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House Party (Eek! Games) (ENG+RUS) [L]
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House Party [ver. 1.0.7 + Doja Cat Expansion] [Completed] Год выпуска: 2022 Версия: 1.0.7 + Doja Cat Expansion [Completed] Жанр: ADV, SLG, 3D first-person, Striptease Цензура: Отсутствует/Есть патч для удаления Разработчик: Eek! Games, LLC Издательство: Eek! Games, LLC Перевод: 5AM Тип издания: Лицензия Движок: Unity 5 Язык интерфейса: Английский / Русский / Язык текста: Английский / Русский / Язык озвучки: Английский Таблэтка: не требуется Системные требования:
Описание: House Party - приключенческая игра в стиле 80-х и 90-х, как Leisure Suit Larry и Monkey Island. Вы попали на вечеринку, общайтесь с людьми, выполняйте их просьбы, либо не выполняйте, от ваших решений зависит концовка. Также разработчики планируют создать инструмент для создания кастомных сюжетных линий. Релиз обновлен 17.12.2022! Игра обновлена до версии 1.0.7 + Doja Cat Expansion! ![]()
v1.0.7 XMas (Stable Release 12/16/2022) In the Doja Cat DLC: Fixed issues with Derek’s departure from the roof after talking with Amala that could result in various bugs, ranging from game breaking to cosmetic In the Christmas Content: Added a new opportunity to help spread some Christmas cheer called “Deck the Balls” In the Christmas Content: Added a snowball bucket which can be used to throw snowballs at the other house guests In the Christmas Content: Added two new achievements, “Deck the Balls” and “The Most Wonderful Time of the Year” Added three additional MoveTargets just outside the Gazebo, and one inside Added a Stepstool Interactive Item, which is a physical item that also includes a Chair and StandSpot Added a GazeboFuseBox Interactive Item Added a Character Function for disabling some of the Default Gazebo lighting (real-time and “party lights”) Wired in Cheer2 and Cheer3 as valid SendEvents for all Characters to use Fixed a bug that could cause GetsHitWithProjectile detection to fall through in certain cases Fixed an issue that would cause pictures taken by the Digital Camera item to always be blurry Added CoverGenitals and GiveSpeechArmsOut animations to the project. These are now available as Poses for all Characters to use Added EdgeSlip animation. This is available as a SendEvent for all Characters to use Added Fuse Box model Added many holiday house decoration models Added snow, but at room temperature Added a conspiracy theory about the snow Added a cloudy sky Added an extra layer of fog Added a holiday miracle Added a very special decoration model Added snowball model Added Bucket of snowballs model Added Christmas Hat for Frank Added Elf Hats for Derek and Katherine Added Chistmas Sweater for Amy, Leah, Madison, Patrick and Vickie Added Reindeer Hats to Amy, Ashley, Madison and Stephanie v1.0.6 (Stable Release 12/02/2022) In the Original Story: Fixed a bug where Patrick would leave when the female player was already in the master bedroom with him to hookup In the Original Story: Fixed a bug where the player could start Lety’s Easter Egg CutScene when she was already at a high orgasm value, which could lead to the CutScene terminating unexpectedly Fixed an issue that could cause StrapOns to fail to mimic penis positional and rotational behavior(s) in CutScenes. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this InteractiveStates.UnableToOpenLabiaOrAsshole is no longer entirely ignored if a CutScene Actor’s partner is Female. If the Actor has a Female partner in a CutScene that is wearing a StrapOn, this State will behave as expected. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this Implemented sound effects for UI elements in GameMenu and settings menus Fixed an issue that could affect CutScene-specific object/transform positions when various items were mounted to specific spots on a Character. Note that at this time this fix applies exclusively to Custom Story content The Mug item will now use the correct Inventory icon. It will no longer share the same Inventory icon as the Coffee Cup item Adjusted collider sizes for all Bracing Spots so they do not as easily overlap with other Interactive Items that may have been dropped onto/near them. This fixes an issue where the Dildo could not be interacted with sometimes after having been freed from the chandelier Doors will no longer attempt to force a child collider to be a Trigger if said collider is both a MeshCollider and Concave. This will eliminate certain (generally nuisance) errors that could occur any time certain Doors were opened, either during play or when loading a save file Cleaned up a number of Derek’s voice lines that had artifacts or other minor issues v1.0.5 (Beta Release 11/21/2022) In the Original Story: Added POV options for Brittney and Patrick for the female player In the Original Story: Explicit version users now get a stat boost for drinking booze or taking painkillers In the Original Story: Players can now choose between POV and cutscene for Frank’s backyard scene In the Original Story: Fixed a bug with multiple characters where the player finished prematurely and the scene did not end correctly In the Original Story: Fixed a bug where NPCs would go down on the female player and she would still be clothed In the Original Story: Enhanced Compubrah to provide a more fulfilling experience for the female player In the Original Story: Added a check for Brittney, Derek, and Patrick to prevent the female player from starting sex when they are still recovering In the Original Story: Male players now have additional options when engaging in POV sex with female characters In the Original Story: Fixed various bugs involving decorating the penguin for the Muse questline Fixed an issue that could prevent a Character’s “climax” or other intimacy SFX from playing to…completion Fixed an issue that could cause StrapOn position and rotation to become permanently corrupted when certain cutscenes were played Characters that are actively playing their looped “oral” SFX will no longer be considered “speaking”, which was preventing some randomization of BlendShapes from taking place during POV/Legacy intimacy Spiced up the BlendShapes used during several POV/Legacy intimacy acts, including but not limited to, “MakingOut” and “SixtyNine”. They are now 42.0% more representative of the ecstasy one might feel IRL. “Might” is doing some heavy lifting in this patch note The “bottom” Character in POV/Legacy “SixtyNine” intimacy will more believably look at the funbits of their partner, most notably if the partner is female The CharInfo Console Command will now display what role a Character is taking in a POV/Legacy intimacy act, if applicable The “giving” Character in POV/Legacy “Cunnilingus” intimacy will more believably look at the funbits of their partner, and no longer let their gaze wander as easily to…whatever might be around Cleaned up behaviors for a handful of POV/Legacy positions that could prevent Characters from looking at their partner, when appropriate When giving oral to a male NPC, the “giving” Character’s mouth will open more consistently, and to a degree that is specifically appropriate for their partner’s titanitude. Or lack of such a thing Fixed a bug that was interfering with all InteractiveStates.UnableToOpenLabiaOrAsshole on/off behavior outside of CutScenes. For various “penetrative” intimacy acts that involve the female player or female NPCs, this being off will now have an effect. I can’t believe the patch notes I write Fixed an issue that could cause customized DisplayNames for Characters to not be used in the BGCUI Text Display and Opportunity Window To prevent being dropped and accidentally lost, the Whipped Cream will now be highlighted in the grass if dropped outside The following will look much better when mounted to an NPCs right hand, most notably when used in conjunction with a HoldingADrink… State: Empty Vodka, Whack Spankiels/Whiskey, Red solo cups, Chardonnay, Cabernet, Soda, Whipped Cream Increased save game limit to 250, up from 69. This is the last time, you fucking data hoarders Patrick will no longer yell PAARRTTYYYYY! if he is swapped out for another Character in the F_PatrickFinale cutscene When the Player is involved, both “roles” for SixtyNine will require Mouse Movement to pleasure your partner Fixed an issue that could cause male genitals to be visibly transparent in the opening seconds of cunnilingus Added some additional logging to help diagnose cutscene termination issues Some basic game and story diagnostic info will be provided with saved debug logs now, and shown in the Debug Console UI If applicable, the CutScene.EndScene Game Event will try to end whichever versions of a CutScene (censored or uncensored) that may be playing, if supplied with the name of an uncensored scene. However, if supplied with the censored version, it will only try to end that specific, censored version of the CutScene If applicable, when the OnAfterCutSceneEnds Event Trigger is supplied with the name of an uncensored version of a CutScene, it will fire in the event that either the uncensored or censored version of the CutScene ends. However, if supplied with the name of a censored version of a CutScene, it will only fire if the Censored version of that CutScene ends CSC: Added CutScene GameEvent option to end any scene involving the player CSC: The OnAfterCutSceneEnds Event Trigger will now fire just before the CutScene removes itself from the internal Currently Playing collection, which will allow Story Creators to successfully use CutScene-type Criteria within the Event Trigger’s root criteria v1.0.4 (Alpha Release 11/07/2022) In the Original Story: Added Scissoring and Fingering as options for female players during POV sex In the Original Story: Added the ability to swap between dominant and submissive positions for male players during POV sex with male NPCs In the Original Story: Updated most female player POV options to be more in-line with male player POV options In the Original Story: Implemented a cutscene for the male Player when Frank goes down on the them in the yard In the Original Story: Fixed a bug where the player would finish prematurely during a cutscene with Katherine and then she started getting dressed while the act continued In the Original Story: Updated Compubrah to handle Frank and Katherine combat in VR In the Original Story: Fixed a bug where Brittney would be on the bed but unable to initiate sex with the female player In the Original Story: Fixed some text inconsistencies In the Original Story: The flower will now change colors in the player’s inventory when it is dyed Removed a redundant one-time initial LookAt attempt from the hardcoded StartMissionary SexualAct behavior. It, like many two-person SexualActs, will rely on existing SolveLookAt behavior(s) If a CutScene needs to fall back to a POV/Legacy Intimacy Act, these random selections will now be better tailored to various gender-specific configurations of Characters. I.e., Female-Female CutScene fallbacks will prefer to use new Scissoring Acts etc., rather than Acts more suited to Male-Female or Male-Male pairings Integrated new Scissoring, Fingering, and Female-centric Sixty-Nine poses into the POV/Legacy Intimacy system Fixed an issue that could cause the Debug Log to not be navigable if it was opened during a CutScene Fixed an issue that could cause the GameMenu to not be navigable via controller if the Command Console was opened prior to opening the GameMenu Fixed an issue that could cause the Inventory and UseWith UIs to not be navigable via controller if the Command Console was opened while either was already visible Updated project to Unity 2020.3.41f1 Slight optimizations to runtime functionalities that search for a result across multiple EekCharacterEngine or Unity Types Fixed an issue that could cause erroneous removal of Original Story files in some builds Frank’s Chair will no longer make an odd thud sound when colliding with it with your itty bitty feets Very minor optimization of update loop code associated with ActionItems Fixed an issue that could cause Characters using certain CharacterStandSpots to be collision-free, allowing other Characters to walk right through them Fixed an issue that was compromising the position and rotation of Characters using the Door or Window Bracing CharacterStandSpots The Flower ItemFunction ChangeColorToBlue will now also handle the changing of the Flower’s Inventory Icon. Note that this ItemFunction ChangeColorToBlue is called on GameStart if loading into a game in which ChangeColorToBlue had already been called Removed “Not Recommended” labeling from the POV/Legacy Intimacy UI options Added a tweaked bracing animation to the Male anim controller CSC: cleaned up a redundancy in the Naming of Item : SetInventoryIcon GameEvents CSC: the Flower can now have a Blue Flower inventory icon assigned to it using Item : SetInventoryIcon : 1 CSC: some misc. functionality cleanup and expansion of auto-data cleanup and error message handling in some additional situations CSC: added the ControlStrapOnAutomatically InteractiveState. When this is applied to a female/strap-on equipped NPC, it will ensure that a strap-on is applied (or at least left on) when switching into a “penetration” or male-oriented sex role, and removed when no longer appropriate as well as removed automatically when a sex sequence ends v1.0.3 Redeploy (Stable Release 10/19/2022) Fixed an issue that was preventing save games from being loaded or deleted within the Load Game UI if using a non-English language When saves are deleted, ToolTipData will be updated to reflect the removal of the corresponding save data to prevent bloating of the ToolTipData over time v1.0.3 (Stable Release 10/17/2022) In the Doja Cat DLC: Fixed various bugs with the house returning to normal after Doja Cat’s big finale In the Doja Cat DLC: Fixed an issue with Katherine’s dialogue not displaying correctly during Doja Cat’s big finale In the Doja Cat DLC: Fixed save / load issues for the MP3 player not displaying correctly In the Doja Cat DLC: Fixed multiple issues with the hot tub during Doja Cat’s content In the Doja Cat DLC: Amala will not change locations as often when she is at the party In the Doja Cat DLC: Changed the way Derek jumps off the roof during Doja Cat’s story In the Doja Cat DLC: Added handling if characters are attacked during Doja Cat’s big finale In the Doja Cat DLC: Updated the handling of Amala’s clothing and special outfits In the Original Story: Added a mysterious new achievement In the Original Story: Compubrah has been upgraded and can now handle players that decide to start a fight In the Original Story: The Kettle can now be dragged by hand or added to the inventory to heat it on the stove In the Original Story: Fixed bugs for the New Dude / New Dudette quests In the Original Story: Madison will now get upset if she catches you stealing the sleep mask In the Original Story: Fixed an issue where Patrick fights back against Rachael In Date Night With Brittney: New items from the DLC will no longer appear in the story In A Vickie Vixen Valentine: New items from the DLC will no longer appear in the story In the Doja Cat DLC: Adjusted Patrick’s behavior so he pays more attention to Doja Cat during the big finale In the Doja Cat DLC: Fixed an issue with Frank not returning to his original behavior if Doja Cat’s big finale fails In the Original Story: Fixed some inconsistencies with item inspect text not displaying the correct information In the Doja Cat DLC: Fixed some issues where the billboard did not display correctly after Doja Cat’s big finale Certain CutScenes will no longer play via any means if