Год выпуска: 2020
Жанр: 3D game, 3DCG, adventure, animated, combat, corruption, dating sim, drugs, exhibitionism, gay, groping, humor, male protagonist, masturbation, multiple endings, oral sex, point and click, romance, sandbox, sexual harassment, simulator, stripping, vaginal sex, voiced, voyeurism
Цензура: Опциональная
Разработчик/Издатель: eek! llc - games.eekllc.com
Перевод: 5AM
Платформа: Windows x32, Windows x64
Тип издания: В разработке
Таблэтка: Не требуется
Версия: v.0.18.2 Stable
Язык игры: Английский
Язык интерфейса: Русский/Английский(Смена языка в главном меню)
Системные требования (минимальные):
OS: Windows/MacOS/Linux
DX9 (shader model 3.0)
CPU: SSE2
HDD: 5.12 ГБ
Описание:
House Party, in its concept and sense of humor, is a throwback to the adventure style games of the 80s and 90s like Leisure Suit Larry and Monkey Island, but it is rendered in a beautiful full-3D first-person context.
3D симулятор вечеринки.Можно выполнять просьбы девушек и за это они начинают раздеваться. Пока сам до конца не разобрался и признаюсь честно, по мере прохождения сменю описание, а пока так.
Custom Story Creator: How To Guide Download
При проблемах скачивания/распаковки игрой основной сюжетной истории:
1.Скачать историю с сайта автора.
2. Распаковать по пути %USERPROFILE%\Documents\Eek\House Party\Mods\Stories\ (должно появиться две папки - Original Story и Tutorial)
3. Играть и радоваться жизни.
ДОМАШНЯЯ ВЕЧЕРИНКА / HOUSE PARTY
Кто хочет заняться переводом?
https://forum.eekllc.com/viewtopic.php?f=13&t=30&f=13&t=30
Тема обновлена до версии v.0.18.2 Stable x64. / Topic updated to version v.0.18.2 Stable x64.
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
Жанр: 3D game, 3DCG, adventure, animated, combat, corruption, dating sim, drugs, exhibitionism, gay, groping, humor, male protagonist, masturbation, multiple endings, oral sex, point and click, romance, sandbox, sexual harassment, simulator, stripping, vaginal sex, voiced, voyeurism
Цензура: Опциональная
Разработчик/Издатель: eek! llc - games.eekllc.com
Перевод: 5AM
Платформа: Windows x32, Windows x64
Тип издания: В разработке
Таблэтка: Не требуется
Версия: v.0.18.2 Stable
Язык игры: Английский
Язык интерфейса: Русский/Английский(Смена языка в главном меню)
Системные требования (минимальные):
OS: Windows/MacOS/Linux
DX9 (shader model 3.0)
CPU: SSE2
HDD: 5.12 ГБ
Описание:
House Party, in its concept and sense of humor, is a throwback to the adventure style games of the 80s and 90s like Leisure Suit Larry and Monkey Island, but it is rendered in a beautiful full-3D first-person context.
3D симулятор вечеринки.Можно выполнять просьбы девушек и за это они начинают раздеваться. Пока сам до конца не разобрался и признаюсь честно, по мере прохождения сменю описание, а пока так.
Custom Story Creator: How To Guide Download
При проблемах скачивания/распаковки игрой основной сюжетной истории:
1.Скачать историю с сайта автора.
2. Распаковать по пути %USERPROFILE%\Documents\Eek\House Party\Mods\Stories\ (должно появиться две папки - Original Story и Tutorial)
3. Играть и радоваться жизни.
ДОМАШНЯЯ ВЕЧЕРИНКА / HOUSE PARTY
Кто хочет заняться переводом?
https://forum.eekllc.com/viewtopic.php?f=13&t=30&f=13&t=30
Ссылка на патч HOUSE PARTY Uncenpatch
Путь установки патча для снятия цензуры HouseParty\HouseParty_Data\StreamingAssets
Тема обновлена до версии v.0.18.2 Stable x64. / Topic updated to version v.0.18.2 Stable x64.
