drop out of combat mode if a two-Character POV sex act is started
Fixed an issue that could cause NPCs swapped into various VickieFinale CutScenes to have their underwear incorrectly applied based upon Vickie’s current clothing. This should take effect/benefit Custom Stories
The Popcorn will now auto-highlight when dropped in the grass, making it easier to see if dropped in dark areas of the yard
Updated the French Translation
CSC: added a new ItemFunction to a fun thing outside that does light-related stuff. Roar, and shit
CSC: added some automatic on-Export criteria data correction for Quest criteria
CSC: Story Data will be immediately updated once upon successfully importing a Story
CSC: invalid Quest ID data in a GameEvent or Criteria will now properly throw an error in the CSC
Fixed Amala’s Hedge Clipper outfit disappearing from certain angels
Fixed Doja Cat’s wild hair movement during cutscenes
Changed Amala’s clothing setup and tweaked mask config
1.0.2.2
(Stable Release 9/30/2022)
Added Hedge Clipper outfit for Amala
Updated hair physics for Amala
Added achievement images
Fixed a bug that could prevent certain GameplaySettings from being Initialized correctly until the user actually opened the GameplaySettings UI. NOTE: make sure you review these settings if you are not seeing Background Chatter or Dialogue Text on-screen when Characters are speaking/using either
The EndScene CutSceneOption can now be used via the Command Console
Added toggle in Gameplay Settings to skip intro cutscenes
Input Manager no longer allows players to bind Flash Breasts/Penis to a binding that is already shared by another action
“Kiss Me More” song now ignores the “Mute DMCA Music” setting
UI Radial elements are now translatable
Slightly tweaked when the kettle would stop whistling when moved from the Stove
Fixed an issue that could cause the Drone (Item) to fall through the world instead of successfully animating via one of its PlaySequence ItemFunctions
Fixed a regression issue that prevented NPCs from taking the place of the Player in pre-1.0.1 Player Intimacy CutScenes
Fixed a longstanding issue that was preventing NPCs from reapplying their saved/intended rotation when loading a Save Game
Minor cleanup of a handful of Amala and Doja Cat audio files
Doja cat’s songs will not play when there is explicit content on-screen. This includes both cutscenes and POV/intimacy scenes
In the Original Story: Made the kettle an inventory item that is usable and mountable onto the stove
In the Doja Cat DLC (Original Story): Resolved multiple save / load issues
In the Doja Cat DLC (Original Story): Updated the Drunk and Disorderly Content for Amala
In the Doja Cat DLC (Original Story): Fixed multiple dialogue issues with side characters at various points throughout the story
In the Doja Cat DLC (Original Story): Prevented Doja Cat’s finale from starting with main characters being unavailable
In the Doja Cat DLC (Original Story): Tweaked Patrick’s behavior during Doja cat’s finale
In the Doja Cat DLC (Original Story): Matched dialogue with the audio in cases where they were not correct
In the Doja Cat DLC (Original Story): Expanded Doja Cat’s reactions and background chatter with the various house guests
In the Doja Cat DLC (Original Story): Updated graphics when Katherine is using the laptop
In the Doja Cat DLC (Original Story): Prevented multiple issues with loading original story pre-DLC saves
In the Doja Cat DLC (Original Story): Adjusted Frank’s behavior when interacting with Doja Cat
In the Doja Cat DLC (Original Story): Expanded reactions to giving Doja Cat various household items
CSC: added support for up to two alternate inventory icons using setinventoryicon
CSC: Two new Player CharacterFunctions will allow you to start/stop casting the Player’s POV directly to the back yard billboard: EnablePlayerBillboardCasting and DisablePlayerBillboardCasting, respectively
CSC: added the MountToStove ItemFunction for the Kettle
1.0.2.1
(Mini Pre-Release 9/26/2022)
Added additional Doja DLC music track to the game
New sound effects were added to new Doja Cat DLC Cut Scenes
Fixed console feedback text formatting issue when using Clothing command with Asexual Characters
NPCs will no longer socialize or be talked to when they are being spoken to in Dialogue by another NPC.
Added CenterOfGazeboLeft and CenterOfGazeboRight MoveTargets
Fixed hand mounting position and rotation for the Hedge Clippers
Certain NonPlayer CutScenes will be able to forcefully prevent saving/autosaving of the game while they are playing
Added the ability for certain CharacterStandSpots to assign a gender-specific pose to a Character that makes use of them, and added multiple instances of these types of Spots in the house
Fixed an issue that could cause Characters to release Hot Spots on an item if they had been assigned those Hot Spots while already making use of a (separate) Action Item, and then got up/stopped using that Action Item
Tweakes Drone and Film Camera start position and initial Physics behavior(s)
Characters can float now. Yay, thanks Floating InteractiveState!
Re-EQd Brittney and Derek VA
Minor adjustments to newly added MoveTargets used by the Doja Cat DLC content
Fixed hand mounting position and rotation for the Drone Remote (intended to be used with OperatingTablet pose)
The HideAllUI functionality can now be used at nearly any time while in the game world
Fixed an issue that could cause the star of DojaPerformanceLive to hang in midair after the scene was finished
Significantly lowered the volume of the Kettle’s whistling sound effect
Added the DontMoveForObstacles InteractiveState, which will prevent evasion/sidestepping away from gameobjects/non-Character obstacles
Fixed a typo in one of the Loading Screen gameplay hints
On-SaveGame-Load Quest Merging will now take into account Characters whose Stories did not exist in a previous save, and were since added in an updated version of that Story.
Characters who are navigating to another Character (Target) will no longer retain the Name of that Character Target as their CurrentMoveTarget if said Character Target is disabled
Fixed an issue that was causing Opportunities to disappear from the Opportunity Log and/or not get updated when the NPC that “owned” the Opportunity was disabled
Fixed an issue that prevented Opportunity pop-ups from appearing when an Opportunity owned by a Disabled NPC was updated
Tweaked FilmCamera neck mounting position and rotation settings to reduce arm/body clipping and better align the FilmCamera viewfinder with a Character’s face
Tweaked Amala and Doja Cat’s face textures and default look
Fixed clipping issues with Amala’s dress
Added Dinolicious (dinosaur suit) model, pickup item model and inventory images
Improved Dinolicious dancing animation
Added crowd models
Setup the film camera to be grabbed
Updated physics for Dinolicious and Doja Cat
Added a uniquely lit…”viewable experience” beyond the confines of Madison’s house
Fixed the TypingStanding pose to use an animation better suited for the height of the desk in the Study
Certain CutScenes now have added viewing provisions for Ultrawide monitors
Fixed issues with three new Doja Cat DLC Cut Scenes that could cause them to “stall” as they finished
Tweaked emote strengths for certain Character(s) in new Doja Cat DLC Cut Scenes to improve lip sync accuracy
Added some “social feedback” features to Doja Cat DLC Cut Scenes
Some Doja Cat DLC Cut Scenes will have a bit more “bang” in them. Colorful bangs, not sexy…forget it
Various improvements to appearance of the Plexiglass panels
Added an inventory icon for the Kettle
Added grass texture to some viewable parts outside the yard
Fixed some audio in cutscenes not responding to the audio volume set in the settings
Cleaned up and standardized the appearance of the grass beyond the back yard fencing
In the Doja Cat DLC (Original Story): Extended the functionality of the MP3 player for Doja Cat’s music
In the Doja Cat DLC (Original Story): Added multiple new animations
In the Doja Cat DLC (Original Story): Updated all quest text to match the actual steps being done
In the Doja Cat DLC (Original Story): Reworked all endings for the DLC for a more cohesive player experience
In the Doja Cat DLC (Original Story): Fixed cutscene transitions during Doja Cat’s big finale
In the Doja Cat DLC (Original Story): Adjusted the challenges during Doja Cat’s big finale
In the Doja Cat DLC (Original Story): Adjusted Frank’s disposition towards Doja Cat
In the Doja Cat DLC (Original Story): Rebalanced all Amala / Doja Cat socials to balance the intimacy ending
In the Doja Cat DLC (Original Story): Added Achievements
In the Doja Cat DLC (Original Story): Added handling for special house guests, such as the Game Grumps
In the Doja Cat DLC (Original Story): Added multiple interactions between Doja Cat and the other party guests
In the Original Story: Fixed a bug that let the Female Player Character unlock the ‘Caught in the Act’ Achievement during Patrick’s romance CutScene, even without any other NPC’s nearby
In the Original Story: Added a new Opportunity for the male player (“The New Dude”) and the female player (“The New Dudette”)
In the Original Story: Fixed Derek’s default Inspect text when playing the Female playthrough
In the Original Story: Fixed the wording of Derek’s dialogue when he defends the Female Player against Frank’s anti-booze insanity (after earning Derek’s “combat protection” perk)
In the Original Story: Various minor Female Player-related dialogue and/or QOL tweaks for Stephanie, Ashley, Katherine, and Madison
CSC: The Speakers can now be configured to loop sequentially through: all available songs, original HP tracks only, and a partial or full set of only Doja Cat DLC tracks. This configuration is handled via the ItemFunctions SetDLCTrackModeNone, SetDLCTrackModeOriginalOnly, SetDLCTrackModeDojaDLCOnly, and SetDLCTrackModeFullDojaDLCOnly respectively
1.0.2
(Mini Pre-Release 9/18/2022)
Fixed an issue that could cause Achievement Pop-Ups to occur while the Player was enjoying a CutScene, locking them onscreen until the CutScene ended. Achievements Pop-Ups will now wait to appear until all CutScenes involving the Player have ended
Added even more polish to the CutScene system, better allowing Player and non-Player starring CutScenes to co-exist, and to support more than one CutScene playing at a time (multiple CutScenes that involve the Player cannot co-exist)
Fixed an issue that could cause Achievement Pop-Ups to occur while the Player was already viewing another Achievement Pop-Up, leading to an inability to properly view and progress through both Pop-Ups
Added the HappyAlt1 Emote, which may be used later for additional diversification of pleasure portrayals…and stuff. For now, only our newest guest uses it
Implemented changes to the item and hot spot system that will allow certain additional Interactive Items to make use of hand hot spots (similar to the Flamingo seats, snake, etc.)
Fixed an issue that was preventing Characters from holding onto the Flamingo seats correctly
Fixed an issue that could prevent certain red text/error messages from staying on-screen on the Main Menu long enough to be visible to the user
Added various new Interactive Items to the game world
A handful of Items in the house have had their Item Mounting or Player Carrying/Grab alignments fixed or tweaked
Added a base Interactive Item for the “frame” of the Hot Tub, including a Character-only collider that can be enabled via EnableScriptObject1 ItemFunction to block access to the hot tub by Characters
Added a number of additional Move Targets outside in the yard…and beyond
The CutScene system (for the purposes of 1.0.2 and future CutScenes only) can now support up to 3x NPCs plus the Player
Various Interactive Items (new and old) have had Inventory Icons assigned to them
Added several poses to the game for bracing up against something, meditating, and using a tablet/large remote
Minor improvements to CutScene error logging
Updated Unity version and various packages
Standardized layering on certain Character Controller blocking objects so that they functioned as motion/nav blockers rather than true walls
A few very minor optimizations, improvements, and misc. cleanup to engine code, the navmesh bake, and audio/lip sync behaviors
CSC: added the ability to End a specific CutScene via GameEvent
CSC: added Event Trigger OnAfterCutSceneEnds that can be used to execute Game Events after a specified CutScene ends, just after it begins to Fade In/perform final scene cleanup behaviors
CSC: added ItemFunctions that can be used to manually Enable or Disable an Interactive Item’s ScriptObjects 1/2
CSC: Background Chatters can now be flagged to Play Silently (volume for that specific BGC will be set to zero)
CSC: The TypingStanding Pose was already available on Character Animators, but, whoopsy, has only now officially exposed to Story Creators. Clickity-clack, bitches!
v1.0.1
(Stable Release 9/01/2022)
Major optimizations to draw calls, shadow caster counts, and culling behavior(s) while the Player is in the back yard, and to a lesser degree, in the house. This should result in a noticeable performance gain for most users
Significantly decreased the amount of VRAM the game uses by cleaning up numerous scene objects, fine tuning the light bake, and combining HQ light map compression + HQ light map encoding
Very minor optimizations of certain game load code
Per their request Arin and Dan (Game Grumps) will not be available for use in Custom Stories
Greatly mitigated the chance that a Character can inadvertently get warped off of the NavMesh if they were warped to another Character that was in certain corners of the yard, against fences, walls, etc. This fix also cuts down on the chance that Characters can get warped into a room where the target Character cannot see them, or behind a door dividing the two Characters
Fixed the Eek! Games intro being stretched awkwardly when using ultrawide resolutions
Prevented a NullRef Exception that could occur if a CSC user tried to use certain Item-related GameEvents without adding an entry for that Item to the Main Story script/file
NonPlayerCharacters will no longer instantiate anywhere other than in the LoadingDock. Any Custom Stories that relied on NPCs starting at their Default Locations somewhere in the house/outside will need a WarpTo added in order to position them as intended. This incidentally fixes an NPC placement issue with our Vickie Vixen Valentine story
Fixed an issue that could cause some NullRef spam if an NPC was disabled anywhere in LOS of the Player
Fixed a MissingReferenceException that could occur if an NPC was disabled shortly after an ActionItem StopAction was called
Refactored Audio system so that NPCs have the same mouth animations no matter how attenuated their volume it
Fixed a bug that would prevent the Mute DMCA Music option from working with the Female Player’s Intro Cut Scene
Fixed a bug that would prevent EntersZone Event Triggers from firing if a Character previously did not have a Zone assigned
Fixed an issue that was causing NPC Background Chatter outside of CutScenes to be too quiet
Enabled the Duct Tape, and more, as Interactive Items
Fixed an issue that prevented the Player from being able to open the Inventory UI while using the Player Action Radial or a Radial Menu for an item outside the Inventory
The Clothing Console Command will no longer attempt to remove Clothing from “Asexual” Characters. At this time this only affects the Game Grumps (who could not be nude anyway) and our future myster…oh, right. Mooooo. That one
Certain Console Commands that were already impacted by, or are newly impacted by, Asexual Character settings have had various pieces of feedback text updated
Certain NPCs will now have a Default Emotive Blendshape Configuration that they will use, should they be idle, not socializing with others, speaking, moving, etc.
CutScenes that do not include the Player will behave much more fluidly now. Automatic UI toggles, movement/input restrictions, and the removal of other misc. constraints should make them more easily enjoyable
Touched up the NavMesh to remove a number of gaps and slightly expand walkable areas where reasonably possible
Removed a number of duplicated bushes and small plants from the yard and garden area that were essentially invisible to the player, yet were still being rendered
After NavMesh and Yard object cleanup, refreshed Occlusion and Light Bakes
Various existing (and new) items are now grabbable by the Player
Added Debug Logging to track successful change of, loading, and unloading of scenes
Fixed an issue that was causing VA bundles for stories to erroneously duplicate themselves in asset folders for other stories
Cloth Components will start fading out their simulations at lower, more reasonable distances
Eliminated or mitigated several per-frame or frequently called sources of Garbage Allocation
Added a new ItemFunction to InteractiveItems that allows Disabling or Enabling of a ScriptObject referenced by appropriately configured InteractiveItems
Made a number of performance-related tweaks to Occlusion Culling-related settings and behaviors
Slightly increased crossfade time in default animations
Fixed an issue where converse animations would continue to play long after a character stops speaking
Tweaks to look at durations and timings to create more realistic lookat behavior, particularly in dialogues
Added Polish as an official entry to the Languages list on the Main Menu
Fixed a niche Nullref Exception that could affect intended auto-close behaviors of the Fridge and Pantry doors
Fixed a possible niche nullref that could occur on some transitional scenes like the Disclaimer screen
For RayCast/layering purposes, certain parts of the Front Door and the Garage Doors (more specifically, the big fucking parts that block stuff) will count as “Walls” instead of whatever the shit “Default” means. They just want to be like their other door brethren
The windows in the front of the house, facing out to the street, will now function as a “Wall”, similar to other suspiciously window-like objects
Added a MoveTarget near the windows in the DiningRoom that face the Front Yard (DiningRoomNearFrontWindow)
Added a MoveTarget (KitchenNearFruitAndMicrowave) in the Kitchen near the new pile of fruit. Fruit smorgasbord? Fruitapalooza?
Added a second MoveTarget outside near the Air Conditioner, daringly named OutsideNearAirConditioner2
Adjusting in-game font/font size now applies to InventoryUI item name, UseWith header, ResetCSCPrefs button, and FOV value in Graphics
Added translation functionality for DialogueUI social meters and Opportunity popup messages
Added translation functionality for Gender Tags in Load Game tooltips
Added translation functionality for default NPC “doesn’t want that right now” texts and item added-to-inventory text
Asexual NPCs will be prevented from being included in any sex cutscene that do not explicitly designate them as involved by default (as a default Star or NPC1, etc.). At this time this only applies to the Game Grumps, but additional Characters in the future may also be affected by this change
Fixed an issue that could allow “canceling out” of a Narration Pop-Up to inadvertently close UIs open behind said Narration
Added a very slight delay before allowing Player Input to progress through queued Narration. This should help curb any accidental skipping of Narration Pop-Ups
Fixed an issue that could cause NPC erections during CutScenes to, under certain circumstances, not behave as girthily as we would all hope for
Fixed an issue that was allowing an extra character into certain Custom Story Browser Story Titles
In the Combat Training Story: removed old references to “F1” for viewing keybinds/help
CSC: added PlayerTookCameraPhoto Event Trigger. This will fire after the Player successfully takes any picture with the Camera item and all “Photos”-related Player values are incremented
v1.0.0
(Stable Release 7/15/2022)
In the Original Story: added the following Achievements: “A Friend in Need”, “Love Conquers All”, “The Crush”, “The Crush(es)”, “Host Hijinks”, and “Hijinks Averted”
Fixed the neck seam of the female player
In the Original Story: Ashley will try to leave/roam out of her room after her Clean Clothes are given to her, in the event she was not Humiliated/made sick
In the Original Story: standardized the Social threshold for a few additional Derek dialogues that were meant to refer to him having a Friendship level of “Friends” with the Player, rather than “Acquaintances”
Fixed an issue that could cause the Story Selection Dropdown to misbehave if a Custom Story was built using an older version of the CSC. Instead, a Debug Warning will be logged
Fixed an issue that would prevent users who had DebugMode on and were playing a corrupted/broken story from exiting to the Main Menu, Restarting, or Loading a Game
Added additional Debug Logging in case of certain StoryData Load failures
Removed the MaxLights setting from the game’s Graphics UI, as this setting was deprecated some time ago and no longer exerted any control over the game’s graphics
Standardized controller/keyboard UI navigation loop behavior across several menus
Fixed an issue that was causing controller-based interactions with Items in the Inventory (that did not result in the Item being destroyed or removed from the Inventory) to immediately select the first Item in the Inventory, as opposed to trying to re-focus on that same item
Fixed an issue that would let the Player throw a punch while their UI Radial was open or in the midst of being closed, which could lead to inadvertent and extremely unfortunate (usually, for the Player) violent situations
Added a MoveTarget in front of the bushes outside/nearest the Living Room window
Implemented a minimum input deadzone. The amount of movement on a controller/gamepad needed before actually moving is otherwise unchanged. This will fix an issue that could cause controller/gamepad users to move backwards if they used very slight motions on their analog stick, or get very easily kicked out of a chair, bed, etc. with the slightest touch of the analog stick
Made the processing of motion and the setting of the Running state more consistent for the Player. This will prevent the Player from being considered as Running if they are standing still, etc.
The Female Player will now use the same movement mechanism as the Male Player, which should only slightly affect movement speed and prevent diagonal running from doing anything nice for you fucking cheaty cheats out there
When the Player picks up/grabs an item (via RightHand action or grabbing from inventory/Holding in Hand), hand collider size will be adjusted somewhat to better ensure that the Player can still Interact with that item while it is held
LookAt GameEvents that instruct a Character1 to look at another Character2 will no longer instruct Character1 to look at Character2’s scripted object, but rather Character2’s eyes, whenever possible
Minor optimization of Character instantiation time by removing old and now unused class members, initializations, transform searches, etc.
CPU usage optimization of various core game loops and method calls by removing calls to InteractiveStates.Alive, which is always True. CSC users should not be manually changing this State
Implemented several protective checks to limit the number of unintended LookAt behaviors that might fire during a CutScene, as well as if a Character is already near another Character they are looking at
LookAt behavior for all Characters entering a CutScene will be “reset” just prior to the CutScene Playing
Fixed a few minor issues with Player Character head/eye motion in niche situations
Fixed an issue that could prevent Player : LookAt : NPC CutScene GameEvents from targeting the correct Character if the CutScene Actors were customized via CSC/Custom Story
Enabled Steam Cloud Sync
The Pantry Doors in the Kitchen will now auto-close in a fashion very similar to the Fridge Door (if the Player is too far away after a number of seconds, or quickly upon detecting nearby combat)
Fixed an issue that would prevent NPCs from trying to immediately Evade in cases where that Evasion attempt is classified as VeryImportant. This should address situations where a speaking NPC without State DontMoveForOthers set to True would still not move out of the way for other Characters
Fixes for scrolling in inventory, load game, and dialogue menus
Minor garbage alloc and CPU optimizations to interaction (crosshair system) manager
Fix for radial menu highlighting and selecting incorrect option
Various input configuration fixes as a new menu layout was implemented
Fixed bug in inventory menu where player could still scroll when the inventory radial menu is open
Fixed bug in inventory menu where player could make an inventory item selection when holding inventory hotkey and another button
When a player makes a save, the Player Gender is automatically added to the end of the displayed save name
Fixed issue where the female player was see through
Changed female players hair tie UV’s to be a single color/fabric
Added hair physics to player female
Fixed issues with the player female’s head having no shadows, her hair material, skin material and clipping clothing
Improved Ashley’s hair physics to reduce clipping
Updated MainMenu’s Ashley and female player hair physics, also changed all characters their size to be the same as during gameplay
Improved the big gaps between Brittney’s teeth
Added female player threesome cutscenes for Vickie and Brittney’s content.
Added female player voyeur cutscene
Added female player variant of the intro cutscene
Added female player master bedroom (lesbian) scene
Added female player Vickie finale cutscene
Added female player garage (lesbian) scene
Fixed some minor cutscene related visibility bugs
Updated the company logo on the MainMenu
CSC: the Speakers no longer have a LoadOriginalTrack ItemFunction available to them, as it is no longer necessary
CSC: Global Responses will also be searched when inputting text into the Search Response Text field in a Character’s Dialogue Filter
CSC: added an ItemFunction to some doors that can be used to immediately “snap” them partially open
CSC: as forewarned in the update notes for 0.20.0, the IsAloneWithPlayer criteria has been deprecated from House Party. CSC users should now make use of IsOnlyInVisionOf as a replacement criteria, as it performs the same check and can be used between any two Characters. IsOnlyInVicinityOf and IsOnlyInVicinityAndVisionOf can be used to further supplement proximity/vision-based logic
CSC: several more GameEvent types will “self clean” erroneous data in case of copy-pasting, etc.
CSC: the selected Filter Character can now be searched for within CutScene GameEvents
v0.22.0
The female player character can be selected in the Character Select UI (*in select releases)
Adjusted colors for most of the interactable UI elements to improve visibility
Updated cloth physics for Ashley, Katherine, Lety and Stephanie
Added garage cutscene
Added Frank mini oral scene in the yard (asset only at this time; not available in story)
Fixed an issue in Katherine’s cutscene that could cause it to get stuck
Also updated cloth on the Main Menu
Fixed an issue that was limiting what controller and mouse buttons could progress the user through transitional scenes like the Eek! Games logo and Disclaimer scenes
Fixed an issue that could cause a NullReferenceException and intermittent faulty behavior when trying to select a sorting option in the Inventory UI
Fixed an issue that could allow the UI Radial to either toggle on, or at least try to toggle on, at times it should not, which could cause it to display at unintended times or prevent expected Cancel/Escape/etc. behaviors by other UI canvases
The default controller button for crouching is now Left Stick/Left Analog (press), and the default controller button for running is now Left Trigger/LT
Player gender choice is retained in Character Select UI between sessions
Loading a saved game now takes into account the PlayerGender data within the save (fixes issues with gender swaps that can occur when loading saves)
Removed InteractiveState/State GivingBlowJob. It has now been replaced with InteractiveProperty/Property GivingBlowJob. There has been no change in functionality, but CSC users will need to be sure to refactor their stories to use the new Property instead of the InteractiveState
Two additional InteractiveProperties/Properties are now available and calculated depending on what oral act a Character is undertaking: GivingCunnilingus, and GivingOral
Fixed an issue that was preventing Characters receiving a Handjob in the Hot Tub from using any sexual sounds whatsoever (does not apply to the “M”/non-Explicit version of the game)
Player movement is now initially and exclusively tied to the WASD keys on PC, rather than having a “hidden” set of bindings assigned to the Arrow Keys
The Opportunities, Memories, and Inventory UIs for the controller no longer have default bindings and are now only accessible via the UI Radial, as intended. This frees up several D-Pad buttons for binding other Actions as well
On Gamepads/Controllers, Masturbate is now bound to “D-Pad Down” by default, as opposed to “D-Pad Up” which is used to delete bindings
The Command Console can now also use the PageUp/PageDown keys to cycle through old commands
Fixed an issue that would prevent the game from being paused while in the Game Main scene/game world while the Audio Settings were open
Fixed an issue that would allow the Player Action Menu/Player Radial to be opened while in Combat Mode, if the UI Radial had been opened first
If a Character is receiving Cunnilingus, and their genitals are not exposed (generally meaning that bottoms and/or underwear are still on), their Orgasm meter will no longer automatically increase
“One shot”/single Orgasm SFX will play again in CutScenes in the M-rated/non-explicit version of the game
Added a few more entries to the loading screen Hints
Fixed an issue that could cause End Intimacy game events to erroneously end an Intimacy session that was started after the Intimacy : End game event was called
Certain Console Commands that would allow actions prohibited in the “M”/non-explicit version of the game are now locked off if the user is playing the “M”/non-explicit version
Random CutScenes selection will now first look at CutScenes that are on the same “floor” as the Player/CutScene Star before searching more broadly for the closest valid randomizable CutScene
Input Config rebind overlay has been repositioned and recolored
Removed scrollbar in Input Config
Fixed controller duplicate detection when rebinding
Adjusted controller sensitivity sliders
Adjusted FOV and Gamma sliders
Fix for cutscene pausing
Added a bunch of fruits
Added a fast food
Minor tweaks and improvements to clothing handling, randomization settings, and misc. configuration settings in a handful of cutscenes
Improved dancing animation to reduce hair clipping
Created thumbnail for Brittney’s DNWB shirt
In the Original Story: Reworked the Muse Storyline for Madison and Derek to fit the female player character.
In the Original Story: Added alternate dialogue lines for the female player to all characters in the house.
In the Original Story: Updated the text for the Penguin when it is on the dresser to make it more gender neutral.
In the Original Story: Updated all poses and pose criteria situations where there would be a conflict between Male and Female poses. There are now separate Male and Female poses.
In the Original Story: Reworked the Sibling Warfare Storyline for Ashley to fit the female player character, especially when the player, Ashley, and Vickie are all in the closet spying on Madison and Derek.
In the Original Story: Updated the game introduction text for the female beta.
In the Original Story: Added a more robust solution for cutscenes and enabled multiple characters to randomly play a cutscene based on their location in the house.
In the Original Story: Updated all male characters so that they are able to fight back against the female player, with the exception of certain story situations.
In the Original Story: Updated all instances where characters gave the player a blowjob so that they now give cunnilingus if the player is female.
In the Original Story: Updated intimate content with all characters in the house to work with the female player character, including dialogue and context.
In the Original Story: Added a way to handle if the female player flashes other characters.
In the Original Story: Added a new introduction for Madison when playing as the female character.
In the Original Story: Updated Vickie’s endurance test to accommodate the female player.
In the Original Story: Added additional background chatter specific to the female player. Covers multiple situations, fluids, etc.
In the Original Story: Updated Rachael and Vickie’s dares to be more gender neutral in the way they are worded.
In the Original Story: fixed an issue that could cause Brittney not to follow Stephanie for prolonged periods of time, if the Player started Stephanie’s “Drunk and Disorderly” Opportunity and let her like…totes chill while sloshed for awhile
CSC: Properties (for Game Events and Criteria) will now be ordered alphabetically in relevant dropdown menus, similar to States, etc.
CSC: the Pose Game Event, when used with the Player as the selected Character, now allows for the selection of a specific gender in order to define an accurate selection of poses
CSC: the Posing Criteria, when used with the Player as the selected Character and CurrentPose as the PoseOption, now allows for the selection of a specific gender in order to define an accurate selection of poses
CSC: if assigning a Pose (true), the Pose Game Event will now show a bit more information about what Pose a Character is assuming
CSC: if checking for a CurrentPose, the Posing Criteria will now show a bit more information about what Pose the criteria is referencing/checking for
CSC: users can now search for where Dialogues are fired via Response “Next Dialogue” entries. To do this, set the Game Event Type to “Dialogue”, and enable Advanced Options. Ensure that an integer Dialogue ID was input into the Custom Event Filter Value field. Then, enable “Include ‘Next’ Dialogue Data, and Search away without having to open up those text files!
CSC: users can now search for Property Game Events and Criteria checks using the string equivalent of a Property instead of having to search by its integer ID
v0.21.2
(Stable Release 3/24/2022)
Breasts will no longer be forcefully censored in the “M”-rated/non-Explicit version of the game. They will only be censored if the Censor Nudity option in the Pause Menu is set ON. This can be disabled at any time
Lety will no longer have special censors enforced upon her on any distribution/gaming platform
In A Vickie Vixen Valentine: cleanup of some miscategorized WalkTo and WarpTo targets
In A Vickie Vixen Valentine: fixed a couple references to Vickie wearing “shorts”
In A Vickie Vixen Valentine: the Player must now Talk with Vickie to proceed with eating the Chocolate Bar once it is obtained. The radial interaction on the Chocolate Bar has been removed
In the Original Story: removed combat bonuses from all booze items and the Painkillers. These bonuses have been shifted to other items in order to maintain balance, and certain story content-related boosts have been rebalanced or buffed as well
In the Original Story: made an adjustment to the PlayerExposed Tutorial specific to the non-Explicit version of the game
In the Original Story: made an adjustment to an Intimacy-related Tutorial specific to the non-Explicit version of the game
In the Original Story: made an adjustment to a New Game, bladder-related tutorial message specific to the non-Explicit version of the game
In the Original Story: Frank will now react…unfavorably, if he overhears Patrick admit he is drunk to the Player
In the Original Story: for those of you trying to use the Popcorn with the Microwave, well…you’re still gonna be disappointed. Nothing to see here. Move along
In the Original Story: fixed an issue that could cause Compubrah VR dialogue(s) for Frank to become unresponsive due to timing of ScreenFade vs. Dialogue Game Events
In the Original Story: fixed an issue that could cause Madison’s behavior to bug out if she climax’d during a CutScene with the Player
In the Original Story: general cleanup of the events surrounding going down on Stephanie for the $50, and additional tweaks specific to this content for the “M” rated/non-Explicit version of the game
In the Original Story: made adjustments to NewGame Tutorial in regards to default keybinds
In the Original Story: Katherine seeing the Player UseWith/combine the Laxatives with the Rum will now follow a ruleset similar to that of Frank/Leah/Derek etc. being able to see the Player doing something. Most notably this means she will not see the Player perform this UseWith from seemingly a football field away
In the Original Story: fixed an issue that could cause Leah to have incorrect Interactive States after certain endings of her “Broken Code” content
In the Original Story: fixed a minor VA-text mismatch in a Vickie DLG
In the Original Story: fixed a handful of typos
In the Original Story: removed a number of specific year/date references
In the Original Story: in the “M” rated/non-Explicit version of the game, Kat’s pegging sequence with the Player will be met with an extended fade out, negating the intimacy sequence and radial puzzle until Kat is all done with you
In the Original Story: the Player will now be able to use radial menu-based options for various Lety content sequences that formerly relied solely on being able to grope an NPC (Lety, Derek, Patrick)
In the Original Story: minor contextual changes to a handful of Patrick’s instructions about using the Vape and its origins
In the Original Story: in the “M” rated/non-Explicit version of the game, mid-oral dialogues used by NPCs will differ from those used in “AO”/explicit versions
All Eek! Stories: in the “M rated/non-Explicit version of the game, the vast majority of mid-intimacy radial and dialogue actions are no longer available
In the Original Story: in the “M” rated/non-Explicit version of the game, the Player can no longer opt to Inhale from Stephanie’s paint fumes-filled bag
In Date Night With Brittney: fixed a few bugs that could arise from the Player taking a Photo of Patrick passed out and hooking up with Brittney without uploading Patrick’s Photo
In Date Night With Brittney: fixed a buggy thought bubble that could mislead the Player as to what a good angle of Patrick was when taking a photo of him passed out
In Date Night With Brittney: some general event and behavior cleanup
In the Original Story: fixed an issue that could cause Ashley to permanently follow the Player after completing her “Smooth Operator” Opportunity, giving Madison her phone, and then Throwing Beer on Madison in a very specific way
In the Original Story: the Player will still be able to reap the benefits of Ashley’s praise for Throwing Beer on Madison, provided certain conditions are met and the Player has not done anything really terrible to Ashley
In the Original Story: the Player will receive some additional clarifying info after Madison mentions her idea to prank Ashley if prior content/choices already locked off Humiliate Ashley
In the Original Story: greatly mitigated an issue that could cause Lety’s behavior to break and also partially compromise Derek’s behavior if Madison’s “art show” was started around the time Lety reached Derek to grope him for “Hunt the Hunk”
In the Original Story: in the “M” rated/non-Explicit version of the game, certain content-appropriate tweaks were made to the two intimacy scenes where the Player goes down on Patrick during “Patty’s Striking Resemblance”
In the Original Story: fixed an issue that could result in Katherine continuously moaning throughout the rest of a playthrough if the Player canceled her pending intimacy scene by pulling off Stephanie’s “Drunk and Disorderly” content within a specific time window
In the Original Story: sprinkled various emotive behavior polish throughout the story
In the Original Story: fixed an issue that could result in Katherine not wearing her leggings if her pending intimacy with the Player was interrupted by Stephanie’s “Drunk and Disorderly” content
In the Original Story: in the “M” rated/non-Explicit version of the game, the Player will not automatically expose themselves if “evil” Leah attempts to initiate intimacy with them after the completion of “Broken Code”
In the Original Story: in the “M” rated/non-Explicit version of the game, removed a number of pre-threesome clothing “prep” game events
Added the DebugMode Console Command. Using this will allow automatic Debug Log saving
Added automatic Debug Log saving functionality. This will only occur if the user enables it by using the DebugMode Console Command. When this is set to “1”, a Debug Log will be saved automatically every time the user ends a game session, or loads into a game session. Other than being automatic, this functionality is identical to manually saving a Debug Log via the Debug Window. The information contained pertains only to House Party data and events, is stored locally on your system, and is never automatically shared/distributed
The Debug Log will not bother running any of its save/File IO code if it determines it cannot find, access, or write to the local \DebugLogs folder
Added the IsFlashingShirt InteractiveProperty that can be used to check if a Character is flashing their Shirt
In the “M rated/non-Explicit version of the game, penises will no longer automatically change their arousal state/appearance based on nearby Character behavior, nudity levels, etc.
The Custom Story Browser upload instructions text is now translatable
Users can now Uninstall Custom Stories via the Custom Story Browser
Updating a Custom Story via the Custom Story Browser will now fully uninstall and then update the story. This will fix an issue that could cause .character files that the story no longer needed to be leftover during the Update process
An additional attempt to update the Installation Status of Custom Stories in the Custom Story Browser will be made each time the user swaps between different sorting filters/filter tabs, as well as when the user initially successfully logs into the Custom Story Browser
Added “Mute DMCA Music” checkbox setting which will disable all copyright music
The “giver” in a Cunnilingus Intimacy Act will no longer use their default looped sex sound effect at all times. Instead, they will use their oral sound effect at a modified volume IF their partner’s genitals are exposed
Certain censored CutScenes will no longer erroneously play TriggerBGC events for Characters not currently in the CutScene
Fixed an issue that could cause the Enter/Return button to registered twice upon Saving a game, which would prevent the Overwrite Save confirmation window from becoming interactable by the user and therefore lead to an automatic overwrite of a saved game
POV/Legacy sequences in game versions without Adult Only/Explicit Content DLC installed will by default end more quickly
Regardless of purchase/download platform, if Adult Only/Explicit Content DLC is not detected then Character texture modding functionality will be disabled
Texture modding on Steam will still require the Explicit Content DLC but will no longer require a Steam login/DLC-verification
Fixed an issue that could cause Dialogues to display as “empty” and break game progress if a translation entry was missing for that Dialogue
Fixed a number of minor labeling issues in the UI
In the “M” rated/non-Explicit version of the game, the Censor Nudity option will default to On. It can still be turned off within the game’s Settings UIs and in the “Pre-Session”/first time playing options
In the “M” rated/non-Explicit version of the game, the Player will no longer be able to grope NPCs at will. The “M” version will have content-specific radial options to make up for this change in functionality
Tweaked the Steam/platform Achievement Description of the Ice Bath achievement to more closely match the in-game requirements and text
During “POV”/Legacy intimacy acts, no form of looped moaning or oral SFX will play in the “M” rated/non-Explicit version of the game. In the “M” version, only climax or one-off SFX will play
Fixed additional minor typos and text issues in the Custom Story Browser
Users can now Report Custom Stories within the Custom Story Browser. Only one Report per story can be submitted
Characters will now base their “Get Dressed” behavior when exiting a Hot Tub seat on their position relative to the center of the Hot Tub, rather than the specific seat they were previously using
Added a handful of clothing-related events into censored CutScenes
Fixed a nullref spam issue that could occur if the Player was groping an NPC’s ass as a CutScene started
Various fixes for controller sensitivity options
Fixed nullref spam on disclaimer screen
Fixed various key rebinding errors
Restricted rebinding of problematic keybindings
Fixed various dropdowns that caused nullrefs
Various menu navigation fixes
Fixed issue where radial menu could not be opened after a cutscene
CSC: Global Goodbye Responses will now be sorted by their Display Order, matching the existing sorting functionality for Dialogue Responses, Game Events, Criteria, etc.