the exact “original cast” is not specified and/or is not Enabled Fixed an issue that was preventing the Player from having the Enabled state when starting a game Asexual Characters will no longer assume or stay in explicit sexual poses Increased Cloud Storage space allocations on Steam Addressed an issue that would cause Amala’s Character to be too aggressively censored if wearing the “Hedge Clipper” outfit, and not censored enough if she somehow became fully undressed Fixed an issue that could cause non-player CutScenes to erroneously terminate if the Player was about to get into combat. These will now only auto-terminate if the “Star” of the non-player cutscene is about to get their ass beat Fixed several issues within the codebase and with CharacterZone placement and sizing that could lead to null refs or failures to assign Characters a Zone. Issues incidentally fixed by this include: broken game behavior on loading a save, seemingly erroneous Audio or Character behavior, and general existential unhappiness The CharInfo Console Command will now give moderately profane and slightly worrisome feedback to the user when a Character does not have a Zone assigned Updated project to Unity 2020.3.40f1 The SwitchToOriginalTexture ItemFunction will now actually switch to the Original Texture for the Interactive Item, rather than just the most recently assigned Alternate Texture The player will now automatically attempt to drop out of combat mode if a two-Character POV sex act is started Fixed an issue that could cause NPCs swapped into various VickieFinale CutScenes to have their underwear incorrectly applied based upon Vickie’s current clothing. This should take effect/benefit Custom Stories The Popcorn will now auto-highlight when dropped in the grass, making it easier to see if dropped in dark areas of the yard Updated the French Translation CSC: added a new ItemFunction to a fun thing outside that does light-related stuff. Roar, and shit CSC: added some automatic on-Export criteria data correction for Quest criteria CSC: Story Data will be immediately updated once upon successfully importing a Story CSC: invalid Quest ID data in a GameEvent or Criteria will now properly throw an error in the CSC Fixed Amala’s Hedge Clipper outfit disappearing from certain angels Fixed Doja Cat’s wild hair movement during cutscenes Changed Amala’s clothing setup and tweaked mask config v1.0.1 ![]() v1.0.0 (Stable Release 7/15/2022) In the Original Story: added the following Achievements: “A Friend in Need”, “Love Conquers All”, “The Crush”, “The Crush(es)”, “Host Hijinks”, and “Hijinks Averted” Fixed the neck seam of the female player In the Original Story: Ashley will try to leave/roam out of her room after her Clean Clothes are given to her, in the event she was not Humiliated/made sick In the Original Story: standardized the Social threshold for a few additional Derek dialogues that were meant to refer to him having a Friendship level of “Friends” with the Player, rather than “Acquaintances” Fixed an issue that could cause the Story Selection Dropdown to misbehave if a Custom Story was built using an older version of the CSC. Instead, a Debug Warning will be logged Fixed an issue that would prevent users who had DebugMode on and were playing a corrupted/broken story from exiting to the Main Menu, Restarting, or Loading a Game Added additional Debug Logging in case of certain StoryData Load failures Removed the MaxLights setting from the game’s Graphics UI, as this setting was deprecated some time ago and no longer exerted any control over the game’s graphics Standardized controller/keyboard UI navigation loop behavior across several menus Fixed an issue that was causing controller-based interactions with Items in the Inventory (that did not result in the Item being destroyed or removed from the Inventory) to immediately select the first Item in the Inventory, as opposed to trying to re-focus on that same item Fixed an issue that would let the Player throw a punch while their UI Radial was open or in the midst of being closed, which could lead to inadvertent and extremely unfortunate (usually, for the Player) violent situations Added a MoveTarget in front of the bushes outside/nearest the Living Room window Implemented a minimum input deadzone. The amount of movement on a controller/gamepad needed before actually moving is otherwise unchanged. This will fix an issue that could cause controller/gamepad users to move backwards if they used very slight motions on their analog stick, or get very easily kicked out of a chair, bed, etc. with the slightest touch of the analog stick Made the processing of motion and the setting of the Running state more consistent for the Player. This will prevent the Player from being considered as Running if they are standing still, etc. The Female Player will now use the same movement mechanism as the Male Player, which should only slightly affect movement speed and prevent diagonal running from doing anything nice for you fucking cheaty cheats out there When the Player picks up/grabs an item (via RightHand action or grabbing from inventory/Holding in Hand), hand collider size will be adjusted somewhat to better ensure that the Player can still Interact with that item while it is held LookAt GameEvents that instruct a Character1 to look at another Character2 will no longer instruct Character1 to look at Character2’s scripted object, but rather Character2’s eyes, whenever possible Minor optimization of Character instantiation time by removing old and now unused class members, initializations, transform searches, etc. CPU usage optimization of various core game loops and method calls by removing calls to InteractiveStates.Alive, which is always True. CSC users should not be manually changing this State Implemented several protective checks to limit the number of unintended LookAt behaviors that might fire during a CutScene, as well as if a Character is already near another Character they are looking at LookAt behavior for all Characters entering a CutScene will be “reset” just prior to the CutScene Playing Fixed a few minor issues with Player Character head/eye motion in niche situations Fixed an issue that could prevent Player : LookAt : NPC CutScene GameEvents from targeting the correct Character if the CutScene Actors were customized via CSC/Custom Story Enabled Steam Cloud Sync The Pantry Doors in the Kitchen will now auto-close in a fashion very similar to the Fridge Door (if the Player is too far away after a number of seconds, or quickly upon detecting nearby combat) Fixed an issue that would prevent NPCs from trying to immediately Evade in cases where that Evasion attempt is classified as VeryImportant. This should address situations where a speaking NPC without State DontMoveForOthers set to True would still not move out of the way for other Characters Fixes for scrolling in inventory, load game, and dialogue menus Minor garbage alloc and CPU optimizations to interaction (crosshair system) manager Fix for radial menu highlighting and selecting incorrect option Various input configuration fixes as a new menu layout was implemented Fixed bug in inventory menu where player could still scroll when the inventory radial menu is open Fixed bug in inventory menu where player could make an inventory item selection when holding inventory hotkey and another button When a player makes a save, the Player Gender is automatically added to the end of the displayed save name Fixed issue where the female player was see through Changed female players hair tie UV’s to be a single color/fabric Added hair physics to player female Fixed issues with the player female’s head having no shadows, her hair material, skin material and clipping clothing Improved Ashley’s hair physics to reduce clipping Updated MainMenu’s Ashley and female player hair physics, also changed all characters their size to be the same as during gameplay Improved the big gaps between Brittney’s teeth Added female player threesome cutscenes for Vickie and Brittney’s content. Added female player voyeur cutscene Added female player variant of the intro cutscene Added female player master bedroom (lesbian) scene Added female player Vickie finale cutscene Added female player garage (lesbian) scene Fixed some minor cutscene related visibility bugs Updated the company logo on the MainMenu CSC: the Speakers no longer have a LoadOriginalTrack ItemFunction available to them, as it is no longer necessary CSC: Global Responses will also be searched when inputting text into the Search Response Text field in a Character’s Dialogue Filter CSC: added an ItemFunction to some doors that can be used to immediately “snap” them partially open CSC: as forewarned in the update notes for 0.20.0, the IsAloneWithPlayer criteria has been deprecated from House Party. CSC users should now make use of IsOnlyInVisionOf as a replacement criteria, as it performs the same check and can be used between any two Characters. IsOnlyInVicinityOf and IsOnlyInVicinityAndVisionOf can be used to further supplement proximity/vision-based logic CSC: several more GameEvent types will “self clean” erroneous data in case of copy-pasting, etc. CSC: the selected Filter Character can now be searched for within CutScene GameEvents v0.22.0 The female player character can be selected in the Character Select UI (*in select releases) Adjusted colors for most of the interactable UI elements to improve visibility Updated cloth physics for Ashley, Katherine, Lety and Stephanie Added garage cutscene Added Frank mini oral scene in the yard (asset only at this time; not available in story) Fixed an issue in Katherine’s cutscene that could cause it to get stuck Also updated cloth on the Main Menu Fixed an issue that was limiting what controller and mouse buttons could progress the user through transitional scenes like the Eek! Games logo and Disclaimer scenes Fixed an issue that could cause a NullReferenceException and intermittent faulty behavior when trying to select a sorting option in the Inventory UI Fixed an issue that could allow the UI Radial to either toggle on, or at least try to toggle on, at times it should not, which could cause it to display at unintended times or prevent expected Cancel/Escape/etc. behaviors by other UI canvases The default controller button for crouching is now Left Stick/Left Analog (press), and the default controller button for running is now Left Trigger/LT Player gender choice is retained in Character Select UI between sessions Loading a saved game now takes into account the PlayerGender data within the save (fixes issues with gender swaps that can occur when loading saves) Removed InteractiveState/State GivingBlowJob. It has now been replaced with InteractiveProperty/Property GivingBlowJob. There has been no change in functionality, but CSC users will need to be sure to refactor their stories to use the new Property instead of the InteractiveState Two additional InteractiveProperties/Properties are now available and calculated depending on what oral act a Character is undertaking: GivingCunnilingus, and GivingOral Fixed an issue that was preventing Characters receiving a Handjob in the Hot Tub from using any sexual sounds whatsoever (does not apply to the “M”/non-Explicit version of the game) Player movement is now initially and exclusively tied to the WASD keys on PC, rather than having a “hidden” set of bindings assigned to the Arrow Keys The Opportunities, Memories, and Inventory UIs for the controller no longer have default bindings and are now only accessible via the UI Radial, as intended. This frees up several D-Pad buttons for binding other Actions as well On Gamepads/Controllers, Masturbate is now bound to “D-Pad Down” by default, as opposed to “D-Pad Up” which is used to delete bindings The Command Console can now also use the PageUp/PageDown keys to cycle through old commands Fixed an issue that would prevent the game from being paused while in the Game Main scene/game world while the Audio Settings were open Fixed an issue that would allow the Player Action Menu/Player Radial to be opened while in Combat Mode, if the UI Radial had been opened first If a Character is receiving Cunnilingus, and their genitals are not exposed (generally meaning that bottoms and/or underwear are still on), their Orgasm meter will no longer automatically increase “One shot”/single Orgasm SFX will play again in CutScenes in the M-rated/non-explicit version of the game Added a few more entries to the loading screen Hints Fixed an issue that could cause End Intimacy game events to erroneously end an Intimacy session that was started after the Intimacy : End game event was called Certain Console Commands that would allow actions prohibited in the “M”/non-explicit version of the game are now locked off if the user is playing the “M”/non-explicit version Random CutScenes selection will now first look at CutScenes that are on the same “floor” as the Player/CutScene Star before searching more broadly for the closest valid randomizable CutScene Input Config rebind overlay has been repositioned and recolored Removed scrollbar in Input Config Fixed controller duplicate detection when rebinding Adjusted controller sensitivity sliders Adjusted FOV and Gamma sliders Fix for cutscene pausing Added a bunch of fruits Added a fast food Minor tweaks and improvements to clothing handling, randomization settings, and misc. configuration settings in a handful of cutscenes Improved dancing animation to reduce hair clipping Created thumbnail for Brittney’s DNWB shirt In the Original Story: Reworked the Muse Storyline for Madison and Derek to fit the female player character. In the Original Story: Added alternate dialogue lines for the female player to all characters in the house. In the Original Story: Updated the text for the Penguin when it is on the dresser to make it more gender neutral. In the Original Story: Updated all poses and pose criteria situations where there would be a conflict between Male and Female poses. There are now separate Male and Female poses. In the Original Story: Reworked the Sibling Warfare Storyline for Ashley to fit the female player character, especially when the player, Ashley, and Vickie are all in the closet spying on Madison and Derek. In the Original Story: Updated the game introduction text for the female beta. In the Original Story: Added a more robust solution for cutscenes and enabled multiple characters to randomly play a cutscene based on their location in the house. In the Original Story: Updated all male characters so that they are able to fight back against the female player, with the exception of certain story situations. In the Original Story: Updated all instances where characters gave the player a blowjob so that they now give cunnilingus if the player is female. In the Original Story: Updated intimate content with all characters in the house to work with the female player character, including dialogue and context. In the Original Story: Added a way to handle if the female player flashes other characters. In the Original Story: Added a new introduction for Madison when playing as the female character. In the Original Story: Updated Vickie’s endurance test to accommodate the female player. In the Original Story: Added additional background chatter specific to the female player. Covers multiple situations, fluids, etc. In the Original Story: Updated Rachael and Vickie’s dares to be more gender neutral in the way they are worded. In the Original Story: fixed an issue that could cause Brittney not to follow Stephanie for prolonged periods of time, if the Player started Stephanie’s “Drunk and Disorderly” Opportunity and let her like…totes