Наконец-то рад предоставить вам русский перевод этой игры. Так как многие из русскоязычных игроков не обладают знаниями английского и, соответственно, не могут посещать англоязычный форум данной игры, внесу несколько ноток конструктивности относительно этой игры и планов разработчиков на её перевод.
Как писали разработчики:
Автор сообщения: erasmus
We are not officially translating the game into any more languages at this time with in-house staff.
Что говорит о том, что на данный момент в их команде нет русскоязычного сотрудника, который мог бы перевести эту игру на русский язык. Будет ли он в ближайшее время? Я очень сомневаюсь.
Перевод
Касательно перевода. Это мой первый серьёзный перевод такого рода продукта, тем более с американского английского, который переполнен слэнгом. Очень старался перевести всё максимально точно, где-то, скорее всего, смысл мог поменяться в виду языковых особенностей русского и английского.
Внимание!
Не все слова и фразы были переведены, поскольку некоторые из них лежат непосредственно в самих файлах игры, до которых простым смертным добраться нельзя.
По непонятным мне и другим переводчикам причинам, меню напрочь отказывается переводиться на русский и другие языки. Скорее всего, разработчики исправят эту проблему.
Ну и наконец, в игре присутствует проблема со шрифтом, ибо он оптимизирован только под английский язык. Связался с разработчиками, проблема будет решаться в следующих обновлениях.
Пожелания
Очень бы хотелось услышать от вас в комментариях, стоит ли мне продолжать перевод. Так как за всё время существования игры, я не видел, чтобы кто-то брался за её локализацию, а ведь русскоязычных игроков, я уверен, достаточно.
Если где-то опечатался - прошу помиловать, ибо работал с огромным количеством такого текста каждый день, мог просто напросто случайно промахнуться по клавише.
Полезные ссылки
Ссылка на первоисточник:
https://steamcommunity.com/sharedfiles/filedetails/?id=1273725201
http://forum.eekllc.com/viewforum.php?f=13
Как писали разработчики:
Автор сообщения: erasmus
We are not officially translating the game into any more languages at this time with in-house staff.
Что говорит о том, что на данный момент в их команде нет русскоязычного сотрудника, который мог бы перевести эту игру на русский язык. Будет ли он в ближайшее время? Я очень сомневаюсь.
Перевод
Касательно перевода. Это мой первый серьёзный перевод такого рода продукта, тем более с американского английского, который переполнен слэнгом. Очень старался перевести всё максимально точно, где-то, скорее всего, смысл мог поменяться в виду языковых особенностей русского и английского.
Внимание!
Не все слова и фразы были переведены, поскольку некоторые из них лежат непосредственно в самих файлах игры, до которых простым смертным добраться нельзя.
По непонятным мне и другим переводчикам причинам, меню напрочь отказывается переводиться на русский и другие языки. Скорее всего, разработчики исправят эту проблему.
Ну и наконец, в игре присутствует проблема со шрифтом, ибо он оптимизирован только под английский язык. Связался с разработчиками, проблема будет решаться в следующих обновлениях.
Пожелания
Очень бы хотелось услышать от вас в комментариях, стоит ли мне продолжать перевод. Так как за всё время существования игры, я не видел, чтобы кто-то брался за её локализацию, а ведь русскоязычных игроков, я уверен, достаточно.
Если где-то опечатался - прошу помиловать, ибо работал с огромным количеством такого текста каждый день, мог просто напросто случайно промахнуться по клавише.
Полезные ссылки
Ссылка на первоисточник:
https://steamcommunity.com/sharedfiles/filedetails/?id=1273725201
http://forum.eekllc.com/viewforum.php?f=13
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 - 18-12-2020, 14:22
Причина: Тема обновлена до версии v.0.18.2 Stable x64. / Topic updated to version v.0.18.2 Stable x64.
Скачать с торрента Домашняя Вечеринка / House Party [v.0.18.2 Stable] (2020) (Rus/Eng) [Unity]
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House_Party (6 файлов)






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