CSC: Responses can now be Collapsed and Expanded in the same way that Game Events and Criteria can be
CSC: Very minor formatting tweaks to presentation of blocks/collections of Responses
CSC: Responses can now be inserted prior to other Responses, in the same way that Event Triggers, Item Actions, etc. can be
CSC: Responses can now re-ordered via up and down arrows in a similar fashion to Game Events, Event Triggers, Criteria, etc.
CSC: Added the CutScene criteria, which at this time will allow users to check if any CutScene is playing, if a sex CutScene is playing, and/or if a censored sex CutScene is playing
The Custom Story Browser UI is now slightly larger, with more spacing between certain text elements and buttons, as well as more spacing between the Story Selection dropdown area and the Story Preview area
The Custom Story Browser UI no longer uses elastic/”bouncy” scroll view behavior
The Custom Story Browser now includes a standard “Content Unrated” message pertaining to user-generated content and online interactions
Changes to cutscene consistency Fixed some cutscene bugs
Added Eek intro Updated HP logo on the main menu
Added some fruits to the kitchen
Changes to camera angles in Lety’s easter egg scene to reflect censorship changes on Steam
Fixed Amy see-through issue Re-added nipples back to all default textures Fixed Frank texture issue in his neck
v0.21.1
(Stable Release 1/19/2022)
In the Original Story: In the Original Story: integrated an absolutely ludicrous Lety CutScene
Controller Support Update:
Improved navigation and selection issues in menus including Inventory, Dialogue, Inventory, and GameMenu
Fixed issues where navigation could be broken when exiting or switching between menus
Can now skip through NPC dialogue using Button South
Player can rotate using Right Stick and run with Left Stick down
Left Bumper has been assigned to UI Radial and Right Bumper to Player Action Radial
Removed option to hide all UI with controller
In the Original Story: Katherine will not periodically attempt to inform the Player that the Microwave was fixed, rather than treat is as a one-off event
In the Original Story: fixed an issue where the Player could miss out on Inspector Achievement progress if they Used items with the Microwave before actually Inspecting it
In the Original Story: tweaks to Rachael’s initial confrontation with Patrick to prevent any casual Background Chatter or other unwanted backend behaviors from occurring just before she accosts him
In the Original Story: fixed an issue within a reactionary DLG between Derek and Stephanie that could cause inadvertent MetByPlayer and SpeakingToTarget behavior(s)
In the Original Story: added a…a um, some fucking pinchy stingy boi. What the fuck even is this? (a secret)
In the Original Story: fixed an issue with Derek DLG 303 where extra audio was being played
In the Original Story: changed the in-game description for “Ice Bath” to be more appropriate for male OR female Player Characters
In the Original Story: fixed an issue that could cause Derek to not strip down fully if asked to enter the Hot Tub after completing “Memory Lane”, if he was forced to wear the Goodbye Kitty underwear
In the Original Story: the Player will receive additional warnings/preventative checks before being intimacy with Ashley for the first time, if they are RechargingOrgasm
In the Original Story: fixed an issue that could prevent the Player from getting credit for flashing Derek during their Pissing Contest on the roof
CSC: added the ChangeBodyScale Game Event, which can be used to change the size of a Character over a specified number of seconds
CSC: added the PlayRandomSceneFromCurrentLocation option for CutScenes, which will play a random scene based on the first/primary NPC’s zone, if an NPC was provided. If no NPC is provided, it will select a random scene based on the Player’s zone
Graphics: Fixed Lety’s breasts jiggle not working
Graphics: Added Lety’s special ending cutscene
Graphics: Added little secret
Additional details regarding the execution/playing of Important and VeryImportant Background Chatters will now be logged in the Debug Log
NPCs can no longer reach a target (fire a ReachesTarget EventTrigger) if they are Knocked Out/Passed Out, or just started getting up from having been KO’d. These behaviors will resume processing roughly 1.5 seconds after the NPC is issued a Combat WakeUp event, as they are getting to their feet
Lower importance Background Chatter being pulled from the queue or fired via TriggerBGC Game Event while a Character has a higher importance Background Chatter set as their Next/Response Chatter will no longer prevent the higher importance Background Chatter from playing as intended
Fixed an issue that could allow a nullref exception to occur if the user did not put in a valid Character for the SendEvent Console Command
Minor improvements to feedback text within the SendEvent Console Command
Fixed an issue that could cause genital and breast areas on the body to appear featureless/blank/smooth in appearance if an alternate body texture was swapped to via Character Function and then the original body texture was later restored in the same session
The EnableNPC Console Command can now make use of the ‘all’ subcommand
Minor tweaks to CutScene Console Command to make use of PlayRandomSceneFromCurrentLocation functionality
Fixed an issue that could cause NPCs to audibly…enjoy themselves at slightly unintended times during the Threesome in the MasterBedroom
Lapdances/Stripteasing on the LawnChairs will no longer result in a dance that starts behind the LawnChair. Other issues will still present themselves until this system is worked on further
0.21.0
(Beta 12/30/2021)
In the Original Story: integrated Ashley’s Finale CutScene
In the Original Story: integrated Derek’s Finale CutScene
In the Original Story: fixed an issue that could cause Lety to follow the Player endlessly after “Queen in the North” was completed based on the Player being in Combat, even if the Player was “protected” from imminent Combat due to their aggressor being trapped behind a locked door
Added Game Intro CutScene
Added CutScene skip functionality. For now this only applies to the Intro CutScene. Skippable CutScenes can be skipped via the Back/Cancel button (default ESC on keyboards)
In the Original Story: fixed a number of minor VA-text mismatches for several Characters
In the Original Story: the Player can now access certain additional keybound actions via their Player Action Menu/Radial
In the Original Story: fixed an issue that could let certain Game Grumps scenarios start or prep while a Dialogue not directed at/spoken to the Player was showing
In the Original Story: fixed an issue that could allow some NPCs to wander away from Vickie and the Player after being approached about a threesome, based on niche positioning and timing situations
In the Original Story: fixed an issue that could cause Dan to try and Walk To Arin/follow Arin a bit too aggressively, which could interfere with certain backend and story mechanics
In the Original Story: the Player will be forced to Stop Peeing if they put on enough clothing via the Player Action radial
In the Original Story: tweaks to ensure that the Player can win Derek’s “pissing contest” if the uncensored/non-explicit version of the game is being played
In the Original Story: tweaks to ensure that the Player can reliably put out the oil fire during the finale events of “Mission Impawsible” if the uncensored/non-explicit version of the game is being played
In the Original Story: fixed an issue that would cause Derek to pee on the Player (perhaps rightfully so) without any additional reactions if the Player decided to start pleasuring themselves during their pissing contest
In the Original Story: the Player will now get some feedback text if they try to sleep with Ashley and are recharging their loins
In the Original Story: minor tweaks to Dialogues and Game Events directly prior to Ashley’s “Smooth Operator” and “Sibling Warfare” intimacy rewards to better enable CutScene and Legacy/POV Intimacy coexistence. Like those bumper stickers say. I think
In the Original Story: fixed an issue that could cause the Player to get stuck with the Immobile State and remain unable to move under very certain conditions after trying to “Hop Up” on the Dryer Seat during Derek’s “Memory Lane” Opportunity
Fixed an issue that could cause temporary breakdowns of Background Chatter exchanges when a TriggerBGC of high importance is played at the same time as, or while, a lower priority Background Chatter plays
NPCs can now successfully respond to their own Background Chatters
Tweaks and fixes for various UI elements (most especially the Character Radial for a Current Sex Partner) being allowed to display themselves at unintended times
Fixed an issue that could cause the photos in Madison’s Phone to not uncensor properly
Introduced initial/groundwork functionality for overwriting Character skin textures with user-provided textures. Many constraints apply; WIP
Overhauled Exception handling and code related to Story loading, File and/or I/O operations, etc. This should greatly reduce the number of issues experienced by users with anti-virus software running, permission issues, etc. If such issues are encountered, only third party/custom content should be unavailable or buggy
NPCs should not get stuck as easily or for as long when navigating through doors to a motion target
Fixed a bug that was preventing other NPCs from backing away from two Characters very closeby who were fighting
Minor cleanup of NPC evasion and navigation pause behaviors
Fixed an issue that could cause NPCs to “shake” or “jitter” during CutScenes, which should also alleviate minor issues with rotation while taking a seat in a chair or other Action Item and other niche situations
Significantly decreased Garbage Allocation within the game’s FixedUpdate/physics loop
Additional CPU utilization optimizations related to the use of various collections within the codebase
Re-introduced codebase obfuscation to the project
Updated Steamworks.NET
Fixed an issue that prevented the Match Value game event from pulling data from a second Character as intended
Fixed an issue that could allow NPCs to count down their random roaming timer below two seconds if they were using dialogue but not audibly speaking
NPCs will not try to randomly roam or roam out of a NoLoitering area if they have a DialogueFocusTarget
Code optimizations to a few Character/Name lookup, footstep audio, and NPC Socialization code behaviors for decreased CPU utilization
If a Character reaches their Motion Target and are either completely alone, in vicinity of only one other Character, or cannot see any other Characters, their ability to socialize will not be forcefully restricted via internal timer for quite as long. This should cut down somewhat on 8-10s awkward pauses that can occur when two Characters end up standing alone together under a variety of circumstances
Characters can no longer be considered “falling” in Cutscenes
Tweaked audio source and audio behavior for the fireplace and fire pit. The fire pit will no longer be slightly audible at near-infinite distances
Improved debug logging of story download and extraction issues on the main menu and enabled translation of an important warning message
Non-Important Background Chatter from NPCs without the ActingInCinematic state will no longer be audible at mega hyper ultra extreme distances
Added the InteractiveProperty InCutScene, which is set automatically by the engine for all Characters entering into, or exiting from a CutScene
The Player’s Bladder meter can no longer go below zero at any time
Patched a small hole in Zone coverage between the DownstairsHall and Kitchen Zones
Minor aesthetic and timing consistency improvements to ScreenFade functionality
The music from Speaker 1/2 will not be audible before other in-game audio is allowed to start processing, and will no longer be audible at extreme super duper turbo distances if the Player is in a CutScene
The game will always wait to start playing a Music track from Speaker 1/2 until just before the Game Start Fade In begins to make the game world visible, so CSC users no longer have to worry about exactly when they start playing music from Speaker1/2
The Speaker 1/2 StartMusic volume calculation (only relevant to the 10 frames or so of music) now exactly matches the periodic calculation used to determine Speaker music volume
Standardized all internal measurements of “Time Since Level Loaded”/”Time Since Game Started” around Unity Time.TimeSinceLevelLoad
Fixed an issue that could cause Characters (most notably the Player) to be erroneously rotated, semi-permanently, if certain CutScenes were prematurely ended within specific time windows
Fixed an issue that could allow the Player to interact normally via Left Click/Interact with their Sex CutScene partner in niche situations
Fixed a bug that could cause some tooltip info for Auto Saves to be incorrect
Quick Save and Auto Save file names are now reserved for system use and cannot be used as save game names
The clock by the fireplace, and the clock on the TV upstairs in the master bedroom are now animated and synced.
Rebaked occlusion data, which should give a slight increase in performance, as there was stale data in the old bake.
Randomized cutscenes now only cast gender-appropriate actors into roles
Randomized cutscenes will now choose a nearby zone if there is no cutscene available in requested zone, and ultimately fallback on legacy sex if it cannot find an appropriate cutscene to call
Character Orgasm Values in CutScenes will no longer be able to build until several seconds into the CutScene/after the CutScene has finished fading in
Slight tweaks to prevent Character Orgasm Value buildup when Characters are a bit far from each other in CutScenes. End result should be a general, slight decrease in how fast these Values build even after the CutScene has faded in
CSC: Item Actions can now make use of the Insert at Index and Swap Index functionalities that have been available with Event Triggers and Criteria Groups for some time
CSC: “CurrentSpeakingToTarget” has been renamed to “CurrentDialogueFocusTarget”, and the Player will now have a
CurrentDialogueFocusTarget even when not being spoken to so that CSC users can still successfully check for None at appropriate times or use the Player value to determine which NPC might be speaking. DialogueFocusTargets are ONLY SET for Characters involved in Dialogue when a Dialogue first shows. DialogueFocusTargets for ALL Characters are cleared whenever a Dialogue fully closes. This nuance can be used to finely restrict roaming, socializing, or other behaviors.
Significantly reduced the memory usage of the lightmaps, while at the same time, significantly improving the bake quality.
0.20.0
(Alpha Re-deploy 9/16/2021)
In the Original Story: fixed an issue that could lead to Derek acting embarrassed about his cute little sundress under certain circumstances after being intimate with him during “Memory Lane”
In the Original Story: tweaked the motion events surrounding the untying of Ashley’s Top and Madison seeing it, to make it more likely that both sisters will behave as expected and decrease the likelihood that Madison could accidentally wander away
In the Original Story: additional minor tweaks and consistency alignment to the criteria that determine when certain NPCs can be sent to check on/talk to other NPCs
In the Original Story: fixed an issue that could cause the intimacy finale weirdness of Lety and Rachael’s Easter Egg to not occur as intended
In the Original Story: added some additional preventative measures against NPCs being in the Art Room/Spare Room 2 during “Like A French Girl”
Improved consistency of the results of an AddForce Game Event so that differing frame rates exhibit less of an impact
Fixed an issue that could cause Characters to not have AddForce…erm, Force, applied to them if they were not visible to the main camera
The effects of an AddForce Game Event will now apply equally to NPCs and the Player when said Character is moving. Previously, only the Player could have Force applied to them while moving around
Reduced the frequency and severity of delays that can occur when an NPC that is Navigating off-camera or is occluded suddenly finds themselves stuck for a few moments
Narrator text no longer animates for each message/hint (only the first and last). This also prevents NPC dialogue from being spoken between messages.
Fixed an issue that could prevent the ClosedEyes Emote from working on demand
Fixed an issue that could permanently lead to the ScreenFade FadeIn/Out functionality to transition at a noticeably higher speed after taking at least one picture with the Camera item
0.20.0
(Alpha 9/2/2021)
Added new threesome cutscenes
Added 5 new threesome animations
In the Original Story: Vickie’s content has been restructured. First, you must undergo her rigorous Training. Then, and only then, may you proceed with…more. Wink. Nudge. Squirt.
In the Original Story: after inviting Vickie to the party, or after completing Rachael’s dares (through intimacy or content failure), there will finally be some closure as to why no more dares, phone call spoofing, or Vickie-Rachael content mixing can occur. Oh, and if you’ve been nicey nice to Katherine, she will give you Pat’s phone back instead of keeping it
In the Original Story: Added a wide variety of Tutorials. These will only show up once when playing, and only if opted into via a check box in the Game Menu or Title Screen UI. The Tutorials can also be reset/shown again using a button in the Game Menu
In the Original Story: added new Background Chatters for most NPCs
In the Original Story: consolidated “Hey, change location”/”Hey, go over there”-type dialogues for many Characters. This may lead to minor changes in when and how these options present themselves based on ongoing content and Player decisions
In the Original Story: Frank getting KOd during the first Derek Smash! fight will no longer result in the Player having to go through the rest of the Derek Smash! content. Get in there and help your buddy!
In the Original Story: the biggest, thiccest, most arousing rewards for Vickie’s content have been added
In the Original Story: improved feedback text the Player receives when trying to open the Bike Lock or Safe with various keys that just don’t care
In the Original Story: a handful of responses for Vickie now require the Player to have actually met her before being used
In the Combat Training story: Frank and Leah will no longer attempt to roam away once spawned
In the Original Story: flat out refusing intimacy, lying to Vickie prior to her intimacy scene, and certain other highly offensive acts will fail out of her main Opportunities
In the Original Story: polished the text and delivery timing of various existing Tutorials related to Combat, Beer Pong, etc.
In the Original Story: no matter how the Player gets into a fight with Frank at the end of Leah’s “Ronin”/evil finale, Frank’s combat stats will be the same
In the Original Story: fixed an issue that could cause some Characters to not immediately award “Flash Score” points (for Katherine’s content) if they caught the Player doing something involving genitals other than just…standing around
In the Original Story: fixed an issue that could cause Derek to spam threats at the Player after the Player had hit too many other guests at the party
In the Original Story: minor cleanup of Ashley and Patrick pre-“Family Time” Game Events, and their timings
In the Original Story: added a helpful thought bubble to confirm for the Player when Frank changes his mind about giving them the condom, after catching the Player being intimate with a female NPC
In the Original Story: tweaked various TriggerBGCs and related events to more appropriately reflect their importance in the story, give them more (or less) emphasis, and somewhat reduce the chance that certain important TriggerBGCs will result in an NPC trying to move and talk at the same time
In the Original Story: fixed an issue that could cause Derek to repeat his Dialogues when approaching Madison at the Gazebo just before the events of “Runner Runner” take place
In the Original Story: masturbating in front of Stephanie will no longer risk Frank thinking you are actually drunk and beating you to a pulp
In the Original Story: cleaned up some of Vickie and Ashley’s behaviors related to the start of “Runner Runner”. They should more reliably get to the Master Bedroom Closet area in a timely fashion and not have other NPCs try to approach them
In the Original Story: converted a number of CaughtMasturbating and CaughtHavingSex reactions from various NPCs to the Player into TriggerBGC, instead of popping up main dialogue
In the Original Story: added a thoughtbubble and cleaned up a response or two to better impart the finality and importance of the choice between spoofing a text to Rachael vs. spoofing a text to Vickie, while also making it clearer the Player can back out and ruminate over this epic decision
In the Original Story: minor tweaks to the criteria for Katherine giving the Player back Ashley’s Tiny Key. She must be at least friends with the Player; this is a +1 friendship requirement increase, so don’t whine about it, thanks
In the Original Story: Katherine will try and approach the Player in order to give them Ashley’s Tiny Key slightly more frequently. See? It’s all okay
In the Original Story: slight tweak to the Opportunity description for “Vickie Vixen” to better align with the actual goals of the Opportunity
In the Original Story: minor polish to a few “WalkToPlayer”-type periodics for a handful of Characters
In the Original Story: minor polish to the Criteria that define whether Vickie is “Occupied” by major content or states
In the Original Story: the “Vickie Vixen” Opportunity is now a two-part Opportunity. The Player must get her number first, and then the Opportunity completes upon successfully inviting Vickie. This will only have minor impacts on certain hint/response availability and “fluff” behaviors
In the Original Story: fixed a couple Derek dialogues within “Memory Lane” that could still reference Frank/Leah/”booze security”, even if Frank had left the party
In the Original Story: as part of their “training” for Vickie, the Player will get more feedback regarding how close they are to meeting the requirements for passing her final “test”
In the Original Story: tweaked a Compubrah dialogue response that implied the Player could unzip their pants before going into VR…even if their pants were already unzipped! Aahhh yeah, that fruit couldn’t hang any fucking lower booiyzzz…bois? Shit I’m old af
In the Original Story: Rachael can now catch the Player asking Katherine to spoof texts during a handful of additional key Dialogues
In the Original Story: tweaked the Criteria for Rachael being able to overhear any dialogues involving the Player somewhat
In the Original Story: fixed an issue that could cause Katherine to overhear and respond to an Ashely Dialogue through walls
In the Original Story: further polish to a handful of other Rachael, Ashley, and Madison-related Dialogue overhear situations
In the Original Story: tweaked the delivery of a hint thought bubble regarding Vickie’s phone number that could be a tad spoilery
In the Original Story: various other polish and tweaks to hints, hint text throughout Madison, Vickie, Katherine, and Rachael’s stories
In the Original Story: added additional mitigating criteria to Rachael’s “confront and slap Patrick” behavior to prevent a few “unfortunate” niche situations
In the Original Story: slight cleanup of Rachael and Patrick’s confrontation to reduce the chances that Patrick might continue walking to Rachael afterward
In the Original Story: Patrick will try to approach Ashley one Dialogue earlier just before the events of “Family Time”
In the Original Story: fixed an issue that could prevent buggy behavior to occur if the Player repeatedly tried to sit in Frank’s chair after he left the party
In the Original Story: fixed an issue with Vickie’s cutscene that could cause it to fail to play if the Player was a tryhard fastclicker jerk. Just kidding, it’s cause we don’t know how to program things. It’s us, not you
In the Original Story: fixed an issue that could cause Madison’s “Drunk and Disorderly” to stall completely if Frank leaves the party. Even when he’s gone, it’s that fuckin dood’s fault!
In the Original Story: minor cleanup of other Madison behaviors during her “Drunk and Disorderly” to make her just a tad less…pushy
In the Original Story: the Player must now be closer to Derek in order to play the part of “backup” when he talks to Madison just before “Runner Runner” starts
In the Original Story: the notification the Player gets warning them that Madison and Derek are coming up the stairs during the events of “Runner Runner” is a bit more finely tuned based on the Player’s location
In the Original Story: Rachael will no longer attempt to follow Patrick to confront him in the event that he barges into the Master Bedroom during the finale of “Sibling Warfare”
In the Original Story: the Player climaxing during the finale of “Sibling Warfare” will now count towards Vickie’s “training”
In the Original Story: fixed a number of bugs that could occur if the Player climaxed during the finale of “Sibling Warfare” while also undergoing Vickie’s “training”
In the Original Story: fixed a very…poorly worded dialogue that Vickie is able to use during the finale of “Sibling Warfare”
In the Original Story: fixed a handful of VA-Dialogue Text mismatches across the story
In the Original Story: fixed a handful of typos in various Dialogue and Response texts across the story
In the Original Story: fixed an issue that could possibly compromise two different Combat-related Game Grumps Background Chatters
In the Original Story: the Player will get a little extra boost towards their OrgasmRechargeRate after they complete Vickie’s “training”
In the Original Story: Rachael will no longer attempt to confront Patrick while the Player is racing up to the Master Bedroom Closet during the closing events of “Runner Runner”
In the Original Story: the Player will also get hints about the status of their uh…throbbing loins as they drink more and more booze (assuming that’s the Player’s thing) during Vickie’s “training”. Just say “throbbing” out loud. Not like “the-robbing”…really accentuate the ‘th’ and ‘-b’ sounds…yuck. Is no one talking about this?
In the Original Story: the Player no longer has to meet social (like/love) conditions to select an NPC to approach with Vickie for their threesome. The Player must select an NPC that is not occupied, and then that NPC can be approached to see if they’re interested in a threesome
In the Original Story: reverted a change from eons ago – the Player can now Slap Awake Frank if Vickie’s “Training Day” Opportunity is In Progress
In the Original Story: Vickie’s “Training Day” Opportunity will now Complete just after the Player is intimate with her in the Hot Tub, instead of before actually doing it
In the Original Story: after successfully finishing Amy’s “Scavenger Hunt” and using one of the two finale responses that leads to her removing clothing and getting an Achievement, the Player will also receive a very small socials boost with her
In the Original Story: fixed issues that could prevent a handful of Vickie and Lety’s Background Chatters from playing as intended
In the Original Story: various tweaks made to improve the presentation and timing of “mid-Dialogue” emotive Game Events
In the Original Story: added a few additional protections against Characters trying to reach Frank at various times the Player could get intimate with him
In the Original Story: added a handful of Social penalty events for Derek and Frank when the Player does something they are not a fan of
In the Original Story: the Player will get a very minor Romance boost with Katherine the first time they are intimate with her. Not as much as when you give her the booze she wants, of course. You think you’re THAT good?
In the Original Story: minor tweaks to the consistency of Katherine’s roaming behavior
In the Original Story: minor tweak to the events when the Game Grumps jump out of the balloon to increase the chance that Katherine is around to participate
In the Original Story: Katherine will tolerate one more very minor grievance before locking the Player out of her default greeting and responses entirely
In the Original Story: the Player will get a minor Romance boost with Leah the first time they are intimate with her
In the Original Story: the Player will get a very minor Romance boost with Leah when they give her the Chocolate Bar, in addition to the existing small friendship boost
In the Original Story: minor cleanup of the events surrounding Lety and Madison’s bonding after their “Queen in the North” gift discussion
In the Original Story: added a few very minor social penalties where appropriate for existing Madison-Player exchanges that were already negative in nature
In the Original Story: fixed various issues with Lety and Rachael’s Easter Egg related to Frank, Derek, and Vickie that could lead to the content stalling or breaking
In the Original Story: Amy will no longer leave the party if groped during the short window between Lety and Rachael’s Easter Egg starting and suffering her inevitable fate
In the Original Story: slight updates to the game intro narration
In the Original Story: added additional, minor social increases and decreases throughout Stephanie’s story where appropriate
In the Original Story: simplification and tweaks to when the Player gets a reminder about checking on the Game Grumps
In the Original Story: certain content limitations or modifications that were dependent solely upon Brittney having displayed one of several negative Dialogues are now more broadly tied to her social meters
In the Original Story: minor tweaks to other Brittney response and Dialogue behaviors based on her socials… mostly in cases where the Player had been mean. Like, super mean and stuff
In the Original Story: Derek can now walk near the Gazebo instead of near the Hot Tub. Since he already has a movement option for getting himself into the Hot Tub, standing around outside it just seems silly. Oh so silly
In the Original Story: most Characters can be asked to find somewhere to Dance, as long as the Player has not turned off all of the available music sources
In the Original Story: fixed an issue that could cause Patrick to wander away from the Player awkwardly during certain finale dialogues for “Patty’s Striking Resemblance”
In the Original Story: fixed an issue that could cause Madison’s motion to Frank to not be canceled correctly in niche situations
In the Original Story: fixed an issue that could cause the Player to be permanently locked out from asking Britt about Pat’s phone, even if the Player had tried to make use of Madison’s “Fix Relationship”/Relationship Boost perk
In the Original Story: Amy can now be asked about Patrick’s phone
In the Original Story: added a few additional minor motion-related safeguards to the Events that Warp a handful of NPCs into Compubrah/DongVR
In the Original Story: addressed a DLG for Patrick where he could imply Frank was still guarding the liquor, even if Frank left the party
In the Original Story: standardized a number of Derek’s social behaviors around the same criteria that decides his level of anger towards the Player for dialogue purposes
In the Original Story: fixed an issue with a Derek dialogue that could lead to a Derek attacking the Player when the VA/text did not imply that would happen
In the Original Story: consolidated many of the ‘help’ responses that the Player could use with Derek into a single response separated from his greeting Dialogue, in order to prevent him from having an absolutely fucktacular number of responses available when just trying to say ‘Hello’ to the guy
In the Original Story: made tweaks to Leah’s Event Triggers where she reacts to various NPCs getting KOd at various times. These should be much more responsive to the context of each KO
In the Original Story: Derek and Pat will be a bit more understanding of ‘friendly fire’ should the Player hit them during the Derek Smash! fight(s)
In the Original Story: choosing to help out with the Derek Smash! fight will net you a minor social reward with either of the boys you helped. …If you survive, that is
In the Original Story: Frank will now appear a little ‘beaten up’ if he suffers enough attacks from any Character. His mostest special appearance(s) are still saved for certain story scenarios, however
In the Original Story: fixed an issue with a Vickie dialogue where she would always reference the events of Derek Smash! even if Derek Smash! had never been Completed
In the Original Story: updated the Opportunity texts for Vickie’s Opportunities
In the Original Story: aligned the response criteria for when the Player can send Frank to fight Patrick as part of Frank’s introductory “A Ball of Mystery” dialogue to the criteria used to determine when Frank can normally be sent to beat up Patrick
In the Original Story: if the Player’s socials with Stephanie drop low enough, her intimacy reward will become unavailable
Fixed a bug that could cause a Character to attempt to spam Surprised Emotes just before being engaged in Combat. They will no longer attempt to spam this reaction, or attempt to do so from quite as long a distance. This also fixes an issue that could cause the Mood value of the Character being attacked to plummet so low that it was unlikely to ever recover without CSC intervention
The game will not accept Attack inputs for one frame after the game has been un-paused. This will help prevent left-clicks/Attack keypresses made while Narration and other critical UI is open from inadvertently triggering an Attack if the Player was already in Combat Mode
The Player can now react to their own Combat Mode Toggled Event Triggers
Fixed an issue that would cause the ‘Censor Nudity’ check box label to use the same label text as ‘POV Intimacy’ when translated into another language
In order to slightly mitigate possible cramped combat situations, NPCs will no longer roam to another NPC that is currently fighting or moving to fight the Player
Fixed an issue that could allow an In-Combat NPC to fire a ReachedTarget Event (and related back-end behaviors) when they were not in fact able to see their Character Target
Tweaked ForumText on MainMenu to invite users to simply visit our forums. All CSC/Custom Story-related forum language will remain and/or be expanded upon in the Custom Story
Manager and Custom Story Uploader-related areas of the UI
Added MainMenu Language Dropdown translation for Italian
The Player can now react to their own PlayerGrabsItem Reaction/Event Triggers
The Player will now be able to make use of their own ExposesGenitals Reaction/Event Triggers. This is handled differently than when an NPC reacts, in that the Event Trigger will fire everytime the Player’s Genitals are toggled (on OR off), and there is no built-in cool-down limiting how often this can occur
The TriggerBGC Console Command will now accept an optional, second integer as part of its input that can be used to define a TriggerBGC’s level of Importance. This integer must come after the bgcID
Re-integrated the SocialMod/RelationshipType “Scared”, which was left partially unimplemented in the previous release. This also fixes an issue that could cause the use of the Scared
SocialMod to freeze or even crash the game.
The Social Console Command will no be allowed to try and configure a Social relationship between a character and themselves. We’re all for self-love and all that shit, but do it on your own time
Fixed an issue that could cause false positives to occur when verifying Vision/CanSee properties between two Characters, most notably if one Character had recently moved away from a wall or other sight-blocking object that divided them
Fixed an issue that would allow voice-acted audio to continue playing while a Narration UI canvas was open
Fixed an issue that would cause the in-game music to be inconsistently paused when a “major”/pausing UI canvas was open. The in-game background music will now never be paused by
Player-accessible UI functionalities
Fixed an issue that could allow background/Speaker-based music to clash with Cutscene music. Cutscene music will now always take precedence while a Cutscene is playing, and after ending, background music/Speaker-based music will return to the level specified by the Player in the game options
Fixed an issue that could cause a Player who was masturbating and then got attacked to be stuck masturbating and unable to fight back or move
Fixed an issue that could cause a Player who was engaged in an intimacy act and then got attacked to be able to attempt an attack while still engaged in said intimacy act. This attack attempt would almost always fail to hit the target NPC and not result in an IsAttacked Reaction, yet it would still use up Player Energy and force the NPC to attempt to block. TLDR: In order to fight back or even attempt an attack, stop having sex or touching yourself, if you can…
Cleaned up and standardized how “Internal Stories” are managed/deleted when a server story update is triggered. As part of this, the very old “Tutorial” story is now looked for when the application is evaluating “Internal Stories” and this story is now automatically deleted if found, since support for it was deprecated years ago
Added various PlayerPref-related functionalities that are used to facilitate Tutorials for first-time Players (or those who opt in via the Game Menu), and that can also be used in Custom
Stories to enable cross-story content tie-ins, and more. PlayerPrefs and their current values are stored in your system’s registry
Modified the Narration canvas so that it can be opened in a wider variety of circumstances without impacting other canvases
Characters that are in the same Zone as each other will no longer fail to see one another other just because they are separated by approximately one or more CharacterHeights (1.8 units).
E.g., Characters at the bottom of the stairs will no longer be unable to see Characters at the top of the stairs
Male genitals can now be toggled on/off via SendEvent : ToggleGenitals Game Events during cutscenes. The Player : TogglePenis Game Event will now also work
The CSM/Custom Story Manager registration process will now accommodate slightly shorter e-mail addresses
Fixed an issue that could cause a Values criteria check to fail erroneously for international users under certain circumstances
Fixed an issue that would result in NPCs moving throughout the game world much faster when off-camera compared to when the Player could actually see them
Fixed an issue that would prevent NPCs running to a Combat Target from registering that they were, in fact, Running
Fixed an issue that could cause the player to use the drunk walking animation while very drunk and sprinting. They will now merely use the run animation while swaying, like NPCs
Buttons in Input Configuration menu are now functional
In Input Configuration menu, added message to user saying if the binding is already being used (need to add action it’s being used with).
Pressing Back leaves the Input Config menu.
Renamed JustOutSideUpstairsBathroom to JustOutsideUpstairsBathroom to match naming convention used by other Objects and MoveTargets
Fixed an issue that would allow the Inventory UI to be opened or remain open while the Player was in Combat Mode
Made it a bit easier for the Player to transition out of Dancing (State: ForcedToDance) if they choose to engage in combat
Added some helpful pop-ups to indicate to the Player why certain controls or actions are not allowed under certain circumstances (e.g. opening the Inventory in combat, etc.)
When forced into Combat Mode due to being attacked, the Player will no longer stay crouched. They will stand up as if they had toggled Combat Mode via their hotkey
Fixed an issue that would prevent assigning a Value of ‘None’ to a CharacterValue via the Values Console Command
Fixed an issue that would cause the logging of RandomizeIntValue Game Events to take up unnecessary space in the Debug Log
Fixed an issue that could lead to an erroneously closed Narration window if enough Narration events had fired in a play session
Minor improvements to auto-cancellation of randomly timed Roaming ChangeLocation-based motion in order to reduce chances of randomized ChangeLocations interfering with higher priority Character behavior(s)
Fixed an issue that could prevent the Roaming.StopMyRoamingMotion Game Event from successfully preventing an NPC from Roaming if the NPC did not currently have a Motion Target
Fixed a bug where dialogue responses could not be navigated with controller
Fixed an issue that would allow the Player to open their Player Actions radial at inopportune times, most notably over/on top of the Inventory UI and any Item that they might have been interacting with in the Inventory
Any time the Inventory is opened or closed, the radial for the current Item being interacted with (or the Player Actions radial) is also closed
The Inventory and Opportunity UIs can no longer be opened while various game-pausing System/Setting UIs are also open
Added option for text resizing and different fonts in Game Menu
CSC: the text feedback returned regarding Search results (when none are found, too many are found, etc. has been improved and will no longer alternate between putting feedback text in the
Unity Debug Console and in the Inspector Tab; all text feedback will now be in-line directly below the Reset and Search buttons
CSC: minor UI consistency tweaks when using the Search aspect/functionality
CSC: the tooltip for deleting elements within the CSC has been updated to show the appropriate name of the element about to be deleted/being hovered over
CSC: miscellaneous cosmetic cleanup, consistency improvement, and tweaks needed to offset some issues introduced by the update to Unity 2020.3
CSC: the tooltip for inserting elements at specific positions (depicted by < INS) has been updated to show the appropriate name of the element that is about to have a new element inserted before it
CSC: added the PlayerInventoryOpened and PlayerInventoryClosed Event Triggers
CSC: if an Event Trigger uses a Key and that Key is valid, it will no longer be omitted in the default Name that gets automatically applied to the Event Trigger
CSC: added the PlayerOpportunityWindowOpened Event Trigger
CSC: added the PlayerInteractsWithCharacter and PlayerInteractsWithItem Event Triggers
CSC: added the FinishedPopulatingMainDialogueText Event Trigger
CSC: the text representation of a Character Value can now be ‘injected’ into Dialogues, Alternate Dialogues, Responses, DisplayGameMessages, and BackgroundChatters. In order to this you must encapsulate a Character:ValueName in curly brackets within the text entry field for one of these elements, e.g. {Amy:TestValue1}. Do not add whitespace, special symbols, or more colons than are needed to delimit a character from their Value or to depict special system Values such as {Player:madison:GotPhoneCode}
CSC: translation templates will now purge more brackets and custom formatting automatically when exported (specifically in translatable events and responses). This is an extension of what was already being done for Dialogues and Background Chatters
CSC: the Dialogue criteria can now also check to see if a specific Dialogue is currently showing
CSC: Restored the ability to add custom names to DialogueOnlyCharacters (Compubrah, Phone Call). Configuring interactions for these Characters, however, has been disabled due to the fact they cannot be interacted with in the game world
CSC: the UseWiths behavior section will not appear for Characters in the Character Interactions page/aspect, as GiveTo is the intended functionality for exchanging items with Characters
CSC: the IsAloneWithPlayer criteria will eventually be deprecated. For now it will remain unchanged in the CSC and engine. It will eventually be replaced by the IsOnlyInVisionOf criteria, which better reflects what it checks. (IsAloneWithPlayer checks to see if the target Character is visible to only the Player, it does not check to see if the Player can see other Characters nor if other Characters are close to the Player)
CSC: added the IsOnlyInVicinityOf, IsOnlyInVisionOf, and IsOnlyInVicinityAndVisionOf criteria, which should help to greatly simplify certain proximity and/or vision-restricted checks
CSC: the distance Criteria can now accept and interpret Characters, Items, MoveTargets, and GameObjects via text injection, which should simplify scripting logic in situations where dynamic calculation of Distance(s) is required. For example, to check the Distance between Derek and his Current Move Target, you can use Distance : Derek : {Derek:CurrentMoveTarget} and then define your remaining parameters. If your injected text does not result in a usable reference object, the Criteria will return false
Fixed Leah LOD2 issue causing dark spots
Updated PlayerFemale with facial blendshapes
Updated Cloth Physics for Ashley, Katherine, Lety and Stephanie
Added a flashing top to the PlayerFemale and added an animation where she lifts the top up
Fixed MaleCouchSex animation
Improved PlayerFemale neck seam and fixed her casting no shadows
Tweaks to previous cutscenes
Overhaul to the volumetric lighting system
Fix to billboard material bug
0.19.4
(Stable Release 5/26/2021)
Added Turkish localization to to the animated UI button
In the Original Story: sneaky Players who have made good use of the Keys and various lockable rooms in the House will no longer be considered to have “Pending Combat” for the purposes of many story sequences. Of course…WHO you locked away might still matter. To someone. Probably
In the Original Story: Madison will no longer obsess over where her Phone might be if she was very recently hit in the face by the Chili Peppers as part of Lety’s “Queen in the North” Opportunity
In the Original Story: fixed an issue that could cause the Player to get Stephanie’s “comfort bag”…or whatever the shit it is, if they moved too quickly through a Dialogue during her “Meltdown” content
In the Original Story: fixed an issue where Stephanie could voice an out of place Dialogue after falling down on the way to meet up with Katherine while high during a failure path of her “Meltdown” content
In the Original Story: added Item Interactions for the Paper Bag Crunched. It’s just the Paper Bag…but now with more Crunch!