chill while sloshed for awhile CSC: Properties (for Game Events and Criteria) will now be ordered alphabetically in relevant dropdown menus, similar to States, etc. CSC: the Pose Game Event, when used with the Player as the selected Character, now allows for the selection of a specific gender in order to define an accurate selection of poses CSC: the Posing Criteria, when used with the Player as the selected Character and CurrentPose as the PoseOption, now allows for the selection of a specific gender in order to define an accurate selection of poses CSC: if assigning a Pose (true), the Pose Game Event will now show a bit more information about what Pose a Character is assuming CSC: if checking for a CurrentPose, the Posing Criteria will now show a bit more information about what Pose the criteria is referencing/checking for CSC: users can now search for where Dialogues are fired via Response “Next Dialogue” entries. To do this, set the Game Event Type to “Dialogue”, and enable Advanced Options. Ensure that an integer Dialogue ID was input into the Custom Event Filter Value field. Then, enable “Include ‘Next’ Dialogue Data, and Search away without having to open up those text files! CSC: users can now search for Property Game Events and Criteria checks using the string equivalent of a Property instead of having to search by its integer ID v0.21.2 (Stable Release 3/24/2022) Breasts will no longer be forcefully censored in the “M”-rated/non-Explicit version of the game. They will only be censored if the Censor Nudity option in the Pause Menu is set ON. This can be disabled at any time Lety will no longer have special censors enforced upon her on any distribution/gaming platform In A Vickie Vixen Valentine: cleanup of some miscategorized WalkTo and WarpTo targets In A Vickie Vixen Valentine: fixed a couple references to Vickie wearing “shorts” In A Vickie Vixen Valentine: the Player must now Talk with Vickie to proceed with eating the Chocolate Bar once it is obtained. The radial interaction on the Chocolate Bar has been removed In the Original Story: removed combat bonuses from all booze items and the Painkillers. These bonuses have been shifted to other items in order to maintain balance, and certain story content-related boosts have been rebalanced or buffed as well In the Original Story: made an adjustment to the PlayerExposed Tutorial specific to the non-Explicit version of the game In the Original Story: made an adjustment to an Intimacy-related Tutorial specific to the non-Explicit version of the game In the Original Story: made an adjustment to a New Game, bladder-related tutorial message specific to the non-Explicit version of the game In the Original Story: Frank will now react…unfavorably, if he overhears Patrick admit he is drunk to the Player In the Original Story: for those of you trying to use the Popcorn with the Microwave, well…you’re still gonna be disappointed. Nothing to see here. Move along In the Original Story: fixed an issue that could cause Compubrah VR dialogue(s) for Frank to become unresponsive due to timing of ScreenFade vs. Dialogue Game Events In the Original Story: fixed an issue that could cause Madison’s behavior to bug out if she climax’d during a CutScene with the Player In the Original Story: general cleanup of the events surrounding going down on Stephanie for the $50, and additional tweaks specific to this content for the “M” rated/non-Explicit version of the game In the Original Story: made adjustments to NewGame Tutorial in regards to default keybinds In the Original Story: Katherine seeing the Player UseWith/combine the Laxatives with the Rum will now follow a ruleset similar to that of Frank/Leah/Derek etc. being able to see the Player doing something. Most notably this means she will not see the Player perform this UseWith from seemingly a football field away In the Original Story: fixed an issue that could cause Leah to have incorrect Interactive States after certain endings of her “Broken Code” content In the Original Story: fixed a minor VA-text mismatch in a Vickie DLG In the Original Story: fixed a handful of typos In the Original Story: removed a number of specific year/date references In the Original Story: in the “M” rated/non-Explicit version of the game, Kat’s pegging sequence with the Player will be met with an extended fade out, negating the intimacy sequence and radial puzzle until Kat is all done with you In the Original Story: the Player will now be able to use radial menu-based options for various Lety content sequences that formerly relied solely on being able to grope an NPC (Lety, Derek, Patrick) In the Original Story: minor contextual changes to a handful of Patrick’s instructions about using the Vape and its origins In the Original Story: in the “M” rated/non-Explicit version of the game, mid-oral dialogues used by NPCs will differ from those used in “AO”/explicit versions All Eek! Stories: in the “M rated/non-Explicit version of the game, the vast majority of mid-intimacy radial and dialogue actions are no longer available In the Original Story: in the “M” rated/non-Explicit version of the game, the Player can no longer opt to Inhale from Stephanie’s paint fumes-filled bag In Date Night With Brittney: fixed a few bugs that could arise from the Player taking a Photo of Patrick passed out and hooking up with Brittney without uploading Patrick’s Photo In Date Night With Brittney: fixed a buggy thought bubble that could mislead the Player as to what a good angle of Patrick was when taking a photo of him passed out In Date Night With Brittney: some general event and behavior cleanup In the Original Story: fixed an issue that could cause Ashley to permanently follow the Player after completing her “Smooth Operator” Opportunity, giving Madison her phone, and then Throwing Beer on Madison in a very specific way In the Original Story: the Player will still be able to reap the benefits of Ashley’s praise for Throwing Beer on Madison, provided certain conditions are met and the Player has not done anything really terrible to Ashley In the Original Story: the Player will receive some additional clarifying info after Madison mentions her idea to prank Ashley if prior content/choices already locked off Humiliate Ashley In the Original Story: greatly mitigated an issue that could cause Lety’s behavior to break and also partially compromise Derek’s behavior if Madison’s “art show” was started around the time Lety reached Derek to grope him for “Hunt the Hunk” In the Original Story: in the “M” rated/non-Explicit version of the game, certain content-appropriate tweaks were made to the two intimacy scenes where the Player goes down on Patrick during “Patty’s Striking Resemblance” In the Original Story: fixed an issue that could result in Katherine continuously moaning throughout the rest of a playthrough if the Player canceled her pending intimacy scene by pulling off Stephanie’s “Drunk and Disorderly” content within a specific time window In the Original Story: sprinkled various emotive behavior polish throughout the story In the Original Story: fixed an issue that could result in Katherine not wearing her leggings if her pending intimacy with the Player was interrupted by Stephanie’s “Drunk and Disorderly” content In the Original Story: in the “M” rated/non-Explicit version of the game, the Player will not automatically expose themselves if “evil” Leah attempts to initiate intimacy with them after the completion of “Broken Code” In the Original Story: in the “M” rated/non-Explicit version of the game, removed a number of pre-threesome clothing “prep” game events Added the DebugMode Console Command. Using this will allow automatic Debug Log saving Added automatic Debug Log saving functionality. This will only occur if the user enables it by using the DebugMode Console Command. When this is set to “1”, a Debug Log will be saved automatically every time the user ends a game session, or loads into a game session. Other than being automatic, this functionality is identical to manually saving a Debug Log via the Debug Window. The information contained pertains only to House Party data and events, is stored locally on your system, and is never automatically shared/distributed The Debug Log will not bother running any of its save/File IO code if it determines it cannot find, access, or write to the local \DebugLogs folder Added the IsFlashingShirt InteractiveProperty that can be used to check if a Character is flashing their Shirt In the “M rated/non-Explicit version of the game, penises will no longer automatically change their arousal state/appearance based on nearby Character behavior, nudity levels, etc. The Custom Story Browser upload instructions text is now translatable Users can now Uninstall Custom Stories via the Custom Story Browser Updating a Custom Story via the Custom Story Browser will now fully uninstall and then update the story. This will fix an issue that could cause .character files that the story no longer needed to be leftover during the Update process An additional attempt to update the Installation Status of Custom Stories in the Custom Story Browser will be made each time the user swaps between different sorting filters/filter tabs, as well as when the user initially successfully logs into the Custom Story Browser Added “Mute DMCA Music” checkbox setting which will disable all copyright music The “giver” in a Cunnilingus Intimacy Act will no longer use their default looped sex sound effect at all times. Instead, they will use their oral sound effect at a modified volume IF their partner’s genitals are exposed Certain censored CutScenes will no longer erroneously play TriggerBGC events for Characters not currently in the CutScene Fixed an issue that could cause the Enter/Return button to registered twice upon Saving a game, which would prevent the Overwrite Save confirmation window from becoming interactable by the user and therefore lead to an automatic overwrite of a saved game POV/Legacy sequences in game versions without Adult Only/Explicit Content DLC installed will by default end more quickly Regardless of purchase/download platform, if Adult Only/Explicit Content DLC is not detected then Character texture modding functionality will be disabled Texture modding on Steam will still require the Explicit Content DLC but will no longer require a Steam login/DLC-verification Fixed an issue that could cause Dialogues to display as “empty” and break game progress if a translation entry was missing for that Dialogue Fixed a number of minor labeling issues in the UI In the “M” rated/non-Explicit version of the game, the Censor Nudity option will default to On. It can still be turned off within the game’s Settings UIs and in the “Pre-Session”/first time playing options In the “M” rated/non-Explicit version of the game, the Player will no longer be able to grope NPCs at will. The “M” version will have content-specific radial options to make up for this change in functionality Tweaked the Steam/platform Achievement Description of the Ice Bath achievement to more closely match the in-game requirements and text During “POV”/Legacy intimacy acts, no form of looped moaning or oral SFX will play in the “M” rated/non-Explicit version of the game. In the “M” version, only climax or one-off SFX will play Fixed additional minor typos and text issues in the Custom Story Browser Users can now Report Custom Stories within the Custom Story Browser. Only one Report per story can be submitted Characters will now base their “Get Dressed” behavior when exiting a Hot Tub seat on their position relative to the center of the Hot Tub, rather than the specific seat they were previously using Added a handful of clothing-related events into censored CutScenes Fixed a nullref spam issue that could occur if the Player was groping an NPC’s ass as a CutScene started Various fixes for controller sensitivity options Fixed nullref spam on disclaimer screen Fixed various key rebinding errors Restricted rebinding of problematic keybindings Fixed various dropdowns that caused nullrefs Various menu navigation fixes Fixed issue where radial menu could not be opened after a cutscene CSC: Global Goodbye Responses will now be sorted by their Display Order, matching the existing sorting functionality for Dialogue Responses, Game Events, Criteria, etc. CSC: Responses can now be Collapsed and Expanded in the same way that Game Events and Criteria can be CSC: Very minor formatting tweaks to presentation of blocks/collections of Responses CSC: Responses can now be inserted prior to other Responses, in the same way that Event Triggers, Item Actions, etc. can be CSC: Responses can now re-ordered via up and down arrows in a similar fashion to Game Events, Event Triggers, Criteria, etc. CSC: Added the CutScene criteria, which at this time will allow users to check if any CutScene is playing, if a sex CutScene is playing, and/or if a censored sex CutScene is playing The Custom Story Browser UI is now slightly larger, with more spacing between certain text elements and buttons, as well as more spacing between the Story Selection dropdown area and the Story Preview area The Custom Story Browser UI no longer uses elastic/”bouncy” scroll view behavior The Custom Story Browser now includes a standard “Content Unrated” message pertaining to user-generated content and online interactions Changes to cutscene consistency Fixed some cutscene bugs Added Eek intro Updated HP logo on the main menu Added some fruits to the kitchen Changes to camera angles in Lety’s easter egg scene to reflect censorship changes on Steam Fixed Amy see-through issue Re-added nipples back to all default textures Fixed Frank texture issue in his neck v0.21.1 (Stable Release 1/19/2022) In the Original Story: In the Original Story: integrated an absolutely ludicrous Lety CutScene Controller Support Update: Improved navigation and selection issues in menus including Inventory, Dialogue, Inventory, and GameMenu Fixed issues where navigation could be broken when exiting or switching between menus Can now skip through NPC dialogue using Button South Player can rotate using Right Stick and run with Left Stick down Left Bumper has been assigned to UI Radial and Right Bumper to Player Action Radial Removed option to hide all UI with controller In the Original Story: Katherine will not periodically attempt to inform the Player that the Microwave was fixed, rather than treat is as a one-off event In the Original Story: fixed an issue where the Player could miss out on Inspector Achievement progress if they Used items with the Microwave before actually Inspecting it In the Original Story: tweaks to Rachael’s initial confrontation with Patrick to prevent any casual Background Chatter or other unwanted backend behaviors from occurring just before she accosts him In the Original Story: fixed an issue within a reactionary DLG between Derek and Stephanie that could cause inadvertent MetByPlayer and SpeakingToTarget behavior(s) In the Original Story: added a…a um, some fucking pinchy stingy boi. What the fuck even is this? (a secret) In the Original Story: fixed an issue with Derek DLG 303 where extra audio was being played In the Original Story: changed the in-game description for “Ice Bath” to be more appropriate for male OR female Player Characters In the Original Story: fixed an issue that could cause Derek to not strip down fully if asked to enter the Hot Tub after completing “Memory Lane”, if he was forced to wear the Goodbye Kitty underwear In the Original Story: the Player will receive additional warnings/preventative checks before being intimacy with Ashley for the first time, if they are RechargingOrgasm In the Original Story: fixed an issue that could prevent the Player from getting credit for flashing Derek during their Pissing Contest on the roof CSC: added the ChangeBodyScale Game Event, which can be used to change the size of a Character over a specified number of seconds CSC: added the PlayRandomSceneFromCurrentLocation option for CutScenes, which will play a random scene based on the first/primary NPC’s zone, if an NPC was provided. If no NPC is provided, it will select a random scene based on the Player’s zone Graphics: Fixed Lety’s breasts jiggle not working Graphics: Added Lety’s special ending cutscene Graphics: Added little secret Additional details regarding the execution/playing of Important and VeryImportant Background Chatters will now be logged in the Debug Log NPCs can no longer reach a target (fire a ReachesTarget EventTrigger) if they are Knocked Out/Passed Out, or just started getting up from having been KO’d. These behaviors will resume processing roughly 1.5 seconds after the NPC is issued a Combat WakeUp event, as they are getting to their feet Lower importance Background Chatter being pulled from the queue or fired via TriggerBGC Game Event while a Character has a higher importance Background Chatter set as their Next/Response Chatter will no longer prevent the higher importance Background Chatter from playing as intended Fixed an issue that could allow a nullref exception to occur if the user did not put in a valid Character for the SendEvent Console Command Minor improvements to feedback text within the SendEvent Console Command Fixed an issue that could cause genital and breast areas on the body to appear featureless/blank/smooth in appearance if an alternate body texture was swapped to via Character Function and then the original body texture was later restored in the same session The EnableNPC Console Command can now make use of the ‘all’ subcommand Minor tweaks to CutScene Console Command to make use of PlayRandomSceneFromCurrentLocation functionality Fixed an issue that could cause NPCs to audibly…enjoy themselves at slightly unintended times during the Threesome in the MasterBedroom Lapdances/Stripteasing on the LawnChairs will no longer result in a dance that starts behind the LawnChair. Other issues will still present themselves until this system is worked on further v0.21.0 (Beta 12/30/2021) In the Original Story: integrated Ashley’s Finale CutScene In the Original Story: integrated Derek’s Finale CutScene In the Original Story: fixed an issue that could cause Lety to follow the Player endlessly after “Queen in the North” was completed based on the Player being in Combat, even if the Player was “protected” from imminent Combat due to their aggressor being trapped behind a locked door Added Game Intro CutScene Added CutScene skip functionality. For now this only applies to the Intro CutScene. Skippable CutScenes can be skipped via the Back/Cancel button (default ESC on keyboards) In the Original Story: fixed a number of minor VA-text mismatches for several Characters In the Original Story: the Player can now access certain additional keybound actions via their Player Action Menu/Radial In the Original Story: fixed an issue that could let certain Game Grumps scenarios start or prep while a Dialogue not directed at/spoken to the Player was showing In the Original Story: fixed an issue that could allow some NPCs to wander away from Vickie and the Player after being approached about a threesome, based on niche positioning and timing situations In the Original Story: fixed an issue that could cause Dan to try and Walk To Arin/follow Arin a bit too aggressively, which could interfere with certain backend and story mechanics In the Original Story: the Player will be forced to Stop Peeing if they put on enough clothing via the Player Action radial In the Original Story: tweaks to ensure that the Player can win Derek’s “pissing contest” if the uncensored/non-explicit version of the game is being played In the Original Story: tweaks to ensure that the Player can reliably put out the oil fire during the finale events of “Mission Impawsible” if the uncensored/non-explicit version of the game is being played In the Original Story: fixed an issue that would cause Derek to pee on the Player (perhaps rightfully so) without any additional reactions if the Player decided to start pleasuring themselves during their pissing contest In the Original Story: the Player will now get some feedback text if they try to sleep with Ashley and are recharging their loins In the Original Story: minor tweaks to Dialogues and Game Events directly prior to Ashley’s “Smooth Operator” and “Sibling Warfare” intimacy rewards to better enable CutScene and Legacy/POV Intimacy coexistence. Like those bumper stickers say. I think In the Original Story: fixed an issue that could cause the Player to get stuck with the Immobile State and remain unable to move under very certain conditions after trying to “Hop Up” on the Dryer Seat during Derek’s “Memory Lane” Opportunity Fixed an issue that could cause temporary breakdowns of Background Chatter exchanges when a TriggerBGC of high importance is played at the same time as, or while, a lower priority Background Chatter plays NPCs can now successfully respond to their own Background Chatters Tweaks and fixes for various UI elements (most especially the Character Radial for a Current Sex Partner) being allowed to display themselves at unintended times Fixed an issue that could cause the photos in Madison’s Phone to not uncensor properly Introduced initial/groundwork functionality for overwriting Character skin textures with user-provided textures. Many constraints apply; WIP Overhauled Exception handling and code related to Story loading, File and/or I/O operations, etc. This should greatly reduce the number of issues experienced by users with anti-virus software running, permission issues, etc. If such issues are encountered, only third party/custom content should be unavailable or buggy NPCs should not get stuck as easily or for as long when navigating through doors to a motion target Fixed a bug that was preventing other NPCs from backing away from two Characters very closeby who were fighting Minor cleanup of NPC evasion and navigation pause behaviors Fixed an issue that could cause NPCs to “shake” or “jitter” during CutScenes, which should also alleviate minor issues with rotation while taking a seat in a chair or other Action Item and other niche situations Significantly decreased Garbage Allocation within the game’s FixedUpdate/physics loop Additional CPU utilization optimizations related to the use of various collections within the codebase Re-introduced codebase obfuscation to the project Updated Steamworks.NET Fixed an issue that prevented the Match Value game event from pulling data from a second Character as intended Fixed an issue that could allow NPCs to count down their random roaming timer below two seconds if they were using dialogue but not audibly speaking NPCs will not try to randomly roam or roam out of a NoLoitering area if they have a DialogueFocusTarget Code optimizations to a few Character/Name lookup, footstep audio, and NPC Socialization code behaviors for decreased CPU utilization If a Character reaches their Motion Target and are either completely alone, in vicinity of only one other Character, or cannot see any other Characters, their ability to socialize will not be forcefully restricted via internal timer for quite as long. This should cut down somewhat on 8-10s awkward pauses that can occur when two Characters end up standing alone together under a variety of circumstances Characters can no longer be considered “falling” in Cutscenes Tweaked audio source and audio behavior for the fireplace and fire pit. The fire pit will no longer be slightly audible at near-infinite distances Improved debug logging of story download and extraction issues on the main menu and enabled translation of an important warning message Non-Important Background Chatter from NPCs without the ActingInCinematic state will no longer be audible at mega hyper ultra extreme distances Added the InteractiveProperty InCutScene, which is set automatically by the engine for all Characters entering into, or exiting from a CutScene The Player’s Bladder meter can no longer go below zero at any time Patched a small hole in Zone coverage between the DownstairsHall and Kitchen Zones Minor aesthetic and timing consistency improvements to ScreenFade functionality The music from Speaker 1/2 will not be audible before other in-game audio is allowed to start processing, and will no longer be audible at extreme super duper turbo distances if the Player is in a CutScene The game will always wait to start playing a Music track from Speaker 1/2 until just before the Game Start Fade In begins to make the game world visible, so CSC users no longer have to worry about exactly when they start playing music from Speaker1/2 The Speaker 1/2 StartMusic volume calculation (only relevant to the 10 frames or so of music) now exactly matches the periodic calculation used to determine Speaker music volume Standardized all internal measurements of “Time Since Level Loaded”/”Time Since Game Started” around Unity Time.TimeSinceLevelLoad Fixed an issue that could cause Characters (most notably the Player) to be erroneously rotated, semi-permanently, if certain CutScenes were prematurely ended within specific time windows Fixed an issue that could allow the Player to interact normally via Left Click/Interact with their Sex CutScene partner in niche situations Fixed a bug that could cause some tooltip info for Auto Saves to be incorrect Quick Save and Auto Save file names are now reserved for system use and cannot be used as save game names The clock by the fireplace, and the clock on the TV upstairs in the master bedroom are now animated and synced. Rebaked occlusion data, which should give a slight increase in performance, as there was stale data in the old bake. Randomized cutscenes now only cast gender-appropriate actors into roles Randomized cutscenes will now choose a nearby zone if there is no cutscene available in requested zone, and ultimately fallback on legacy sex if it cannot find an appropriate cutscene to call Character Orgasm Values in CutScenes will no longer be able to build until several seconds into the CutScene/after the CutScene has finished fading in Slight tweaks to prevent Character Orgasm Value buildup when Characters are a bit far from each other in CutScenes. End result should be a general, slight decrease in how fast these Values build even after the CutScene has faded in CSC: Item Actions can now make use of the Insert at Index and Swap Index functionalities that have been available with Event Triggers and Criteria Groups for some time CSC: “CurrentSpeakingToTarget” has been renamed to “CurrentDialogueFocusTarget”, and the Player will now have a CurrentDialogueFocusTarget even when not being spoken to so that CSC users can still successfully check for None at appropriate times or use the Player value to determine which NPC might be speaking. DialogueFocusTargets are ONLY SET for Characters involved in Dialogue when a Dialogue first shows. DialogueFocusTargets for ALL Characters are cleared whenever a Dialogue fully closes. This nuance can be used to finely restrict roaming, socializing, or other behaviors. Significantly reduced the memory usage of the lightmaps, while at the same time, significantly improving the bake quality. v0.20.0 (Alpha Re-deploy 9/16/2021) In the Original Story: fixed an issue that could lead to Derek acting embarrassed about his cute little sundress under certain circumstances after being intimate with him during “Memory Lane” In the Original Story: tweaked the motion events surrounding the untying of Ashley’s Top and Madison seeing it, to make it more likely that both sisters will behave as expected and decrease the likelihood that Madison could accidentally wander away In the Original Story: additional minor tweaks and consistency alignment to the criteria that determine when certain NPCs can be sent to check on/talk to other NPCs In the Original Story: fixed an issue that could cause the intimacy finale weirdness of Lety and Rachael’s Easter Egg to not occur as intended In the Original Story: added some additional preventative measures against NPCs being in the Art Room/Spare Room 2 during “Like A French Girl” Improved consistency of the results of an AddForce Game Event so that differing frame rates exhibit less of an impact Fixed an issue that could cause Characters to not have AddForce…erm, Force, applied to them if they were not visible to the main camera The effects of an AddForce Game Event will now apply equally to NPCs and the Player when said Character is moving. Previously, only the Player could have Force applied to them while moving around Reduced the frequency and severity of delays that can occur when an NPC that is Navigating off-camera or is occluded suddenly finds themselves stuck for a few moments Narrator text no longer animates for each message/hint (only the first and last). This also prevents NPC dialogue from being spoken between messages. Fixed an issue that could prevent the ClosedEyes Emote from working on demand Fixed an issue that could permanently lead to the ScreenFade FadeIn/Out functionality to transition at a noticeably higher speed after taking at least one picture with the Camera item v0.20.0 (Alpha 9/2/2021) Added new threesome cutscenes Added 5 new threesome animations In the Original Story: Vickie’s content has been restructured. First, you must undergo her rigorous Training. Then, and only then, may you proceed with…more. Wink. Nudge. Squirt. In the Original Story: after inviting Vickie to the party, or after completing Rachael’s dares (through intimacy or content failure), there will finally be some closure as to why no more dares, phone call spoofing, or Vickie-Rachael content mixing can occur. Oh, and if you’ve been nicey nice to Katherine, she will give you Pat’s phone back instead of keeping it In the Original Story: Added a wide variety of Tutorials. These will only show up once when playing, and only if opted into via a check box in the Game Menu or Title Screen UI. The Tutorials can also be reset/shown again using a button in the Game Menu In the Original Story: added new Background Chatters for most NPCs In the Original Story: consolidated “Hey, change location”/”Hey, go over there”-type dialogues for many Characters. This may lead to minor changes in when and how these options present themselves based on ongoing content and Player decisions In the Original Story: Frank getting KOd during the first Derek Smash! fight will no longer result in the Player having to go through the rest of the Derek Smash! content. Get in there and help your buddy! In the Original Story: the biggest, thiccest, most arousing rewards for Vickie’s content have been added In the Original Story: improved feedback text the Player receives when trying to open the Bike Lock or Safe with various keys that just don’t care In the Original Story: a handful of responses for Vickie now require the Player to have actually met her before being used In the Combat Training story: Frank and Leah will no longer attempt to roam away once spawned In the Original Story: flat out refusing intimacy, lying to Vickie prior to her intimacy scene, and certain other highly offensive acts will fail out of her main Opportunities In the Original Story: polished the text and delivery timing of various existing Tutorials related to Combat, Beer Pong, etc. In the Original Story: no matter how the Player gets into a fight with Frank at the end of Leah’s “Ronin”/evil finale, Frank’s combat stats will be the same In the Original Story: fixed an issue that could cause some Characters to not immediately award “Flash Score” points (for Katherine’s content) if they caught the Player doing something involving genitals other than just…standing around In the Original Story: fixed an issue that could cause Derek to spam threats at the Player after the Player had hit too many other guests at the party In the Original Story: minor cleanup of Ashley and Patrick pre-“Family Time” Game Events, and their timings In the Original Story: added a helpful thought bubble to confirm for the Player when Frank changes his mind about giving them the condom, after catching the Player being intimate with a female NPC In the Original Story: tweaked various TriggerBGCs and related events to more appropriately reflect their importance in the story, give them more (or less) emphasis, and somewhat reduce the chance that certain important TriggerBGCs will result in an NPC trying to move and talk at the same time In the Original Story: fixed an issue that could cause Derek to repeat his Dialogues when approaching Madison at the Gazebo just before the events of “Runner Runner” take place In the Original Story: masturbating in front of Stephanie will no longer risk Frank thinking you are actually drunk and beating you to a pulp In the Original Story: cleaned up some of Vickie and Ashley’s behaviors related to the start of “Runner Runner”. They should more reliably get to the Master Bedroom Closet area in a timely fashion and not have other NPCs try to approach them In the Original Story: converted a number of CaughtMasturbating and CaughtHavingSex reactions from various NPCs to the Player into TriggerBGC, instead of popping up main dialogue In the Original Story: added a thoughtbubble and cleaned up a response or two to better impart the finality and importance of the choice between spoofing a text to Rachael vs. spoofing a text to Vickie, while also making it clearer the Player can back out and ruminate over this epic decision In the Original Story: minor tweaks to the criteria for Katherine giving the Player back Ashley’s Tiny Key. She must be at least friends with the Player; this is a +1 friendship requirement increase, so don’t whine about it, thanks In the Original Story: Katherine will try and approach the Player in order to give them Ashley’s Tiny Key slightly more frequently. See? It’s all okay In the Original Story: slight tweak to the Opportunity description for “Vickie Vixen” to better align with the actual goals of the Opportunity In the Original Story: minor polish to a few “WalkToPlayer”-type periodics for a handful of Characters In the Original Story: minor polish to the Criteria that define whether Vickie is “Occupied” by major content or states In the Original Story: the “Vickie Vixen” Opportunity is now a two-part Opportunity. The Player must get her number first, and then the Opportunity completes upon successfully inviting Vickie. This will only have minor impacts on certain hint/response availability and “fluff” behaviors In the Original Story: fixed a couple Derek dialogues within “Memory Lane” that could still reference Frank/Leah/”booze security”, even if Frank had left the party In the Original Story: as part of their “training” for Vickie, the Player will get more feedback regarding how close they are to meeting the requirements for passing her final “test” In the Original Story: tweaked a Compubrah dialogue response that implied the Player could unzip their pants before going into VR…even if their pants were already unzipped! Aahhh yeah, that fruit couldn’t hang any fucking lower booiyzzz…bois? Shit I’m old af In the Original Story: Rachael can now catch the Player asking Katherine to spoof texts during a handful of additional key Dialogues In the Original Story: tweaked the Criteria for Rachael being able to overhear any dialogues involving the Player somewhat In the Original Story: fixed an issue that could cause Katherine to overhear and respond to an Ashely Dialogue through walls In the Original Story: further polish to a handful of other Rachael, Ashley, and Madison-related Dialogue overhear situations In the Original Story: tweaked the delivery of a hint thought bubble regarding Vickie’s phone number that could be a tad spoilery In the Original Story: various other polish and tweaks to hints, hint text throughout Madison, Vickie, Katherine, and Rachael’s stories In the Original Story: added additional mitigating criteria to Rachael’s “confront and slap Patrick” behavior to prevent a few “unfortunate” niche situations In the Original Story: slight cleanup of Rachael and Patrick’s confrontation to reduce the chances that Patrick might continue walking to Rachael afterward In the Original Story: Patrick will try to approach Ashley one Dialogue earlier just before the events of “Family Time” In the Original Story: fixed an issue that could prevent buggy behavior to occur if the Player repeatedly tried to sit in Frank’s chair after he left the party In the Original Story: fixed an issue with Vickie’s cutscene that could cause it to fail to play if the Player was a tryhard fastclicker jerk. Just kidding, it’s cause we don’t know how to program things. It’s us, not you In the Original Story: fixed an issue that could cause Madison’s “Drunk and Disorderly” to stall completely if Frank leaves the party. Even when he’s gone, it’s that fuckin dood’s fault! In the Original Story: minor cleanup of other Madison behaviors during her “Drunk and Disorderly” to make her just a tad less…pushy In the Original Story: the Player must now be closer to Derek in order to play the part of “backup” when he talks to Madison just before “Runner Runner” starts In the Original Story: the notification the Player gets warning them that Madison and Derek are coming up the stairs during the events of “Runner Runner” is a bit more finely tuned based on the Player’s location In the Original Story: Rachael will no longer attempt to follow Patrick to confront him in the event that he barges into the Master Bedroom during the finale of “Sibling Warfare” In the Original Story: the Player climaxing during the finale of “Sibling Warfare” will now count towards Vickie’s “training” In the Original Story: fixed a number of bugs that could occur if the Player climaxed during the finale of “Sibling Warfare” while also undergoing Vickie’s “training” In the Original Story: fixed a very…poorly worded dialogue that Vickie is able to use during the finale of “Sibling Warfare” In the Original Story: fixed a handful of VA-Dialogue Text mismatches across the story In the Original Story: fixed a handful of typos in various Dialogue and Response texts across the story In the Original Story: fixed an issue that could possibly compromise two different Combat-related Game Grumps Background Chatters In the Original Story: the Player will get a little extra boost towards their OrgasmRechargeRate after they complete Vickie’s “training” In the Original Story: Rachael will no longer attempt to confront Patrick while the Player is racing up to the Master Bedroom Closet during the closing events of “Runner Runner” In the Original Story: the Player will also get hints about the status of their uh…throbbing loins as they drink more and more booze (assuming that’s the Player’s thing) during Vickie’s “training”. Just say “throbbing” out loud. Not like “the-robbing”…really accentuate the ‘th’ and ‘-b’ sounds…yuck. Is no one talking about this? In the Original Story: the Player no longer has to meet social (like/love) conditions to select an NPC to approach with Vickie for their threesome. The Player must select an NPC that is not occupied, and then that NPC can be approached to see if they’re interested in a threesome In the Original Story: reverted a change from eons ago – the Player can now Slap Awake Frank if Vickie’s “Training Day” Opportunity is In Progress In the Original Story: Vickie’s “Training Day” Opportunity will now Complete just after the Player is intimate with her in the Hot Tub, instead of before actually doing it In the Original Story: after successfully finishing Amy’s “Scavenger Hunt” and using one of the two finale responses that leads to her removing clothing and getting an Achievement, the Player will also receive a very small socials boost with her In the Original Story: fixed issues that could prevent a handful of Vickie and Lety’s Background Chatters from playing as intended In the Original Story: various tweaks made to improve the presentation and timing of “mid-Dialogue” emotive Game Events In the Original Story: added a few additional protections against Characters trying to reach Frank at various times the Player could get intimate with him In the Original Story: added a handful of Social penalty events for Derek and Frank when the Player does something they are not a fan of In the Original Story: the Player will get a very minor Romance boost with Katherine the first time they are intimate with her. Not as much as when you give her the booze she wants, of course. You think you’re THAT good? In the Original Story: minor tweaks to the consistency of Katherine’s roaming behavior In the Original Story: minor tweak to the events when the Game Grumps jump out of the balloon to increase the chance that Katherine is around to participate In the Original Story: Katherine will tolerate one more very minor grievance before locking the Player out of her default greeting and responses entirely In the Original Story: the Player will get a minor Romance boost with Leah the first time they are intimate with her In the Original Story: the Player will get a very minor Romance boost with Leah when they give her the Chocolate Bar, in addition to the existing small friendship boost In the Original Story: minor cleanup of the events surrounding Lety and Madison’s bonding after their “Queen in the North” gift discussion In the Original Story: added a few very minor social penalties where appropriate for existing Madison-Player exchanges that were already negative in nature In the Original Story: fixed various issues with Lety and Rachael’s Easter Egg related to Frank, Derek, and Vickie that could lead to the content stalling or breaking In the Original Story: Amy will no longer leave the party if groped during the short window between Lety and Rachael’s Easter Egg starting and suffering her inevitable fate In the Original Story: slight updates to the game intro narration In the Original Story: added additional, minor social increases and decreases throughout Stephanie’s story where appropriate In the Original Story: simplification and tweaks to when the Player gets a reminder about checking on the Game Grumps In the Original Story: certain content limitations or modifications that were dependent solely upon Brittney having displayed one of several negative Dialogues are now more broadly tied to her social meters In the Original Story: minor tweaks to other Brittney response and Dialogue behaviors based on her socials… mostly in cases where the Player had been mean. Like, super mean and stuff In the Original Story: Derek can now walk near the Gazebo instead of near the Hot Tub. Since he already has a movement option for getting himself into the Hot Tub, standing around outside it just seems silly. Oh so silly In the Original Story: most Characters can be asked to find somewhere to Dance, as long as the Player has not turned off all of the available music sources In the Original Story: fixed an issue that could cause Patrick to wander away from the Player awkwardly during certain finale dialogues for “Patty’s Striking Resemblance” In the Original Story: fixed an issue that could cause Madison’s motion to Frank to not be canceled correctly in niche situations In the Original Story: fixed an issue that could cause the Player to be permanently locked out from asking Britt about Pat’s phone, even if the Player had tried to make use of Madison’s “Fix Relationship”/Relationship Boost perk In the Original Story: Amy can now be asked about Patrick’s phone In the Original Story: added a few additional minor motion-related safeguards to the Events that Warp a handful of NPCs into Compubrah/DongVR In the Original Story: addressed a DLG for Patrick where he could imply Frank was still guarding the liquor, even if Frank left the party In the Original Story: standardized a number of Derek’s social behaviors around the same criteria that decides his level of anger towards the Player for dialogue purposes In the Original Story: fixed an issue with a Derek dialogue that could lead to a Derek attacking the Player when the VA/text did not imply that would happen In the Original Story: consolidated many of the ‘help’ responses that the Player could use with Derek into a single response separated from his greeting Dialogue, in order to prevent him from having an absolutely fucktacular number of responses available when just trying to say ‘Hello’ to the guy In the Original Story: made tweaks to Leah’s Event Triggers where she reacts to various NPCs getting KOd at various times. These should be much more responsive to the context of each KO In the Original Story: Derek and Pat will be a bit more understanding of ‘friendly fire’ should the Player hit them during the Derek Smash! fight(s) In the Original Story: choosing to help out with the Derek Smash! fight will net you a minor social reward with either of the boys you helped. …If you survive, that is In the Original Story: Frank will now appear a little ‘beaten up’ if he suffers enough attacks from any Character. His mostest special appearance(s) are still saved for certain story scenarios, however In the Original Story: fixed an issue with a Vickie dialogue where she would always reference the events of Derek Smash! even if Derek Smash! had never been Completed In the Original Story: updated the Opportunity texts for Vickie’s Opportunities In the Original Story: aligned the response criteria for when the Player can send Frank to fight Patrick as part of Frank’s introductory “A Ball of Mystery” dialogue to the criteria used to determine when Frank can normally be sent to beat up Patrick In the Original Story: if the Player’s socials with Stephanie drop low enough, her intimacy reward will become unavailable Fixed a bug that could cause a Character to attempt to spam Surprised Emotes just before being engaged in Combat. They will no longer attempt to spam this reaction, or attempt to do so from quite as long a distance. This also fixes an issue that could cause the Mood value of the Character being attacked to plummet so low that it was unlikely to ever recover without CSC intervention The game will not accept Attack inputs for one frame after the game has been un-paused. This will help prevent left-clicks/Attack keypresses made while Narration and other critical UI is open from inadvertently triggering an Attack if the Player was already in Combat Mode The Player can now react to their own Combat Mode Toggled Event Triggers Fixed an issue that would cause the ‘Censor Nudity’ check box label to use the same label text as ‘POV Intimacy’ when translated into another language In order to slightly mitigate possible cramped combat situations, NPCs will no longer roam to another NPC that is currently fighting or moving to fight the Player Fixed an issue that could allow an In-Combat NPC to fire a ReachedTarget Event (and related back-end behaviors) when they were not in fact able to see their Character Target Tweaked ForumText on MainMenu to invite users to simply visit our forums. All CSC/Custom Story-related forum language will remain and/or be expanded upon in the Custom Story