In the Original Story: fixed an issue that could allow devious Players who decided to punch the Game Grumps in the face instead of wave goodbye to get their “Do Not Burn” Achievement and get away with the act as the Game Grumps disappear
In the Original Story: when attacked at the wrong times, the Game Grumps will cancel movement toward certain targets that would cause them to leave the party, instead of wailing away on you with their +3 Iron Fists of Fistitude
In the Original Story: fixed an issue that could cause the Game Grumps to float around aimlessly after saving and loading while on the Flamingos. The Flamingos too will no longer float around forever
In the Original Story: additional fix for Throwing the Dildo at the Closed Briefcase not updating certain Opportunities for “The Muse”
In the Original Story: fixed an issue that could cause Rachael’s CurrentDare to reset on Game Load even if she was on the way to the Master Bedroom (or on the bed), about to get nasty with the Player
In the Original Story: fixed an issue that could result in NPCs getting shoo’d out of the study as a result of certain events of Lety, Brittney, and the Player’s sexual romp in the study, even if that romp had already ended
In the Original Story: Ashley reacting to Patrick getting attacked will no longer happen incessantly…and repeatedly…every…time…Patrick…is attacked. There is also a Distance criteria on this now because let’s face it, she isn’t scanning the horizon for that idiot at all times
In the Original Story: Dan will no longer move to Arin during certain “casual” Background Chatter exchanges that the Game Grumps get involved in
In the Original Story: When certain Game Grumps scenarios start, a minimum roaming timer will be reapplied to relevant NPCs to increase the chances that they do not try to move away before the exchange is finished
In the Original Story: Dan will more reliably face the Player when making fun of him for playing Beer Pong all alone
In the Original Story: tweaked timing related to Katherine and the Game Grumps’ “fan” exchange to try and prevent a Katherine Background Chatter from cutting itself off
In the Original Story: fixes for various VA-text mismatches
In the Original Story: minor tweaks to prevent Dan from making minor, unnecessary movements to Arin
In the Original Story: fix for Dan getting stuck in the Master Bedroom Closet under certain conditions that would abandon the Game Grumps’ Master Bedroom “COATS!” scenario
In the Original Story: the Player will now have to be In Vision of the Game Grumps to initiate the intro and follow-up/finale portions of their “DClub” content
In the Original Story: NPCs will be less likely to attempt to get to Frank during the Laundry Room antics of the Game Grumps’ “DClub” content
In the Original Story: fixed an issue where Patrick could fail to roam normally after being given the Laxatives
In the Original Story: tweaked the events of the Game Grumps jumping out of their balloon so that they will no longer appear to just fall out of the air like boring boyz. Now they’re the ones who fall! …Unfortunately?
In the Original Story: minor tweaks to improve the chances Lety and Madison’s “bonding” Background Chatter will play reliably after completing “Queen in the North”
In the Original Story: minor clarifying tweaks to a handful of hint thoughtbubbles
In the Original Story: the Player can no longer ask Madison for her phone back if the phone is not held or in their inventory, but is otherwise Active/Enabled (i.e. the Player dropped it somewhere)
In the Original Story: performed a fair amount of cleanup on the Lety-Derek conversation that unfolds during “Hunt the Hunk”. This should start more reliably and progress more smoothly, with less awkward bumping around and weird movements
In the Original Story: minor cleanup of some events associated with Leah and Frank’s exchange during the first part of her “evil”/”crazy” finale for “Broken Code”
In the Original Story: cleaned up issues with currently used Target Types in a number of Turn Game Events in order to reduce current issues and future proof
In the Original Story: cleaned up and tweaked events related to the “Hunt the Hunk” failure sequence where Derek gets fixated on…treats
In the Original Story: fixed an issue that could compromise Derek’s behavior and responsiveness under certain conditions if “Hunt the Hunk” was failed and he became fixated on…victuals
In the Original Story: cleaned up some response-related Criteria and options related to the Player’s possession of Madison’s Phone just before starting “Family Time” with Ashley, if the Player had at some point lost possession of said cellular device
In the Original Story: giving Patrick the Laxatives will now correctly result in lowered social meters with him
In the Original Story: tweaked the criteria used to determine when/if Sleazy Sancho will whisper sweet, sweet nothings into the Player’s ear orifices. Orificii? …Head vaginas.
In the Original Story: fixed a possible duplicate thought bubble that could appear if the Player beat up Leah during her “evil”/”crazy” “Broken Code” path before talking to her once she returns to the party in the corner of the yard
In the Original Story: made some improvements to other situations in which the Player could KO Leah, albeit with some difficulty, during the finale stages of “Broken Code”
In the Original Story: added protections to a number of periodic WalkTo : Player-based Event Triggers and ReachTargets to ensure that these did not try to fire if the Player is Falling, temporarily KnockedOut, etc.
In the Original Story: additional fixes for Leah following the Player around instead of attacking if she is Peed On or catches the Player making…unwise booze decisions during certain sections of “Snake in the Grass” and “Broken Code”
Characters emoting will no longer ‘break’ them out of a Crouching state. They will instead perform only the facial and sound effect portions of the emote, and remain crouched
Randomized roaming behavior and certain other automated roaming-related behaviors will no longer attempt to process while a game session is “fading in” after being started from the Title Screen or Load Game menu
Fixed an issue from a previous 0.19.x update that could allow various Character Interactive Status and Reaction loops/checks to not process if only 1-2 NPCs had been enabled in a game session
Cleaned up a couple of old VA lines for Lety that had leading and trailing noise
Configured additional non-static items with AdditionalRenderers so that they will be compatible with the Item : IsVisibleTo Criteria. These include the Scorpion Tequila, TalkingFish, and more
Fixed an issue that could occasionally allow Attacks of certain types to “hit twice”
Characters will be slightly less aggressive when re-attempting movement to Inaccessible Mandatory Targets
PeesOnMe and StartedPeeing Reactions/Event Triggers will no longer overlap as easily. Characters will delay processing of StartedPeeing Reactions very briefly to check for pee impacts, and in addition, each collision between pee and a Character will briefly delay the StartedPeeing Reaction between two Characters
Fixed an issue that could cause a Character incorrectly fail a CanSee check specifically when a certain type of Object was supposed to be excluded. This addresses a small number of issues related to swapping to WallSex intimacy positions and when calculating IsRunning if the RunWhenFarAwayFromTarget was Added/True
Fixed an issue that the Player could pee and masturbate at the same time.
While crouching and trigger running the player does not move at full run-speed anymore.
AutoSave doesn’t trigger within a few seconds after loading a save game anymore.
Various optimisations to reduce garbage allocation and free up CPU cycles.
If multiple BGCs are playing of the same importance around the player, the audio system now prioritizes the one the player is currently looking at
Various tweaks to the BGC system to prevent overlap and awkward continuation of unimportant conversations
Re-EQ’d various existing and new audio files, and corrected minor volume issues
CSC: added back in PlayerBeingSpokenTo Criteria so that Story Creators will not have to manually remove this from their stories. NOTE: this Criteria will be deprecated at a later point in time in favor of using IsBeingSpokenTo, once we make back-end changes to allow this to occur more gracefully
Smoothed knees bending sharply while bending legs for Amy, Ashley, Brittney, Frank, Patrick, Stephanie and Vickie
Fixed Amy and Ashley strap-on skinning and extended bounding boxes so strap-on’s don’t disappear
Improved Stephanie underwear transparency issues
Re-positioned pee particle to flaccid penis tip for Derek, Frank and Patrick
Tweaked Male SixtyNine animation and character sixty nine hotspots
Improved nether region skinning/shader and textures issues for multiple characters
Tweaked the shadows on characters with dresses in Main Menu
Changed PlayerMale hand offsets during laying down pose to lean on his knee
Improved skinning Rachael bikini top straps
Tweaks to cutscenes
v0.19.1
Added inventory image for the sunglasses
Added cutscene for master bedroom sex
Added cutscene for Frank’s finale
Added cutscene for Katherine’s finale
Added Frank story achievements
Added penis alignment for all cutscenes
Added sountracks for all cutscenes
Added cucumber model
Improved the male and female drunk walk
Updated Ashley’s clothing
Added OpenLabia blendshape to all female characters
Added blendshapes to male characters to open their anuses
Updated inventory image for Derek’s shirt, Ashley’s top and her panty
Updated Amy and Ashley avatar images
Added a pop up to indicate changes in social status between the player and other characters
CSC: Added the ability to set reactions/event triggers for the player in story data
The opportunities window and popup in game will now show “missed opportunities” when you fail an opportunity that hasn’t been started yet instead of showing the opportunity name and details
The opportunities window will now sort a character’s quests by in progress, then completed, then failed
In the Original Story: Frank and Leah’s ability to tell if the Player is doing something with alcohol now has a more forgiving distance check to it. If the distance between the Player and
Frank/Leah is greater than the distance between “Frank’s Chair” and the threshold to the LivingRoom (where Stephanie dances; a distance of 10), then they will not react to the Player taking booze-related actions
In the Original Story: as Frank promised there is now at least one meaningful reward to NOT beating him up during the “evil”/Ronin ending of Leah’s “Broken Code” content
In the Original Story: continuing to improve your Friendship with Frank after it already appears to be maxed will now also reward a Romance boost
In the Original Story: slight changes to the final pre-intimacy choice during Rachael’s “Dare Interference” content. Pay close attention!
In the Original Story: Katherine will need a different item in order to “tend to herself” just before her intimacy reward
In the Original Story: initiating Katherine’s first Intimacy reward and her follow-up rewards now have slightly different requirements in terms of Player positioning.
In the Original Story: implemented additional protections to prevent niche occurrences of the Game Grumps duplicating their initial “Fell to the Ground” reactions, BGC, and follow-up events
In the Original Story: the Fireplace is now…active. Careful what you throw around near it!
In the Original Story: minor tweaks to how some of Frank’s intro dialogue is handled and what other Global Responses of his rely on said dialogue
In the Original Story: the Player Character has learned how to grasp more things from the endless void known as their “inventory” and hold said things in their hand(s)…but not all the things.
Is it even possible to learn this power?!
In the Original Story: the Fireplace can now be used to maximize the dankness of gettin’ tight with…ah fuck it I’m old. Light the joint with the Fireplace if you want to
In the Original Story: standardized the distance at which certain NPCs will/will not use certain Background Chatters if they do not want another NPC to “hear” them use said Background Chatter
In the Original Story: the Player can no longer ask Frank about Thermos-related questions/responses once they are already holding or have inventoried the Thermos
In the Original Story: loosened some restrictions on when the Player can tell Brittney when Stephanie is dancing topless
In the Original Story: Stephanie will no longer attempt to return to a playing music source if she is being spoken to or displaying dialogue. To compensate, the frequency with which she will try to return to a playing music source has been slightly increased
In the Original Story: removed certain restrictions from a handful of global Vickie responses related to “Derek Smash!”
In the Original Story: tweaked certain restrictions in a handful of global Vickie responses as related to Ashley’s “Sibling Warfare” content
In the Original Story: fixed an issue that could cause two of Leah’s booze-related actions towards the Player to flag her as having “met” the Player, which could compromise some initial Social meter gains with her
In the Original Story: fixed a number of VA-text mismatches
In the Original Story: fixed an issue that could cause the Player or Derek to get stuck with the HoldingADrink state after some Derek content sequences
In the Original Story: the Player can no longer ask Derek about the Whipped Cream or Condom if the Player has already managed to take possession of them
In the Original Story: minor tweaks to when certain bathrooms are considered “available”
In the Original Story: the Game Grumps will no longer magically take part in scenes in Madison’s bedroom or bathroom if Madison’s bedroom/the Master bedroom door is locked
In the Original Story: tweaked a variety of restrictions related to the Master Bedroom being “available” and/or being in use due to progression of “The Muse” and its related Opportunities
In the Original Story: throwing the Dildo at the Closed Briefcase will now fail “Artsy Fartsy”. Officially this time. Not just cause you hucked the dildo away
In the Original Story: better aligned Madison’s “On Groped” reactions with the social meters
In the Original Story: cleaned up some old Roaming behavior issues for Derek in regards to his motion in or around the Gazebo just before the finale of “Sibling Warfare”
In the Original Story: the Motor Oil can now be Taken into the Player’s inventory
In the Original Story: fixed an issue that could allow the Player to get an extra point of Friendship with Patrick if they pursued giving him the Painkillers in a very specific way
In the Original Story: expressing concern about Frank towards Patrick will earn a point of Friendship with Patrick
In the Original Story: improved some helpful Thought Bubbles related to progression through “The Muse”
In the Original Story: the Player can now ask Vickie about the photos on Madison’s Phone even if Madison is nearby. Watch out!
In the Original Story: moving ahead with the prank against Madison for “Sibling Warfare” can be temporarily put on hold if the bedroom is being used just before sending Derek off to talk to Madison
In the Original Story: fixed an issue that could cause Leah to attack the Player when giving her booze without taking into account her socials with the Player first
In the Original Story: Derek will no longer blatantly tell the Player not to mention some of his personal business to Stephanie while in sight of and in proximity to…yeah
In the Original Story: the calculation used to determine whether or not Frank will confront the Player amicably or aggressively after the Player takes multiple booze items from the liquor cabinet now takes into account romance points with Frank and other new factors, and is in general more lenient
In the Original Story: the informative thought bubble that hints towards Frank’s “liquor cabinet confrontation” mechanic now offers a bit more detail into how the Player can save their own ass
In the Original Story: fixed an issue that could let Frank attack the Player after groping Leah even if Frank could not see the Player doing so
In the Original Story: minor tweaks to a handful of Patrick dialogues that Frank could overhear that could cause Frank to attack Patrick even if Frank could not see him at all, if Frank was concussed, etc.
In the Original Story: Patrick now has a reaction to being given the Scorpion Tequila outside of Lety’s content
In the Original Story: made a wide variety of small bug fixes and tweaks to instances in which Frank or Leah overhear the Player to ensure consistency between when the Player is attacked based on Frank being concussed, prevent overhears through walls, and in general standardize such behaviors
In the Original Story: fixed a handful of additional bugs regarding Frank/Leah overhears that would in fact entirely override the dialogue for the NPC that was supposed to speak, rather than allow Frank/Leah to interject afterward
In the Original Story: Frank overhearing an NPC accusing you of being drunk will no longer agro him if he is concussed, aligning these reactions with his own behavior of not giving a shit if he is concussed
In the Original Story: standardized the checks made while Kat and the Player are or are not drinking rum as part of her early content in the Game Grumps’ storyline that are responsible for Frank and Leah getting all kinds of mad
In the Original Story: tweaks to the Derek behaviors related to him confronting Frank about his little brother and the meth. These exchanges can no longer happen at times when Frank is occupied with other story-critical content that could cause awkward event overlap(s)
In the Original Story: cleaned up some old scripting that could cause odd feedback text/dialogues if the Player was trying to get into the downstairs bathroom just as Katherine made it inside after getting sick for “Meltdown”
In the Original Story: telling Frank that you are wasted/had shots will now emotionally displease him via his social meter, in addition to the displeasure he already exhibits into or around your facial area
In the Original Story: the Player will have a bit more warning before using the Dildo with a certain risky, roof-mounted object
In the Original Story: losing the Dildo will now also more informatively fail out of an Opportunity for Madison that required it to not be lost
In the Original Story: added some mitigating events to cut down on the likelihood that Dan and/or Arin will get stuck on other NPCs or each other while on their way from the Fire Pit to their majestic steeds
In the Original Story: added additional protections to Characters like Ashley and Leah to ensure they don’t erroneously get mad at the Player for “climaxing” on them during intimacy scenes
In the Original Story: standardized Derek’s intimacy scene and added remaining WallSex positions for use with him
In the Original Story: cleaned up KO-related events for Leah that can take place during her “Evil”/Ronin ending for “Broken Code”. It is no longer possible to have her get KO’d without being able to wake up
In the Original Story: cleanup of events and Frank and Leah’s behaviors leading up to the Player’s choice to fight Frank or Leah during the “Evil”/Roning ending for “Broken Code”
In the Original Story: it should be harder to seemingly arbitrarily fail out of the “Evil”/Ronin route “Broken Code” due to not being naked during the pre-intimacy finale
In the Original Story: added a number of new lines and behaviors related to Leah going all the way through “Broken Code” and deciding to be “Evil” after Frank’s defeat
In the Original Story: the Player can no longer give the Chocolate Bar to Leah after a certain point in “Broken Code”
In the Original Story: Leah will actually take and eat the Chocolate Bar from the Player when she’s given it
In the Original Story: cleaned up the aesthetics of Frank’s jump to the roof during the “Evil” ending of “Broken Code”; it is now similar to Derek’s jump to the roof for “Memory Lane”
In the Original Story: cleaned up some scripting for Frank and Derek’s jumps to the roof so that it’s not possible for them to continue jumping and taking certain actions if relevant content had been failed just before their jumps, and it should no longer be possible for them to be stuck reaching for an IKTarget in similar circumstances
In the Original Story: giving Katherine the UN-tampered Rum will fail the “Meltdown” Opportunity as it always should have
In the Original Story: modified Pat and Ashley’s behavior when starting the finale of Madison’s “Smooth Operator” finale to prevent them from being able to continue moving toward any roaming target they had previously chosen
In the Original Story: fixed a long-standing plot inconsistency regarding the nature and duration of Ashley and Brittney’s relationship
In the Original Story: made a number of changes to Madison’s behaviors after having caught the Player stealing, looking through her phone, etc.
In the Original Story: cleaned up some Leah behavior prior to her initial talk with Frank at the Fire Pit just before “Guiding Light”. She will be less likely to walk right by him while looking for him
In the Original Story: fixed an issue that could cause Lety to block Leah’s escape from “the Carnies” after Leah is Poppered during “Just in the KICK of Time”
In the Original Story: cleaned up a couple potential Stephanie Dialogue inconsistencies
In the Original Story: if the Player did not actually give the camera with Katherine’s nudes on it to Frank, then Katherine will not comment on this pre-intimacy if the Master Bedroom door is unlocked
In the Original Story: Leah will not get involved in any “guard the booze” shenanigans while she is following the Player/Frank around the house and yard just before the “evil” finale of “Broken Code”
In the Original Story: Frank will no longer warn the Player about opening the Liquor Cabinet if he gave the Player permission to sniff the Thermos
In the Original Story: Rachael won’t lock the Player out of conversation options quite as quickly due to lowered Socials. It will take another mistake or two to get her to completely shut you out of her life
In the Original Story: Leah will cancel any pending SpareRoom2 and UpstairsHallway motion before warping out to confront Frank on the roof during one ending of “Broken Code”. This should alleviate some niche odd behaviors observed once she takes her place outside the art room window
In the Original Story: minor event cleanup for the events that start Rachael and Pat’s initial “Patty’s Striking Resemblance” confrontation
In the Original Story: fixed that could cause the Player to get credit towards the “Running” speed stat increase while KO’d
In the Original Story: fixed an issue that could cause Leah to Always Block for the rest of a playthrough if the Player failed her “Punch Training” in the Garage by running out of the room
In the Original Story: fixed an issue that could cause Vickie to not “stay and watch” after catching the Player having sex
In the Original Story: fixed an issue that could cause various hot tub-related bugs to occur if the Player “climaxed” on Brittney while in the middle of the hot tub finale of Amy’s “Scavenger Hunt”
In the Original Story: fixed an inconsistency in an Ashley dialogue response regarding her closet and the Tiny Key
In the Original Story: fixed an issue that could cause Madison to Roam repeatedly to Vickie
In the Original Story: the Player can now quickly get fully dressed or undressed via their Radial action menu instead of being forced to individually remove clothing items one at a time. Existing options to remove individual items remain unchanged
In the Original Story: at various points during the Story where the Player is expected to have Madison’s Phone or Patrick’s Phone, either having said Phone inventoried OR held in hand will count as “having” the Phone
In the Original Story: minor increase in the “reward” for eating the Chocolate Bar
In the Original Story: fixed an issue that could cause Frank to become effectively broken if the Player failed the “good” path for Leah’s “Broken Code” content, then defeated Leah in a possible fight that could ensue, and then tried to wake up Frank
In the Original Story: Derek and Madison noticing the Player stealing an item is more in line with Frank/Leah’s behavior regarding the booze. In general, Derek and Madison will not catch the Player stealing if they are too far away, out of vision, the Player is not in front of them, or are occupied by a very specific number of story-content restrictions.
In the Original Story: fixed a consistency issue between two instances where Madison would react to the Player talking about a stolen item with Amy
In the Original Story: another sugary treat can now be eaten…
In the Original Story: Madison and Ashley will be less likely to talk about Ashley’s hidden “toy” via Background Chatter while other NPCs are around
In the Original Story: some minor cleanup of behaviors in the sequence of events leading up to Frank’s untimely demise during the “Lety-Rachael Easter Egg”
In the Original Story: some tweaks to mitigate an issue that could prevent Frank and Lety’s final confrontation near the Firepit if either of them had managed to get distanced from each other/the Firepit before the Player stepped into view
In the Original Story: improvements to Brittney’s behavior(s) if the Player…”finishes” on her at very inappropriate times
In the Original Story: tweaks to certain behaviors during the “Tampered Rum”/”Poisoned Player” ending of the game to prevent a certain feisty someone from going overboard with voiced lines. Calm it the fuck down, okay?
In the Original Story: Madison won’t stop her bonding session with Lety just because the Player wants Vickie’s number…or if she’s…ummm…nipples deep in important story content. You want to make these worth reading? Thought not.
In the Original Story: some of Patrick’s “fluffier” moments when reaching the Player will no longer occur/interrupt the Player if the Player is already in the middle of other Dialogue, in combat/about to be in combat, or in the middle of certain content that triggers temporary global lockouts. To compensate for this, Patrick will try to WalkTo the Player a bit more frequently to deliver these silly, silly lines
In the Original Story: when repeating Intimacy with Katherine, she will now also remove her clothing if the Player merely turns their back on her to give her a moment to change; you no longer need to run in and out of another room, although that is still an option
In the Original Story: the text descriptions/hints for the Oppportunity: Katherine’s “D”-Mands have been updated
In the Original Story: added some Roaming-related controls that should make it much less likely for NPCs to continually stream into the Master Bedroom to say hello or whatever to Katherine while she and the Player are just about ready to get intimate
In the Original Story: Frank will no longer magically exit out of his Concussed state in the middle of being talked to or while talking to another Character
In the Original Story: fixed an issue that could cause Leah to attack the Player for taking Booze-related actions if Frank was not around but was concussed, even if Frank had given his slurred permission for the Player to do what they want with the Booze
In the Original Story: fixed an issue that could cause Leah to consume her Booze warning towards the Player slightly unpredictably/when not intended
In the Original Story: fixed an issue that could cause Brittney to permanently be an exhibitionist if Amy’s “Scavenger Hunt” was failed in a specific way, at a specific time during the finale of the Opportunity
In the Original Story: Katherine will now be considered temporarily “Occupied” for certain cross-content lockouts while she is running to the Hot Tub to get her phone back from Stephanie during the finale of Stephanie’s “Drunk and Disorderly” Opportunity
In the Original Story: cleaned up some behaviors related to Stephanie being high or drunk after some of her content, as well as in-game feedback related to what effects these behaviors have on her
In the Original Story: addressed issues with Stephanie’s selection of reaction to the Player exposing themselves
In the Original Story: added some additional mitigating controls to prevent Patrick from wandering away from the “flamingo corner”/area in niche situations while the Player was working on “Patty’s Striking Resemblance”
In the Original Story: addressed a minor plot inconsistency in a Derek Dialogue related to when the Player/Derek may or may not have found out about what happened with Derek’s brother, just before involving Derek in the “Sibling Warfare” Opportunity
In the Original Story: initiating the fight between Derek and Patrick vs. Frank now requires Derek to be free of a number of other…story-occupying limitations
In the Original Story: certain Achievements that relied on Periodic events in order to trigger will now wait until the Player is no longer being spoken to, to better ensure that the Player is able to conveniently observe the Achievement pop-up. To compensate, these Achievement Periodic events will “tick” slightly faster
In the Original Story: combat-related Achievements should pop-up/fire slightly more quickly
In the Original Story: Brittney is now disabled if for some reason she leaves the party
In the Original Story: Amy is now disabled if for some reason she leaves the party
In the Original Story: a number of Opportunities that were missing various Status Texts have been given some love
In the Original Story: the Player will now receive some feedback if the Upstairs Bathroom Door is locked while Amy is attempting to go inside to change into the Goodbye Kitty underwear
In the Original Story: Ashley will not walk out to greet Vickie upon her arrival if the Player has not progressed far enough into “Military Precision” and/or “Sibling Warfare” to justify doing so
In the Original Story: minor cleanup and tightening-up of some Opportunity-related events specific to “Patty’s Striking Resemblance” and “Story Time with Patrick”
In the Original Story: if Katherine kicks the Player out of the Downstairs Bathroom during the events of “Meltdown”, the Fade Out and In will not take nine years to complete. Instead, it will take about as long as you’ve spent reading this note
In the Original Story: Stephanie will now wait for the Game Grumps to finish their discussion of “Power Hours” with her before she attempts to return to a music area
In the Original Story: fixed an issue that could allow Stephanie to occasionally get too far away from a music area
In the Original Story: Stephanie will only start automatically wandering out to dance at the Speaker in the back yard after the Player directly tells her it is set up and on
The front door will now make a sound when successfully opened or closed
Fixed issues that could prevent the Popper and Starbomb from correctly triggering GetsHitWithProjectile events
Set the Fireplace up to explode when various items are thrown into it. This automatic explosion mechanic will trigger one of two sound effects depending on whether or not an appropriate glass/not-glass item is thrown in, trigger the ItemFunction for the explosion itself, and for certain items, also automatically flag Player values so that CSC users may easily track their destruction. The explosion can also be manually triggered via the CSC, which will result in a non-glass explosion sound effect being played, but no automatic events being fired
OnItemFunction Event Triggers work now. Sorry we like, put them there and did nothing with them and stuff
Fixed a bug that could prevent the NoLoitering system from working as intended due to niche Dialogue open/close behaviors
Fixed a bug that could prevent the NoLoitering system from working as intended in the event that multiple Characters took up the same NoLoiter area under certain conditions
Very slightly sped up the NoLoitering system check to account for the delay in ChangeLocation caused by it
Characters will no longer regenerate health while the game is Paused
PokedByVibrator Event Triggers/Reactions will no longer be able to fire while the game is Paused
PhoneBlindedMe Event Triggers/Reactions will no longer be able to fire while the game is Paused
Characters who were on fire will no longer be super rude and burn to death while the game is Paused
The default position of the Sunglasses has been ever, ever so slightly adjusted
Minor typo fix for one of the hard-coded text pop-ups that Madison’s Phone can produce
Added dancing camera mechanics
The Upstairs Bathroom now counts as a valid sex spot. Intimacy started in this spot will manually align itself to prevent clipping or position issues rather than use Character position and rotation
The Upstairs Bathroom now has a spot to engage in WallSex positions
Added CutScene support to game and CSC.
Fixed an issue with Character Zone sizing that could cause Characters that spawned in specific areas at the corners of the yard to not have a Zone assigned to them until they changed position
Tweaks to several sex spots to prevent warping through walls near the stairs into the garage, or from the Art Room closet into Madison’s bathroom
Fixed an issue that could cause the following Roaming Options for the Roaming Game Event to behave unexpectedly due to choosing the wrong game object: AllowLocation, ProhibitLocation,
StopAllCurrentRoamingMotionTo
The Salami can now use ItemFunctions
The Salami will now be highlighted in the grass if dropped
The LockFPS console command can now set the FPS as low as 10, instead of 15
Fixed an issue that was causing the IntimacyState criteria check to evaluate incorrectly if checking for IntimacyState – None on a Disabled Character
Fixed a typo in a Custom Story Browser error text
Various performance tweaks and optimizations
CSC: the ItemFromItemGroup category of Game Events now includes the option to GrabFromPlayerInventory
CSC: certain body part-modifying CharacterFunctions that were formerly limited for use with specific Characters are now available for all NPCs. Think big brah, real big
CSC: NPCs who are currently on fire/have a flame effect visible can now speed up the rate at which the flame visibly ignites/grows or extinguishes by using the SpeedUpFireProgress
CharacterFunction. Upon reaching maximum “burn” or when an NPC is fully extinguished, the behavior of the flame effect is set back to its defaults. So, use this when you need a faster, one-off change. This does not increase the amount or rate at which fire damage is taken by the Character
CSC: added the IsZoneEmpty criteria, which will check to see if any Characters are CURRENTLY in a zone (Characters walking or being warped over time will need their own logic/criteria set up). This can be used to replace certain repetitive distance and/or InZone checks
CSC: “OnRelationshipEventWith” Event Trigger split into different Triggers specific to increases and decreases of Friendship and Romance to allow more convenience when fine-tuning social behaviors. The “Scared” social value is no longer tied automatically into any Event Triggers
CSC: improved formatting when Exporting Player Responses
Fixed UI placements
Fixed Amy nipples poking trough top
Added IKOffsets for all characters to improve animation clipping
Fixed issue with Derek wearing Sundress/GoodbyeKitty underwear in Main Menu
Improved Stephanie’s dress cloth physics and tweaked her hands positions during lap-dance
Updated animation settings to stop characters from sliding backwards during conversations
Tweaked Brittney specular on cloth material
Fixed Madison hard edges on her butt
Removed lines/folds under female butts as they stretched during sex scenes
Fixed Derek skinning issue which caused a polygon to spike from his neck
Tweaked gazebo seating positions to be a bit lower
Adjusted ejaculation particle position for male characters
Changed player idle animation
Added alternate clothing textures for Ashley and Madison when they get beer thrown on them
The player will now stop dancing when entering combat
Prevented the player from crouching while dancing
Characters will now pause or stop what they’re doing to move for another character more often
Prevented some arbitrary errors from being logged to the debug console
Made improvements to precision when characters are navigating to crowded areas so they will get closer to their desired move target
Added console commands to play cutscenes
Updated discord links in the main menu
Save/Load/Autosave no longer resets a character’s clothing when they’re using a hot tub seat
Prevented autosaves from being performed when in the process of loading the main menu and/or being knocked ouut
Female characters are now able to dance badly
Added additional THGOAO texture slot for a character’s alternate textures
CSC Registration in game will now warn the player if their password isn’t using any special characters or capital letters
CSC: Accessible player prefs are now segregated by a prefix from normal player prefs to avoid any potential conflicts
CSC: Improvements to include faster and better results for advanced regex searches in CSC searches
CSC: Improvements to filtering criteria/events in search display results
CSC: The RandomizeIntValue option now logs the result of the operation
CSC: Performance improvements for sarching with filters
CSC: custom filter values are now preserved in search when switching to different characters
CSC: IsNaked can now be used for reactions/event triggers
v0.19.0
In the Original Story: converted most NPC reactions for the Player exposing themselves into Background Chatter instead of Main Dialogue
In the Original Story: added new Opportunities for Frank – A “Ball” of Mystery, CockBall, The Penis Games, Nail the Coffin, Budding Bromance
In the Original Story: added new default greeting responses for most NPCs that can be used (based on their availability/ongoing content, social meters, and sometimes more) to move them to specific locations
In the Original Story: added clarifying hints and thoughtbubbles to the various story actions that serve as additional means of build trust with Frank outside of “Frankly, I Don’t Trust You”
In the Original Story: major revamp of the “Frankly, I Don’t Trusty You” Opportunity and general “Frank’s Trust” mechanics and many associated events. “Frankly, I Don’t Trusty You” is now purely dependent upon social meters with Frank, with giving him booze being just one of many different ways of progressing towards completion of the Opportunity. NOTE: this
Opportunity now reflects your initial earning of Frank’s trust. His trust in you AFTER completion of the Opportunity is then dependent upon your friendship level with him
In the Original Story: added four new Achievements: “Beyond the Call of Dude-y”, “Good Riddance!”, “Against All Odds”, and “Now It’s a Party!”
Added the “Fireplace” as an Interactive Item
Created Particle Effect To Depict “Flare Up” from Fireplace, as if hard liquor, etc. were Thrown Into It
Added the ability for the player character to dance.
Updated the censor setting to show a black censor bar over non-player characters who are engaging in sexual activities.
In the Original Story: converted Ashley’s reaction to a shirtless Player to Background Chatter instead of Main Dialogue
In the Original Story: groping Ashley no longer counts as having “met” her. Did you miss her hand? Nevermind. Dumb question…
In the Original Story: fixed an issue that could lead to Stephanie not being able to receive oral from the Player if they just finished “Special Tutoring” and tried to move right into her intimacy sequence for “Candyman Can”
In the Original Story: before giving Frank a whole boatload of booze for “Frankly, I Don’t Trust You”, the Player will receive a hint that there are other ways to get him to trust you for certain content…
In the Original Story: finishing “Meltdown” successfully will now always fail “Let’s Lower Some Inhibitions” and “I’m not Whipped, Bro”, as Stephanie is like super cereal about this new Doctor-future thingy
In the Original Story: tweaked a couple of Stephanie’s global responses to at least require having officially met her before using them
In the Original Story: the two sets of choices in Madison’s dialogues just before she and Ashley fight during the finale of Ashley’s “Drunk and Disorderly” Opportunity now carry minor social impacts based on whether you encourage Ashley/the fight, or not
In the Original Story: minor improvements to Brittney’s emotive behaviors during the “Truth or Dare” bit of Amy’s “Scavenger Hunt”
In the Original Story: fixed an inconsistency in a Rachael dialogue used during “Patty’s Striking Resemblance” that could refer to Vickie NOT being at the party when, in fact, she totes could be
In the Original Story: minor tweaks/improvement to wording of certain descriptive texts for “Frankly, I Don’t Trust You”
In the Original Story: being able to ask Frank if he’ll open the Closed Briefcase for you is no longer dependent solely upon completion of “Frankly, I Don’t Trust You”
In the Original Story: the response that the Player can use to try and initiate the “Broken Code” finale with Frank is no longer hidden UNTIL the Player regains Frank’s trust. Instead, it will be shown regardless of him trusting you and can be used to confirm whether or not he trusts you enough. A hint has also been added to this exchange
In the Original Story: when Frank reaches his chair again for the first time after the Player has snuck too much booze out of the Liquor Cabinet, a little more info about how Frank makes his decision to attack the Player or not will be provided
In the Original Story: fixed an issue that could cause Leah to not have the appropriate Alternate Body Texture(s) when loading into a game
In the Original Story: standardized the social criteria used to determine when Ashley will attack the Player in response to certain actions
In the Original Story: fixed an issue that could allow the Player to ask Katherine to join them in bed while they were being intimate with another NPC. No, this is not a nerf to threesomes or something. Beds have structural weight limitations, that is all
In the Original Story: fixed an issue that would cause Katherine to not put her fishnets back on if the Player “abandoned” intimacy in the bedroom with her
In the Original Story: slightly loosened the restrictions on two responses within Patrick’s default greeting that were a bit too tightly tied into Madison’s “art show”
In the Original Story: “Frankly, I Don’t Trust You” will now auto-start after select interactions with Frank that were already serving as social boosters or depictions of his increase or decrease in the Player
In the Original Story: very slightly boosted the social reward received by giving Frank the camera with nude pictures of Katherine on it
In the Original Story: tweaks, 0.19-relevant additions, and cleanup in the periodic Event Trigger that removes Frank’s concussed state
In the Original Story: several tweaks to Brittney’s behaviors based on her Friendship level with the Player. She will now be somewhat less likely to attack immediately after one major “violating” act, but will be less likely to help with content in a handful of instances based upon even a moderate drop in socials or one occurrence of a major negative act. TLDR: Keep your fluids and appendages off her
In the Original Story: fixed an issue where Derek could overhear Amy and the Player talking about his brother…through walls!