Manager and Custom Story Uploader-related areas of the UI Added MainMenu Language Dropdown translation for Italian The Player can now react to their own PlayerGrabsItem Reaction/Event Triggers The Player will now be able to make use of their own ExposesGenitals Reaction/Event Triggers. This is handled differently than when an NPC reacts, in that the Event Trigger will fire everytime the Player’s Genitals are toggled (on OR off), and there is no built-in cool-down limiting how often this can occur The TriggerBGC Console Command will now accept an optional, second integer as part of its input that can be used to define a TriggerBGC’s level of Importance. This integer must come after the bgcID Re-integrated the SocialMod/RelationshipType “Scared”, which was left partially unimplemented in the previous release. This also fixes an issue that could cause the use of the Scared SocialMod to freeze or even crash the game. The Social Console Command will no be allowed to try and configure a Social relationship between a character and themselves. We’re all for self-love and all that shit, but do it on your own time Fixed an issue that could cause false positives to occur when verifying Vision/CanSee properties between two Characters, most notably if one Character had recently moved away from a wall or other sight-blocking object that divided them Fixed an issue that would allow voice-acted audio to continue playing while a Narration UI canvas was open Fixed an issue that would cause the in-game music to be inconsistently paused when a “major”/pausing UI canvas was open. The in-game background music will now never be paused by Player-accessible UI functionalities Fixed an issue that could allow background/Speaker-based music to clash with Cutscene music. Cutscene music will now always take precedence while a Cutscene is playing, and after ending, background music/Speaker-based music will return to the level specified by the Player in the game options Fixed an issue that could cause a Player who was masturbating and then got attacked to be stuck masturbating and unable to fight back or move Fixed an issue that could cause a Player who was engaged in an intimacy act and then got attacked to be able to attempt an attack while still engaged in said intimacy act. This attack attempt would almost always fail to hit the target NPC and not result in an IsAttacked Reaction, yet it would still use up Player Energy and force the NPC to attempt to block. TLDR: In order to fight back or even attempt an attack, stop having sex or touching yourself, if you can… Cleaned up and standardized how “Internal Stories” are managed/deleted when a server story update is triggered. As part of this, the very old “Tutorial” story is now looked for when the application is evaluating “Internal Stories” and this story is now automatically deleted if found, since support for it was deprecated years ago Added various PlayerPref-related functionalities that are used to facilitate Tutorials for first-time Players (or those who opt in via the Game Menu), and that can also be used in Custom Stories to enable cross-story content tie-ins, and more. PlayerPrefs and their current values are stored in your system’s registry Modified the Narration canvas so that it can be opened in a wider variety of circumstances without impacting other canvases Characters that are in the same Zone as each other will no longer fail to see one another other just because they are separated by approximately one or more CharacterHeights (1.8 units). E.g., Characters at the bottom of the stairs will no longer be unable to see Characters at the top of the stairs Male genitals can now be toggled on/off via SendEvent : ToggleGenitals Game Events during cutscenes. The Player : TogglePenis Game Event will now also work The CSM/Custom Story Manager registration process will now accommodate slightly shorter e-mail addresses Fixed an issue that could cause a Values criteria check to fail erroneously for international users under certain circumstances Fixed an issue that would result in NPCs moving throughout the game world much faster when off-camera compared to when the Player could actually see them Fixed an issue that would prevent NPCs running to a Combat Target from registering that they were, in fact, Running Fixed an issue that could cause the player to use the drunk walking animation while very drunk and sprinting. They will now merely use the run animation while swaying, like NPCs Buttons in Input Configuration menu are now functional In Input Configuration menu, added message to user saying if the binding is already being used (need to add action it’s being used with). Pressing Back leaves the Input Config menu. Renamed JustOutSideUpstairsBathroom to JustOutsideUpstairsBathroom to match naming convention used by other Objects and MoveTargets Fixed an issue that would allow the Inventory UI to be opened or remain open while the Player was in Combat Mode Made it a bit easier for the Player to transition out of Dancing (State: ForcedToDance) if they choose to engage in combat Added some helpful pop-ups to indicate to the Player why certain controls or actions are not allowed under certain circumstances (e.g. opening the Inventory in combat, etc.) When forced into Combat Mode due to being attacked, the Player will no longer stay crouched. They will stand up as if they had toggled Combat Mode via their hotkey Fixed an issue that would prevent assigning a Value of ‘None’ to a CharacterValue via the Values Console Command Fixed an issue that would cause the logging of RandomizeIntValue Game Events to take up unnecessary space in the Debug Log Fixed an issue that could lead to an erroneously closed Narration window if enough Narration events had fired in a play session Minor improvements to auto-cancellation of randomly timed Roaming ChangeLocation-based motion in order to reduce chances of randomized ChangeLocations interfering with higher priority Character behavior(s) Fixed an issue that could prevent the Roaming.StopMyRoamingMotion Game Event from successfully preventing an NPC from Roaming if the NPC did not currently have a Motion Target Fixed a bug where dialogue responses could not be navigated with controller Fixed an issue that would allow the Player to open their Player Actions radial at inopportune times, most notably over/on top of the Inventory UI and any Item that they might have been interacting with in the Inventory Any time the Inventory is opened or closed, the radial for the current Item being interacted with (or the Player Actions radial) is also closed The Inventory and Opportunity UIs can no longer be opened while various game-pausing System/Setting UIs are also open Added option for text resizing and different fonts in Game Menu CSC: the text feedback returned regarding Search results (when none are found, too many are found, etc. has been improved and will no longer alternate between putting feedback text in the Unity Debug Console and in the Inspector Tab; all text feedback will now be in-line directly below the Reset and Search buttons CSC: minor UI consistency tweaks when using the Search aspect/functionality CSC: the tooltip for deleting elements within the CSC has been updated to show the appropriate name of the element about to be deleted/being hovered over CSC: miscellaneous cosmetic cleanup, consistency improvement, and tweaks needed to offset some issues introduced by the update to Unity 2020.3 CSC: the tooltip for inserting elements at specific positions (depicted by < INS) has been updated to show the appropriate name of the element that is about to have a new element inserted before it CSC: added the PlayerInventoryOpened and PlayerInventoryClosed Event Triggers CSC: if an Event Trigger uses a Key and that Key is valid, it will no longer be omitted in the default Name that gets automatically applied to the Event Trigger CSC: added the PlayerOpportunityWindowOpened Event Trigger CSC: added the PlayerInteractsWithCharacter and PlayerInteractsWithItem Event Triggers CSC: added the FinishedPopulatingMainDialogueText Event Trigger CSC: the text representation of a Character Value can now be ‘injected’ into Dialogues, Alternate Dialogues, Responses, DisplayGameMessages, and BackgroundChatters. In order to this you must encapsulate a Character:ValueName in curly brackets within the text entry field for one of these elements, e.g. {Amy:TestValue1}. Do not add whitespace, special symbols, or more colons than are needed to delimit a character from their Value or to depict special system Values such as {Player:madison:GotPhoneCode} CSC: translation templates will now purge more brackets and custom formatting automatically when exported (specifically in translatable events and responses). This is an extension of what was already being done for Dialogues and Background Chatters CSC: the Dialogue criteria can now also check to see if a specific Dialogue is currently showing CSC: Restored the ability to add custom names to DialogueOnlyCharacters (Compubrah, Phone Call). Configuring interactions for these Characters, however, has been disabled due to the fact they cannot be interacted with in the game world CSC: the UseWiths behavior section will not appear for Characters in the Character Interactions page/aspect, as GiveTo is the intended functionality for exchanging items with Characters CSC: the IsAloneWithPlayer criteria will eventually be deprecated. For now it will remain unchanged in the CSC and engine. It will eventually be replaced by the IsOnlyInVisionOf criteria, which better reflects what it checks. (IsAloneWithPlayer checks to see if the target Character is visible to only the Player, it does not check to see if the Player can see other Characters nor if other Characters are close to the Player) CSC: added the IsOnlyInVicinityOf, IsOnlyInVisionOf, and IsOnlyInVicinityAndVisionOf criteria, which should help to greatly simplify certain proximity and/or vision-restricted checks CSC: the distance Criteria can now accept and interpret Characters, Items, MoveTargets, and GameObjects via text injection, which should simplify scripting logic in situations where dynamic calculation of Distance(s) is required. For example, to check the Distance between Derek and his Current Move Target, you can use Distance : Derek : {Derek:CurrentMoveTarget} and then define your remaining parameters. If your injected text does not result in a usable reference object, the Criteria will return false Fixed Leah LOD2 issue causing dark spots Updated PlayerFemale with facial blendshapes Updated Cloth Physics for Ashley, Katherine, Lety and Stephanie Added a flashing top to the PlayerFemale and added an animation where she lifts the top up Fixed MaleCouchSex animation Improved PlayerFemale neck seam and fixed her casting no shadows Tweaks to previous cutscenes Overhaul to the volumetric lighting system Fix to billboard material bug v0.19.4 (Stable Release 5/26/2021) Added Turkish localization to to the animated UI button In the Original Story: sneaky Players who have made good use of the Keys and various lockable rooms in the House will no longer be considered to have “Pending Combat” for the purposes of many story sequences. Of course…WHO you locked away might still matter. To someone. Probably In the Original Story: Madison will no longer obsess over where her Phone might be if she was very recently hit in the face by the Chili Peppers as part of Lety’s “Queen in the North” Opportunity In the Original Story: fixed an issue that could cause the Player to get Stephanie’s “comfort bag”…or whatever the shit it is, if they moved too quickly through a Dialogue during her “Meltdown” content In the Original Story: fixed an issue where Stephanie could voice an out of place Dialogue after falling down on the way to meet up with Katherine while high during a failure path of her “Meltdown” content In the Original Story: added Item Interactions for the Paper Bag Crunched. It’s just the Paper Bag…but now with more Crunch! In the Original Story: fixed an issue that could allow devious Players who decided to punch the Game Grumps in the face instead of wave goodbye to get their “Do Not Burn” Achievement and get away with the act as the Game Grumps disappear In the Original Story: when attacked at the wrong times, the Game Grumps will cancel movement toward certain targets that would cause them to leave the party, instead of wailing away on you with their +3 Iron Fists of Fistitude In the Original Story: fixed an issue that could cause the Game Grumps to float around aimlessly after saving and loading while on the Flamingos. The Flamingos too will no longer float around forever In the Original Story: additional fix for Throwing the Dildo at the Closed Briefcase not updating certain Opportunities for “The Muse” In the Original Story: fixed an issue that could cause Rachael’s CurrentDare to reset on Game Load even if she was on the way to the Master Bedroom (or on the bed), about to get nasty with the Player In the Original Story: fixed an issue that could result in NPCs getting shoo’d out of the study as a result of certain events of Lety, Brittney, and the Player’s sexual romp in the study, even if that romp had already ended In the Original Story: Ashley reacting to Patrick getting attacked will no longer happen incessantly…and repeatedly…every…time…Patrick…is attacked. There is also a Distance criteria on this now because let’s face it, she isn’t scanning the horizon for that idiot at all times In the Original Story: Dan will no longer move to Arin during certain “casual” Background Chatter exchanges that the Game Grumps get involved in In the Original Story: When certain Game Grumps scenarios start, a minimum roaming timer will be reapplied to relevant NPCs to increase the chances that they do not try to move away before the exchange is finished In the Original Story: Dan will more reliably face the Player when making fun of him for playing Beer Pong all alone In the Original Story: tweaked timing related to Katherine and the Game Grumps’ “fan” exchange to try and prevent a Katherine Background Chatter from cutting itself off In the Original Story: fixes for various VA-text mismatches In the Original Story: minor tweaks to prevent Dan from making minor, unnecessary movements to Arin In the Original Story: fix for Dan getting stuck in the Master Bedroom Closet under certain conditions that would abandon the Game Grumps’ Master Bedroom “COATS!” scenario In the Original Story: the Player will now have to be In Vision of the Game Grumps to initiate the intro and follow-up/finale portions of their “DClub” content In the Original Story: NPCs will be less likely to attempt to get to Frank during the Laundry Room antics of the Game Grumps’ “DClub” content In the Original Story: fixed an issue where Patrick could fail to roam normally after being given the Laxatives In the Original Story: tweaked the events of the Game Grumps jumping out of their balloon so that they will no longer appear to just fall out of the air like boring boyz. Now they’re the ones who fall! …Unfortunately? In the Original Story: minor tweaks to improve the chances Lety and Madison’s “bonding” Background Chatter will play reliably after completing “Queen in the North” In the Original Story: minor clarifying tweaks to a handful of hint thoughtbubbles In the Original Story: the Player can no longer ask Madison for her phone back if the phone is not held or in their inventory, but is otherwise Active/Enabled (i.e. the Player dropped it somewhere) In the Original Story: performed a fair amount of cleanup on the Lety-Derek conversation that unfolds during “Hunt the Hunk”. This should start more reliably and progress more