In the Original Story: Amy won’t be locked off from being sent to take pictures of Brittney in the hot tub if she was never invited to Madison’s “art show” in the first place
In the Original Story: the Player won’t be locked out of asking Amy to go somewhere secluded while Madison’s “art show” is on if Amy was never invited to said “show”
In the Original Story: the Player won’t be locked out of asking Amy to go check out the fire pit while Madison’s “art show” is on if Amy was never invited to said “show”
In the Original Story: Frank attacking the Player due to the Player being drunk while speaking to him will now correctly flag the Player as having been made aware of Frank and/or Leah’s issues with booze
In the Original Story: the Player will automatically exit Combat Mode a bit faster after defeating Frank during the “evil”/Ronin finale of Leah’s “Broken Code” content. This is a minor QOL addition that should prevent…frantic players from accidentally hitting Frank again
In the Original Story: minor emotive additions and cleanup of Stephanie-Katherine events related to “Meltdown” and “Drunk and Disorderly – Stephanie”
In the Original Story: added states to Katherine briefly while she enters the Downstairs Bathroom to try and mitigate a rare issue that could cause her to get pushed out of that bathroom while sick
In the Original Story: Patrick now has the Upset state from the start of a New Game, as he’d be hungover/have a headache regardless of having talked to the Player or not yet
In the Original Story: minor tweaks to certain starting scenarios for “Get the Man Some Drugs!” and standardization of how friendship is increased, no matter how the Opportunity is started
In the Original Story: corrected a few text typos
In the Original Story: giving Katherine the rum (tampered or not) will now count as having given one of the liquor items in the game away, which ties into certain Opportunities and Frank mechanics
In the Original Story: added more social boosts for Patrick when giving him various booze items
In the Original Story: tweaked the delay after which Patrick will accept another booze item to ensure that it’s always roughly 60 seconds after having closed the “gave booze” Dialogue
In the Original Story: sprinkled additional emotive behaviors around Patrick’s Dialogues when he is given various booze items
In the Original Story: Rachael won’t approach Pat to confront/slap him if Patrick is on his way to certain important Character Targets like the Player
In the Original Story: the Player will now have the chance to ask Frank about his “take” on Leah
In the Original Story: slight tweaks to the removal of Stephanie’s panties as part of her “Special Tutoring” intimacy reward/finale
In the Original Story: tightened up some behaviors for Frank and Leah as part of a handful of “fail outs” of “Broken Code”
In the Original Story: cleaned up the Global Item Refusal Events for Arin and Dan
In the Original Story: Frank will not try to get back to his chair if he is currently displaying dialogue OR is being spoken to. Slightly increased the frequency with which he will attempt to return to his chair to compensate
In the Original Story: minor tweaks to Brittney’s behavior after “Truth or Dare” during Amy’s “Scavenger Hunt” to ensure she gets the most out of her relaxation time in the hot tub
In the Original Story: Brittney will only stay in “exhibitionist” mode after Amy’s “Scavenger Hunt” if the Player has extremely high socials (friendship AND romance) with her. This may require her involvement in more than one set of content…
In the Original Story: added some Opportunity texts to a few Opportunities that were missing failure and complete messages
In the Original Story: “Katherine’s Dilemma” will now fail if the Player got Katherine the Rum without ever getting her to go topless in order to take pictures. This isn’t a bad thing, calm down
In the Original Story: fixed an issue that would cause several Characters to react to being given the Flask as if it was filled, when in fact it was not
In the Original Story: the response that lets the Player tell Ashley she is standing in Patrick’s “sick” (to move her) no longer has an overly restrictive check against Madison’s “art show”, instead checking if Ashley is attending said show
In the Original Story: minor tweak to Ashley’s behavior that moves her if the Player told her about Patrick’s “sick” or “fluids” to prevent fast-moving Players from compromising content
In the Original Story: tweaked when Katherine could be “cell phone jammed” to avoid a few niche issues
In the Original Story: fixed a handful of issues across the story caused by On Start Dialogue event configurations that were preventing Social boosts or penalties from taking effect
In the Original Story: fixed an issue that could cause Ashley to not fully “take a break” from talking to the Player if the Player told her that they just use Derek for party hook-ups
In the Original Story: fixed an ancient, evil, long-forgotten bug that would allow the Player to “succeed” at Rachael’s full and partial flash Dares while hugging the inside wall of the Garage as she reached the corner of the yard
Fixed an issue that would allow the backend Player Value “PlaythroughTimer” to progress while the game was paused
NPCs should now be more aware of who they are speaking to and when they are speaking and more nuanced about which animations they choose and how they rotate toward their targets.
Fixed an issue with Dialogue OnStart Events that would allow emotive “tone” to be used by an NPC even if the actual Emote event that could set the tone was not executed due to a failed criteria check; this could lead to dialogues with unintended feels
Added right hand mounting position and rotation for the Popcorn
Fixed an issue that could cause an NPC responding with a BGC that specified a SpeakingTo target of “Anybody” to be unable to fire off said BGC
Mitigated an issue that could cause NPCs to stand around for some time without being able to exchange BGC due to an incomplete verification of pending/playing BGC
The Camera item will now differentiate between Naked, Topless, and Bottomless photos when taking pictures of Characters
Added support for most menus of the game to be translated including the custom story browser and login interface.
Added support for some aspects of the input configuration window to be translated.
Fixed issue where autosaves would sometimes not be written to the hard drive when returning to the main menu.
Added support for characters to use more complex body textures for preventing clipping with additional clothing sets.
Fixed issues with non-gregorian calendar formats in the custom story browser.
Updated how the male skin shaders are treated to allow use of a clipping plane for a bra worn in clothing set 1.
CSC: Added a “OnRelationshipEventWith” event trigger/reaction that will fire immediately after the current Character has their Friendship, Romance, or Scared social relationships modified with another Character (or “Anybody”) via a Game Event from the CSC. These can be disabled/enabled like most other event triggers to allow automatic and finely tuned control over social relationship adjustments
CSC: Converted the PlayerBeingSpokenTo Criteria into IsBeingSpokenTo, which will accept a Character so that you may check if a specific Character is being spoken to by another. Manual correction of existing Criteria types and Character references may be required
CSC: Individual Item Interactions resulting in a refusal will trigger refusal behavior(s) for that Item, even if the Item is present in an Item Group for which the Character has Item Group Interactions configured. This will allow you to more finely tune acceptance and refusal for items based on values or other criteria. Individual Items that pass their Accept criteria or are not found within the Individual Item Interactions section will still move on to evaluate any Item Group Interactions they might be included in
CSC: Added the InVicinity criteria. This will check against same data used by our internal IsInVicinity checks (used in socialization, roaming, intimacy, default reactions, and more), which ensure that two characters are at a Distance of 4 or less from each other, and not on separate floors. This can also be used as an easy replacement for any existing criteria similar to “Distance Between Two Characters Less than 4”. For those still reading this crap, a Distance of 4 is approximately 1.5 walking steps beyond the interaction distance for all NPCs. Also, I’d like to hug you…if you’d let me
CSC: Added the InVicinityAndVision criteria. It checks to see if two Characters are InVicinity of each other and Can See each other, while using 69% fewer words!
CSC: Fixed some issues where criteria were being shown in the search feature that should have been excluded.
CSC: Added advanced option to use regular expressions when using the search feature.
CSC: Added advanced option to search the location info as well as the event/criteria names and keys when looking for a value match in the search feature.
CSC: Changed default settings for the search feature to be more broad when filtering by events and criteria simulatenously.
CSC: Added a game event that allows the CSC user to set player pref values.
CSC: Added a criteria option that allows the CSC user to fetch and compare player pref values.
CSC: Added a reaction event type “IsDancing” which can be used to make characters react when they see another character dancing.
v0.18.2
House Party Stable Release 0.18.2 is live!
We’ve ironed out a bunch of bugs and added a lot of polish in this update. We hope you all enjoy the extra smooth gameplay experience!
Two of the biggest changes we introduced are Brittney and Katherine’s outfit reworks. Brittney has an updated patriotic bathing suit, a cute new top for Date Night With Brittney, and her regular in-game shirt has also been reworked with a sexy new look! Katherine’s outfit rework includes a black tee, red skirt, choker, and fishnets! If you haven’t checked out any of the social media screenshots we’ve shared of those two yet, go take a look at them in-game and let us know what you think!
In addition to the usual load of bug fixes, this update also brings some great visual/UI changes such as a brand new radial menu for player choices. Now, when you click on an NPC in the game, it’ll have a new look when selecting your interactions. We also reworked and updated intimacy rewards for several characters, updated the House Party loading screen, and improved our save and load system.
The changes included with this release greatly improve the look, feel, and quality of life of House Party. We’ll catch up on unvoiced lines and translations in our next content update sometime soon after the new year.
There is so much more exciting stuff we’re working on that we can’t wait to share with all of you. For now, enjoy the polish release, check out the hot new Brittney and Katherine outfits, enjoy those new repeatable intimacy rewards, and get hyped for our upcoming updates!
Reminder Note: Though we try our best to preserve them, sometimes it’s inevitable that we have to make changes to the save system, so old saves are not compatible with this update
Thanks!
-Eek Team
0.18.2 (Stable Release)
11/24/2020
In the Original Story: Katherine’s intimacy reward has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Rachael’s intimacy rewards have been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Madison’s intimacy reward from “The Muse” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Leah’s intimacy reward from “Broken Code” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Stephanie’s intimacy reward from “Special Tutoring” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Leah’s Hellion/”evil” intimacy reward is now repeatable…but the Player won’t exactly be in control of such fortuitous second, third, fourth, or seventieth rounds…
In the Original Story: Katherine’s photo shoot (part of “Look at this Photograph!”) has been ‘modernized’ with the option to use a radial menu to control her poses, and expanded upon to include many more pose options
In Date Night With Brittney: Brittney has selected a slightly different outfit for her date with the Player…
In the Original Story: * BEEP BOOP * Compubrah can now scan Katherine…
In the Original Story: * BEEP BOOP * Compubrah can now scan Rachael outside of her involvement in “Patty’s Striking Resemblance” and “Benedict Brahrnold”…
In the Original Story: Lety’s (solo) intimacy reward has had a little additional polish and modernization added to it, and can now make use of the Wall Sex positions
The Intimacy Console Command will now let you know you are wasting your time if you try to make a Character that is Asexual be sexual. It won’t go as far as to make you feel bad, per se. It will leave that to you
Updated Brittney’s clothing
Updated Katherine’s clothing
Added new model for frank’s popcorn
Frank’s Popcorn can now be thrown around. You know where you’re gonna throw it first
Updated combat and orgasm UI
Added loading tooltip UI
Added tool tips to the load window to show recent memories and opportunities in progress for the save file under the mouse. Will only work with newer save files.
Added new radial menu UI
Updated the radial for the main menu to use a new visual style and support up to 12 elements on screen at one time.
Updated memories window and save data to differentiate between narrations and thought bubbles.
Updated the loading screen to support cycling randomly through a list of background image.s
Updated the orgasm status bar to support use of a different icon for charging vs depleting.
Added a continue game button which is enabled when there is a valid auto save to recall.
Updated auto save conditions to perform an auto save whenever you return to the main menu.
Synchronized time across all clocks in the universe
In the Original Story: Stephanie will not interrupt the Player nearly getting their teeth kicked in or while other events of “global” importance are occurring just to help Katherine with her wittle bitty tummy ache
In the Original Story: cleanup of events that can fail out of the “Meltdown” Opportunity while Katherine is still in the downstairs bathroom
In the Original Story: general cleanup of events related to Stephanie’s intimacy sequences
In the Original Story: fixed a Derek Alternate Dialogue setting so that it will not show up if Derek is mad at the Player
In the Original Story: fixed a handful of confusing or unnecessary behaviors and restrictions that had been caused by the tying together of Ashley changing in her room as part of “Change of Heart/Humiliate Ashley” Opportunities and the Player having upset Ashley by untying her top or groping her
In the Original Story: cleanup of some of Derek’s behaviors related to him divulging his “girl-friend” problems to the Player at various times
In the Original Story: fixed an issue that let the Player ask Katherine to start her Photo Shoot even after Katherine had gotten what she wanted (the Rum)
In the Original Story: fixed an issue that would prevent the initial Derek Smash!-related response option for Derek from showing up again if the Player had initially asked for Derek’s help when Derek was pissed off at them. Still gotta earn your way back into buddy-ship, though!
In the Original Story: tweaked Ashley’s behavior so that she’s not as talkative immediately after being humiliated by the Player and Madison
In the Original Story: Madison’s Phone will now only use one set of Radial Menu options
In the Original Story: fixed an issue that could cause redundant thought bubbles to appear when selecting a Vickie response while pursuing “The Muse” and “Sibling Warfare” at roughly the same time
In the Original Story: tweaked Lety’s behavior so that she won’t be remain visibly plastered for the remainder of the party after her core content is Completed or Failed
In the Original Story: minor cleanup of events related to getting several Characters into Compubrah VR Land A.K.A DongVR A.K.A Patrick’s Fuckbox
In the Original Story: added additional temporary position transition protections for many of the intimacy scenes in the game that should help mitigate situations in which a Character the Player was hooking up with could be rendered briefly unable to Orgasm, potentially for the remainder of an entire intimacy scene
In the Original Story: fixed an issue that could cause Lety to use her generic reaction to the Player exposing themselves just as they were getting intimate together
In the Original Story: fixed an issue that could prevent the Player from being able to send Lety to Derek just before the main events of “Hunt the Hunk” if Derek was occupied when the Player first tells Lety about Derek and Madison
In the Original Story: fixed an issue that could prevent certain story-critical events from various NPCs from unfolding during some of the more “idle” moments of the Game Grumps’ “painting scene”
In the Original Story: slightly loosened restrictions on two Patrick responses related to sending him to Brittney to ask about his phone so that they would not be locked out for the entirety of Madison’s “art show”, even if the Player takes their sweet time getting to it
In the Original Story: refusing to be Stephanie’s prostitute is now a permanent decision. Fixed a repeat response issue related to this as well
In the Original Story: fixed an issue that would allow the Player to try and be intimate with Stephanie even if their Orgasm meter was recharging just before her intimacy reward for “Special Tutoring” was started
In the Original Story: fixed an issue that would allow duplicate pre-“Special Tutoring” intimacy dialogues for Stephanie to appear
In the Original Story: fixed an issue that could cause a confusing shift in dialogue and tone when giving Ashley her 2nd beer for her “Drunk and Disorderly” Opportunity, if the Player was close to recovering from negative social values with her
In the Original Story: tweaked Derek’s alternate lines for his default greeting/Dialogue 0 to be a bit more reliant on social meters, in the case that the Player completed “The Muse” and slept with Madison
In the Original Story: Frank can now be looted for this marijuana, provided your not-omniscient avatar has need of such a thing
In the Original Story: Stephanie can now be looted for her moneys, provided your not-omniscient avatar has need of such a thing
In the Original Story: minor miscellaneous improvements to a couple looting mechanics
In the Original Story: slightly loosened criteria restrictions on an Ashley response regarding her best bud, Julius Squeezer
In the Original Story: fixed an issue that could allow Vickie to walk to a hot tub seat just after she invited the Player to take her Panties off in the hot tub
In the Original Story: the Player can no longer start a game of beer pong if they are being intimate with another Character or in combat
In the Original Story: fixed an issue with Russian translations that could prevent Background Chatter for Amy, Ashley, and Derek from translating properly
In the Original Story: slightly tweaked the restrictions on telling Stephanie about Katherine being sick, if “High and Dry” was in progress, and also add a thought bubble response in case a restriction still applies
In the Original Story: fixed an issue that could cause Derek to get stuck on the roof after his “Memory Lane” scene with the Player, if the Player had previously reminded him to go to the roof in addition to the original request to do roof stuff
In the Original Story: fixed an issue that could inexplicably lock out the finale of Ashley’s “Smooth Operator – Ashley” Opportunity if a specific pre-“Sibling Warfare” line was seen
In the Original Story: minor tweaks to the availability of a couple Derek default greeting responses
In the Original Story: fixed an issue that could allow Patrick to potentially be erroneously flagged as Not Occupied during niche moments during the Derek and Pat vs. Frank fight in “Derek Smash!”
In the Original Story: the Player can no longer “Blaze” with the Vape if they are currently giving a Blowjob
In the Original Story: fixed an issue that could allow Frank to be sent after Patrick while he is still soothing his own ego just before spars with the Player for the “good” finale of “Broken Code”
In the Original Story: minor event cleanup, niche bug vector fixes, and emotive tweaks during Pat’s “Cloud of Mystery” and “Genie in a Brahttle” Opportunities
In the Original Story: added extra protection against Frank being able to be sent after Patrick just as Patrick was needed for some rather intimate moments during the finale of “Patty’s Striking Resemblance”, which could cause…complications
In the Original Story: Pat and Rachael won’t aimlessly stand around, fully clothed, in the hot tub after Patrick nearly dies and gets soaking wet during the finale of “Palectrick Feel”. That’s just silly
In the Original Story: fixed an issue that caused the “Got Vaped” lines from most Characters to count as having met them, which could lead to some awkward and/or unintended introductions and behaviors
In the Original Story: added extra protections against Madison being able to be sent after Patrick at several points in the game that would be…unfortunate
In the Original Story: fixed an issue that caused Frank’s dialogue re: getting mad at Patrick for talking about hiding booze from him as having “met” the Player
In the Original Story: additional cleanup of Madison and Frank “GO GET PATRICK!” responses in order to provide somewhat consistent feedback as to why these may be unavailable
In the Original Story: fixed a handful of issues that allowed Compubrah VR/Dong VR-enabled Characters to react to certain Player actions as if they were their normal selves. Which they aren’t…
In the Original Story: spiced up Rachael’s grope reaction with an emote and…more interesting effects if she isn’t attracted to the Player and in the middle of Lety and Rachael’s “Easter Egg” ending
In the Original Story: fixed an issue where Rachael could call for Frank’s help after being groped by the Player, but if Frank was technically unavailable…uh oh, Spaghetti-Os
In the Original Story: fixed an issue that would allow the Player to ask other Characters about Derek’s “Memory Lane” stories if the Player had Failed the Opportunity before Discovering it
In A Vickie Vixen Valentine: fixed an issue that could prevent Vickie from properly turning AND stepping back to let the Player by if it was requested via a dialogue response
In A Vickie Vixen Valentine: fixed an issue that could allow Vickie to get prematurely mad at the Player for not meeting up with her quickly enough at the beginning of the story
In A Vickie Vixen Valentine: cleaned up miscellaneous and old scripting issues that would cause problems with certain Action Items and Doors used in the story
In A Vickie Vixen Valentine: cleaned up the Actions on the box. Oooohhhh yeah, THAT box
In the Original Story: tweaks and polish to a number of aspects of the “Patty’s Striking Resemblance” and “Benedict Brahrnold” finales, including a bug fix for an issue that could cause “Benedict Brahrnold” to “stall out” just as Rachael asked for you to give her Patrick’s “key” due to certain Opportunity dependencies
In Date Night With Brittney: fixed an issue that could cause Brittney to awkwardly remain on her knees at one point in the story instead of starting oral fun with the Player
In Date Night With Brittney: Brittney will now react to the Player peeing anywhere near her. It won’t go so well
In Date Night With Brittney: adjusted the “Top Off” Action for Brittney based on her new clothing style and how her top might be removed in different positions
In the Original Story: slightly buffed Brittney’s combat stats to better reflect her long, storied history as a wrestler and her intense study of the techniques of Gina, the Gynecological Goddess, and complete shunning of that uppity orphan-burning bitch, Hymenia
In the Original Story: sprinkled in some additional emotive behaviors throughout Katherine’s story in dialogues where strictly engine-driven conversation behaviors might not reflect the seriousness/hopelessness/eternal melancholy/lulz of whatever is going on with her
In the Original Story: fixed an issue where a hint thoughtbubble about the Penguin would not appear after a certain Patrick line was used while the Player was working on “Artsy Fartsy”
In the Original Story: addressed a social meter inconsistency in Katherine’s reaction to the Player masturbating while waiting to be intimate as compared to her…other reactions during that period
In the Original Story: fixed an issue that could cause Lety (immediately after having been invited to the party) to follow Leah around during certain bits of content that notably occupy Leah
In the Original Story: fixed an issue that could cause Lety to get up from having sex with the Player just before crushing him during the intimate finale of the Lety-Rachael Easter Egg. Come Lety, that isn’t how you smush
Streamlined logging of automatically and periodically performed Event Triggers
Fixed an issue with the Vibrator item that could cause erroneous events to trigger on Characters that had nothing to do with the…vibrating
Fixed an issue that could cause duplicate and/or erroneous IsAttacked reactions/EventTriggers to fire when Characters were struck
Fixed an issue that could cause IsAttacked reactions/EventTriggers “owned” by a Character (the EventTrigger being in their story) to not fire if they were too far away from the an “Target” Character that was struck
Fixed an issue that could cause the Camera item to erroneously count certain Characters as having had a “Naked” Photo taken, when no portion of their body was fully exposed. Characters will count as “Naked” for the Camera item if they have the Topless, Bottomless, or Naked State(s), which are already dictated by Clothing item presence on a per-character level. CSC users can further customize this behavior by manually decrementing relevant Camera-generated Photo values in the CSC via Game Events
Added a few colliders around the currently used kitchen cabinet to ensure neither Frank’s precious popcorn nor other items can suddenly clip/fall out or into it from the sides or bottom
Fixed a few floating objects in the kitchen cabinet
NPCs will not randomly choose another NPC to roam to if they currently have the WantsToBeAlone state. However, if an NPC was manually added to their Roaming AllowedLocations via story scripting, they may still roam to that NPC
Fixed a minor feedback error in the Roaming Console Command
Added the StopMyCurrentRoamingMotion and StopAllCurrentRoamingMotionTo options to the Roaming Console Command
Fixed a bug in Console Commands that could cause an exception and display bug in the Console if a result was not found by the somewhat-kinda-intelligent-object interpretation flux nozzle…thing. Shut up
Fixed issue where characters were less likely to hit each other in combat when the frame rate was low
Fixed issue with translating radial menu options
Updated memory interface to use a new icon for narration events
Fixed issues with reachtarget events not being triggered when a character was told to move to, warp to, or otherwise interact with an interactive item that they were already using
Fixed issue preventing the event to force an end to sex from working when characters were very close to climaxing
Fixed issue where certain radial options did not work when the game was translated to certain languages
Updated radial menu to allow the target/cursor to be hidden when it is near the center
Updated how Katherine’s and Stephanie’s cloth components behave to avoid them getting stuck in strange positions after the characters warp or move very rapidly
Slight modifications to the Distance feedback provided by the Charinfo Console Command to better separate values used by House Party vs. generic Vector3 Distances
Fixed an issue that could cause erroneous additions to NPC AllowLocation and ProhibitLocation Roaming Lists upon loading a saved game
Fixed a minor text feedback issue in the Social Console Command
Slight tweak to the position of the InFrontOfEasel movetarget, which will allow NPCs walking to it from outside SpareRoom2/the art room to get clear of the door more reliably if it closes just after they reach the movetarget
Updated the save/load manager to support translations for static menu elements.
Updated the save file metadata to include translations for all languages for recent memories and quests that are now shown in the load manager when hovering over a save.
Fixed issue where memories being displayed when hovering over a save file in the load manager were not the most recent in the metadata for that save.
Update Madison’s phone pictures to support censoring/uncensoring.
Updated Katherine’s character script to remove her accessory clothing item by default whenever she is loaded in the OS and custom stories.
Removed a sitting pose from Katherine’s sitting pose list that was revealing her underwear when seated/fully clothed.
CSC: added Started and StoppedUsingActionItem event triggers that will fire whenever a given Character either sits/lays down on/uses a specified (or any) Action Item, or when they get up from/stop using an Action Item
CSC: Frank’s Popcorn now has Item Functions enabled
CSC: Interactive items now have a toggle to avoid using the default radial options
CSC: Added advanced options to search for specific events
CSC: Added advanced option to search for specific criteria
CSC: Added advanced options to control how filters are resolved
CSC: Added advanced options to determine which types of results should be included in the final filtered results
CSC: Added advanced option to control how many results can be displayed
CSC: Added a reset button to clear the search fields to defaults
CSC: Made specific event/criteria searches case insensitive
CSC: Added the ability to use semi colons to force line breaks for radial menu options (interactive item actions)
Fixed gap in the kitchen cabinet model
Fixed light bleeding from the garage into the master bedroom in baked lighting
Optimized lightmapped objects
Improved radial menu UI
Updated avatar images for characters that have new outfits
Updated loading tooltip to be static in the loading UI
Reduced brightness on a few interactive objects
Improved lighting on the erotic prickly vegetation
Fixed Brittney’s hands deforming during sex and clipping through drinks
Added censored versions of all character texture maps
Improved skinning for Brittney and Katherine
In the Original Story: minor cleanup of the events between Madison walking out of the Art Room/Spare Room 2 up to waiting for the Player to approach her for “Magnum Opus”
In the Original Story: fixed an issue that would allow the Player to offer Vickie Madison’s nudes even if the “Sibling Warfare” Opportunity had been failed
In the Original Story: fixed an issue that prevented the “Military Precision” Opportunity from failing near the finale of Derek’s “Mission Impawsible” Opportunity
In the Original Story: fixed an issue that could allow Frank’s confrontation with the Player after stealing too much booze from his cabinet to offer two responses instead of one
In the Original Story: fixed an issue that could allow Frank and Derek to loop rather rapidly through their “I WANNA KILL THE PLAYER” and “I WANNA DEFEND THE PLAYER” lines if the Player is caught holding a booze item near Frank while Derek is able to use his Combat Perk to defend the Player from Frank
In the Original Story: fixed issues that prevented the Player from Grabbing a booze item in front of Frank if Frank was concussed or the Player had a “booze pass”
In the Original Story: fixed an issue that would allow the Player to sneak more than one beer away from Frank if they had a “booze pass” via a super sneaky grab and hold technique
In the Original Story: fixed an issue that could allow Frank to loop through some of his concussed reactions to the Player holding booze
In the Original Story: tweaked some events and dialogue around the time when the Player might want to listen to the voicemail from Hugo Hugehole during post-“Sibling Warfare” with Ashley. These tweaks should prevent higher “sensitivity” from making listening to the voicemail extremely hard to do
In the Original Story: once you listen to the Hugo Hugehole Voicemail, it’s kaput! No new voicemail!
In the Original Story: aesthetic improvements to Patrick’s little jump to retrieve his briefcase near the end of “Patty’s Striking Resemblance”
In the Original Story: there is now a short window of a couple minutes after the “Derek Smash!” fight ends during which Leah will not magically sense that the alcohol in the liquor cabinet might be in danger when the Player Takes it into their inventory, and come waltzing over to guard it. This should make it easier to capitalize on Frank being KOd after “Derek Smash!” concludes
In the Original Story: fixed an issue that could allow Rachael to forcibly Change Location away from the Player if she caught the Player having sex during some rather sensitive points in her content
In the Original Story: fixed an issue that could cause Leah and the Player to encounter…sexual issues if the Player had recently pleasured themselves and then immediately tried to launch into the finale intimacy reward in the “Hellion”/evil path of Leah’s “Broken Code” content
In the Original Story: fixed a minor inconsistency in flagging a Frank “Booze Warning” in one of Leah’s dialogues
In the Original Story: Giving Ashley’s clothes back to her after humiliating her will slightly boost her socials with the Player if the Player did not tell her to stay naked or request her Panties in return for the key
In the Original Story: after humiliating Ashley, the Player can choose to give her the key without asking for “more” in return, or back out entirely
In the Original Story: fixed an issue that could cause a highly skilled, ultra bad-ass, Navy Seal-level Player to not successfully make it through the sparring session at the end of the “good” route of “Broken Code” after getting a confirmed kill on Frank
In the Original Story: it should be moderately more difficult for NPCs to interrupt Amy and the Player mid-intimacy now, as they will totes hear any throes of passion and generally avoid roaming to her. They can still roam around to places that may make them visible to Amy, causing her to get all bashful and stuffs
In the Original Story: fixed an issue that would allow Players to exploit around Frank’s social mechanic after sneaking a booze item(s) from his liquor cabinet
In the Original Story: standardized Eat/Drink functionality for food items in the fridge and the soda to match those of other existing non-alcoholic items that can be consumed
In the Original Story: tweaked some Dialogue values for a few Characters that could lead to their formal introductions being skipped
In the Original Story: Derek will not congratulate the Player for getting in good with Ashley if the Player sufficiently lowered their friendship with Derek
In the Original Story: fixed an issue that allowed the Game Grumps to potentially perform their bathtub scene while KOd
In the Original Story: Improved the accuracy of the checks used to determine whether or not Stephanie actually witnesses someone get knocked out via combat
In the Original Story: cleaned up and slightly loosened the criteria that control whether or not Steph may check on Katherine of her own accord while Katherine is sick prior to Meltdown
In the Original Story: reduced the frequency at which Amy will stub her toe near Stephanie
In the Original Story: spruced up the process of getting dressed for a few Characters. This and undressing will continue to be worked on over time
In the Original Story: fixed an issue that would cause Katherine’s negative reaction to being “finished on” trigger a mismatching voice line and Dialogue Close reaction
In the Original Story: fixed an issue that could cause Katherine to remain in “photo shoot” mode after the Player…did things to her, when she should not
In the Original Story: a little clean-up added to Rachael’s post-dare intimacy behavior
In the Original Story: cleaned up additional events related to Stephanie and Amy behaviors that precede the beginning of the “Meltdown” Opportunity
Added a new wallsex spot in the master bedroom, near the standing lamp
Fixed an issue that could cause Ping Pong balls to magically levitate if held by the Player while Starting a game of forever-alone-pong. SPOOPY!
Beer pong cups will now reposition themselves whenever a new Practice session of beer pong is started
Fixed an issue that was causing the Painkillers and Scorpion Tequila to initialize already flagged as being Held/Grabbed by the Player
Fixed some issues with the new radial menu
Fixed some issues with the new tool tips in the load manager
Various performance fixes related to the storing/retrieving character values, combat, and more
Updated the radial menu to support text renderers with higher fidelity
Updated tool tips in load manager to sort opportunities by those most recently updated or acquired
Fixed resolution based rendering issues in UI
Made the new radial menu center the cursor/target whenever it is activated
CSC: fixed an issue that was preventing the Practice Point for beer pong from appearing as an Item in the CSC
CSC: added an Item Function that can be used to manually reset beer pong cup and ball positions
CSC: Added ability to search by game event type and criteria type simultaneously in the CSC
Fixed weird specific reflection in the laundry room cabinet
Added an icon for narrator text in the memory log
Updated dialog UI to allow for slightly longer character names
Fixed issue where the “just chill” sign reflected into the house interior and reduced it’s brightness
Fixed issue with Patrick so he can take of his shoes again
Improved clipping of male idle animations in the hottub
Added censorship disclaimer to menu (if no dlc is installed)
Fixed visual bugs with translated UI
Fixed UI issues on non standard aspect ratios
Updated avatar images with new outfits
Optimized shadow casting for performance
Updated the control scheme UI
Improved loading screen
Reduced fuzzy text in input UI
Fixed an issue that was causing Charfunc Console Command issues for several characters
The Clothing Console Command’s “Change” clothing option can now be used without specifying a clothing set. When used in this way, the current Default Clothing Set for any affected Character(s) is used. In other words, you don’t need that extra ‘0’ in 99% of cases unless you or the game engine has been fucking with Default Clothing Sets
Fixed an issue that could cause Characters to consider another Character target “reached” even if they were on uneven ground on the stairs, with the stair bannister between them, etc. This should help mitigate crowd control issues on or around the stairs
Fixed an issue that could cause Characters to try and fight each other through the stairway bannister, which is a pretty hit or miss strategy. Literally. Now they will run all the way up the stairs to murder you. Greet you. You know what I mean
Fixed an issue that would allow Characters to struggle to fight through the immovable object that is the Refrigerator door. The door will now, in its wisdom, sense the martial showdown that’s set to occur, and close itself out of respect
Fixed an issue that could cause the Player to enter into combat with a previously engaged combatant if the Player had successfully attacked that combatant, and then combat had been canceled via game event or Console Command, and then the Player had thrown a punch into the air without hitting another NPC directly in front of them
Fixed an issue that would occasionally allow Characters to attack each other through doors
Fixed an issue that could allow the Player Property IsBlocking to very briefly register as true if an NPC attacked the Player, even if the Player was not currently blocking
Fixed an issue that could cause the Interaction Text to occasionally disappear/rapidly flash on and off if the Player was in combat and pointing their cursor at an item or Character. This also fixes an issue that could cause a backup method of calculating an attack hit to execute instead of attempting to attack the Character the Player’s cursor was on
Fixed an issue that prevented consistent selection of exact EventTrigger/Reaction matches when using the Events Console Command
Optimized Criteria handling and Periodic Event logging in order to reduce CPU usage and garbage allocation
Fixed an issue that could often prevent transitions to a Wall Sex intimacy act and even end intimacy entirely when two Characters were already on a Bed and making use of certain positions that could compromise their vision of a Wall Sex spot
Slightly adjusted the position of the two wallsex spots in Compubrah-world
Fixed the positioning and component values for a movement and navigation blocker inside the garage, to the left of the door, that was a bit oversized and clipped into the kitchen. This change also prevents players from placing items on top of the invisible collider. Sorry, no more floating penguin
Fixed an issue that could lead to the Player being able to set their Crosshair focus on or even interact with NPCs through certain environmental layers or in unintended circumstances
Slightly increased the distance at which the Popper item can trigger Poppered reactions by Characters
Very slightly increased the distance at which the StarBomb will trigger Poppered reactions by Characters when it hits the FirePit
Fixed an issue that could cause the Property Console Command to not apply Property changes to All Characters when the All subcommand was used
Improved Player auto-targeting of NPCs for attacks in situations where the Player did not have an NPC target focused with their crosshair. This will reduce the frequency with with a further-away NPC is hit instead of one closer to the “center” of an attack, and will prevent an attack from auto-targeting a KOd NPC if a non-KO’d NPC is within range
Characters in the LoadingDock cannot roam, cannot be roamed to, and cannot be invited to perform any roaming-initiated “hangouts” with NPCs they might have developed a relationship with
Cleaned up restrictions on “hangout”-based motion initiated by Change Locations and added a handful of additional safeguards
Simplified the Sociable personality trait-based modifier that affects the random Change Location roaming timer
Fixed an issue that could cause certain items to retain their “Highlight in Grass” texture even when they were mounted and/or no longer touching a grass surface
Added functionality to respect/enforce demo limitations and show feedback explaining them.
Updated main menu to exclude empty directories when determining language options for stories.
Fixed issue where switching languages after a game has already been saved and loaded didn’t translate some things.
Added support for the demo version to allow the player to play the game however they want for up to 10 minutes per play session, while restricting the ability to save/load games.
Added support for the graphics menu to be translated.
Improved performance for menu translations.
Updated status bar code to support new radial style.
Updated the radial menu to show default options for different types of interactions in the same positions/order, and disable them but still show them if they’re not enabled by the story.
Fixed issue where switching back to English didn’t re-translate the main menu if you already went into a game and returned to the main menu.
The hard coded behavior that opens up Madison’s Phone’s UI will now also work whenever the Player is holding the phone
In the Original Story: tweaked the “not sitting in hot tub” message the Player can receive so that it doesn’t appear if an NPC is already using that seat
In the Original Story: fixed a discrepancy in the Speed boost you get from scoring multiple times in Beer Pong; doing so will now give the intended, somewhat higher boost
In the Original Story: fixed an issue that could cause Rachael to get partially dressed again during the Lety-Rachael Easter Egg intimacy scene, if the Player had already done certain Rachael dares first
In the Original Story: fixed an issue that could cause Rachael to not be close-at-hand during the finale of “Palectrick Feel” if she is unoccupied
In the Original Story: fixed an issue that could cause the Player to not get FlashScore credit (for Katherine’s “Express Yourself” Opportunity) as a result of certain possibilities that could unfold during Lety and Leah’s “Just in the Kick of Time” conversation
In the Original Story: fixed an issue that could cause one or both Key items taken by Derek to reappear in front of the character when they had already been put back in the Player’s inventory
In the Original Story: fixed a number of VA-text mismatches
In the Original Story: added a couple Derek dialogues to make certain positioning possibilities when starting early “Memory Lane” content steps a bit less awkward
In the Original Story: fixed a couple confusing responses and thought bubbles that Ashley could generate that implied that her “prank was back on” even if the Player already failed “Sibling Warfare”
In the Original Story: fixed an issue that would cause Frank to warn the Player about taking booze from his cabinet, and Leah to come check on the safety of Frank’s liquor cabinet, even if the Player was given a “booze pass” by Frank
In the Original Story: it should be much harder for Patrick and Rachael to start their argument that starts “Patty’s Striking Resemblance” while Patrick is on/near the stairwell. That was just rude
In the Original Story: the Achievement credit/counter toward the “Duck and Weave” Achievement will not reset if the Upstairs Bathroom gets locked by Amy during her “Goodbye Kitty” selfie
In the Original Story: minor cleanup of some Compubrah/VR-entry-related events
In the Original Story: fixed an issue that could cause Katherine to prematurely walk away from a pending (repeatable) intimacy sequence
In the Original Story: if the Player is in the master bedroom zone (includes Madison’s closet and bathroom) but not in sight of Katherine when she reaches the bed for a repeatable intimacy reward, she will go ahead and strip down to wait for the Player
In the Original Story: fixed an issue that would temporarily prevent the Player from taking booze out of Frank’s cabinet if the Player first got Derek’s “Combat Perk” (where he can protect you from Frank), then pursued “Apply Pressure”/concussing Frank by locking the downstairs bathroom door and having him run into it, then tried to take said booze after Frank walked back to the Dining Room
In the Original Story: Amy’s intimacy reward from completing “Chasing Amy” has been ‘modernized’ and can now make use of all available intimacy positions. This includes the ‘full’ and ‘partial’ rewards
In the Original Story: pursuing Amy’s intimacy reward just before Madison’s “art show” for “The Muse” starts is now an option, but as expected that will prevent Amy from attending the art show
In the Original Story: fixed an issue that could cause the Money Maker’s Monthly magazine to not properly trigger Patrick’s dialogue about the rainforest and environment such if he was KO’d
In the Original Story: fixed an issue that could cause Ashley’s Top to become un-interactable after her initial “Sibling Warfare” intimacy reward
In the Original Story: fixed an issue that would allow a Player to Untie Ashley’s Top at unintended times just before an intimacy reward
In the Original Story: Ashley’s intimacy rewards from both “Smooth Operator: Ashley” and “Sibling Warfare” have been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: minor cleanup of aesthetic/emotive events before, during, and after Ashley’s intimacy rewards
In the Original Story: there is now a short window of a couple minutes after the “Derek Smash!” fight ends during which Leah will not instinctively come to take over Frank’s guard duties if the liquor cabinet doors are opened; this was making capitalizing on the Frank-less outcome of “Derek Smash!” a bit too difficult
In the Original Story: fixed an issue that could cause Leah to encounter some movement issues if she approached the Player to listen in on the Vickie conversation prior to starting “Screw Like a Bee”
In the Original Story: Leah will only start zealously judging the Player’s distance from her during the “follow Leah” intro portion of “Screw Like a Bee” the moment she starts running to the Garage
In the Original Story: there is now a small social penalty to Madison’s friendship and romance if she catches the Player and Ashley in the closet after the doors were supposed to be closed during the “Sibling Warfare” finale
In the Original Story: fixed an issue that could cause the left Master Bedroom Closet Door to be openable before it should be during the finale of “Sibling Warfare”. This could occur if the Player had closely followed Ashley into the closet instead of manually closing the closet themselves, and would lead to a confusing failure of the content if the Player did as instructed and opened “one door only”
In the Original Story: made several tweaks to Leah’s approach prior to starting “Screw like a Bee” that should help prevent situations where she was not close enough to overhear and start the Opportunity after the Player lies to Vickie
In the Original Story: fixed an issue that could lead to a confusing sex-related dialogue from Vickie just before “Runner Runner” begins
In the Original Story: the Player needs to be fully “recharged” in order to see the “Fuck” action with various characters immediately prior to their intimacy scenes
In the Original Story: increased the number of intimacy positions available during Vickie’s intimacy reward and ‘modernized’ her intimacy reward interactions
In the Original Story: miscellaneous cleanup of events and addition of some emotive behaviors related to Katherine’s photo shoot
In the Original Story: getting caught by Amy when having sex with another NPC can now put “Chasing Amy” and its repeatable rewards in jeopardy if the Opportunity is In Progress or has been Completed, and Amy’s social meters are still high enough to warrant, well…giving a shit
In the Original Story: if the Player completes Amy’s “Scavenger Hunt” Opportunity and remains friendly enough with her, she will be just as supportive of the Player’s desire to be nude as the Player was of hers. I.e., she won’t use her snarky nudity reaction
In the Original Story: handing the Goodbye Kitty underwear to Amy in front of Madison will result in Madison being…dissatisfied
In the Original Story: fixed an issue where Patrick would immediately enable his Merlot in front of Leah…despite being prone to otherwise hide it in front of her
In the Original Story: fixed an issue where Patrick could be betrayed by the Player for telling Frank to beat him up, when Patrick could not see the Player
In the Original Story: fixed an issue where Patrick could be betrayed by the Player for telling Madison to beat him up, when Patrick could not see the Player
In the Original Story: fixed an issue where Inspecting Madison’s phone after holding it to use as a light source or dropping it would do nothing
In the Original Story: fixed an issue that could cause unintended roaming and other behaviors right around the time that Leah goes to hide in the bushes during “Broken Code”
In the Original Story: cleaned up some behaviors related to the finale of the Game Grumps’ BWWAAAAOOOOOOOOOOOWWWAAAAOOOOO-sorry. Sorry. The Game Grumps’ paintBWWAAOO-FUCK. FIXED SOME PAINTING FUCKERY
In the Original Story: added a clarifying thought bubble for when the Player COULD ask Frank about what he did to Leah (after she leaves the party during “Broken Code”), but Frank is occupied
In the Original Story: fixed an issue that could lead to Leah or Frank becoming occupied seemingly forever and without explanation if the Player let the Game Grumps just stand around near the painting. For whatever reason
In the Original Story: miscellaneous cleanup of extraneous NPC actions during the Game Grumps’ painting thing
In the Original Story: minor cleanup of Leah’s behaviors after her betrayal by Frank near the firepit that could cause awkward moments with a few other Characters
In the Original Story: the healing food items have been buffed after a most unforgivable typo was discovered. They can now heal a maximum of 69 health, up from 68. Heavens to fucksy!
In the Original Story: Vickie may indicate to the Player that he is a fucking weirdo for standing around in the hot tub
In the Original Story: Patrick will now attempt to go find his Merlot if he dropped it during the Derek Smash! fight and this was the only fight he had been in during the playthrough
CSC: fixed an issue that was preventing Character Functions from being usable for several characters
CSC: added a RandomizeIntValue Game Event that will allow users to specify a minimum and maximum range (-100 to 100), and a Character Value which will have a random integer within that range assigned to it
CSC: fixed an issue that could prevent the Player from being a selectable Character for a Social Criteria check
CSC: added two new Roaming event Options that can be used to stop Roaming-only motion for one Character, or, Roaming-only motion for any Character moving toward a given target
CSC: Global Responses will now be sorted by their Display Order, matching the existing sorting functionality for Dialogue Responses, Game Events, Criteria, etc.
0.18.1
(Beta 10/20/2020)
Updated Katherine’s clothing
Added loading tooltip UI
Added new radial menu UI
In the Original Story: Madison’s intimacy reward from “The Muse” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Leah’s intimacy reward from “Broken Code” has been ‘modernized’ and can now make use of all available intimacy positions
In the Original Story: Leah’s Hellion/”evil” intimacy reward is now repeatable…but the Player won’t exactly be in control of such fortuitous second, third, fourth, or seventieth rounds…
In the Original Story: minor cleanup of the events between Madison walking out of the Art Room/Spare Room 2 up to waiting for the Player to approach her for “Magnum Opus”
In the Original Story: fixed an issue that would allow the Player to offer Vickie Madison’s nudes even if the “Sibling Warfare” Opportunity had been failed
In the Original Story: fixed an issue that prevented the “Military Precision” Opportunity from failing near the finale of Derek’s “Mission Impawsible” Opportunity
In the Original Story: fixed an issue that could allow Frank’s confrontation with the Player after stealing too much booze from his cabinet to offer two responses instead of one
In the Original Story: fixed an issue that could allow Frank and Derek to loop rather rapidly through their “I WANNA KILL THE PLAYER” and “I WANNA DEFEND THE PLAYER” lines if the Player is caught holding a booze item near Frank while Derek is able to use his Combat Perk to defend the Player from Frank
In the Original Story: fixed issues that prevented the Player from Grabbing a booze item in front of Frank if Frank was concussed or the Player had a “booze pass”
In the Original Story: fixed an issue that would allow the Player to sneak more than one beer away from Frank if they had a “booze pass” via a super sneaky grab and hold technique
In the Original Story: fixed an issue that could allow Frank to loop through some of his concussed reactions to the Player holding booze
In the Original Story: tweaked some events and dialogue around the time when the Player might want to listen to the voicemail from Hugo Hugehole during post-“Sibling Warfare” with
Ashley. These tweaks should prevent higher “sensitivity” from making listening to the voicemail extremely hard to do
In the Original Story: once you listen to the Hugo Hugehole Voicemail, it’s kaput! No new voicemail!
In the Original Story: aesthetic improvements to Patrick’s little jump to retrieve his briefcase near the end of “Patty’s Striking Resemblance”
In the Original Story: there is now a short window of a couple minutes after the “Derek Smash!” fight ends during which Leah will not magically sense that the alcohol in the liquor cabinet might be in danger when the Player Takes it into their inventory, and come waltzing over to guard it. This should make it easier to capitalize on Frank being KOd after “Derek Smash!” concludes
In the Original Story: fixed an issue that could allow Rachael to forcibly Change Location away from the Player if she caught the Player having sex during some rather sensitive points in her content
In the Original Story: fixed an issue that could cause Leah and the Player to encounter…sexual issues if the Player had recently pleasured themselves and then immediately tried to launch into the finale intimacy reward in the “Hellion”/evil path of Leah’s “Broken Code” content
In the Original Story: fixed a minor inconsistency in flagging a Frank “Booze Warning” in one of Leah’s dialogues
In the Original Story: Giving Ashley’s clothes back to her after humiliating her will slightly boost her socials with the Player if the Player did not tell her to stay naked or request her Panties in return for the key
In the Original Story: after humiliating Ashley, the Player can choose to give her the key without asking for “more” in return, or back out entirely
In the Original Story: fixed an issue that could cause a highly skilled, ultra bad-ass, Navy Seal-level Player to not successfully make it through the sparring session at the end of the “good” route of “Broken Code” after getting a confirmed kill on Frank
In the Original Story: it should be moderately more difficult for NPCs to interrupt Amy and the Player mid-intimacy now, as they will totes hear any throes of passion and generally avoid roaming to her. They can still roam around to places that may make them visible to Amy, causing her to get all bashful and stuffs
In the Original Story: fixed an issue that would allow Players to exploit around Frank’s social mechanic after sneaking a booze item(s) from his liquor cabinet
In the Original Story: standardized Eat/Drink functionality for food items in the fridge and the soda to match those of other existing non-alcoholic items that can be consumed
In the Original Story: tweaked some Dialogue values for a few Characters that could lead to their formal introductions being skipped
In the Original Story: Derek will not congratulate the Player for getting in good with Ashley if the Player sufficiently lowered their friendship with Derek
In the Original Story: fixed an issue that allowed the Game Grumps to potentially perform their bathtub scene while KOd
In the Original Story: Improved the accuracy of the checks used to determine whether or not Stephanie actually witnesses someone get knocked out via combat
In the Original Story: cleaned up and slightly loosened the criteria that control whether or not Steph may check on Katherine of her own accord while Katherine is sick prior to Meltdown
In the Original Story: reduced the frequency at which Amy will stub her toe near Stephanie
In the Original Story: spruced up the process of getting dressed for a few Characters. This and undressing will continue to be worked on over time
In the Original Story: fixed an issue that would cause Katherine’s negative reaction to being “finished on” trigger a mismatching voice line and Dialogue Close reaction
In the Original Story: fixed an issue that could cause Katherine to remain in “photo shoot” mode after the Player…did things to her, when she should not
In the Original Story: a little clean-up added to Rachael’s post-dare intimacy behavior
In the Original Story: cleaned up additional events related to Stephanie and Amy behaviors that precede the beginning of the “Meltdown” Opportunity
Added a new wallsex spot in the master bedroom, near the standing lamp
Fixed an issue that could cause Ping Pong balls to magically levitate if held by the Player while Starting a game of forever-alone-pong. SPOOPY!
Beer pong cups will now reposition themselves whenever a new Practice session of beer pong is started
Fixed an issue that was causing the Painkillers and Scorpion Tequila to initialize already flagged as being Held/Grabbed by the Player
Fixed some issues with the new radial menu
Fixed some issues with the new tool tips in the load manager
Various performance fixes related to the storing/retrieving character values, combat, and more
Updated the radial menu to support text renderers with higher fidelity
Updated tool tips in load manager to sort opportunities by those most recently updated or acquired
Fixed resolution based rendering issues in UI
Made the new radial menu center the cursor/target whenever it is activated
CSC: fixed an issue that was preventing the Practice Point for beer pong from appearing as an Item in the CSC
CSC: added an Item Function that can be used to manually reset beer pong cup and ball positions
CSC: Added ability to search by game event type and criteria type simultaneously in the CSC
Fixed weird specific reflection in the laundry room cabinet
Added an icon for narrator text in the memory log
Updated dialog UI to allow for slightly longer character names
Fixed issue where the “just chill” sign reflected into the house interior and reduced it’s brightness
0.17.3
In the Original Story: it is no longer possible to get intimate with Amy if you originally unlocked her intimacy rewards and then turned her off. That’s how the love works!
In the Original Story: Amy can now make out with the Player as part of her Chasing Amy rewards
In the Original Story: fixed an issue that could cause Rachael to be unable to move for her self-pleasuring dare after saving and loading within a small time frame just before/as Rachael starts to pleasure herself during “Dare Interference”
In the Original Story: fixed an issue that could allow other Characters to try and roam to Derek during the events of “High and Dry”
In the Original Story: Rachael will now wait to deal with her pending dare text from Vickie before violently confronting Patrick about…holes…or whatever he was saying
In the Original Story: Derek will no longer remain stuck on the roof if the Player…aggressively rejects Madison during the finale of “The Muse”
In the Original Story: Derek telling Amy that the Player is a racist (after deciding to not take his side at the end of “The Muse”) will now have slightly more of an effect on the Player’s relationship with Amy
In the Original Story: if the Player did not side with Derek during the finale of “The Muse”, Derek will be…a little more motivated to reach the Player in a timely fashion. To scream at him. Naturally
In the Original Story: fixed an issue that would allow a Player to pursue the rewards for “Chasing Amy” even if they had already failed the Opportunity
In the Original Story: fixed an issue that could prevent Amy from being sent to check on Derek at certain opportune times
In the Original Story: fixed an issue that could allow the Player to redirect Amy back to the hot tub for a skinny-dipping selfie even if they had already fulfilled that requirement for “Scavenger Hunt”
In the Original Story: mitigated an issue that could allow Lety to start forcing herself on an unconscious Patrick
In the Original Story: fixed an issue that could cause Lety, Patrick, and anyone happening to attack Patrick to get locked in the study if the Player was very unlucky with certain “Disrupt the Disruptor” event/behavior timing
In the Original Story: fixed an issue that could cause Lety to become unable to socialize with others while she was free to roam around the party while waiting for the Player to make up their mind about sleeping with her or not
In Date Night With Brittney: fixed another issue that could cause Brittney to leave the Bathroom naked while changing, if the Player had Entered Vision while Exposed
In the Original Story: once the Paper is rubbed with the Pencil, it will always maintain its “written on” appearance, even after saving and loading a game
In the Original Story: minor tweaks to emotes and behaviors for Vickie and Ashley during the conversation between the Player, Vickie, and Ashley about Madison’s nudes
In the Original Story: minor cleanup of some behaviors for Vickie and Ashley as they are preparing to record Derek and Madison getting down towards the end of “Sibling Warfare”
In the Original Story: Amy can now catch the Player when he is very clearly about to hook up with Ashley. This can compromise her intimacy reward(s)
In the Original Story: loading into a game that was saved while Madison and Derek were frolicking on her bed during “Sibling Warfare” will no longer cause Vickie’s phone to appear invisible in her hand
In the Original Story: fixed an issue that could break Leah’s interaction radial if she caught the Player being intimacy with another NPC while she was already ready and waiting for the Player to hook up with her
In the Original Story: fixed an issue that could negatively affect Leah’s behavior/states if she caught the Player being intimacy with another NPC while she was already ready and waiting for the Player to hook up with her
In the Original Story: fixed an issue that could allow the Player to mix intimacy actions between Leah and another character. As Leah has stated…she’s all about 1v1 bouts
In the Original Story: fixed an issue that could cause Amy to get stuck trying to get to the Spare Room Sofa, if Ashley had made it there before her during certain mixes of content
In the Original Story: fixed an issue that could lead to an awkward, yet complimentary line during an automatic “de-clothing” of the Player prior to getting intimate with Amy
In the Original Story: added a cancel/”nevermind” option while being intimate with Amy so that the Player is not forced to choose a new position
In the Original Story: miscellaneous minor tweaks to certain fluff interactions and/or their availability while the Player is “setting up” or in the middle of Amy’s intimacy reward(s)
In the Original Story: fixed another possible issue that could Ashley’s pre-Sibling Warfare intimacy reward to break if the Player was speed running the game like an absolute madman
In the Original Story: additional cleanup of Patrick’s Merlot behavior, but THIS time addressing ‘legacy’ and new bugs that could cause Patrick to basically cast “Accio Vino!” and summon his wine to his side. We all know that Patrick’s wand is…just not up to the tas
In the Original Story: Derek will no longer socialize while he is trying to comfort Madison after the finale of Ashley’s “Sibling Warfare” prank in the Master Bedroom
In the Original Story: fixed some BGC criteria that could lead to odd exchanges between Ashley and Madison
In the Original Story: fixed a minor issue that could prevent Madison from exiting the master bathroom when intended after the finale of Ashley’s “Sibling Warfare” prank
In the Original Story: fixed an issue that could allow Leah to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity) and duplicate credits toward the “First Impressions” Achievement
In the Original Story: made Leah’s reaction to being “outrun” by the Player during the…aggressive ending to “Just in the Kick of Time” a bit snappier, and she will also now abandon the chase if the Player is 10 units away or more OR if the player is 7 units away or more AND she cannot see the Player. This should help Players that ran inside the house to get away from her and were having trouble keeping track of her location
In the Original Story: fixed an issue that could allow Stephanie to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity)
In the Original Story: fixed an issue that could allow Frank to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity)
In the Original Story: fixed an issue that could allow Derek to award the Player with duplicate credits toward the “First Impressions” Achievement
In the Original Story: fixed an issue that could allow Derek to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity)
In the Original Story: fixed an issue that could cause Ashley to comment on the Player’s distinct, albeit overall fortunate, lack of a shirt while they were separated by windows. Weirdo
In the Original Story: fixed an issue that could allow the Player to send Derek to talk to Madison about their ongoing romantic drama at certain times around Madison’s “art show” and just before the start of the “High and Dry” Opportunity that could cause notable continuity issues with Derek and Madison’s stories. And…possibly allow Patrick to watch his cousin get dicked. Ugh
In the Original Story: fixed an issue that could cause Stephanie to walk back to the Art Room/Spare Room 2 well after she needed to for her “Meltdown” Opportunity finale, and that could cause some minor erratic behaviors on her part for the remainder of a game session
In the Original Story: fixed an issue that could allow Arin and Dan to wander into the garage or study during certain unintended moments
Adjusted the colliders at the bottom of the beer pong cups so that they do not slightly sink into objects below them
Improved alignment for most phone items
Phone6 now has an inventory icon
Refactored phones to share a parent class, which results in all phones sharing more ItemFunctions (where possible; MadisonPhone is still unique in many ways), scaling behaviors, etc.
All phones can now properly align to the right hand of males. We just don’t want to give lefties any love
Slightly adjusted collider sizing on several InteractivePhone items to prevent them from sinking slightly into ground colliders
Fixed an issue that could prevent the door to the safe in Madison’s Closet from re-opening when a game was loaded, assuming that door was open when the game was saved
CSC: added a new criteria for Items and ItemGroups, “IsMountedTo”. This can be used to specifically check WHICH character an Item is mounted to
CSC: added two new ItemFunctions, “ResetToOriginalPosition” and “ResetToOriginalRotation”
Fixed issue where saved games while the player was engaged in an intimate act with another player wouldn’t load properly
Fixed exception that can be logged when starting a new game if the last loaded game has since been removed
Updated the position of the highway billboards in the main game scene
Updated custom story BGC to allow playing audio clips from the OS asset bundles in certain cases
Updated UI for character selection so the male player character will be selected by default (for now)
Fixed issue where zipper sound effects could interrupt voice overs/the audio for character dialogue
Made the “coming soon” text translatable for the female player character in the main menu
Updated character navigation to fire reachedtarget events in more cases, for instance when the character is told to go to a place they are already standing at/interacting with
Updated the game logic for custom stories predating HP version 0.17.X to load all characters in a story on start and set them to default locations around the house
Fixed issue where the idle animation for the player characters in the main menu could cause them to face the long direction if idle on the menu for a long time
Added prevention of manual saves when the player is engaged in intimacy or is currently knocked out/dead
Added support for custom main menu/pause menu translations as long as the selected story also has that language/translation present
Fixed display issue where custom translations displayed as “English” in the character selection menu where it shows a language confirmation
Fixed case where characters that were loaded into the game outside of the animator culling distance could not navigate until they became culled
Fixed overflowing for french translation on the main menu
Adjusted lighting and position of the billboards
Adjusted defaultbg voor billboards
Improved Derek skinning, had a little bit off clipping in the left side of his neck when MakingOut
Fixed Amy skinning issue with bra clipping through shirt on Main Menu
Updated Main Menu Spot Light and Neon Light to have less harsh shadows (which could look like clipping hair) and updated textures for Patrick’s and Vickie’s clothing material
Fixed Amy Goodbye Kitty top clipping through back when making selfie
v0.17.1 Alpha
Characters can now be set on fire
Added female peeing pose
Enhanced pee visibility for long distance peeing and splash size
Added explosion fx particle
Added two Wall Sex Spots in the Kitchen
Added a Wall Sex Spot in the Downstairs Bathroom
Added auto-save functionality
Added a standard Sex Spot (is there such a thing?!) in the Downstairs Bathroom
Major under-the-hood performance changes
Characters are now loaded on an as-needed basis from the scripting engine (CSC)
In the Original Story: Patrick will no longer chase down the Player with the relentless ferocity of a crippled terrier to inform the Player that he is sober, if the Player is currently fighting for their life/in combat, or if Pat is occupied with certain other content
In the Original Story: removed a possible Amy “hot tub invite” response if the Player failed at certain “Scavenger Hunt”-related content
In the Original Story: fixed an issue with the availability of a “send Amy to Derek” response for Amy that was not showing up based on certain actions taken during her “Scavenger Hunt” Opportunity
In the Original Story: added extra “combat resumption” logic to a few outstanding situations that would allow the Player to escape combat from certain Characters after a temporary KO
In the Original Story: fixed a handful of fluff responses for a few Characters that should have always been repeatable, and/or that should have had ‘goodbye’/exit responses present
In the Original Story: fixed a really Grumpy typo in one of Patrick’s responses regarding Stephanie and some danciRBWAOWWWWRRRRR
In the Original Story: added various reactions by all the Characters to the Player…relieving themselves. No not that! The other thing!
In the Original Story: tweaked some of the pose combinations used in Leah’s “…Screw Like a Bee?” Opportunity
In the Original Story: tweaked some minor behaviors and emotes related to Leah’s “…Screw Like a Bee?” Opportunity
In the Original Story: fixed an issue that could cause Derek and Lety’s “meetup” behavior for “Hunk Hunt” to break if the Player had simultaneously been pursuing “Smooth Operator: Ashley” and had not spoken to Ashley yet about going to her room
In the Original Story: Katherine now has a response when offered the Vibratron 3000
In the Original Story: Katherine now has a response when offered the Whack Spankiel’s, the filled Flask, and the Thermos
In the Original Story: if the Player has turned off the Stove before the Kettle whistles and heats up the Coffee, the Kettle will no longer magically continue to heat up the Coffee
In the Original Story: the Player will no longer be able to ask Leah about Patrick’s phone if they already were told exactly who has Patrick’s phone. Duh
In the Original Story: fixed a minor issue with the visibility of the Calendar action on Madison’s Phone
In the Original Story: fixed an issue that could lead to Brittney having different Exhibitionism traits based on what should be equivalent Player response choices/paths during the finale of Amy’s “Scavenger Hunt”
In the Original Story: if Patrick is about to come under attack by Madison or Frank, he will now be considered “Occupied” for the sake of certain content sequences and criteria checks
In the Original Story: minor adjustments to possible failure of Amy’s “Scavenger Hunt” Opportunity based on Vickie’s availability
In the Original Story: fixed a few typos and VA-mismatches in pre-0.17 content
In the Original Story: the Player can no longer ask Amy about the Katana for Leah’s content if Amy is being all intimate-like in any way. Increases safe sex rate by 40% and decreases OSHA violations by some other arbitrary joke figure
In the Original Story: fixed an issue that could cause Lety and Rachael to bug out if the Player initiated their Easter Egg while Leah was on her mini-sabbatical towards the end of “Broken Code”
In the Original Story: very slightly increased the negative social penalties associated with throwing beer on Madison’s top
In the Original Story: very slightly increased the negative social penalties associated with asking Madison for oral before she’s actually into you
The core game is now censored by default on Steam, and will need the Explicit Content DLC in order to enable the uncensored textures.
Tweaks to animation State handling that will allow characters to automatically use “idle with drink” and “sip a drink”-type animations while sitting down or in the Hot Tub. In order for these to process, the Character must NOT have UnableToFidget state added, and must have an active/enabled item in their hand
Fixed an issue that could allow a fast Player (or if an Add To Inventory/”Take” event was delayed) to have a Radial menu left open after an Item was removed from the game world and added into their inventory
Fixed an issue that could cause males to not transfer smoothly out of intimacy poses into a…self-pleasuring pose. Their behavior in this regard should now more closely resemble the female NPCs
Minor improvements to NPC-to-NPC “basic conversations” in stories where NPCs have no configured Background Chatter
Background Chatters without audio (so…basically all BGC in most custom stories) will now properly fire their BGC OnStart Game Events
Fixed an issue that could allow a fast Player (or if a Remove from Inventory/”Discard” event was delayed) to have an Item’s Radial menu left open after the Item was removed from their inventory, which often could lead to a Radial menu being visible that no longer worked or caused bugs due to various scripted criteria or simply because the item was no longer Active
The next BGC in a “chain” (BGC response) will be saved as a Character value, allowing that BGC to play when loading a saved game in which the BGC was pending. This will prevent a number of story breaks for Characters like the Game Grumps who made extensive use of BGC and BGC OnStart Events
The Motor Oil is now aligned properly when mounted to a Character’s hands, and will also be aligned properly when carried by the Player
Fixed an issue with the Quest console command that could cause it to show inaccurate information when using the List subcommand
Fixed an issue that would prevent the Star Bombs from triggering Gets Hit With Projectile reactions/Event Triggers
The Motor Oil can now make use of Item Functions
Fixed an issue that could cause Characters to erroneously fire EnteredZone events as a game was loading, before many other game mechanics (including Player movement, vision, etc.) were activated
Character reactions (Expose Genitals, etc.) will now reset as long as two Characters are not within vicinity of each other (about 2.5 arm lengths) OR cannot be seen by each other
Fixed an issue that could cause items to become easily stuck behind or to the side of the Bathtub Seat spots in the Master Bathroom and Upstairs Guest Bathroom
The Dialogue console command will now accept DialogueOnlyCharacters like Compubrah and PhoneCall
Many console commands will not take effect on Characters until they are enabled
“Diagnostic” console commands (values list, events list, etc.) may only return partial data for disabled characters
Added the EnableNPC console command
Added the DisableNPC console command
Added the CombineValue console command
The MatchValue console command will now only accept Keys (value names) that are already defined in the story data for both specified Characters, or that were populated into the Character’s value list by the engine. However, the input for these values is also no longer case sensitive
Standardized door colliders for several narrow doors in the house; at least one of these could lead to a false positive vision check (NPCs seeing you when they should not be able to)
Added a ‘test’ functionality to the Emote console command
Fixed a typo and made minor tweaks to hardcoded inspect texts found in Madison’s Phone
Fixed an issue that could prevent Leah from making use of Character Functions in some situations in the engine or CSC
On Dialogue Start Game Events that are of type Dialogue : Trigger, and that only make use of CoinFlip criteria will no longer “double fire” as both a dialogue override and a standard dialogue start event
CSC: users now have access to an Item criteria that will allow them to easily check if an item is Held (via ‘grab’/right-mouse click) OR in the Player’s inventory, which should further simplify a lot of “does the Player have item” logic. Items from Item Groups also have access to this
CSC: added a “PlaythroughTimer” built-in Player Value that CSC users can use; this will begin “ticking” right after the first frame when the main game scene loads, so it will already have progressed a bit by the time the game has fully “faded in”. This increments on our Character Manager tick, so approximately every 0.3 seconds unless the game is paused
CSC: added the ResetReactionCooldown event, which will immediately reset a Character’s internal reaction cooldown for another Character for a given Event Type (e.g. Exposes Genitals, etc.). This reaction cooldown will be immediately reset regardless of the two Characters being in vicinity, in vision of each other, etc.
CSC: the Item WarpItemTo event can now be targeted towards other items (beware of clipping issues on items without physics and colliders!) or a specific Game Object
CSC: the Key and Key2 Interactive Items now have Item Functions enabled
CSC: added the CombineValue game event, which will allow you to add two Characters’ Values (or two for the same Character) together. There will be some protection against adding text/strings to floats, etc. (e.g. you won’t be able to accidentally add ‘hello’ to a Value that is ‘2.5’), but CSC users should use care and review Values and Event usage via the CSC Search tool when making liberal use of all of the current Character Value-related events and Criteria that are now available
CSC: Added additional MoveTargets to the MoveTarget list
CSC: you can now disable the Combat Energy regeneration penalty incurred by Sprinting via the NoSprintingEnergyRegenPenalty property
Fixed Derek drinking offsets
Added animation for drinking in hottub and tweaked the values for hottub and normal sitting while drinking for all characters
Fixed Patrick’s blendshape emotes
Updated Arin and Vickie censored albedo textures
Fixed sex hotspots/grab points for Derek’s right shoulder and Frank’s right leg
Updated skin shader to fix green flickering issue on low
Fixed deforming NPC hands when opening doors
Offset Brittney’s limbs to reduce clipping trough her breasts
Changed spawn location for all characters
Fixed Ashley’s untied top not showing
Added uncapped version of natty lite model
Fixed UI text misalignment
Fixed the dressor realtime mirror displaying a flipped reflection
Fixed a bug where shadow artifacts could be seen near the firepit
Added a default BG for the billboards and slightly adjusted the aspect ratio
Added correct inventory image for collar item
v0.16.5
Tweaked drinking animation for all characters
Changed cowgirl animation
Fixed all discoloration for drawers and cabinets
Added custom stories menu
Increased texture size for characters close to the player
Fixed green flickering near the firepit on low settings
The Vape item will now be properly aligned to the Player’s hand if picked up
Using the Vape will no longer close ALL UI elements when the Player Blazes with it, just the inventory UI
Grabbing an Item from your Inventory will now also close only the Inventory UI
Added extra protections to prevent the Command Console from breaking Unity’s text render limitations
Fixed an issue that could cause the Background Chatter onscreen text to not update if a Character was using casual/”non-important” BGC and then, while still speaking, fired a
TriggerBGC/”important” BGC
The Pose console command will no longer require that the user provide a pose ID in order to disable a Character’s pose
The Values console command will now only accept Keys (value names) that are already defined in the specified Character’s story data or that were populated into the Character’s value list by the engine, but is also no longer case sensitive. The second input for the command (the value string, integer, or float) itself is still case sensitive
Fixed an issue that could cause Characters to have an unintendedly long cooldown timer before dancing again if they were recently in combat, engaging in intimacy, or had been knocked out
Aligned certain Pause Socialize behaviors to be more granular in how random they are, but also conform to set ranges of randomness. I am using random words
NPCs will briefly Pause Socializing when they reach a motion/MoveTarget, which will prevent certain odd occurrences of NPCs rolling up on another NPC and talking before their movement animation stops
The Command Console will now be more forgiving towards using either commas or periods for floating number separators
Characters will no longer try to Change Location due to having the WantsToBeAlone state if they have a combat target or if they have been knocked out
Roaming – Change Locations triggered by a Game Event or the Command Console will now always fire after 1 second, instead a slightly random range between 2-3s
In the Original Story: added minor thought bubble assistance to clarify Stephanie’s request for a big ol’ cup of water for the “Meltdown” opportunity, for those players that actually believed us when we used words like ‘cup’. Silly you!
In the Original Story: Ashley will briefly be unable to socialize with other NPCs immediately after the Player unties her top
In the Original Story: changed Ashley’s “find a place to change” behavior after her top is untied to rely on a customized event trigger rather than a hard coded item function, which could have resulted in her going to places that were…temporarily inadvisable
In the Original Story: Kat will actually make use of the laptop when texting Vickie to come to the party, just like she does when the Player starts sending dares to Rachael. This may only be noticeable if the Player got Katherine out of the study prior to making the request
In the Original Story: fixed an issue that could cause Ashley to walk away from the Player and cause a number of issues with the ensuing conversation with Patrick, the Player, Ashley, and
Madison, if the Player gave Ashley the “Lit Joint” item and THEN asked her about Madison’s “sky animals”
In the Original Story: if Stephanie attempts to get to Madison but Madison is locked in the Master Bathroom for any reason, she will stop trying to get to Madison solely based upon the back-end motion control system
In the Original Story: Madison will not go with Stephanie to reset the downstairs music if Madison is occupied with important content
In the Original Story: Stephanie will also now put a few key pieces of content before her need to go to Madison to fix the music situation
In the Original Story: standardized formatting of “Continue”-type response texts across the game. Yeah I had time for this, fuck you
In the Original Story: fixed an issue that could cause Frank to become “un-lootable” when he ran into the downstairs bathroom door to let Katherine in; if he got nudged inside that bathroom, he’ll be “freed” shortly after
In the Original Story: fixed an issue that could cause Frank to attack the Player erroneously when giving Ashley one specific Natty Lite bottle
In the Original Story: fixed an issue that could prevent the Player from being able to obtain Madison’s “Smooth Operator” opportunity if Madison hadn’t met the Player yet and won the fight against Ashley during Ashley’s “Drunk and Disorderly”
In the Original Story: Fixed an issue that could prevent the Player from seeing an intended Leah reaction to Ashley and Madison’s fight during Ashley’s “Drunk and Disorderly” finale
In the Original Story: added some additional protections that should prevent the Ashley and Madison fight during Ashley’s “Drunk and Disorderly” from playing out before the girls get outside
In the Original Story: made minor tweaks and improvements to Frank/Leah’s behavior immediately prior to them meeting up to discuss the snake at the beginning of “Snake in the Grass”
In the Original Story: clarified some thought bubbles related to untying Ashley’s Top, groping her, and Player progress through “Humiliate Ashley”. The Player will also now be able to untie
Ashley’s Top after completing “Humiliate Ashley” as intended
In the Original Story: Ashley and the Player must now both actually be IN her room (spare room) in order for the Player to prompt her about removing her clothes prior to moving forward with “Change of Heart” or “Humiliate Ashley”
In the Original Story: if the Player approaches Ashley while she is not sick and waiting for her clothes during “Change of Heart”/”Humiliate Ashley”, she will confront him about having heard Lety showed up at the party
In the Original Story: cleaned up minor dialogue order issues with a couple other NPCs that could lead to some initial reactions when speaking to the Player that weren’t quite what was expected given recent events
In the Original Story: Stephanie will now also accept the Cabernet as a valid wine option
In the Original Story: the Player will have to wait a bit longer to send Ashley directly to Madison if Madison and Lety are about to bond over Sancho the Sleazy Suckerfish
In the Original Story: made minor criteria tweaks to Lety and Derek’s conversation starter that should make their ‘groping’ sequence start a bit more smoothly
In the Original Story: Lety and Patrick starting their conversation for “Disrupt the Disruptor” should be a bit smoother
In the Original Story: fixed an issue that could cause Lety to become unresponsive after Patrick was attacked at a specific time early on in “Disrupt the Disruptor”
In the Original Story: general cleanup of some dialogue and emote timing throughout Lety’s content
In the Original Story: if the Player unties Ashley’s top in front of Madison before speaking to Madison in any way, they will no longer be flagged as having “met” Madison, which was locking off some content that depending on what actions the Player took next
In the Original Story: Ashley will wait to beg for her clothes back from the Player until any currently open dialogue from her is closed
In the Original Story: Ashley will now always attempt to walk to the sofa in her room after being given her clothes back after “Humiliate Ashley” is completed, instead of sometimes doing a little half-juke movement towards the master bedroom and walking back to her room anyway. Decisiveness + 100!