smoothly, with less awkward bumping around and weird movements In the Original Story: minor cleanup of some events associated with Leah and Frank’s exchange during the first part of her “evil”/”crazy” finale for “Broken Code” In the Original Story: cleaned up issues with currently used Target Types in a number of Turn Game Events in order to reduce current issues and future proof In the Original Story: cleaned up and tweaked events related to the “Hunt the Hunk” failure sequence where Derek gets fixated on…treats In the Original Story: fixed an issue that could compromise Derek’s behavior and responsiveness under certain conditions if “Hunt the Hunk” was failed and he became fixated on…victuals In the Original Story: cleaned up some response-related Criteria and options related to the Player’s possession of Madison’s Phone just before starting “Family Time” with Ashley, if the Player had at some point lost possession of said cellular device In the Original Story: giving Patrick the Laxatives will now correctly result in lowered social meters with him In the Original Story: tweaked the criteria used to determine when/if Sleazy Sancho will whisper sweet, sweet nothings into the Player’s ear orifices. Orificii? …Head vaginas. In the Original Story: fixed a possible duplicate thought bubble that could appear if the Player beat up Leah during her “evil”/”crazy” “Broken Code” path before talking to her once she returns to the party in the corner of the yard In the Original Story: made some improvements to other situations in which the Player could KO Leah, albeit with some difficulty, during the finale stages of “Broken Code” In the Original Story: added protections to a number of periodic WalkTo : Player-based Event Triggers and ReachTargets to ensure that these did not try to fire if the Player is Falling, temporarily KnockedOut, etc. In the Original Story: additional fixes for Leah following the Player around instead of attacking if she is Peed On or catches the Player making…unwise booze decisions during certain sections of “Snake in the Grass” and “Broken Code” Characters emoting will no longer ‘break’ them out of a Crouching state. They will instead perform only the facial and sound effect portions of the emote, and remain crouched Randomized roaming behavior and certain other automated roaming-related behaviors will no longer attempt to process while a game session is “fading in” after being started from the Title Screen or Load Game menu Fixed an issue from a previous 0.19.x update that could allow various Character Interactive Status and Reaction loops/checks to not process if only 1-2 NPCs had been enabled in a game session Cleaned up a couple of old VA lines for Lety that had leading and trailing noise Configured additional non-static items with AdditionalRenderers so that they will be compatible with the Item : IsVisibleTo Criteria. These include the Scorpion Tequila, TalkingFish, and more Fixed an issue that could occasionally allow Attacks of certain types to “hit twice” Characters will be slightly less aggressive when re-attempting movement to Inaccessible Mandatory Targets PeesOnMe and StartedPeeing Reactions/Event Triggers will no longer overlap as easily. Characters will delay processing of StartedPeeing Reactions very briefly to check for pee impacts, and in addition, each collision between pee and a Character will briefly delay the StartedPeeing Reaction between two Characters Fixed an issue that could cause a Character incorrectly fail a CanSee check specifically when a certain type of Object was supposed to be excluded. This addresses a small number of issues related to swapping to WallSex intimacy positions and when calculating IsRunning if the RunWhenFarAwayFromTarget was Added/True Fixed an issue that the Player could pee and masturbate at the same time. While crouching and trigger running the player does not move at full run-speed anymore. AutoSave doesn’t trigger within a few seconds after loading a save game anymore. Various optimisations to reduce garbage allocation and free up CPU cycles. If multiple BGCs are playing of the same importance around the player, the audio system now prioritizes the one the player is currently looking at Various tweaks to the BGC system to prevent overlap and awkward continuation of unimportant conversations Re-EQ’d various existing and new audio files, and corrected minor volume issues CSC: added back in PlayerBeingSpokenTo Criteria so that Story Creators will not have to manually remove this from their stories. NOTE: this Criteria will be deprecated at a later point in time in favor of using IsBeingSpokenTo, once we make back-end changes to allow this to occur more gracefully Smoothed knees bending sharply while bending legs for Amy, Ashley, Brittney, Frank, Patrick, Stephanie and Vickie Fixed Amy and Ashley strap-on skinning and extended bounding boxes so strap-on’s don’t disappear Improved Stephanie underwear transparency issues Re-positioned pee particle to flaccid penis tip for Derek, Frank and Patrick Tweaked Male SixtyNine animation and character sixty nine hotspots Improved nether region skinning/shader and textures issues for multiple characters Tweaked the shadows on characters with dresses in Main Menu Changed PlayerMale hand offsets during laying down pose to lean on his knee Improved skinning Rachael bikini top straps Tweaks to cutscenes v0.19.1 Added inventory image for the sunglasses Added cutscene for master bedroom sex Added cutscene for Frank’s finale Added cutscene for Katherine’s finale Added Frank story achievements Added penis alignment for all cutscenes Added sountracks for all cutscenes Added cucumber model Improved the male and female drunk walk Updated Ashley’s clothing Added OpenLabia blendshape to all female characters Added blendshapes to male characters to open their anuses Updated inventory image for Derek’s shirt, Ashley’s top and her panty Updated Amy and Ashley avatar images Added a pop up to indicate changes in social status between the player and other characters CSC: Added the ability to set reactions/event triggers for the player in story data The opportunities window and popup in game will now show “missed opportunities” when you fail an opportunity that hasn’t been started yet instead of showing the opportunity name and details The opportunities window will now sort a character’s quests by in progress, then completed, then failed In the Original Story: Frank and Leah’s ability to tell if the Player is doing something with alcohol now has a more forgiving distance check to it. If the distance between the Player and Frank/Leah is greater than the distance between “Frank’s Chair” and the threshold to the LivingRoom (where Stephanie dances; a distance of 10), then they will not react to the Player taking booze-related actions In the Original Story: as Frank promised there is now at least one meaningful reward to NOT beating him up during the “evil”/Ronin ending of Leah’s “Broken Code” content In the Original Story: continuing to improve your Friendship with Frank after it already appears to be maxed will now also reward a Romance boost In the Original Story: slight changes to the final pre-intimacy choice during Rachael’s “Dare Interference” content. Pay close attention! In the Original Story: Katherine will need a different item in order to “tend to herself” just before her intimacy reward In the Original Story: initiating Katherine’s first Intimacy reward and her follow-up rewards now have slightly different requirements in terms of Player positioning. In the Original Story: implemented additional protections to prevent niche occurrences of the Game Grumps duplicating their initial “Fell to the Ground” reactions, BGC, and follow-up events In the Original Story: the Fireplace is now…active. Careful what you throw around near it! In the Original Story: minor tweaks to how some of Frank’s intro dialogue is handled and what other Global Responses of his rely on said dialogue In the Original Story: the Player Character has learned how to grasp more things from the endless void known as their “inventory” and hold said things in their hand(s)…but not all the things. Is it even possible to learn this power?! In the Original Story: the Fireplace can now be used to maximize the dankness of gettin’ tight with…ah fuck it I’m old. Light the joint with the Fireplace if you want to In the Original Story: standardized the distance at which certain NPCs will/will not use certain Background Chatters if they do not want another NPC to “hear” them use said Background Chatter In the Original Story: the Player can no longer ask Frank about Thermos-related questions/responses once they are already holding or have inventoried the Thermos In the Original Story: loosened some restrictions on when the Player can tell Brittney when Stephanie is dancing topless In the Original Story: Stephanie will no longer attempt to return to a playing music source if she is being spoken to or displaying dialogue. To compensate, the frequency with which she will try to return to a playing music source has been slightly increased In the Original Story: removed certain restrictions from a handful of global Vickie responses related to “Derek Smash!” In the Original Story: tweaked certain restrictions in a handful of global Vickie responses as related to Ashley’s “Sibling Warfare” content In the Original Story: fixed an issue that could cause two of Leah’s booze-related actions towards the Player to flag her as having “met” the Player, which could compromise some initial Social meter gains with her In the Original Story: fixed a number of VA-text mismatches In the Original Story: fixed an issue that could cause the Player or Derek to get stuck with the HoldingADrink state after some Derek content sequences In the Original Story: the Player can no longer ask Derek about the Whipped Cream or Condom if the Player has already managed to take possession of them In the Original Story: minor tweaks to when certain bathrooms are considered “available” In the Original Story: the Game Grumps will no longer magically take part in scenes in Madison’s bedroom or bathroom if Madison’s bedroom/the Master bedroom door is locked In the Original Story: tweaked a variety of restrictions related to the Master Bedroom being “available” and/or being in use due to progression of “The Muse” and its related Opportunities In the Original Story: throwing the Dildo at the Closed Briefcase will now fail “Artsy Fartsy”. Officially this time. Not just cause you hucked the dildo away In the Original Story: better aligned Madison’s “On Groped” reactions with the social meters In the Original Story: cleaned up some old Roaming behavior issues for Derek in regards to his motion in or around the Gazebo just before the finale of “Sibling Warfare” In the Original Story: the Motor Oil can now be Taken into the Player’s inventory In the Original Story: fixed an issue that could allow the Player to get an extra point of Friendship with Patrick if they pursued giving him the Painkillers in a very specific way In the Original Story: expressing concern about Frank towards Patrick will earn a point of Friendship with Patrick In the Original Story: improved some helpful Thought Bubbles related to progression through “The Muse” In the Original Story: the Player can now ask Vickie about the photos on Madison’s Phone even if Madison is nearby. Watch out! In the Original Story: moving ahead with the prank against Madison for “Sibling Warfare” can be temporarily put on hold if the bedroom is being used just before sending Derek off to talk to Madison In the Original Story: fixed an issue that could cause Leah to attack the Player when giving her booze without taking into account her socials with the Player first In the Original Story: Derek will no longer blatantly tell the Player not to mention some of his personal business to Stephanie while in sight of and in proximity to…yeah In the Original Story: the calculation used to determine whether or not Frank will confront the Player amicably or aggressively after the Player takes multiple booze items from the liquor cabinet now takes into account romance points with Frank and other new factors, and is in general more lenient In the Original Story: the informative thought bubble that hints towards Frank’s “liquor cabinet confrontation” mechanic now offers a bit more detail into how the Player can save their own ass In the Original Story: fixed an issue that could let Frank attack the Player after groping Leah even if Frank could not see the Player doing so In the Original Story: minor tweaks to a handful of Patrick dialogues that Frank could overhear that could cause Frank to attack Patrick even if Frank could not see him at all, if Frank was concussed, etc. In the Original Story: Patrick now has a reaction to being given the Scorpion Tequila outside of Lety’s content In the Original Story: made a wide variety of small bug fixes and tweaks to instances in which Frank or Leah overhear the Player to ensure consistency between when the Player is attacked based on Frank being concussed, prevent overhears through walls, and in general standardize such behaviors In the Original Story: fixed a handful of additional bugs regarding Frank/Leah overhears that would in fact entirely override the dialogue for the NPC that was supposed to speak, rather than allow Frank/Leah to interject afterward In the Original Story: Frank overhearing an NPC accusing you of being drunk will no longer agro him if he is concussed, aligning these reactions with his own behavior of not giving a shit if he is concussed In the Original Story: standardized the checks made while Kat and the Player are or are not drinking rum as part of her early content in the Game Grumps’ storyline that are responsible for Frank and Leah getting all kinds of mad In the Original Story: tweaks to the Derek behaviors related to him confronting Frank about his little brother and the meth. These exchanges can no longer happen at times when Frank is occupied with other story-critical content that could cause awkward event overlap(s) In the Original Story: cleaned up some old scripting that could cause odd feedback text/dialogues if the Player was trying to get into the downstairs bathroom just as Katherine made it inside after getting sick for “Meltdown” In the Original Story: telling Frank that you are wasted/had shots will now emotionally displease him via his social meter, in addition to the displeasure he already exhibits into or around your facial area In the Original Story: the Player will have a bit more warning before using the Dildo with a certain risky, roof-mounted object In the Original Story: losing the Dildo will now also more informatively fail out of an Opportunity for Madison that required it to not be lost In the Original Story: added some mitigating events to cut down on the likelihood that Dan and/or Arin will get stuck on other NPCs or each other while on their way from the Fire Pit to their majestic steeds In the Original Story: added additional protections to Characters like Ashley and Leah to ensure they don’t erroneously get mad at the Player for “climaxing” on them during intimacy scenes In the Original Story: standardized Derek’s intimacy scene and added remaining WallSex positions for use with him In the Original Story: cleaned up KO-related events for Leah that can take place during her “Evil”/Ronin ending for “Broken Code”. It is no longer possible to have her get KO’d without being able to wake up In the Original Story: cleanup of events and Frank and Leah’s behaviors leading up to the Player’s choice to fight Frank or Leah during the “Evil”/Roning ending for “Broken