In the Original Story: Ashley’s “Untie” top action has a bit more freedom to it now, but she will also react much more…aggressively to it being untied if the Player has greatly upset her over the course of the party
In the Original Story: fixed some dialogue and criteria issues related to Lety and Brittney’s possible threesome scene with the Player
In the Original Story: fixed an issue that could cause Frank to not be on top of the roof (albeit otherwise functional) during the “nice”/”honorbound” finale of Leah’s “Broken Code” opportunity
In the Original Story: fixed an issue that could occur if Frank was KOd at specific moments before or during the Lety/Rachael “easter egg”
In the Original Story: general cleanup of minor NPC behaviors during the Lety/Rachael “easter egg”
In the Original Story: fixed an issue that could cause Rachael to continue pleasuring herself AFTER the Player caught her, if the Player saved, loaded, and then surprised Rachael at a specific time during one of her dares
In the Original Story: fixed an issue that could cause Rachael, upon load of save games with specific timing, to not properly catch the Player if she sees them while pleasuring herself, and to not unlock the door after her self-pleasuring ends
In the Original Story: Ashley will no longer get her panties back if the Player took them during “Change of Heart”/”Humiliate Ashley” or during one of her intimacy rewards
In the Original Story: fixed an issue that would allow Players to give Ashley her clean clothing while she was sick from the Tampered Soda, which could cause a wide variety of scripted AI issues
In the Original Story: fixed an issue that would allow fast Players to get Ashley’s top off again immediately after an oral encounter, which would result in Ashley behaving otherwise normally…minus her top
In the Original Story: Vickie will have a bit more help getting up to the Master Bedroom closet area prior to the finale of “Sibling Warfare”; it was a bit too easy for pathing or NPC blockages to prevent her from making it up in time, which could cause the Player to inadvertently fail “Runner Runner” and the subsequent content
In the Original Story: to more accurately portray their ongoing drama, Madison and Ashley will no longer directly Roam to each other, although they will still be able to end up in close proximity due to other Roaming events or random Change Locations
In the Original Story: fixed some Madison Dialogue : Overhear events so that she would not overhear and punish the Player if she was not In Vision of the participants in the conversation
In the Original Story: there is now a minor social meter penalty for throwing beer on Madison’s top
In the Original Story: Madison will get the Angry state (affects NPC-NPC interactions and emotes only) in a few additional key content moments
In the Original Story: Fixed an issue that could cause Ashley to permanently carry the Upset state (affects NPC-NPC interactions and emotes only) if the Madison got Ashley’s top wet (“Ashley’s Wet” opportunity) but the Player skipped that content and instead finished “Sibling Warfare”
In the Original Story: there is now a moderate social meter penalty for embarrassing Madison via Ashley’s “Sibling Warfare” finale
In the Original Story: Madison will need to be over 40% closer to the Player to catch them inspecting her Phone, and the Player will need to be in front of her (so…no more being caught nearly halfway across the yard while walking away)…HOWEVER, she will catch the player faster when the new conditions ARE met, and looking at her contacts (to get Vickie’s number) or her Calendar will now also count as inspecting her Phone
In the Original Story: there is now a heavy social meter penalty for being caught plotting against Madison with Ashley
In the Original Story: there is now a heavy social meter penalty for being caught inspecting Madison’s Phone…not that it’ll matter, even if you survive her minions…
In the Original Story: getting caught inspecting Madison’s Phone incurs many of the same Opportunity penalties as getting caught plotting against her with Ashley
In the Original Story: fixed an issue that was preventing Ashley’s rejection of a certain Player “proposition” from reducing both friendship AND romance socials
In the Original Story: the Player must have at least a small modicum of friendship socials built with Madison before she’ll feel like congratulating you on meeting everyone and acknowledging what a swell, social, and not-at-all terrible Player you are
In the Original Story: fixed an issue that could cause Frank to not be…present, exactly, for his special participation during one ending of “The Muse”
In the Original Story: if the Player goes off the deep end and pisses off Madison (lowering her socials) before they prompt the finale of her “Smooth Operator” opportunity, her reaction during the finale will be…a bit different
In the Original Story: there is now a minor social meters boost for the Player when successfully completing Madison’s “Smooth Operator” opportunity
In the Original Story: the Player will not be able to ask Madison for her phone back if the Player is currently holding it in their hand. Because you aren’t stupid. …We think
In the Original Story: made improvements to Leah and Frank’s confrontation on the roof as part of “Broken Code”m when the Player opts to negotiate with/distract Frank so Leah can flank him
In the Original Story: fixed an issue that can cause Frank to lose his ability to socialize and return to his chair, should the Player fail the negotiate with/distract Frank ending of “Broken Code” in a certain way
In the Original Story: fixed an issue that would allow the Player to take off Stephanie’s panties very late into a purely oral intimacy act with her, when there was no longer any gameplay benefit to doing so (i.e. seconds before she put them back on)
In the Original Story: clarified the “Panties Off” option with Stephanie so that Players know that it is not a means of obtaining panties for Amy’s “Scavenger Hunt”
In the Original Story: made minor tweaks to the “Throw One” Actions for the PopperBox and StarbombBox to prevent minor bugs
In the Original Story: fixed an issue that could cause the Spare Room 2/Art Room closet doors to repeatedly and rapidly close in the face of a Player who rushed in and grabbed the Spray Paint Can
In the Original Story: fast Players who grab the Spray Paint can before Leah can catch up with them can opt to give it to her immediately, skipping literal seconds of dialogue. Was it really worth it? Really?
In the Original Story: Madison walking to Ashley in order to finish up the Opportunity “Humiliate Ashley” will not be interfered with as much by other events involving Madison
In the Original Story: fixed an issue that could cause Patrick to lose his AbleToRoam state after certain choices were made in VR with him
In the Original Story: fixed an issue that allowed the Player to Rummage through the Orange Bin in the garage again, even after giving the only relevant item in the Orange Bin away
In the Original Story: fixed an issue that would allow the Player to activate the intimacy reward from Ashley’s “Smooth Operator” opportunity while she was waiting on the Player to help her with cleaning her clothes. This could cause a wide variety of dialogue, clothing, and behavioral issues. The reward will open back up once the Player actually helps her (not Humiliating her)
In the Original Story: fixed an issue that could occur if the Player got the appropriate “Trust”/prerequisites to start Ashley’s prank against Madison, gave Ashley Madison’s Phone but NOT Madison’s Diary, then went and got Patrick beat up or otherwise occupied, and then returned to Ashley and gave her the diary before Patrick could become unoccupied, which could prevent the Player from being able to advance in Ashley’s prank later on…can’t you people just play the game the way we intended and splooge on everyone?!
In the Original Story: cleaned up some very old state handling for Amy that was tied to Derek-Ashley dialogues used towards the end of Ashley’s “Smooth Operator” opportunity
In the Original Story: the Player will now get a very minor social boost for successfully asking Madison about the Goodbye Kitty underwear, and a minor penalty for asking or saying stupid things about it
In the Original Story: fixed an issue that could cause a confusing thought bubble to pop up when the Player did certainly Ashley content in a certain order; this was suggesting that the Player was at fault for undoing Ashley’s top, when in fact the Player had never done so
In the Original Story: removed old distance checks from Amy’s “Where can I hook up with the Player?” logic; she will now no longer reject the Player in corners or odd niche spots of the “allowed areas”, and as long as both she and the Player are in the same room/space, they can get down
In the Original Story: fixed an issue that could cause Ashley to remain unable to roam for large periods of time if the Player had Derek congratulate them for getting Ashley to trust them (“Smooth Operator – Ashley”) but the Player did not follow up with Ashley
In the Original Story: throwing the dildo at the Closed Briefcase now rewards your athletic sacrifice with a small combat strength boost
v0.16.4
Added hand “hot spots” and better aligned all sex animations
The Player now has 19.6969% (repeating, of course) increased hand-eye coordination, as we fixed an issue that could occasionally cause the Player to be the colliding object that forced them to drop an item they were currently holding
Improved lighting in gazebo area
Tweaks to Dancing behaviors in order to standardize Dance Badly vs. Dance animations/events, as well as prevent seemingly unexplained, long gaps between attempts to Dance
Characters will not attempt to Dance the moment they wake up from being passed out, and will also very briefly wait to begin dancing once they arrive at a Motion/WalkTo target
Improved Goodbye Kitty underwear clipping through Amy’s shirt
Fixed Leah and Rachael LOD1 and LOD2 skinning issue
Improved Frank shirt clipping and Arin having transparency issue in his neck
Changed Starbomb packaging and bathbomb for better story consistency
Added missing inventory icons
Improved light probes in living room
Fixed LOD flickering, objects disappearing and lighting artifacts on several objects
In the Original Story: Frank will be a more considerate dood and lock the front door when he leaves the house to confront the carnies. If you didn’t understand this patch note, L2P
In the Original Story: fixed an issue in which the Ashley prank quest line could stall if the Player managed to get Patrick Knocked Out at a very specific time while progressing through dialogues prior to Family Time without giving Madison’s Phone back to Madison
In the Original Story: mitigated an issue that could cause Patrick to walk away from Ashley during their pre-Family Time dialogues
In the Original Story: at various points after Family Time (Ashley’s Prank content path) it will now be possible for Madison to overhear Ashley and the Player plotting against her. This will cause the Player to fail out of that content
In the Original Story: fixed an issue that could cause Patrick’s positioning to break if the Player was doing any content that occupied Patrick and then pursued the finale of Ashley’s “Sibling
Warfare” opportunity
In the Original Story: fixed an issue that could cause Madison’s “art show” (during “The Muse”) to break if the Player managed to KO/attack Patrick as NPCs were walking up to the master bedroom to start the show
In the Original Story: Mitigated an issue that could cause Rachael’s phone to knock objects out of the Player’s hand while she slapped Patrick around
In the Original Story: Cleaned up minor Frank and Leah behaviors related to Ashley and Madison’s fight during Ashley’s “Drunk and Disorderly” opportunity. Leah and Frank now have their priorities straight
In the Original Story: if the Player helps Brittney out by getting Stephanie naked without ever meeting Ashley, Ashley’s subsequent approach and dialogue to the Player will start her “Smooth Operator” opportunity
In the Original Story: Katherine’s “cell jammed” reaction will no longer play if the Player is being actively spoken to via main dialogue, but in turn the reaction will attempt to trigger a teensy bit faster
In the Original Story: Frank will no longer attempt to socialize with other NPCs while he is doing his bestest to headbutt down the bathroom door when Katherine is sick
In the Original Story: fixed availability of minor Stephanie and Katherine-based responses and thought bubbles towards the end of “Meltdown” based on prior Player decisions or actions
In the Original Story: fixed an issue that would allow the Player to indefinitely let Steph hang out in the spare room 2/art room during “Meltdown” AFTER giving her all the items she needed and being told to leave her alone. She will now eventually get high and fail the content just like all the other possible routes through the finale of “Meltdown”
In the Original Story: minor adjustments to existing unimportant/”casual” Background Chatter criteria
In the Original Story: fixed an issue that could cause Katherine to claim that the Player saw her naked for her photo shoot…when in fact the Player did no such thing
Fixed an issue that could cause thin/tiny items like phones to be uninteractable/unable to be grabbed if they were dropped near the front of the beer pong table
Tightened the collider sizing and positioning on the two downstairs couches/sofas so that it is harder (but still not impossible) for small items to be thrown, dropped, or kicked underneath them in a way that prevents them from being grabbed or interacted with
Fixed an issue that could cause characters to teleport into the garage when transitioning from a wall sex position to a non-wall sex position while against the rear-left side of the house (near the A/C unit)
Fixed various additional issues with the speaker system
CSC Users: Speaker2 (the speaker to the right of the fireplace) is no longer hardcoded to start playing upon game start. You may need to account for this in your stories
The speaker system will now remember which track the Player was playing when saving, as well as the music loop setting, and when loading that game will play the appropriate track and maintain the music loop mode
CSC Users: there are now “MusicTrackNum” and “LoopAllMusic” Player values you may use within stories to create NPC events/behaviors based on a song that is playing. These values are directly controlled by the speaker system
CSC Users: the total number of criteria for an event trigger will now be shown, similar to how it is currently shown for individual game events
CSC Users: fixed a couple typos in the UI
CSC Users: the total number of game events within an event trigger will now be shown
CSC Users: the total number of game events within an item’s Use With interactions will now be shown
CSC Users: the total number of game events performed for an Item Action will now be shown
CSC Users: the total number of game events for item On Accept and On Refuse interactions will now be shown
CSC Users: the total number of criteria for a character to accept an item will now be shown
CSC Users: the total number of criteria needed for an Item Action to become visible will now be shown
CSC Users: the total number of criteria needed to enable an item’s Use With interaction(s) will now be shown
CSC Users: we standardized a bunch of criteria and game event text displays. HMU if you want more copy-pasted shit
CSC Users: fixed an issue that could cause an ArgumentException if a Character did not a valid BGC count as high as a previously selected Character
Turn game events (Turn Around, Left, Right, Toward) and equivalent console commands will now be more responsive, with the exception being if another game-event driven, animation-centric event was very recently used or is already “playing out”
CSC Users: the InvisAudioPlayer can now also play a zipper (the player “unzip to expose”) sound
Fixed an issue that could allow emote sound effects to very briefly play right before the VA/voice for a dialogue that called the emote using an On Start Dialogue event
CSC Users: Background Chatters will still show their number/ID when fully collapsed
CSC Users: you can now check if two Characters are in the same zone
Added the ‘Cheer’ SendEventOption to the SendEvent console command
CSC Users: added the IsInHouse criteria, which uses the Zoning system to quickly determine if a Character is inside the house or not
CSC Users: added an Item Comparison to the Item criteria, “IsVisibleTo”, which will allow you to determine if a Character can see an InteractiveItem. In addition to doing a line of sight check, the InteractiveItem must be active and not hidden via any ItemFunctions
CSC Users: fixed an Argument Exception that could occur when a user typed in a string for a “Value” criteria check and then swapped that criteria CompareType to “State”
CSC Users: fixed an Argument Exception that could occur when you selected a game event event and assigned the Character as Player, Compubrah, or Phone Call, and then changed the game event type to TriggerBGC
CSC Users: added a warning message when changing from a game event that allowed the selection of the Player as the Character to the game event type “Event Trigger” to prevent the trigger dropdown from populating with triggers for an NPC
CSC Users: you can now either add a new Game Event to the beginning (Order 0) of a set of Game Events, or at the very end, which should help somewhat when adding to large sets of Game Events
CSC Users: when adding a new Game Event via the two “Add Game Event” buttons, they will now automatically be expanded, instead of being defaulted to a collapsed state
CSC Users: you can now either add a new Criteria to the beginning (Order 0) of a set of Criteria, or at the very end, which should help somewhat when adding to large Criteria sets
CSC Users: when adding a new Criteria via the two “Add Criteria” buttons, they will now automatically be expanded, instead of being defaulted to a collapsed state
CSC Users: standardized certain commonly adjacent button sizes across the UI
v0.16.3
In the Original Story: fixed an issue that could allow Katherine to potentially remain in Madison’s bedroom while the Madison-Derek intimacy scene went down during the finale of Ashley’s prank
In the Original Story: fixed an issue that could break one of Patrick’s “masochism test” choices and cause much of the following dialogue to be thrown off, toward the finale of “Patty’s Striking Resemblance”
In the Original Story: fixed an issue that could allow Patrick to keep a couple inconvenient States if the Player convinced him to hug Rachael during “Patty’s Striking Resemblance”
In the Original Story: looting beers back from an unconscious Frank is now possible assuming the Player has given Frank three (down from 6) beers or more. The Player is guaranteed one beer back, but can receive up to three
In the Original Story: general cleanup of events related to Patrick sobering up once given the hot coffee
In the Original Story: if the Player sobers Patrick up with the Hot Coffee before doing any of his Phonegate/Fuck Tuesday content, they will be able to skip ahead to Patrick simply getting his phone back from Brittney instead of having to go through redundant dialogues and Walk To events
In the Original Story: if Patrick is walking to Brittney and sobers up on the way, the ensuing conversation will skip to simply being given his phone back by Brittney
In the Original Story: fixed an issue that could cause Rachael and Patrick to be unable to Talk with the Player if Frank KO’d Patrick right as Rachael was confronting Patrick and opening her dialogue with him
In the Original Story: Madison will react to the Player untying Ashley’s top somewhat faster, however, she must also be able to SEE Ashley instead of just be relatively close to her
In the Original Story: corrected an issue that would cause Amy to use a confusing line about “getting Steph to help Katherine” when in fact it was mostly the Player’s doing. Amy will only use this line in the niche situations where Steph automatically goes to help Katherine in the bathroom after some time
In the Original Story: fixed an issue that could cause certain Patrick alternate dialogues and minor behaviors related to losing his Merlot to be ignored
In the Original Story: fixed an issue that could cause Brittney to stand up and approach the Player after being flashed at times she should not do so
In the Original Story: fixed an issue that could cause an Amy response related to the hot tub finale of her “Scavenger Hunt” opportunity to become available a little bit too early
In the Original Story: the Player is no longer trapped in oral with Amy once they start oral with her, assuming they did not ask her to take her pants off
In the Original Story: fixed an issue that could cause Leah, in niche situations, to not attack the Player should the Player grope her more than once. When called for, she will now ALWAYS attempt to ruin your shit
In the Original Story: fixed an issue that would prevent the Player from getting “FlashScore” credit (counting towards Katherine’s ‘flash everyone’ request) from Leah if “Snake in the Grass” was started but had not reached a certain progression point yet
In the Original Story: fixed an issue that could cause Katherine to be unable to return to the Master Bedroom/Bed if the Player got to the finale of Stephanie’s “Drunk and Disorderly” while
Katherine was already waiting on the bed for the Player
In the Original Story: fixed an issue that could cause Katherine to lose her Glasses temporarily if the Player combined her intimacy finale with Stephanie’s “Drunk and Disorderly” opportunity
In the Original Story: fixed an issue that could cause Katherine’s phone to be temporarily invisible (especially while in Stephanie’s hand) if the Player combined her intimacy finale with Stephanie’s “Drunk and Disorderly” opportunity
In the Original Story: fixed an issue that could cause Patrick to get stuck in an immobile state and both he AND Rachael to be unable to talk to the Player
In the Original Story: fixed an issue that could lead to Amy being warped to the Player at inopportune times if the Player combined certain content and then rapidly failed out of Stephanie’s “Meltdown” opportunity by failing to give her her…”breathing apparatus”
In the Original Story: fixed an issue that could cause Katherine to retain some minor behavior-altering states if the Player completed Stephanie’s “Drunk and Disorderly” opportunity while
Katherine was sick in the downstairs bathroom
In the Original Story: fixed an issue that could lead to some out of order responses from Frank regarding Rachael’s thermos, if the Player gave Frank all of the beers before starting “Hunt for
Red’s Thermos”, then obtained the opportunity, then spoke to Frank
In the Original Story: fixed an issue that could cause Patrick to never approach the Player and stall out his “sober up and get his phone” content if he was knocked out in the middle of talking to Brittney about being given his phone back
In the Original Story: Madison will attempt to change her location immediately after the Player completes her “Smooth Operator” opportunity, which should help free up the Master Bedroom/Bathroom more quickly for certain other pieces of content
In the Original Story: the Player can no longer give items to Leah during a brief window in which she is running away from the party after being “Poppered” during her conversation with Lety
In the Original Story: added an extra, minor protection against Leah roaming away during the “Garage Search” during “Snake in the Grass”
In the Original Story: fixed an issue that could cause Leah to briefly continue to follow the Player after they arrived in the yard and started the “fence search” during “Snake in the Grass”
In the Original Story: fixed other minor behavioral issues for a few NPCs within “Snake in the Grass”
In the Original Story: fixed an issue that could cause Frank to keep his phone in his hand if he was knocked out during “Broken Code” at certain times
In the Original Story: Lety will now try to be a little more respectful of what the Player has going on in their life when she approaches them after the events of “Queen in the North”
In the Original Story: fixed an issue that could cause Katherine to walk away from pending intimacy with the Player and be unable to resume
In the Original Story: if the Player has deeply angered Madison and she’s sent Frank or Derek after them, she won’t be as easily deterred from…ejecting you from the party
In the Original Story: added the Achievements: I Know Grump-Fu, Do Not Burn, IRL Let’s Player, D-Club Certified, Casanova, Casabrova
In the Original Story: Rachael is no longer absolutely guaranteed to approach Patrick at hard-coded intervals when a new game is started. The encounter will now happen somewhat more randomly
In the Original Story: Amy is no longer absolutely guaranteed to approach Stephanie at hard-coded intervals when a new game is started. The encounter will now happen somewhat more randomly
In the Original Story: fixed an issue that could cause the “Unlock” action on the Bathroom Door to do nothing while Katherine was sick
In the Original Story: mitigated an issue that could cause Madison to walk away from Derek and the Player during her intro dialogue to “The Muse”
In the Original Story: Lety will no longer try to avoid Leah if their conversation during “Just in the KICK of Time” goes poorly, IF Leah is knocked out
In the Original Story: added a single hint for the Player to reinforce that Stephanie needs a LOT of water in order to progress through Meltdown and that the Player might have to get creative…
In the Original Story: fixed another issue that could cause Stephanie to not be in the Spare Room2/art room if the Player was doing Ashley’s “Drunk and Disorderly” at the same time as the finale of “Meltdown”
In the Original Story: Rachael and Patrick’s pre-“Patty’s Striking Resemblance” fight will not unfold on its own if the Player is far enough away from both of them
In the Original Story: tweaked some labeling for the music control buttons on the downstairs TV
In the Original Story: fixed an issue that could cause Derek to repeatedly attempt to walk to Madison after the finale of “Sibling Warfare”, which could potentially interrupt other content involving him
In the Original Story: fixed an issue that could cause Derek to be “occupied” and unavailable for certain pieces of content if the Player was in the introductory stages of the “Sibling Warfare” Opportunity. He will still be “occupied” once he is actually needed for that content
For CSC Users: you can now check if the Player is holding (via right-click/grab) an item via a new Item-based criteria, “IsHeldByPlayer”
For CSC Users: the GrabFromInventory game event has had its functionality moved to the Player game event – via the GrabFromInventory option. If it helps to find and update this in your stories, search your script files for: “EventType”: 165
For CSC Users: you can now force the Player to drop the item they are currently holding via the Player game event using the DropCurrentlyHeldItem option. If currently holding an item, the
Player will drop it to the ground using minimal forward force
Fixed an issue that would allow Players to pick up/grab the Popper or Starbomb after they had thrown it to the ground
For CSC Users: the AddPhysicsRigidBody itemfunction will work on items that do not have a rigidbody, and will ALSO now work on items that have a rigidbody, but whose rigidbody has been set to kinematic (i.e. floating in the air or unable to be affected by collisions or force)
The Starbomb and Popper will now correctly collide with/pop when hitting another Interactive Item/Action Item/etc.
Fixed an issue that could cause certain Phones to be misaligned in a Character’s hand after loading a game
Fixed an issue that would allow the Player to partially go through with an attack while they were stunned (lose energy points, prompt an NPC to attempt a block, etc.)
Added two more valid WallSexSpots: one in the Laundry Room, and another on the opposite side of the Master Bedroom from where the existing WallSexSpot is in that room
Added thin sightblockers roughly the height and width of the Player against the far edge of each of the smaller shelves of bins in the garage, which prevents NPCs from seeing the Player if they are directly obstructed by the shelf framing and bins themselves (TLDR: no more getting punished for taking the cell jammer if Madison or Derek are all the way in the dining room or kitchen)
Forced movement of an NPC to a Mandatory Move/Motion Target due to that Target being formerly inaccessible will now be logged in the Debug Log
Standardized the timing for the execution or execution limitations of various pre-game start behaviors
Fixed an issue with the Speaker/Music system that could result in a KeyNotFoundException and would cause Music in-game to be completely disabled
General cleanup and optimization of Speaker code and transition of track loading to external script
Fixed Arin’s eyes and Dan’s blendshapes
Changed all characters animation update mode
Fixed Arin, Brittney, Lety and Madison using wrong clothing material on Main Menu
Tweaked sex offset data and made Derek’s balls a bit more floppy
Added more missing inventory icons
Improved flamingo animations
Improved particle effects
Added ingame achievement images
Added voice acting for most characters and partial voice acting for some.
Added a base system for “hot spots” in sex scenes for better syncing (not live in this build, but coming soon)
Fixed an issue where event delays were not firing appropriately on loaded games
Set up a system so Interactive Items can now support “hand hot spots”.
Fixed an issue with some interactive states not correctly suppressing emotes
Tweaked the inventory hover functionality for cosmetic enhancements
Fixed an issue where mandatory targets would not be cycled through until the first one was reached
Reworked seat/chair/bed/action items system for better internal setup-Fixed failed opportunities not showing up correctly in the Opportunity window
Tweaked the physics of some new content animations so they work better
Updated IK functionality in some sex acts
Changed NPC movement to move on FixedUpdate to better sync with animations and other movement
Fixed an issue with null ref exceptions in navmesh obstacles
Added a “thrusting” mechanic to sex animations where appropriate
NPCs should be less likely to try to open doors that are not in their way
Fixed an issue with “drifting characters” while DontMoveForOthers state was on
Added code to better sync hip movements during sexual acts
Fixed an issue where some UI audio was not playing correctly
Reworked the pacing of the display of “Obtain on Start” Opportunities so they don’t pop up before the fade in
Fixed an issue with characters sometimes “stuttering” when walking
Fix for some stories not correctly showing up in the dropdown
Fixed an issue with weird-looking skin on the main menu on the lowest quality settings
v0.16.2
Revamped the player inventory menu as well as the Give To/Use With window. It should now be much easier to work with items.
Added Inventory thumbnails for most items that are able to be picked up in game
Inventory can now be sorted by Order picked up, reverse order picked up, or Alphabetically
Reduced polygon count in all characters’ hair, more than halving it in some cases (performance optimization)
Fixed doors clipping when player camera was too close
Added “UnableToEmote” and “UnableToAnimateEmotes” states
Tweaks to NPC Navigation to stop them from sometimes stuttering, and to prioritize important targets
Revamped the mirrors to look a bit more realistic
Fixed an issue with clothing change commands in the CSC
NoLoitering ChangeLocation behaviors will not be applied to NPCs that have a pending Important/Triggered Background Chatter
The Paper Bag (Crunched) can now be properly mounted to a Character’s hand
Text within brackets ( [ and ] ) will also be automatically pruned from response texts to match the automatic behavior of dialogue texts
Fixed left and right hand mounting offsets for the Penguin
Made slight adjustments to the GarageZone in order to more accurately reflect when a Character enters the zone
The ApplyForceTowardCharacter ItemAction is no longer a brainlet, and is now “ApplyForceToward”. Now with 200 more IQ, it can apply a force to an item towards a Character, MoveTarget, OR another interactive item. We knew you could do it, ApplyForceTowardCha-…you!
For CSC users: Patrick no longer has any hardcoding in his own Character Script to force his drunk level to 10
The body (not specific body part) Shrink, Grow, and Reset Character Functions that were previously only available to Patrick and Lety are now available to use for all Characters
For CSC users: CriteriaGroups now have a True/False attached to their usage within a Criteria. This will ensure maximum flexibility and prevent the need to make a “returned true” and “returned false” version of the same CriteriaGroup
In the CSC, you can no longer assign a CriteriaGroup to be a Criteria for itself within one of its Criteria Sets
Intimacy will be able to occur in the Laundry Room now
Fixed an issue that was preventing the score from showing when playing Beer Pong
Fixed an issue that was preventing beer pong balls from self-limiting their spawn quantity
For the CSC: there is now an Event Trigger/reaction that can fire when a Character scores a point in Beer Pong
The Player Inventory Add command/subcommand will now also accept the ‘All’ subcommand, which will add every single non-door, non-chair, etc. item to your inventory. With zero grace. TLDR: we pack you full of dildos and break your game
Fixed an issue that would cause “Anybody : Is Attacked by : ” Event Triggers to fire any time any Character was attacked
Player “Photo” values modified by the Camera item will now be treated as Game Events, and will also be logged in the Debug Log accordingly(edited)
In the Original Story: added various emotive events across the story where appropriate
In the Original Story: Madison, Ashley, and Patrick are far less likely to casually talk to other NPCs while the drama of Madison’s Smooth Operator (pre-finale) is unfolding
In the Original Story: mitigated/reduced the chance of a niche issue occurring that could cause Madison to briefly roam away from the Player towards the end of her “Smooth Operator” opportunity
In the Original Story: refactored the “emotive dialogue minigame” at the finale of Madison’s “Smooth Operator” opportunity to simply make use of the Player’s thought bubble replies as responses, bringing this sequence in-line with all other dialogue mechanics in the story
In the Original Story: asking Madison to use the perk gained from her “Smooth Operator” opportunity (relationship ‘fix’) will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Derek
In the Original Story: asking Madison to use the perk gained from her “Smooth Operator” opportunity (relationship ‘fix’) will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Patrick
In the Original Story: fixed an issue that could result in Stephanie immediately getting high and running downstairs, with main dialogue still on the screen, during her “Meltdown” opportunity, if the Player left her field of vision after talking with her about the ingredients in the art room
In the Original Story: Stephanie will not use certain BGCs that directly reference her dancing if she is laying down
In the Original Story: Stephanie will no longer infinitely stay outside in the yard once she gets over her “Stargazing” moment, should the Player not speak to her. She will eventually understand that other NPCs need to make use of that area and decide that dancing is better than getting walked all over
In the Original Story: Stephanie won’t be interested in being given Items during the time she starts approaching Katherine to grab her phone, until after she wakes up after the finale of her “Drunk and Disorderly” opportunity
In the Original Story: Katherine will no longer appear to be on her phone after Stephanie grabs it from her
In the Original Story: Katherine won’t have any interest in casually BGC while Stephanie has her phone during Stephanie’s “Drunk and Disorderly” opportunity
In the Original Story: if Stephanie still has the crunched Paper Bag in her hands during her “Drunk and Disorderly” finale, she’ll move it to the other hand so that she can really give it to Mort on the phone without looking like a weirdo
In the Original Story: added one more intimacy position to Stephanie’s radial choices as part of her “Special Tutoring” reward
In the Original Story: fixed an issue that could cause Ashley to accuse the Player of untying her top when progressing through her “Drunk and Disorderly” opportunity, even if the Player had never done so
In the Original Story: fixed an issue that could cause Derek to deliver a confusing line about having just spoke to the Player about a certain substance, when in fact Derek and the Player had never had that conversation
In the Original Story: in the event that the Player gives Ashley the Lit Joint when the “Redemption” opportunity has not been started, her dialogue will not reference being “square” with the Player
In the Original Story: improved control over Madison and Ashley’s socialization during the finale of Madison’s “Drunk and Disorderly” opportunity
In the Original Story: Madison will now wait 60 seconds between each “beer given” dialogue before accepting another beer during her “Drunk and Disorderly”, rather than 60 seconds between each individual GiveTo action in the radial menu
In the Original Story: mitigated an issue that could sometimes cause Madison to run into the slider door without passing out in a timely fashion during the finale of her “Drunk and Disorderly” opportunity
In the Original Story: fixed a canon discrepancy between one of Brittney’s answers given in the hot tub with Amy and a Brittney-Stephanie Background Chatter exchange
In the Original Story: cleaned up the arrival of Madison into the Art Room prior to “Like a French Girl” so that she will not need to abruptly warp into position, unless you (yes, YOU) did something crazy to break her positioning
In the Original Story: fixed a couple issues that could cause Derek and Madison to both react in a rather over the top manner to the Player’s predictable nudity during the opening sequences of “Like a French Girl”
In the Original Story: the Player will be briefly locked in place while posing during “Like a French Girl”, so that they may fully enjoy kneeling majestically, or displaying their star fish without risk of accidentally ruining the pose
In the Original Story: fixed an issue that could allow Amy to try and discuss Stephanie’s potential and behavior far after any relevant “Apply Pressure” or “Meltdown” opportunity content was completed or failed
In the Original Story: clarified a couple alt dialogues/dialogue criteria in a few Ashley lines that led to confusing responses in niche situations
In the Original Story: fixed an issue that could cause the events leading up to the Lety/Leah conversation to spam the Debug Log unnecessarily
In the Original Story: tweaked Madison and Lety’s ability to fidget, be distracted by items, and animate conversation during their garage conversation, in order to clean up some clipping/item issues that can occur
In the Original Story: Derek will now at some point attempt to actually eat some Sweeties at a certain point in the story. NOMNOMNOM
In the Original Story: Derek will also Change Location after stuffing his face, if he is able to, to avoid causing Kitchen traffic jams
In the Original Story: tweaked Brittney’s throw of Sancho the Sleazy Suckerfish so that it appears to be more like an actual throw
In the Original Story: Amy will not attempt to socialize with other NPCs while walking to the upstairs bathroom for her “new underwear” selfie, nor will other NPCs attempt to talk to her or roam/hangout with her
In the Original Story: Katherine will no longer awkwardly try to cover up prior to or immediately after her intimacy scene with the Player
In the Original Story: removed an erroneous/duplicate VA for a Derek DLG related to the Player asking for his shirt during Amy’s “Scavenger Hunt” opportunity
In the Original Story: slightly tweaked Amy’s “cover self”/exhibitionism behavior during the hot tub-finale of her “Scavenger Hunt”
In the Original Story: Brittney and Amy will no longer react to each other in quite so awkward a fashion when they start taking clothes off near each other during the hot tub-finale of Amy’s “Scavenger Hunt”
In the Original Story: Lety and Rachael will be considerably stronger during their “Easter Egg” romp, which should help to prevent combat against Derek and Leah from taking too long
In the Original Story: during Lety and Rachael’s “Easter Egg” romp/finale, Lety will not be quite as animated with her hands during conversation or standing around, which should cut down on the handsanity
In the Original Story: added one new, non-violent way to get the Camera item back from Frank, and tweaked minor behaviors related to that and related to getting Frank to “trust” the Player
In the Original Story: attacking Frank outside of Leah’s “Broken Code” combat finale(s) will now incur a social penalty
In the Original Story: repeatedly annoying Frank via various dialogue/action choices can now lead to a minor penalty to his social meters
In the Original Story: telling Frank the truth about Rachael’s thermos will no longer automatically fail “Hunt for Red’s Thermos”…although of course, you’ll have to find another way to get the thermos
In the Original Story: began refactoring certain events around the use of CriteriaGroups instead of “evaluator” events
In the Original Story: fixed an issue that could allow Ashley to use her “Threw Beer On Madison” dialogue with the Player twice, which could cause various issues related to her “Smooth Operator” opportunity
In the Original Story: the Player will now get a one-time Combat Stat (speed) boost if they score two points in any one beer pong game
In the Original Story: minor tweaks to the event that has Madison walk to the Player to talk about her Sky Animals after meeting the other party goers; she will not wait until the player is a certain minimum distance away before trying to approach him, but also is less likely to bug the Player during other “Global NPC Events” or if the Player is about to fight another Character
In the Original Story: fixed an issue that would allow the Player to Throw Beer on Madison at a few highly inopportune, unintended times
In the Original Story: fixed an issue that would allow the Player to fill up the empty flask, give it to Patrick, and start the Derek Smash! fight without Derek Smash! being In Progress, which could bug out several characters
In Date Night With Brittney: fixed a few VA-text mismatches
In Date Night With Brittney: fixed a few issues that could cause the Player to not be warped to Brittney after the Player chooses what to do with the Stove/Brittney’s meal
In Date Night With Brittney: fixed an issue that could cause Brittney to get up from a couch/be unable to “Talk” after the Player chooses what to do with the Stove/Brittney’s meal
In Date Night With Brittney: addressed an issue that could allow Brittney to get stuck, just a little, inside an outdoor patio chair before being intimate with the Player
In Date Night With Brittney: Patrick will no longer laugh like an insane person right before waking up with a raging headache should he be close to the Player and Brittney being intimate
In Date Night With Brittney: patient Players who want to start pleasuring themselves between Brittney’s closing dialogues and the Game Over screen(s) will no longer be punished for doing so. They won’t be rewarded either. They just won’t see a dumb dialogue that makes no sense, given the liberal usage of floppy bits that recently occurred
In Date Night With Brittney: sprinkled some extra emotes throughout the story, where appropriate
In A Vickie Vixen Valentine: general cleanup to comply with recent engine changes and tighten certain old behavior timings up
In A Vickie Vixen Valentine: sprinkled some emotes throughout the story, where appropriate
In A Vickie Vixen Valentine: fixed an issue where very, very fast Players could turn the corner to trigger Vickie’s intro dialogue BEFORE her “intro texts” played, potentially breaking their playthrough
In A Vickie Vixen Valentine: fixed an issue that could cause Players to get temporarily stuck at zero “O” sensitivity until they took another intimacy action or saw a dialogue under specific circumstances
In A Vickie Vixen Valentine: prevented a dialogue spam issue that could occur if the Player for some reason clicked the Play radial option multiple times prior to playing “Never Have I Ever” with Vickie
In the Original Story: the Player has to know Amy/know a bit more about Amy before he has any reason to ask Amy for info about Derek
In the Original Story: fixed an issue that was preventing a select few Inspect Texts for Patrick to not show up during “Palectrick Feel”
In the Original Story: fixed an issue that could permanently prevent Patrick and Rachael from roaming to each other, even if the Player got them to bond as a result of the events of “Patty’s Striking Resemblance”
In the Original Story: fixed an issue that could cause Patrick to become visibly drunk again after the events of Madison’s “art show” via a Social event, even if he had already sobered up
In the Original Story: the Player can now choose to opt back into the “nude Frank” ending of “The Muse” if they opted out once, while Derek is still blocking the door to Madison’s bedroom. This will provide a choice so that players can continue completely unrelated content (character/plot-wise) that required an item from the bathroom
In the Original Story: Derek’s walk to the kitchen while searching for Purgalicious during “High and Dry” will now take a tiny bit longer
In the Original Story: adjustment to an Amy-Derek overhear Dialogue regarding Derek’s brother, if Derek is blocking the door during “High and Dry”
In the Original Story: fixed an issue that could cause duplicate dialogue to Play after kicking open the Spare Room 2/Art Room door to stop Stephanie from huffing if the Player was fast and ALSO used the “Take Bag” option. Will prevent accidental duplication of the Meltdown ending
In the Original Story: mitigated additional minor walkto/positioning issues associated with niche Player decisions during the finale of Stephanie’s “Meltdown” opportunity
In the Original Story: sprinkled a few more emotes where appropriate throughout Stephanie’s “Meltdown”-related content
In the Original Story: slightly tweaked how long the Derek Smash! fight involving Patrick and Derek vs. Frank can take, as it was taking a bit too long most of the time
In the Original Story: fixed an issue that could prevent the Player from seeing Ashley’s commentary about getting Brittney “out of her cave”
In the Original Story: Ashley will not break away from certain other critical story moments in order to talk to the Player about getting Brittney “out of her cave”
In the Original Story: Amy will no longer be forced to interact with Stephanie, Katherine, and the Player during the events that precede “Meltdown”
In the Original Story: Stephanie will no longer be restricted from helping Katherine for her “Meltdown” content just because Madison’s art show is ongoing
In the Original Story: if Stephanie is in the art room/Spare Room2 as the Player is about to use the Voice Recorder on the Window, the Player will need to deal with Stephanie’s presence first
In the Original Story: tweaked Rachael’s “Occupied” behaviors during the finale of “Palectrick Feel”
In the Original Story: cleaned up some behaviors related to Katherine’s auto-failing of “Meltdown” if the Player already got Steph drunk/naked and THEN gave Katherine the Tampered Rum
In the Original Story: miscellaneous cleanup of minor behaviors related to the events of “Palectrick Feel”
In the Original Story: made behavioral tweaks related to Frank’s return to his chair in relation to his “sting operation” and reaching the player, getting into fights, being knocked out, etc. This should somewhat help to minimize incidents in which Frank reaches the Player, but then quickly walks away back to his chair
In the Original Story: fixed an issue that could cause Patrick to become stuck behind the gazebo towards the end of “Patty’s Striking Resemblance” if the Player decided to betray him at that time
In the Original Story: fixed an issue that affected Patrick’s AbleToBeDistracted state and behavior with other NPCs if the Player failed out of his “masochism test” behind the gazebo near the finale of “Patty’s Striking Resemblance”
v0.16.1
Fine-tuned and polished NPC eye-contact, facial expressions, and awareness of the player when the player is in conversation with them, and when they are in conversations with other NPCs.
Added support for Completed, Failed, and Step-Based Opportunity descriptions to help guide the players more
Changed the look and feel of Opportunity notifications
Added censored versions of Madison’s photos on her phone for when the player has the censor nudity option checked
Revamped the Opportunity Window (More changes coming)
Added a couple of new states to put characters in a very basic idle with no fidgeting
Fixed an issue that could sometimes cause the speakers to lose sync
Implemented new logic around the way Dialogues are processed which should prevent the game ever getting “stuck” in rare circumstances
Tweaked alignment of certain anatomy in some intimacy positions
Implemented a new clothing system that can support multiple outfits better
All females are now equipped with “Strap Ons” that can be enabled via clothing commands
Minor tweaks to size and position of UpstairsBathroomZone collider
Set up right hand mounting and misc item settings for the Toaster
Criteria Groups can now be re-ordered in the CSC via up and down arrows, similar to the re-ordering functionality recently added to Event Triggers
The “throw” animation no longer rotates the character
Fixed an issue that was disabling Dialogue Only Characters on loaded games
Added a highway billboard + sound
New credits entries
New design for opportunity pop-ups
New design for opportunity log
Added “small versions” of avatars
Added censored versions of madison’s phone pictures (for when censorship is enabled)
Fixed discoloration between LOD versions of characters
Updated Amy’s clothing
Fixed Rachael’s LOD2 skinning
Improved allignment and clipping all strapon’s
Add Arin and Dan to the main menu
Fixed clothing skipping on main menu
Fixed Ashley LOD sandals and Arin LOD spikes
CSC: Criteria within Criteria Group sets will now automatically sort based on their Order, like they do in Game Events, Event Triggers, etc.
When adding new Criteria within the CSC, Criteria are no longer auto-ordered by the total count of Criteria that exist in the collection/list of Criteria. They will now automatically be given an order number that is one greater than the order of the previous/last Criteria shown. Anyone else OCD much? How are your fingernails?
When moving Event Triggers up or down in the CSC, the name of the event being moved will now properly be displayed even if it was not given a custom name
Fixed two null reference exceptions that could occur in the CSC and cause the interface to break when copy pasting an event that had “Player” as its Character, and then swapping to an event type that did not support a Player-type character
Added a second Move Target behind the table in the Garage
For those CSC users who really, really love Event Triggers (you should) but didn’t think the Move Up/Down arrows were enough, you can now insert Event Triggers at a specific place in the Event Trigger list
Background Chatter criteria in the CSC will now auto-sort based on their order number
The Search functionality within the CSC will now properly return event and criteria search results from within Character Story Item Interactions (On Accept and On Refuse)
The Search functionality within the CSC will now return Criteria results from within Criteria Groups
Shrunk the size of the outside No Loiter colliders so that they do not encroach as much on a handful of outside Zoning colliders or several more recently added MoveTargets
The dildo (DoubleDildo) from Ashley’s room will now look appropriate when mounted to either of an NPC’s hands. Dildo. Dildo hands. Sorry, I just like putting ‘dildo’ in updildate notes. HAH. Adaptdildification
Corrected inventory offsets for various food items
The Achievement ID (not the name) will now be logged in the Debug Log when an Achievement is earned
“Export Pending” in the CSC will now correctly export Story Item DisplayGameMessage events
Forward lunge-type combat attacks (default W + Attack) now have a slightly longer range than other attacks
Attacks by the Player at the outer edge of their combat radius and swings made to the far sides of an NPC will not be as likely to accidentally trigger combat with said NPC
Added the OnAnyItemAcceptFallback and OnAnyItemRefuseFallback Event Trigger/Reaction types in the CSC. These can be used to assign an Event Trigger to execute when any item is refused or accepted by an NPC, IF no other item was refused or accepted first
Reconfigured the sizing of the Foam Finger and set up “optimal” mounting offsets for left and right hand mounting to Characters
The Tablet (tab_2) item will now be highlighted if it falls into the grass
Added the ApplyForceTowardCharacter ItemAction for use with the Item Event in the CSC and Item Command in the Command Console. Will apply a physics force to an item that moves said item toward where the target Character’s Head is at the moment the event is called
Fixed an issue that could cause the List subcommand to not show all of a Character’s values when used with the Values console command
Fixed an issue that could cause NPCs to fail to ChangeLocation due to an unnecessary and redundant distance check
Fixed an issue in the CSC that was preventing Compubrah and PhoneCall from appearing in the Character dropdown for the Dialogue Criteria/CompareType
NPCs will no longer receive a ChangeLocation request if they are executing any Important/Very Important animation(s) or events while standing in a NoLoitering area
Forced ChangeLocations (via Game Events, for example) will cause the target NPC to initiate movement more consistently, instead of waiting a random period of time between 2-5 seconds before moving
Dialogue Overhear events will now follow the same height rules as every other height check in the game
CSC: started adding tooltips to various smaller buttons
CSC: the Copy button will no longer only be shown when an event is fully expanded
CSC: users can now Paste an Event using a button that will appear in-line with the events using one of two methods: Paste Using Same Order (the event will appear just below the copied event), or Paste as Last in Order (the event will become the last event in the collection of events)
CSC: to improve readability, a couple of pixels are added after each event in a collection of events, unless that event is the last in the collection
Fixed an issue that could prevent DialogueOnly Characters like PhoneCall and Compubrah not to make use of On Dialogue Start Dialogue events
The BGC text UI will now prioritize NPCs playing Important BGC (Trigger BGC or direct responses to Trigger BGCs) over NPCs casually using conversational BGC
Fixed an issue that could cause smaller items like Phones, Natty Lites, and more to get stuck under the Dirt Mound/Rockpile. The Player should now have a much easier time grabbing items “through” the dirt. Get in there…oink oink!
Fixed an issue that could allow items to roll underneath the cushions of the outside patio furniture. All that’s under there now is loose change. And our tertiary dildo storage
Added two more AddForwardMomentum-type ItemFunctions that will be usable for any physics-enabled Interactive Item
In the Original Story: fixed an issue that could cause Katherine to keep her “RunWhenCloseToTarget” state after the Player completed or failed the “Meltdown” Opportunity
In the Original Story: after the “Meltdown” Opportunity is completed or is failed, Katherine will move back to the Kitchen or Study, depending on what previous actions the Player had taken with her
In the Original Story: fixed an issue that could cause Stephanie to not reach the Art Room/Spare Room 2 in a very specific situation within the “Meltdown” Opportunity
In the Original Story: fixed an issue that could lead to Frank repeatedly trying to get to the Downstairs Bathroom after headbutting it for Katherine
In the Original Story: Various optimizations and minor tweaks to common place events like Patrick being KO’d, the Player stealing items (added a missing distance check or two, etc.)
In the Original Story: fixed a Character ownership mixup for the StephFollow criteria
In the Original Story: cleanup of minor events in Stephanie’s “Drunk and Disorderly” Opportunity, and added some emotive events to various dialogues in the finale of that Opportunity
In the Original Story: fixed an issue that caused Patrick to talk about hiding his wine from Frank as if he still had it, even when he no longer possesses his wine
In the Original Story: fixed an issue that could cause Stephanie to walk to Katherine, then walk back to the Living Room or Outside Speaker at least once instead of following her intended route to the Hot Tub during the finale of her “Drunk and Disorderly” Opportunity
In the Original Story: various minor tweaks to Stephanie’s dialogue and response behavior(s) related to her “Drunk and Disorderly” Opportunity
In the Original Story: fixed various minor text mismatches between dialogues and their VA/SFX
In the Original Story: fixed an issue that could cause Stephanie to imply that she might take more beer after her “Drunk and Disorderly” Opportunity is completed
In the Original Story: Stephanie will sober up a bit faster after her “Drunk and Disorderly” Opportunity is completed
In the Original Story: Katherine will no longer react to the Cell Jammer if she is topless, currently displaying a main dialogue, or in combat
In the Original Story: tweaked the warning the Player gets if they leave the Cell Jammer on for too long after jamming Katherine successfully
In the Original Story: the Player can now “Take” additional food items into their inventory
In the Original Story: Katherine’s behavior is more in line with her willingness to do the photo shoot and will therefore no longer attempt to cover up during it
In the Original Story: fixed an issue that could cause Katherine to bump into the downstairs bathroom door repeatedly when she’s clearly, obviously, and indubitably supposed to be sick
In the Original Story: Stephanie will no longer permanently chill, awkwardly, outside the bathroom where Katherine marked her territory after the Player completes her “Meltdown” opportunity. She’ll remember that she likes music, and if not busy, will return to said music
In the Original Story: NPCs won’t roam to Ashley while she is waiting for the Player to get down with her during the finale of her “Smooth Operator” opportunity, and Ashley will not socialize with any NPCs that walk in on her
In the Original Story: fixed an issue that could cause Ashley to become unresponsive in the finale of her “Smooth Operator” opportunity
In the Original Story: Katherine will not socialize with NPCs while getting sick after receiving the Tampered Rum
In the Original Story: fixed an issue that could cause Katherine to become stuck in the downstairs bathroom and leave Stephanie in the art room, if the Player groped Stephanie during Meltdown
v0.16.0
N/A
v0.15.5
Fixed an issues that was causing long loading times
Added code to prevent characters from doing exaggerated animations while holding items, causing them to sometimes clip
Fixed an issue that could cause characters with a combat Stamina between 0 and 1 to get hit for more damage than intended
Added the MatchValue GameEvent for CSC Users, and a corresponding Console Command. This will allow you to set Character values to be equal to each other (across Characters, or two values for one Character)
Fixed an issue that could cause a Character’s zone to not update properly if they were sitting, laying down, or in certain other poses
Performance optimization of Zoning system
Listening the Quests for a specific character via the Quest console command will no longer count as Cheating
Listening the Events for a specific character via the Events console command will no longer count as Cheating
Listing the Events for a specific character via the Events console command will now show the name of the event, followed by the event’s type, and finally if it is enabled or not
The Events console command will now correctly list Events assigned to DialogueOnlyCharacters (Compubrah, Phone Call). Be aware that DialogueOnlyCharacters can make use of very few Event types, e.g. GameStarts
Optimization of the command console to prevent excess garbage collection, memory usage, and mitigate hiccups
Corrections to a number of ‘help’ and ‘example’ texts for various console commands
In the Original Story: Ashley will not be considered “Occupied” for quite as much of her “Sibling Warfare” opportunity, which will prevent her from being unavailable in some circumstances that did not make sense
In the Combat Training story: There is now a Help text on the briefcase. Cause, you know…this is a learning experience and stuff
In the Combat Training story: The NPCs that are summoned for combat practice will wait to attack you until you attack them
In the Combat Training story: Fixed a few bugs that were causing duplicate messages to display
In the Combat Training story: If the Player wins one fight, they can unlock Social Justic…Outrage Mode
In the Original Story: Fixed an issue that could cause Leah’s content to break if you did “Just in the Kick of Time” (Leah and Lety’s “talk”) first
In the Original Story: Amy’s “Stub Toe” event with Stephanie will no longer trigger during many combat-heavy sections of Leah’s content, and while it was already checking to see if the Player was in combat, will now no longer fire if the Player is about to be attacked by an NPC
In the Original Story: Rachael’s confrontation with Patrick will no longer trigger during many combat-heavy sections of Leah’s content, and while it was already checking to see if the Player was in combat, will now no longer fire if the Player is about to be attacked by an NPC
In the Original Story: Fixed a missing value in Stephanie’s Value List
In the Original Story: The Player can now unlock Leah’s VR reward if they have fully completed her content, have the Open Briefcase in their inventory, and THEN engage in any sort of intimacy…Compubrah can get data this way, for sure
In the Original Story: Fixed another issue that could cause Leah to walk to Lety to start their “Just in the Kick of Time” conversation, even if the Player was just starting the Spare Room search stage of the 0.15.4 content
In the Original Story: Fixed an issue that would prevent Katherine from opening the downstairs bathroom door herself, if it was locked, in the event that Frank was not available to help her. She’s too crafty to be stopped by a door!
In the Original Story: Cleaned up some redundant/confusing values associated with Stephanie’s “Meltdown” opportunity
In the Original Story: The Player will no longer be able to simply walk up to Stephanie and complete “Meltdown” if they got the Gut Grip but not a bottle of water
In the Original Story: Fixed a few VA-Dialogue text mismatches for Frank and Leah
In the Original Story: Frank will be slightly less likely to fall off the roof prematurely when Leah confronts him during one of the “Good” finales to the “Broken Code” opportunity
In the Original Story: Leah should more reliably point to the places the Player should look during the Garage Search stage of “Snake in the Grass”
In the Original Story: Fixed an issue with Loaded Games (specifically those made prior to 0.15.4) that would allow various versions of the Snake to be visible when they should not have been
In the Original Story: Fixed an issue with Loaded Games (specifically those made prior to 0.15.4) that would result in Frank being literally an indestructible killing machine that no skills, blood sacrifice, or thrown vibratrons could ever hope to topple
In the Original Story: Fixed an issue that would allow Players to earn the Achievement “The Harder They Fall…Dood” without actually having engaged Frank in Combat. Hey asshole, I see you with that exploit, you’re fucking dead!
In the Original Story: Modified the back-end relationship values between Frank and Leah, should the Player take Leah down the “evil” route during “Broken Code”
In the Original Story: Patrick will not walk to the Player to talk to them about his VR brahmbat training if the Player betrayed him at any point
In the Original Story: Fixed an issue that could cause the Debug Log to be spammed with events that are part of Rachael’s initial confrontation with Patrick
In the Original Story: Fixed an issue that could cause the Player to see multiple Achievement pop-ups for the “Caught in the Act” Achievement
In the Original Story: Fixed an issue that would cause Leah to not punch towards the Spray Paint Can in the upstairs art room closet during “Snake in the Grass”
In the Original Story: Fixed an issue that could cause NPCs to get stuck in the Garage if Leah and Madison/Lety’s Garage-based scenes occurred in close proximity
In the Original Story: Fixed another issue that could cause Leah to approach Lety for their “Just in the Kick of Time” conversation while in the middle of Leah’s new 0.15 content
In the Original Story: Fixed an issue that was preventing a specific Lety-Brittney BGC exchange from ever occurring
In the Original Story: Fixed an issue that could prevent the Player from earning “Flash” score with Katherine in certain circumstances
In the Original Story: Fixed an issue that could allow the Player to earn “Flash” score with Katherine by flashing the same NPC more than once
In the Original Story: Fixed an issue that would allow the Player to continue with Katherine’s content even if they had not flashed all NPCs at the party (Lety and Vickie excluded)
In the Original Story: The Player will now hit a bit harder and take a little more damage as part of the “evil”/Ronin finale of “Broken Code”, should they get “trained”/enraged by Leah
In the Original Story: Frank, due to being terrified by Leah toward the finale of the “evil”/Ronin finale of “Broken Code”, will be slightly weaker until “Broken Code” is Completed or Failed, even moreso if he witnesses the Player’s descent into Rage…
In the Original Story: Certain food items from the fridge can now be eaten for additional Combat Stat increases, and health restoration. Remember that these may or may not be needed for use in other content!
In the Original Story: Fixed an issue that could cause the “Signs of Affection” Opportunity to become stuck, if the Player also had “Road to Redemption” active at the same time
In the Original Story: Cleaned up a redundant Derek hint response about getting closer to Ashley
In the Original Story: Drunk Lety will try to avoid bothering the Player about starting the “Try Anything Once” opportunity if the Player is in combat or about to be in combat
In the Original Story: Fixed a couple humiliating typos in one of Rachael’s BGC’s. This is why we don’t have localization for your language…we can’t even use our own correctly
In the Original Story: Fixed another issue that could allow Leah to walk to meet up with Lety for their “Just in the Kick of Time”, even if Leah was hunting for the snake in the Art Room with the Player
In the Original Story: Fixed an issue that could cause Katherine to ask Stephanie to sing to her, and Stephanie to sing back in reply, even if Stephanie was nowhere near the downstairs bathroom during “Meltdown”
In the Original Story: Fixed an issue that could cause Lety to repeatedly walk towards the Player, if an older save was loaded. PERSONAL SPACE, LETY. PERSONAL. SPACE.
In the Original Story: Fixed an issue that could cause Ashley’s “Drunk and Disorderly” to break after the finale fight
In the Original Story: Fixed an issue that could cause eating a certain item to compromise Katherine’s positioning, permanently
In the Original Story: Katherine will no longer wait around forever for the Player to get intimate with her. Since she hates her boyfriend so much, however, she will still be willing to give the Player a shot even if he was slow in tending to her needs. What honor. Such loyalty.
In the Original Story: Fixed an issue that could cause Patrick to repeatedly deliver “VR hint” dialogue after Leah’s Garage Search in “Snake in the Grass”
In the Original Story: Fixed another issue with Leah/Lety content clashing towards the end of the yard/perimeter search in “Snake in the Grass”
In the Original Story: Amy won’t be as likely to trigger her toe stub dialogue while Ashley is confronting Madison during Ashley’s “Drunk and Disorderly”
In the Original Story: Rachael won’t be as likely to confront Patrick about his website while Ashley is confronting Madison during Ashley’s “Drunk and Disorderly”
In the Original Story: Fixed a few issues that remained in regards to Leah-Lety “Just in the Kick of Time placement and movement event timing, as well as availability of certain Leah dialogue responses right before Leah and Lety’s conversation starts
In the Original Story: Fixed an issue that could cause game message spam to occur if the Player was far away from Leah and Lety while they were waiting to talk
In the Original Story: Fixed an issue caused by yesterday’s (10/14) Katherine master bedroom “wait behavior” change that could result in her not having her phone or glasses properly mounted or enabled
In the Original Story: There is now an apology response available so that the Player can recover from Untying Ashley’s top AFTER having been nice to her all game and completed “Signs of Affection” from Vickie. But pursuing the actual “make up” part with Ashley in this situation won’t require the Blue Flower or even be completable depending on your other previous choices…
In the Original Story: Fixed an incorrect criteria in an “apologize to Ashley” line that was preventing the Player from receiving a small social bonus with Ashley
In the Original Story: After throwing beer on Madison, Ashley wills till try to walk to the Player, but only if she is not occupied with other content the Player has involved her with, if the Player is not in combat, etc. This will prevent her from disappearing during moments of the “Family Time” opportunity, or bothering the Player mid-fight against Frank, and more annoying crap
In the Original Story: Addressed an issue which could cause Madison to approach the Player about her Sky Animal crap at inopportune times
In the Original Story: Certain “approach the Player and bother them” or “HEY PLAYER LOOK AT WHAT IS GOING ON HERE!” events like Amy’s “Toe Stub” moment with Steph are now delayed by a brief universal time buffer, to prevent them from all happening at once quite as often
In the Original Story: Ashley will no longer react to the Player’s amazing, shirtless body if she is in the middle of “Family Time” with Patrick
v0.15.1
(Alpha 8/30/19)
Added more of Leah’s story
Added bike lock + key
Added color filters (grayscale + rage)
Added smartphone flashlight
Implemented Quick Save Feature (F9)
Tweaked combat mechanics
Added Dead Snake and updated wearable snake for Frank and Leah
Made male player’s shoes and sleeves higher-poly and improved rig
Updated interactive items and grabbable body parts with new player rig hand(s)
Fixed player’s head and body skin tone not matching
Phones and other small items now highlight when they are dropped in the grass so the player can easily find them again
Fixed an issue where collision sounds are sometimes played when some items are in the player’s inventory
Inventory and Opportunity buttons are now mappable in the control/controller map
Fixed an issue with GameStart events not firing correctly sometimes
Player.Sit and Player.Laydown events will now have the target bed/chair shown in the logs and in the CSC
Added Throw Punch SendEvent option to the CSC
Tweaked the dropdowns in the CSC for State Events and State Criteria to be alphabetically sorted, and the order of the dropdowns within the GUI element to be more in-line with the game event and criteria naming structure
Gave Leah an Earpiece she can reach for. For security reasons
Added the “PhoneBlindedMe” reaction event for CSC users. This will trigger when a Phone Light is visibly on and a Character enters a roughly character-sized capsule that extends outward from the Phone Light
Added a new Move Target/Sex Spot in the garage, behind the ping pong table. Watch out…balls from above!
DisplayGameMessage events will now have their GameMessageTypes option displayed in the CSC and when logged in the Debug Log
Added a TriggerBGC console command
Individual TriggerBGC events are now much more responsive under almost all circumstances
DialogueOnly characters (Phone Call, Compubrah) can no longer be selected for an IKReach event
Further standardization of Game Event naming and logging conventions with CSC dropdowns
WalkToTargetOption “Cancel” will no longer show up in various places in the CSC where having a “Cancel” option was inappropriate
Further standardization of Criteria naming and CSC dropdowns (against Game Events where appropriate), with exceptions for criteria such as “Distance”, “Vision” and “Is In Front Of”, etc. which are more readable with slightly different formatting. Decreased OCD variance matrix by -0.2207 chodivars
Added missing dropdowns for the Criteria/CompareType when selecting IsCurrentlyUsing or IsCurrentlyBeingUsed
Can no longer select the Player or DialogueOnly Characters (Phone Call, Compubrah) as the CharacterToReactTo in a ReachTarget Event Trigger, as this event is only handled by standard NPCs
Moved the Initialization of certain variables and references in a few scripts that mount or use items in conjunction with character models to earlier in the loading process, and otherwise performed minor cleanup on similar scripts
If the “None” criteria is selected in the CSC, the user will be able to select another criteria from the dropdown, instead of having to remove that criteria and choose a new one
CSC users can now directly compare two values, whether they are “owned” by the same character, or two different characters
Characters will no longer be able to attempt to warp to themselves via the WarpTo console command
Important/TriggerBGC will now be shown even if an NPC is not within direct line of sight of the Player, or is a full floor above the Player
DialogueOnly Characters like PhoneCall and Compubrah can no longer be set to receive GetsHitByProjectile event triggers in the CSC
In the CSC, an Event Trigger can now call itself via a PerformEvent game event IF its Delay is greater than zero. Previously, this was restricted due to the possibility of recursively firing an infinite number of events with a delay of zero, which could freeze the game
Various accuracy and reliability improvements to the GetsHitByProjectile event functionality
In the Original Story: added a preventative check to ensure that Derek doesn’t permanently get his shirt back after he gives it to the Player during Amy’s “Scavenger Hunt” opportunity
In the Original Story: giving Ashley an untampered soda while she is waiting for her clothes to be returned to her will result in the failure of the :Humiliate Ashley: opportunity
In the Original Story: the Player can no longer skip through Madison’s conversational opening delay by giving her her phone and then selecting from global responses
In the Original Story: fixed an issue with duplicate thoughtbubbles appearing when the Player tries to unsuccessfully sit in one of the Hot Tub seats
In the Original Story: made changes to the radial options for Madison’s Phone to accommodate new mechanics and story content
In the Original Story: minor tweaks to responses and events within a couple Patrick dialogues in the event that the Player failed his “Phonegate” opportunity
In the Original Story: cleaned up and made corrections in the Help text for the Player Beer Pong Practice spot
v0.15.0
(Alpha 8/7/19)
Added new player combat mechanic
Upgraded Leah to have some kick-ass fighting animations
Added Katana and Spray Paint Can interactive items
Added Terrarium as a usable Interactive Item
Added Red, Grayscale, and DisableAll visual filter Character Functions; will allow users to enable/disable red or gray (black and white) post processing filters mid-game
Added bike lock and bike lock key as usable interactive items
Fixed an issue that was causing beer pong to be unplayable, especially if the Player grabbed the “starter” ball first and then tried to Practice
Fixed the alignment of the vibrator item when viewed in the Player’s inventory
Fixed an issue that was preventing the Turn console command from turning characters toward a move target
Added several new move targets around the outside fence, and further standardized height positioning of some outside move targets
Aligned the Player’s hand and fingers to better grip the joint item. You know, for inhaling the leaves on most of the days
Aligned the Player’s hand and fingers with the Box of Poppers/PopperBox item
Aligned and adjusted a number of indoor colliders in order to better prevent niche cases of items falling through floors
All bathroom floor types should use the same footstep sound
Fixed an issue with the “Player” console command’s “inventory” subcommand that could also cause items to sometimes fall through certain floors
For CSC users: implemented a new ‘zoning’ system that allows you to check if a character is in a room or ‘zone’ inside or outside of the house, OR fire an event trigger/reaction if a character enters a zone/room
Adjusted the NoLoitering system so it will no longer try to fire whenever any and/or all of a character’s ragdoll colliders enter a NoLoiter/Redirect area; firing once per “character entry” now results in a more reliable NoLoitering changelocation
All phone-type items now have access to default item functions as well as the new EnablePhoneLight and DisablePhoneLight itemfunctions, with cellphone-style “flash lights” aligned to their rear camera flashes
All phone-type items now have a text message sound available as either their Sound Effect 1 or Sound Effect 2 sound, for more flexible usage in custom stories
All phone-type items now have the same starting physics/Rigid Body settings
All phone-type items now have the same sound effect when thrown or dropped
All phone-type items now use the same interaction distance value
All phone-type items have had their inventory positioning, carry/grab positioning, and rotations standardized
All phone-type items have had RaisePhone and LowerPhone itemfunctions added so that the phone lights can be aimed in front of the player and have their position reset
The charinfo console command will now show the specified character’s current zone
The CSC can now trigger events based on who was attacked
Re-adjusted all NPC combat stats
In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
In the Original Story: Ashley will not be as likely to use standard dialogue when in the closet during “Sibling Warfare” if the Player exposes themselves
In the Original Story: Amy will be very, very considerate about stubbing her toe, and will not do so if the Player is in combat or has an intimacy partner. She will also miraculously avoid injuring herself if she is being spoken to, or if Stephanie is being spoken to. Thanks Amy!
In the Original Story: Rachael will no longer confront Patrick and try to beat him up if the Player is already in combat. Who wouldn’t want to watch that?
In the Original Story: the Player can skip through the Rachael-Patrick fight/confrontation more reliably. Yawwwwnnnn…amirite?
In the Original Story: added new Opportunities for Leah: “Causing a Ruckus”, “Guiding Light”, and “Snake in the Grass”
v0.14.4
(Stable Release 7/17/19)
New updated “selfie” pictures for Madison’s phone
Lighting improvements and color corrections
NPCs can no longer be shoved into closets and left for dead
Adjusted some areas of the map so NPCs can’t get stuck in select areas
Removed lamp colliders on stairs
Fixed an issue with non-important move targets getting set as important when an NPC runs into a locked door
MakingOut can now always be started regardless of orgasm state
Sexual acts and roles that do not increase the orgasm meter now cool it down
Starting a sexual act no longer cuts off main dialogues
Fixed Madison LOD2 shirt clipping with her body
Tweaked Lety’s reflectiveness
Fixed Lety’s eyelids clipping and improved skinning shirt right shoulder
Tweaked Amy’s hair highlights
Fixed main menu Lety clothing disappearing
Improved Ashley’s hair, less clipping
Tweaked the automatic closing of the Fridge Door: will now only automatically close when the player is too far away or on a different floor for more than approximately 12 seconds
NPCs will now not be as likely to choose a new Roaming ChangeLocation object within the same room, most notably in the larger rooms like Madison’s/Master Bedroom, and the Living Room-Dining Room-Kitchen area
The Item command’s “itemfunction list” functionality will no longer list items for which itemfunctions are not enabled/cannot be used
The Item command’s “itemfunction list” functionality will no longer duplicate list entries, and the formatting of the list has been cleaned up slightly
Added the CharFunc console command in order to allow testing/use of Character Functions
Fixed an issue with the CharInfo command that was preventing the correct distance to a character’s closest movetarget from being displayed correctly
Added the DontReleasePoseAfterSex state, which will prevent characters from automatically releasing their pose the moment an intimacy act is ended
Changes to the help and example feedback text of the Achievements console command, to better reflect the potentially disastrous consequences of using it correctly
Fixed the height of a handful of outside move targets, which was causing characters to float if they were used as sex spots
Other very minor tweaks to move target or sex spot heights
Added two wall sex spots in the Compubrah environment/DongVR FUCKDOME V3.Blazeit
Very, very slightly relaxed a few specific character limitations when saving a game
You can now have up to 69 save games. Heh.
In the Original Story: Rachael and Patrick’s fight (intro to “Patty’s Striking Resemblance”) and associated dialogue sequence will not play out while the Player is enjoying a thorough, thorough stroking by Vickie in the Hot Tub
In the Original Story: fixed an issue that could cause redundant events to occur if the Player tried to take the Thermos while Frank was knocked out
In the Original Story: fixed an issue that could allow a “Scavenger Hunt” related response to continue appearing for Amy, even if the Player had voluntarily opted out of the Hunt by starting “Chasing Amy”
In the Original Story: fixed an issue that could cause Vickie’s roaming to remain disabled if the Player opted out of her first Hot Tub “test”
In the Original Story: fixed an issue that could cause Derek to become unavailable for Madison’s Art Show (during “The Muse”) if certain events within “Derek Smash!” were performed at inopportune times
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to initiate intimacy with the Player in very unintended, very compromising spots
In A Vickie Vixen Valentine: minor miscellaneous event timing/polishing tweaks
In A Vickie Vixen Valentine: disabled a handful of items that should have been cleaned up after Madison’s party
In A Vickie Vixen Valentine: fixed an issue that could cause duplicate dialogues to appear when Vickie is waiting for the Player in Ashley’s room, prior to giving the Player the phone or finding the stashbox key
In A Vickie Vixen Valentine: fixed an issue that could cause a temporary loss of intimacy options if the Player saved a game during Vickie’s “cuddle break” and loaded back into it
In Date Night With Brittney: fixed a handful of issues related to Game Over event handling
In Date Night With Brittney: fixed a few instances where the Player being out of vision of Brittney would cause her to walk toward the Player, putting her in, frankly, ludicrous positions
In Date Night With Brittney: fixed an issue that could cause Brittney to exit the bathroom while naked, become “stuck”, and repeatedly warp the Player to Frank’s chair in a never ending cycle of disappointment and misery
In Date Night With Brittney: disabled a number of newer items to prevent them from being visible in “Brittney’s house that is no shape way or form Madison’s house so do not even fucking ask us about it”
In Date Night With Brittney: fixed an issue that could cause the Player to encounter a blank dialogue with Brittney that essentially “froze” their current playthrough
In Date Night With Brittney: fixed an issue that could cause incorrect narration messages to appear if the Player ate Brittney’s food but did not protect their tummy tum tum
In Date Night With Brittney: numerous small fixes to intimacy event timing and related radial option issues
In Date Night With Brittney: fixed an issue where the Flower item would not show an inspect text
In Date Night With Brittney: fixed an issue that would prevent Brittney from being properly interactable if the Player had saved and loaded a game immediately prior to her master bedroom intimacy scene
In Date Night With Brittney: fixed an issue that could cause Brittney to kneel and simply look at the Player after he approached her, rather than get all oral on his junk
In Date Night With Brittney: fixed an issue that could cause Patrick to be out of place after turning off the speaker in the living room
In Date Night With Brittney: fixed a handful of other spots where save/loading of games could cause continuity/flexibility/fuckability/suckability/stability issues
In the Original Story: fixed an issue that could cause Ashley to be out of place for her “room tour” finale during “Smooth Operator: Ashley”
In the Original Story: fixed an issue that could cause a response to Ashley’s mid-oral dialogue to be lost after using it once
In the Original Story: made adjustments to Amy’s stub toe event so that it plays out a little more smoothly
In the Original Story: a few more of the ‘help’ responses Derek offers the player will require the Player to talk to him slightly more before they become available; aligning with other ‘help’ responses he offers
In the Original Story: fixed a thought bubble conflict that could occur when choosing certain response options while talking to Madison about getting Vickie’s phone number
In the Original Story: the Player can no longer give Ashley Madison’s phone when she is topless. Let’s be real, at this point she is either way, way too busy with you…or she hates you and your face
In the Original Story: the Player can now try to give Madison’s phone to Ashley as long as they know about the drama between Ashley and Madison, rather than ONLY after seeing one specific dialogue
In the Original Story: telling Patrick to go check under the sofa for booze will no longer interfere with his approaching Brittney, talking to her about getting his phone, and then returning to the Player with the good (or bad) news
In the Original Story: fixed an issue that would cause Rachael to cover herself up when flashing the Player…’cause doesn’t that defeat the purpose?
In the Original Story: fixed an issue that could allow Rachael to walk off when flashing the Player in the outside yard corner; applies to partial and full nudity “flashes”
In the Original Story: Rachael will now be immobile the moment she reaches the Spare Room 2/Art Room for her self-pleasuring, and will release this state when she finishes, or is caught doing her thing. Should cut down on any chance of her moving awkwardly before/after
In the Original Story: cleaned up Rachael’s sequence of self-pleasure in the Spare Room 2/Art Room to prevent many duplicate events from being fired off while she fires one off
In the Original Story: addressed a potential save/load issue with Rachael’s solo-pleasure dare that could cause the Spare Room 2/Art Room door to become locked forever
In the Original Story: the Player will no longer be able to give Patrick anything while being intimate with him. Believe us, it wasn’t worth your time anyway
In the Original Story: fixed an issue that would cause Patrick to cover up when he gets super drunk and naked during “Benedict Brahrnold”
In the Original Story: made tweaks to a save/load event that can cause Patrick to not be properly posed when loading a game in which he was laying down naked on the ground during Benedict Brahrnold (more improvements pending)
In the Original Story: fixed an issue that could cause Katherine to walk away to a semi-random spot instead of staying in the study if she caught the Player pleasuring Patrick in a specific location during “Benedict Brahrnold”
In the Original Story: Rachael will no longer use a negative dialogue line if the Player begins “warming themselves up” in front of her once they are about to get intimate with her
In the Original Story: fixed an issue that could cause Patrick to re-use his “Benedict Brahrnold” finale-intro dialogue, even if the Player had already seen the dialogue
In the Original Story: fixed an issue that could cause Patrick to warp to Ashley and the Player in the middle of the “Benedict Brahrnold” finale, should the Player have asked Ashley about Madison’s Sky Animals at a certain point
In the Original Story: added an additional help/hint thoughtbubble or two towards the finale of “The Muse”
In the Original Story: cleaned up minor save/load events for a few characters
In the Original Story: loosened the criteria for Madison being “occupied” during the events of “Sibling Warfare” just a bit, so that certain content is not cut off during the “free moments” of the opportunity
In the Original Story: restricted the use of a dialogue that would send Derek to Amy during “Runner Runner”, which could cause issues during the finale of “Sibling Warfare” and also forcibly cut off this WalkTo event at a couple points
In the Original Story: made a number of small tweaks that should speed up Ashley’s behavior right before she and the Player need to get into the closet during the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause parts of the “Sibling Warfare closet content” to play out even if the Player failed “Runner Runner” and/or “Sibling Warfare”
In the Original Story: fixed an issue that could allow the player to get into the bathroom while Derek and Madison were dealing with the fallout from “Sibling Warfare”…and while Ashley was waiting to hook up with you. Priorities!
In the Original Story: added a brief sensitivity toggle that should make getting through the Ashley -> Phone Call sequence during “Voicemail Vengeance” a little more manageable
In the Original Story: fixed an issue that, when the Gastronomy Book and Paper were used together, could cause Madison to walk to the MasterBedroomClosetArea when she was otherwise occupied
In All Stories: removed “Faster”/”Slower”-type events to align with new animation sync system; these no longer have any effect and are now obsolete
In the Original Story: fixed an issue that could cause Derek to become stuck in a pose and permanently lose his ability to socialize with NPCs if the Player misses out on meeting Madison when starting “Like a French Girl”
In the Original Story: added additional response and dialogue handling for Ashley’s Family Time sequence, should Patrick already be occupied
In the Original Story: fixed a few missing state issues that could occur if the Player failed “Sibling Warfare” during its finale
In the Original Story: reduced the change Vickie would act as a movement blocker when trying to get into the closet during the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause Madison and/or Derek to become briefly embroiled in background chatter while/after they went to the master bedroom for the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause silly oral nonsense to continue if the Player failed the finale of “Sibling Warfare” while Ashley was…busy
In the Original Story: if the Player pranked Madison and Derek by completing “Sibling Rivalry”, Madison will no longer feel like congratulating the Player about meeting everyone and will not approach him about that or sky animals
In the Original Story: various minor corrections to align dialogue text with certain voice lines
In the Original Story: made minor modifications to a few NPC’s “get outta here”-type responses (that change their location) to make more sense or make them more readily available
In the Original Story: Frank will no longer try to give the Player the condom twice, if he caught the Player getting intimate with another NPC, and THEN was prompted to hook up with the Player
In the Original Story: polished a few events across the story that could cause unnecessary debug log spam or that executed a bit too often
In the Original Story: fixed an issue that could cause Brittney to no longer go near Steph when she should, unless the Player pushed her out of vision of Steph or managed to get her VERY far away
In the Original Story: while being intimate with Patrick in DongVR, there is now a “nevermind” option so that the Player is not arbitrarily forced into a new intimacy act
v0.14.3
(Beta 6/27/19)
Added voice acting for Madison, Frank, Lety, Leah
All sex animations are now synced better
Merged the thought bubble and system messages into one compact HUD
Added icons to distinguish thoughts from system messages
Lighting tweaks and adjustments
Fixed an issue with NPCs trying to navigate to items that the player may have picked up or put in his inventoty
Fixed an issue with Display messages sometimes breaking the radial menu
Added low level “headlight” light to camera for better viewing in dark areas
Aligned the grab hand for a few items around the house that were not implemented yet
Increased the camera speed for transitioning to sex acts
Orgasm meter now “cools down” during making out
Fixed an issue with items sometimes being able to fall through the floor
Loading games now preserve NPC movetargets more gracefully
AllowLocation and ProhibitLocation can no longer have duplicate items added to them
Warping now takes precidence over Action Items
NPCs can no longer be “distracted” when making out
Fix for Gamma slider not working correctly
Lowered fence colliders so players can throw items outside the fence
Fixed an issue where characters wouldn’t swing if they were too close to each other in combat
NPCs will no longer randomly pick another NPC as a roaming target if that NPC is currently headed towards a hot tub seat. Should help mitigate seeing NPCs randomly standing knee-deep in the hot tub
Added the ForcedToDance state, which will allow characters to dance while away from a music source. This new and non-consensual (bool false MEANS FALSE DAMMIT) form of dancing can only be interrupted by movement-related events, intimacy, and a few other story-driven events
In the Original Story: fixed an issue that could cause Stephanie to trip while approaching the downstairs bathroom to talk to Katherine (if the Player got high with her), and afterwards become unable to speak to Katherine or continue her story
In the Original Story: Rachael and Patrick’s fight (precursor to “Patty’s Striking Resemblance”) can no longer initiate if the Player is knocked out, or if Rachael and/or Patrick are Currently Displaying Dialogue
In the Original Story: Katherine’s inspect text is no longer a thought bubble. More important news at 11!
In the Original Story: fixed a double-inspect text that could appear when the Player inspected Ashley at the start of a new game
In the Original Story: fixed an issue that allowed the Player to be able to send Rachael away to while they were being intimate with Patrick in the corner of the yard during “Benedict Brahrnold”
In the Original Story: fixed an issue that could cause Patrick to hang around near the outside corner of the yard after the conclusion of “Benedict Brahrnold”
In the Original Story: fixed an issue that could cause talking to Rachael at a specific time and leaving that dialogue open while the Player goes down on Patrick to break Patrick’s “climactic dialogue”
In the Original Story: fixed an issue that could cause talking to Patrick while the Player goes down on him as part of “Benedict Brahrnold” to break his “climactic dialogue”
In the Original Story: NPCs will not be as likely to roam to Rachael while she is going down on Patrick as part of the events of “Benedict Brahrnold”
In the Original Story: added new Achievements: La Coochadora, Derezzed, Te Amo Lety, The Elder Brahs, and Simple Geometry
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to wander outside the bedroom if she warps the Player out of it (after running upstairs) and therefore repeatedly warp the Player to the Kitchen any time sees him
In A Vickie Vixen Valentine: added an event trigger/reaction to handle the Player being KO’d
In A Vickie Vixen Valentine: cleaned up a few minor inconsistencies with item interactions or inspect texts
In A Vickie Vixen Valentine: fixed an issue that could cause the Player to NOT be warped to the kitchen by Vickie if he was pleasuring himself at a certain moment
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to become unresponsive after playing Never Have I Ever with the Player
In A Vickie Vixen Valentine: fixed other Warp To events that could be compromised by the Player’s ravenous need to self-pleasure
In A Vickie Vixen Valentine: made additional tweaks to Vickie’s “bend over and pose” behavior (after the Player climbs the gutter) to avoid positioning issues if the Player is racing through the content. There’s a pod racing joke in here, but I dropped it
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to not be in the armchair when playing Never Have I Ever with the Player
In A Vickie Vixen Valentine: added some additional emotive behaviors to Vickie as part of a few of her conversations with the Player
v0.14.2
Added voice acting for Rachael, Patrick, Derek and Ashley
Added new front door
Added graphics to throw meter
Added (upstairs) laptop login screen and desktop
New design for thought bubbles
Condensed dialog UI
Added BGC UI
Added Leah’s sound effects
Tweaked various animations
Fixed offset on narrator UI
Painkillers can now be grabbed
Tweaked and enhanced navigation system
Tweaked and enhanced combat system
Tweaked and enhanced lighting and post processing
Fixed an issue where characters could receive PassOut events when they were already passed out
Added a system to prevent NPCs from being able to get stuck anywhere on the map. This should now auto-correct itself in most cases
Characters will no longer roam to NPCs in the hot tub, which would cause them to stand around the hot tub clothed
Characters should no longer be able to lock NPCs in the closet in Ashley’s room
Characters no longer dance if they are not in the same room as the speaker
Characters now react to WalkTo and ChangeLocation events much more quickly
Untagged the armchairs as movetargets. This was causing NPCs to walk into them until they were issued another directive
NPCs can no longer have their orgasm meter go past 100 while in sixty-nine position
Fixed Lety’s shirt/jacket clipping and transparency issue in doggie style
Fixed Lety jacket disappearing from a distance
Shrunk several colliders associated with the No Loitering system to further prevent accidental changelocations. NPCs will also no longer count as “Loitering” if they are currently being groped, currently speaking, currently posing, or have an inaccessible/queued mandatory target they are trying to reach.
Added CharacterFunction mechanic. Will function similarly to Interactive Item ItemFunctions, but are triggered from Characters rather than Items
Fixed an issue that could cause NPCs to select a non-roaming-enabled Action Item, such as the Toilet(s) if they were invited to hang with another NPC and the Action Item in question was in range of the hangout spot
Slightly increased verbosity, viscosity, duplicity, and luminosity of logging for NPC changes of location when they are invited to hang out with a BFF
Minor tweaks to Debug Log formatting to prevent text from being cut off
NPCs that have been renamed in the CSC will now show their customized name over their Orgasm meter when having filthy relations with the Player
Addressed an issue that could cause collisions against characters and ragdolls for some items to not be re-enabled properly after being Unmounted
Addressed an issue that could cause collisions against characters and ragdolls for some items to bug out and be ignored after being thrown or dropped by the “grab hand”
In the Original Story: fixed an issue that could cause Patrick to permanently have the Upset state enabled
In the Original Story: the Player can no longer opt out of Vickie’s first Hot Tub HJ and then pleasure himself near her in order to continue along her Opportunity. Yeah that’s right, how you like that 8″ nerf bat?
In the Original Story: fixed an issue that could cause Patrick and Rachael to go hang out together (via roaming Invite To Hang) after they fought
In the Original Story: fixed an issue that could cause Brittney to no longer stay near Stephanie if the Player fails out of Amy’s Scavenger Hunt in a specific fashion
In the Original Story: fixed an issue that could cause Frank to use his “recently concussed” dialogue after the player uses the Slap Awake option on him, when Frank had not actually recently been concussed
In the Original Story: Amy will now use the new Front Door + yard exit mechanic(s) if the Player drives her away from the party
In the Original Story: swapped Frank’s throw of the closed briefcase to the new Throw SendEvent
In the Original Story: NPCs will no longer try to roam to Katherine while she is sick in the downstairs bathroom
In the Original Story: the Player can no longer use the gutter while being intimate with another character, as this can break the intimacy act
v0.14.1
(Alpha 5/31/19)
Implemented the remainder of Lety’s story (will still be polished)
Implemented two new sex positions: Wall Sex and Wall Sex 2
Added front yard and navigation areas for NPCs
Player can now grope male chests
Created and added a new female main character model (not yet playable)
Restructured Lety’s story with dialogues instead of background chatter for a smoother experience
Added talking fish with animations
Added Scorpion Tequila bottle
Added Lety to the main menu
Added Chili Pepper Bottle
Characters no longer play conversational animations when they are standing, posed, and have an item mounted to either of their hands
Added Game Menu option for Chatter Subtitles
Tweaked and polished door-opening mechanics
Aligned the grab-hand for new items
Added measures to prevent items from being lost and characters getting stuck trying to navigate to items off the navigable area
Fixed an issue with synchronization between the two speakers
Updated and added several new animations
Fixed some issues with the intro timing before input becomes available to the user
Fixed an issue where NPCs would not navigate through a door unless they were on camera
Improvements on getting on and off the bed
Added DoesNotUseIKToOpenDoors NPC Property
Fixed weird shine effect on the wrong side of the gazebo
Fixed Lety wearing double jackets in game and main menu
Fixed an issue with non-important move-targets being saved as important after loading a save game
Fixed an issue with NPCs still having an “In Combat” flag after they’ve been knocked out
Fixed some issues with moving between different sex positions with different NPCs
Fixed an issue that could cause a character being warped to another character to get stuck on surrounding geometry
Slightly modified default (non-scripted) reactions to gropes
Improved and general quality of life enhancements to the CSC export system
NPCs now move to important move-targets more promptly
Updated navigation AI to consider items that may be being held by the player or in the player’s inventory
Fixed an issue with the CharInfo command that could prevent it from showing a character’s list of inaccessible mandatory targets
Charinfo command will now also show combat-related information
CSC users will no longer be prompted to choose a 2nd character when selecting the End or StartMasturbation sexual acts within an intimacy event, as a 2nd character is not needed for these choices
The Debug Log and CSC will no longer attempt to show a 2nd character when displaying event name of the Intimacy StartMasturbation and End sex events
Added an event usable by Story Creators that opens the radial menu for an NPC or item without the Player having to directly interact with the target
Updated Pose console command to work with some newly added poses
The Debug Window will no longer show a duplicate event entry when a system warning, error, or exception occurs. System issues will now properly be timestamped and logged in the Debug Window
The Debug Log will now also log System Warnings
In the Original Story: corrected additional possible placement and state issues that could affect Derek or Madison during the ending of the High and Dry and Like a French Girl opportunities
In the Original Story: fixed a response from the Player to Derek re: Stephanie that was available a bit earlier than it should have been
In the Original Story: fixed a response from the Player to Derek re: Amy that was available a bit earlier than it should have been
In the Original Story: fixed an issue that could cause Amy to always have her phone in her hand after asking her about Scavenger Hunt items
In the Original Story: Amy will now check her phone when asked about all Scavenger Hunt items, instead of just the first few
In the Original Story: resolved an issue that could cause Rachael to confront the Player about Patrick a bit prematurely
In the Original Story: the distance check that fails the Player out of Screw Like a Bee during the Player’s pursuit of Leah is a bit more forgiving
In the Original Story: Patrick and Rachael should not dance as much prior to and immediately after their fight that starts the “Patty’s Striking Resemblance” Opportunity
v0.14.0
Added new character: Lety
Added a new IK animation where NPCs will open doors before walking through them instead of the awkward “bump into the door and step backwards” mechanic
Added some temporary background chatter lines as placeholders that will be replaced with actual character voice acting
Added new lighting situation for better character rendering and better performance.
Revamped disclaimer screen
Revamped credits screen
Added Whizbanger Firecracker Poppers box
Added Popper model
Added Popper explosion effect + SFX
The WhereIs console command has been changed to the CharInfo console command. It now shows the same info as the “WhereIs” command did, but also queued Mandatory move targets, if a pose is being used, if an NPC has an intimacy partner, and additional real-time info about the specified character
Debug Logs will now be saved automatically when quitting to the main menu, restarting a game, or loading a game from the in-game ESC menu
Added in new SendEvent game event that will animate a character to turn towards and then reach for an item (best used with items at knee height or lower)
Fixed issues that were preventing beer pong practice from working as intended with the newly revamped Grab functionality and/or preventing the Player’s practice score from appearing
Added new global Item Function: AddPhysicsRigidBody, which will allow story creators to make any item “physics enabled” (can be pushed, etc.) but not necessarily grabbable
Fixed an issue where the inventory no longer displayed properly after a combat event
Added door sounds that were missing from some doors
Fixed an issue with some of Ashley’s intimacy sounds being too queit
NPCs are now allowed to freely roam and changelocations while they are speaking a main dialogue if the dialogue is targeted at themselves
Optimized and improved the Lighting Manager for better performance
Added new animations for picking items up off the ground with either hand
Fixed an issue where intimacy sounds could sometimes play after an act has finished
In the Original Story: fixed an issue that could cause Frank to react aggressively to the Player when talking to Rachael about her Thermos, even when Frank is concussed after running into the downstairs bathroom door
In the Original Story: fixed an issue that could cause the Player to Loot the condom from Frank’s unconscious body even if they hadn’t discovered that step in the Scavenger Hunt. The player must now be on the “condom step” of the Scavenger Hunt while looting Frank’s body to obtain it. Why else would you just take a pocket-condom, you fucking savage?
In the Original Story: fixes an issue that would cause conversation options about the condom to still appear when talking to Frank, even if the Player had the condom/passed that point in Amy’s Scavenger Hunt
In the Original Story: groping Rachael while in “VR Mode” as part of the new content will no longer result in any negative consequences
In the Original Story: fixed an issue that could cause Rachael to harass the Player about his intentions more than once after you grab the painkillers for Patrick
In the Original Story: Frank wasn’t reacting to Katherine being given the Tampered Rum right in front of him. He cares now
In the Original Story: tweaked how Derek and Madison are able to see the Player when you take the Credit Card from the computer desk. They can now see you still if they are very close to the window, but NOT if they are further out in the yard or in/near the gazebo
In the Original Story: the Player no longer has to have met Leah to trigger the intro events of “Screw Like a Bee”. Alternate dialogue added to handle both situations
In the Original Story: added provisions to greatly reduce the chance that Rachael first confronts Patrick about his website in the middle of Madison’s Art Show
In the Original Story: Frank will try a bit harder to actually look at the art the Player is showing off during Madison’s Art Show, if he is in attendance
In the Original Story: Derek will no longer attempt to socialize with other NPCs while he is guarding Madison after locking her in the bathroom, and for the remainder of the “The Muse” and its sub-Opportunities, until the Player either completes or fails out of them
In the Original Story: adjustments to minor story events during Madison’s “Like a French Girl” Paint-and-Pose sequence
In the Original Story: the Player can no longer move around after Madison invites them to “entertain” themselves in front of her. Meaning no more running into the closet and fapping in the shadows, you deviant
In the Original Story: Madison will no longer attempt to socialize with other NPCs during the events of her “art show” and up through the finale of “The Muse”. I mean, it’s all about the art anyway, amirite?
In the Original Story: minor tweaks to story events across Madison’s “Magnum Opus” opportunity/content
In the Original Story: the Player can no longer use the “Set Free” option on the Penguin if they are mid-Intimacy, as this could cause the Penguin to fall through the ground or into other objects rather easily
In the Original Story: fixed a VA-Dialogue mismatch in one of Derek’s “Art Show” lines
In the Original Story: fixed an issue that could cause Madison’s “Magnum Opus” finale to break if the player pleasured themselves to a crescendo near her
In the Original Story: fixed an issue that could cause Derek to keep walking in the direction of the Player (and possibly ruin his positioning, etc.) once he makes it onto the roof prior to “Like a French Girl”
In the Original Story: fixed an issue with a repeatable dialogue response of Derek’s that is used during “High and Dry” that could cause the Player to only be able to see a helpful hint once, instead of multiple times
In the Original Story: fixed an issue that could inappropriately restrict several locations from Leah’s roaming table based upon certain events in “The Muse”
In the Original Story: fixed an issue that could cause NPCs to roam towards the Player or Madison just before “Magnum Opus” was initiated
In the Original Story: fixed an issue that could cause Madison to be out of position/away from the easel during “Like a French Girl”
In the Original Story: fixed an issue that could cause Madison to use an Angry emote if the Player “finished” on her while “Magnum Opus” was In Progress
In the Original Story: minor tweaks to Save/Load behaviors specific to “Magnum Opus” and the finale of “The Muse”
In the Original Story: fixed a few minor typos
In the Original Story: fixed several issues that could cause the Player, Patrick, and Rachael to encounter some wacky and potentially game-breaking issues if they gave pursued Benedict Brahrnold, gave Patrick the thermos, and then also attempted to continue parts of Ashley’s “Sibling Warfare”/prank content
In the Original Story: fixed an issue that could cause Patrick to walk away from the Gazebo area towards the end of “Patty’s Striking Resemblance” (“Cloud of Mystery” path) and engage in “antics” anywhere
In the Original Story: much like how Patrick can overhear the Player telling Frank to beat him up and voice a line about being “betrayed”, Patrick can now also overhear the Player lying to Madison about him stealing things
In the Original Story: ensured that Patrick has to be able to actually see the betrayal (via Frank or Madison being sent to beat him up) take place in order to react, as opposed to only needing to overhear it
In the Original Story: additional minor tweaks (event timing, order of operations, etc.) to ensure certain niche combinations of Patrick-Rachael and pre 0.13.3 content do not lead to cosmetic/awkward interactions
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to prematurely leave the master bedroom, breaking the story
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to be out of position after the Player sneaks into the house
In A Vickie Vixen Valentine: fixed an issue that could cause a break in Vickie’s sex finale under very specific circumstances
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to leave Ashley’s room prematurely when she and the Player are looking for edibles
In A Vickie Vixen Valentine: made sure the Compubrah briefcase items were disabled
In A Vickie Vixen Valentine: fixed an issue that could cause the Painkillers (Allergy Meds) to bug out AFTER Vickie “takes them” from the Player. This does NOT fix the issue with the Painkillers/Allergy Meds hanging in midair after opening the kitchen cabinet door
In A Vickie Vixen Valentine: fixed an issue that was causing the Painkillers/Allergy Meds to float in midair after opening the kitchen cabinet
In A Vickie Vixen Valentine: fixed an issue that was causing the Painkillers/Allergy Meds to potentially fall through the floor after falling out of the kitchen cabinet
In the Original Story: fixed an issue that would allow the Player to request that Rachael sign the Petition for Derek’s Shirt multiple times
In the Original Story: fixed an issue that would allow the Player to request that Rachael sign the Petition for Derek’s Shirt multiple times
In the Original Story: added additional preventative measures to keep Stephanie from leaving the “art room” before the finale to her Meltdown opportunity
In the Original Story: addressed an issue that could cause Patrick to become stuck in combat with Rachael after their initial confrontation
In the Original Story: addressed an issue in the Original Story that could cause Frank to recover from his concussion while the Player was in the midst of conversation with a seemingly concussed Frank
In the Original Story: fixed issues that could cause dialogues in Ashley’s Drunk and Disorderly to become available before they were intended to be, and cleaned up several minor event inconsistencies
In the Original Story: added and implemented the “Vida La Lety”, “Just in the Kick of Time”, and “Queen in the North” opportunities for Lety. Started adding in “Hunt the Hunk”, “Try Anything Once” and “Disrupt the Disruptor” opportunities, also for Letyv
0.13.3
Added new Character “Leah”
In the Original Story: added the “…Screw Like a Bee?” Opportunity for Leah
In the Original Story: added the following Opportunities for Patrick: Patty’s Striking Resemblance, Story Time with Patrick, Genie in a Brahttle, and Cloud of Mystery
In the Original Story: added the following Opportunities for Rachael: Turnt Up, Benedict Brahrnold
Added 5 new Audio Tracks
Added 6 new Achievements
Added new voice acting for all characters
Removed Floating Hand (Control Hand) in favor of a new right-click interaction system
Optimized most pickup-able items in the house to be used with right-click option
Player can now interact with the party guests using a new right click interaction
Added a “breathing” effect to all characters
Added physics to all characters’ butts
Added “Compubrah” environment
Added Vape Model
Added Music Dock Model
Added MP3 Player and Headphones Models
Added Trash Can model
Added Keys on a Ring model
Added Magazine model
Added electrocution VFX particle
Added electrocution SFX
Added cactus model
Added neon sign model
Added 2 lawn flamingo models
Save games will now be forward compatible (Starting with versions greater than 0.13.0)
Created LOD system for all characters (Increases performance)
Added “MakingOut” Intimacy option and tweaked it so it aligns for NPCs.
Added TV media player graphics for new songs
Changed madison’s tv to a screensaver
Added some corrections/revisions for various voice acting
Tweaked new “Making Out” animations for all NPCs and the player
Fixed some areas around the house where objects could get lost
Created an order-queue for the dialogue, so dialogues will maintain continuity when there are multiple conversations being triggered around the same time.
NPCs that need to talk to another NPC or the player will now walk up to them and politely wait until they are finished with the previous conversion.
NPCs will now continue to turn toward and stay in close proximity of anybody they are having a conversation with.
Fixed the crouching mechanic when moving
Fixed some issues with the grabbing system
Added a light to the lawn flamingo area
Tweaked the performance of the lighting
Fixed an issue where you could sometimes see “flashing” of lighting
Created an audio pooling system to increase performance
Added new textures for the Living Room Television
Reduced all characters down to one skinned mesh (Performance Optimization)
Increased thought bubble size
Fixed some issues with ragdoll (passed out) form
Fixed Madison artifacts on leg
Fixed Madison and Vickie skin mask issues
Fixed some errors that could happen on the main menu
Fixed an issue that was affecting the position/visibility of the Vape’s smoke particle effect
Added LockFPS console command, which will allow the game to render at the maximum achievable frame rate. This command does NOT disable Achievements
Improved feedback texts for a handful of console commands.
Exposed additional “SendEvent” game events for story creators
Added support for detecting when and where an NPC is hit by a projectile. This action is now scriptable in the CSC.
Made the upstairs and downstairs guest bathroom toilets usable chair-type objects
Tweaked settings for compubrah bed and sex spot to improve appearance and overall sexiness by…hold on a sec, carry the 8…approximately 3%
Fixed an issue that was preventing the Debug Log from properly displaying the details of UnlockAchievement events. This will also ensure they are displayed in the CSC properly
The WhereIs console command will now always show the target character’s total distance from the Player, as well as their height distance
Restructured Story Creator Data to be more user friendly and intuitive
Official stories and translations are now kept in the game data folder. (Mod data remains in Documents)
Fixed an issue where Background Chatter would not play in custom stories
Fixed an issue where background chatter delays were not working properly
Added background chatter delays to various events
Fixed an issue in the CSC where an error would be generated when adding a new value on the fly
Fixed an issue with female orgasm meters recharging too quickly
Modified the position and size of some redirects in high traffic areas to reduce chance of overzealous automated roaming events being sent to NPCs
Modified the position and size of some redirects in high traffic areas to reduce chance of overzealous automated roaming events being sent to NPCs
Tweaks to the NoLoitering system to reduce CPU usage in certain situations. Will also not run within the first 30 seconds of a new or loaded game
Added in thirteen new move targets outside the house for use in stories
Added the ‘cancel’ subcommand for use with the WalkTo console command. Can be used with one character or ‘all’ characters
Added new console command: ‘timescale’. This allows the user to slow down or speed up most mechanics and visuals in the game outside of audio clips/voice acting. Most appropriately used for detailed observation of swaying cocks.
Optimized physics calculations
Fixed an issue that would prevent setting an event with the criteria "IsNewGame = False" to always fail to execute when loading a saved game
In the Original Story: fixed an issue that could prevent Madison from confronting Ashley at the end of Madison’s “Drunk and Disorderly” opportunity
In the Original Story: fixed an issue that could cause the Player’s “Recharge” bar to get stuck after intimacy with Ashley at the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause Orgasms with other NPCs or caused by “solo actions” by the player to result in Ashley using her post-intimacy lines/events
In the Original Story: fixed an issue that could lead to Ashley walking out of her room to engage with the Player in Sibling Warfare or Smooth Operator-related intimacy
In the Original Story: minor tweaks to thought bubble timing and appearances while progressing through Ashley’s prank/Sibling Warfare path
In the Original Story: fixed an issue that could cause the Player’s “Recharge” bar to get stuck after the Player and Ashley were caught spying on Derek and Madison, if the Player was vigorously entertaining themselves at the time
In the Original Story: the Player can no longer interact with the slider door for a few moments during the finale of Madison’s Drunk and Disorderly opportunity
In the Original Story: using the microwave with the coffee after the microwave is fixed no longer gives an outdated/confusing inspect text message
In the Original Story: certain dare-related lines that are not intended to be spoken “to” the Player will no longer force Rachael to walk to the Player if the Player is out of line of sight
In the Original Story: miscellaneous tweaks to make Rachael’s dare content unfold a bit more smoothly and reduce duplication of certain events
In the Original Story: reworked various scripted aspects of Rachael’s dare content to prevent situations where saving and loading would completely break her behavior. Rachael should now either a) reset the current dare she is on or b) continue performing the dare that was in progress when the game was saved
In the Original Story: the Player can no longer talk to Rachael while she is pleasuring herself…at least not without repercussions
In the Original Story: minor adjustments to prepare new 0.13.x/Patrick-centered content to work alongside Rachael’s existing Dare content
In the Original Story: corrected minor inconsistency between Amy and Katherine during a Background Chatter exchange
In the Original Story: refactored spawn placements and methodology for all NPCs that previously used individual and repeated warpTo events for NewGame positioning (should help cut down on random objects being on the floor when a game starts, or NPCs seemingly bunched on top of each other, etc.)
In the Original Story: fixed a handful of typos in Madison’s story
In the Original Story: addressed an issue that could cause Patrick and/or Derek to continually chase after Frank if the Player wakes Frank up after he gets knocked out, under specific circumstances
In the Original Story: fixed an issue that could cause Katherine to exit the master bedroom naked while the Player is pursuing Ashley’s Drunk and Disorderly opportunity
In the Original Story: the “Training Day” quest should now fail if the Player makes the wrong dialogue choice with Vickie prior to her hot tub intimacy sequence
In the Original Story: fixed an issue where Frank could attack the Player upon giving the Thermos to Rachael, even when he is concussed
In the Original Story: when NPCs do not like being groped and are not starting combat with the Player, they are much more likely to move away from the Player, if they are able to. Because let’s face it, you’re despicable, and on an unrelated note, your hygiene leaves something to be desired
In the Original Story: tied in Achievement images
In the Original Story: adjusted placement and execution of certain events during intimacy with Patrick or Rachael while inside Compubrah. Not “inside”, physically, but you’ll know what we mean
In the Original Story: fixed an issue that could cause Ashley to not respond in any way when the Player attempts to give her the bag of marijuana. She will now properly question the Player’s actions
In the Original Story: tweaked Speaker item behavior to conform with new music system
In the Original Story: modified name and description of the “Learning: It’s What’s for Dinner” achievement; changed to “I’ll Be Back…”. Achievement remains essentially the same in terms of steps to acquire, etc.
In the Original Story: sound will now play out of both speakers while they are still in the living room in their default positions
In the Original Story: added Vision checks to a variety of Dialogue Overhear events that could result in Frank trying to beat up the Player. Are you happy? We took away one of Frank’s superpowers
In the Original Story: however, Frank will also potentially overhear a number of additional lines where the Player discusses booze, uses booze, or is discovered to be drunk by other NPCs
In the Original Story: fixed a few misdirected or faulty emotes used by a handful of NPCs
In the Original Story: a large number of Player responses to Madison were available during the Opportunity “Runner Runner” which could greatly compromise the follow-up sequences when Madison talks to Derek, moves to the bedroom, and gets pranked. These specific, disruptive responses have been disabled during “Runner Runner”
In the Original Story: tweaked Vickie’s use of her “don’t get too drunk” greeting dialogue to not be used quite as much, notably after she and the player have already been intimate
In the Original Story: Patrick and Ashley will no longer socialize during “Family Time” at the firepit. They will focus entirely on the lovely family bonding process at hand
In the Original Story: fixed an issue that was causing the Player’s “Sensitivity” to be repeatedly modified (and sometimes stuck at zero) by Vickie’s intimacy finale events, even after the Player had completed said events
In the Original Story: fixed an issue that could cause the Player’s underwear to clip through their pants after some playthroughs of Ashley’s “Sibling Warfare” content
In the Original Story: characters should not react as aggressively when the Player accidentally “climaxes” on them. They should only react with their intended reactions when the player purposefully “releases” on them “by himself” or under other very limited situations
In the Original Story: resolved a handful of situations in which the Player’s pants would be forced back on, even if the Player had their pants taken as a side effect of events that unfolded at the end of “The Muse” with Derek
In the Original Story: added a preventative measure to further reduce chances of Players starting the Ashley-Madison prank sequence while Madison’s “Smooth Operator” finale is still pending, which could cause a major break in the content
In the Original Story: fixed an issue that could cause the Player to be unable to obtain the Smooth Operator: Ashley opportunity if they were a gentleman and secured Ashley’s top before interacting with her in any other way
In the Original Story: moved the start event for Patty’s Striking Resemblance and a few other key events around to help prevent issues from occurring when Patrick gets knocked out at inopportune times
In the Original Story: the Player can now earn the right to occupy Frank’s chair…or can they?
In the Original Story: the Player can now open the closet doors in Ashley’s room (no purpose yet, other than to limit the chances of items or NPCs becoming stuck inside in niche situations)
In the Original Story: added provisions to keep Madison from walking away from Derek and the Player during her intro dialogue to The Muse
In the Original Story: fixed an issue that would allow the Player to grab the broom while it was mounted in the dirt mound, while the Speaker was attached to it. The Player must now disassemble the ridiculous contraption before taking both items
In the Original Story: implemented the Patrick Opportunity “Palectrick Feel”
In the Original Story: added in a Patrick VR-sex ending
In the Original Story: expanded upon the CompuBrah functionalities
In the Original Story: added reactions and repercussions relevant to the new “grope” mechanic
In the Original Story: fixed a number of “dead end”-creating bugs specific to the 0.13.0 Alpha release
In the Original Story: added a handful of additional repercussions for betraying Patrick as part of the new 0.13.x content
In the Original Story: addressed various typos
Added new Achievements in the Original Story: The Brahdyssey, Learning: It’s What’s for Dinner, If at First You Don’t Succeed…, Benedict Brahrnold, and A Striking Resemblance
In the Original Story: fixed an issue where the Player could request an immediate follow-up Handsy from Vickie between completion of the initial one and her next dialogue
In the Original Story: the Patrick and Rachael fight that starts the majority of the new content for 0.13 will now happen more randomly, allowing the Player to potentially pursue other parts of their content first
Added IKReach console command
Tweaked the carry alignment, item mount alignment, and inventory viewing offsets for various items relevant to 0.13.x
Made the upstairs and downstairs guest bathroom toilets usable chair-type objects
Tweaked settings for compubrah bed and sex spot to improve appearance and overall sexiness by…hold on a sec, carry the 8…approximately 3%
Fixed an issue that was preventing the Debug Log from properly displaying the details of UnlockAchievement events. This will also ensure they are displayed in the CSC properly
The WhereIs console command will now always show the target character’s total distance from the Player, as well as their height distance
Added Vickie’s LOD’s, new breast rig, butt jiggle and attached long hair to her back for less clipping
In the Original Story: fixed an issue where the Player could request an immediate follow-up Handsy from Vickie between completion of the initial one and her next dialogue
In the Original Story: the Patrick and Rachael fight that starts the majority of the new content for 0.13 will now happen more randomly, allowing the Player to potentially pursue other parts of their content first
In the Original Story: fixed an issue that prevented inspecting the dresser in the master bedroom from incrementing the Player’s progress towards the “Inspector” achievement
In the Original Story: the Player has a chance to obtain the condom for Amy’s Scavenger Hunt from Frank in the event he gets knocked out during certain moments in the story
Тему отредактировал: СынПирокара - 30-03-2024, 16:32
Причина: Тема обновлена до версии v.1.3.2.12199. / Topic updated to version v.1.3.2.12199.
Причина: Тема обновлена до версии v.1.3.2.12199. / Topic updated to version v.1.3.2.12199.
Пароль на архив / Archive password:
Downloaded from Porno-Island
Загрузил: СынПирокара (30 марта 2024 16:32)
Статус: Проверено (СынПирокара)
Управление:
[обновить]
Взяли: 3957 | Размер: 4,42 Gb
Раздают: 25 Качают: 0 Скачали: 3706
Мультитрекер: Раздают: 17 Качают: 5 Скачали: 1588
udp://open.stealth.si:80/announce
11 2 1578
udp://tracker.opentrackr.org:1337
2 1 4
http://tracker.dler.org:6969/announce
2 1 2
udp://tracker.opentrackr.org:1337/announce
2 1 4
Содержание:
House_Party (4 файла)
Changelog.txt (423.81 Kb)
House_Party_1.3.2.12199.zip (4.42 Gb)
Walkthroughs.zip (2.73 Mb)
Пароль на архив_ Archive password.txt (1.16 Kb)
House_Party_1.3.2.12199.zip (4.42 Gb)
Walkthroughs.zip (2.73 Mb)
Пароль на архив_ Archive password.txt (1.16 Kb)