Code” In the Original Story: it should be harder to seemingly arbitrarily fail out of the “Evil”/Ronin route “Broken Code” due to not being naked during the pre-intimacy finale In the Original Story: added a number of new lines and behaviors related to Leah going all the way through “Broken Code” and deciding to be “Evil” after Frank’s defeat In the Original Story: the Player can no longer give the Chocolate Bar to Leah after a certain point in “Broken Code” In the Original Story: Leah will actually take and eat the Chocolate Bar from the Player when she’s given it In the Original Story: cleaned up the aesthetics of Frank’s jump to the roof during the “Evil” ending of “Broken Code”; it is now similar to Derek’s jump to the roof for “Memory Lane” In the Original Story: cleaned up some scripting for Frank and Derek’s jumps to the roof so that it’s not possible for them to continue jumping and taking certain actions if relevant content had been failed just before their jumps, and it should no longer be possible for them to be stuck reaching for an IKTarget in similar circumstances In the Original Story: giving Katherine the UN-tampered Rum will fail the “Meltdown” Opportunity as it always should have In the Original Story: modified Pat and Ashley’s behavior when starting the finale of Madison’s “Smooth Operator” finale to prevent them from being able to continue moving toward any roaming target they had previously chosen In the Original Story: fixed a long-standing plot inconsistency regarding the nature and duration of Ashley and Brittney’s relationship In the Original Story: made a number of changes to Madison’s behaviors after having caught the Player stealing, looking through her phone, etc. In the Original Story: cleaned up some Leah behavior prior to her initial talk with Frank at the Fire Pit just before “Guiding Light”. She will be less likely to walk right by him while looking for him In the Original Story: fixed an issue that could cause Lety to block Leah’s escape from “the Carnies” after Leah is Poppered during “Just in the KICK of Time” In the Original Story: cleaned up a couple potential Stephanie Dialogue inconsistencies In the Original Story: if the Player did not actually give the camera with Katherine’s nudes on it to Frank, then Katherine will not comment on this pre-intimacy if the Master Bedroom door is unlocked In the Original Story: Leah will not get involved in any “guard the booze” shenanigans while she is following the Player/Frank around the house and yard just before the “evil” finale of “Broken Code” In the Original Story: Frank will no longer warn the Player about opening the Liquor Cabinet if he gave the Player permission to sniff the Thermos In the Original Story: Rachael won’t lock the Player out of conversation options quite as quickly due to lowered Socials. It will take another mistake or two to get her to completely shut you out of her life In the Original Story: Leah will cancel any pending SpareRoom2 and UpstairsHallway motion before warping out to confront Frank on the roof during one ending of “Broken Code”. This should alleviate some niche odd behaviors observed once she takes her place outside the art room window In the Original Story: minor event cleanup for the events that start Rachael and Pat’s initial “Patty’s Striking Resemblance” confrontation In the Original Story: fixed that could cause the Player to get credit towards the “Running” speed stat increase while KO’d In the Original Story: fixed an issue that could cause Leah to Always Block for the rest of a playthrough if the Player failed her “Punch Training” in the Garage by running out of the room In the Original Story: fixed an issue that could cause Vickie to not “stay and watch” after catching the Player having sex In the Original Story: fixed an issue that could cause various hot tub-related bugs to occur if the Player “climaxed” on Brittney while in the middle of the hot tub finale of Amy’s “Scavenger Hunt” In the Original Story: fixed an inconsistency in an Ashley dialogue response regarding her closet and the Tiny Key In the Original Story: fixed an issue that could cause Madison to Roam repeatedly to Vickie In the Original Story: the Player can now quickly get fully dressed or undressed via their Radial action menu instead of being forced to individually remove clothing items one at a time. Existing options to remove individual items remain unchanged In the Original Story: at various points during the Story where the Player is expected to have Madison’s Phone or Patrick’s Phone, either having said Phone inventoried OR held in hand will count as “having” the Phone In the Original Story: minor increase in the “reward” for eating the Chocolate Bar In the Original Story: fixed an issue that could cause Frank to become effectively broken if the Player failed the “good” path for Leah’s “Broken Code” content, then defeated Leah in a possible fight that could ensue, and then tried to wake up Frank In the Original Story: Derek and Madison noticing the Player stealing an item is more in line with Frank/Leah’s behavior regarding the booze. In general, Derek and Madison will not catch the Player stealing if they are too far away, out of vision, the Player is not in front of them, or are occupied by a very specific number of story-content restrictions. In the Original Story: fixed a consistency issue between two instances where Madison would react to the Player talking about a stolen item with Amy In the Original Story: another sugary treat can now be eaten… In the Original Story: Madison and Ashley will be less likely to talk about Ashley’s hidden “toy” via Background Chatter while other NPCs are around In the Original Story: some minor cleanup of behaviors in the sequence of events leading up to Frank’s untimely demise during the “Lety-Rachael Easter Egg” In the Original Story: some tweaks to mitigate an issue that could prevent Frank and Lety’s final confrontation near the Firepit if either of them had managed to get distanced from each other/the Firepit before the Player stepped into view In the Original Story: improvements to Brittney’s behavior(s) if the Player…”finishes” on her at very inappropriate times In the Original Story: tweaks to certain behaviors during the “Tampered Rum”/”Poisoned Player” ending of the game to prevent a certain feisty someone from going overboard with voiced lines. Calm it the fuck down, okay? In the Original Story: Madison won’t stop her bonding session with Lety just because the Player wants Vickie’s number…or if she’s…ummm…nipples deep in important story content. You want to make these worth reading? Thought not. In the Original Story: some of Patrick’s “fluffier” moments when reaching the Player will no longer occur/interrupt the Player if the Player is already in the middle of other Dialogue, in combat/about to be in combat, or in the middle of certain content that triggers temporary global lockouts. To compensate for this, Patrick will try to WalkTo the Player a bit more frequently to deliver these silly, silly lines In the Original Story: when repeating Intimacy with Katherine, she will now also remove her clothing if the Player merely turns their back on her to give her a moment to change; you no longer need to run in and out of another room, although that is still an option In the Original Story: the text descriptions/hints for the Oppportunity: Katherine’s “D”-Mands have been updated In the Original Story: added some Roaming-related controls that should make it much less likely for NPCs to continually stream into the Master Bedroom to say hello or whatever to Katherine while she and the Player are just about ready to get intimate In the Original Story: Frank will no longer magically exit out of his Concussed state in the middle of being talked to or while talking to another Character In the Original Story: fixed an issue that could cause Leah to attack the Player for taking Booze-related actions if Frank was not around but was concussed, even if Frank had given his slurred permission for the Player to do what they want with the Booze In the Original Story: fixed an issue that could cause Leah to consume her Booze warning towards the Player slightly unpredictably/when not intended In the Original Story: fixed an issue that could cause Brittney to permanently be an exhibitionist if Amy’s “Scavenger Hunt” was failed in a specific way, at a specific time during the finale of the Opportunity In the Original Story: Katherine will now be considered temporarily “Occupied” for certain cross-content lockouts while she is running to the Hot Tub to get her phone back from Stephanie during the finale of Stephanie’s “Drunk and Disorderly” Opportunity In the Original Story: cleaned up some behaviors related to Stephanie being high or drunk after some of her content, as well as in-game feedback related to what effects these behaviors have on her In the Original Story: addressed issues with Stephanie’s selection of reaction to the Player exposing themselves In the Original Story: added some additional mitigating controls to prevent Patrick from wandering away from the “flamingo corner”/area in niche situations while the Player was working on “Patty’s Striking Resemblance” In the Original Story: addressed a minor plot inconsistency in a Derek Dialogue related to when the Player/Derek may or may not have found out about what happened with Derek’s brother, just before involving Derek in the “Sibling Warfare” Opportunity In the Original Story: initiating the fight between Derek and Patrick vs. Frank now requires Derek to be free of a number of other…story-occupying limitations In the Original Story: certain Achievements that relied on Periodic events in order to trigger will now wait until the Player is no longer being spoken to, to better ensure that the Player is able to conveniently observe the Achievement pop-up. To compensate, these Achievement Periodic events will “tick” slightly faster In the Original Story: combat-related Achievements should pop-up/fire slightly more quickly In the Original Story: Brittney is now disabled if for some reason she leaves the party In the Original Story: Amy is now disabled if for some reason she leaves the party In the Original Story: a number of Opportunities that were missing various Status Texts have been given some love In the Original Story: the Player will now receive some feedback if the Upstairs Bathroom Door is locked while Amy is attempting to go inside to change into the Goodbye Kitty underwear In the Original Story: Ashley will not walk out to greet Vickie upon her arrival if the Player has not progressed far enough into “Military Precision” and/or “Sibling Warfare” to justify doing so In the Original Story: minor cleanup and tightening-up of some Opportunity-related events specific to “Patty’s Striking Resemblance” and “Story Time with Patrick” In the Original Story: if Katherine kicks the Player out of the Downstairs Bathroom during the events of “Meltdown”, the Fade Out and In will not take nine years to complete. Instead, it will take about as long as you’ve spent reading this note In the Original Story: Stephanie will now wait for the Game Grumps to finish their discussion of “Power Hours” with her before she attempts to return to a music area In the Original Story: fixed an issue that could allow Stephanie to occasionally get too far away from a music area In the Original Story: Stephanie will only start automatically wandering out to dance at the Speaker in the back yard after the Player directly tells her it is set up and on The front door will now make a sound when successfully opened or closed Fixed issues that could prevent the Popper and Starbomb from correctly triggering GetsHitWithProjectile events Set the Fireplace up to explode when various items are thrown into it. This automatic explosion mechanic will trigger one of two sound effects depending on whether or not an appropriate glass/not-glass item is thrown in, trigger the ItemFunction for the explosion itself, and for certain items, also automatically flag Player values so that CSC users may easily track their destruction. The explosion can also be manually triggered via the CSC, which will result in a non-glass explosion sound effect being played, but no automatic events being fired OnItemFunction Event Triggers work now. Sorry we like, put them there and did nothing with them and stuff Fixed a bug that could prevent the NoLoitering system from working as intended due to niche Dialogue open/close behaviors Fixed a bug that could prevent the NoLoitering system from working as intended in the event that multiple Characters took up the same NoLoiter area under certain conditions Very slightly sped up the NoLoitering system check to account for the delay in ChangeLocation caused by it Characters will no longer regenerate health while the game is Paused PokedByVibrator Event Triggers/Reactions will no longer be able to fire while the game is Paused PhoneBlindedMe Event Triggers/Reactions will no longer be able to fire while the game is Paused Characters who were on fire will no longer be super rude and burn to death while the game is Paused The default position of the Sunglasses has been ever, ever so slightly adjusted Minor typo fix for one of the hard-coded text pop-ups that Madison’s Phone can produce Added dancing camera mechanics The Upstairs Bathroom now counts as a valid sex spot. Intimacy started in this spot will manually align itself to prevent clipping or position issues rather than use Character position and rotation The Upstairs Bathroom now has a spot to engage in WallSex positions Added CutScene support to game and CSC. Fixed an issue with Character Zone sizing that could cause Characters that spawned in specific areas at the corners of the yard to not have a Zone assigned to them until they changed position Tweaks to several sex spots to prevent warping through walls near the stairs into the garage, or from the Art Room closet into Madison’s bathroom Fixed an issue that could cause the following Roaming Options for the Roaming Game Event to behave unexpectedly due to choosing the wrong game object: AllowLocation, ProhibitLocation, StopAllCurrentRoamingMotionTo The Salami can now use ItemFunctions The Salami will now be highlighted in the grass if dropped The LockFPS console command can now set the FPS as low as 10, instead of 15 Fixed an issue that was causing the IntimacyState criteria check to evaluate incorrectly if checking for IntimacyState – None on a Disabled Character Fixed a typo in a Custom Story Browser error text Various performance tweaks and optimizations CSC: the ItemFromItemGroup category of Game Events now includes the option to GrabFromPlayerInventory CSC: certain body part-modifying CharacterFunctions that were formerly limited for use with specific Characters are now available for all NPCs. Think big brah, real big CSC: NPCs who are currently on fire/have a flame effect visible can now speed up the rate at which the flame visibly ignites/grows or extinguishes by using the SpeedUpFireProgress CharacterFunction. Upon reaching maximum “burn” or when an NPC is fully extinguished, the behavior of the flame effect is set back to its defaults. So, use this when you need a faster, one-off change. This does not increase the amount or rate at which fire damage is taken by the Character CSC: added the IsZoneEmpty criteria, which will check to see if any Characters are CURRENTLY in a zone (Characters walking or being warped over time will need their own logic/criteria set up). This can be used to replace certain repetitive distance and/or InZone checks CSC: “OnRelationshipEventWith” Event Trigger split into different Triggers specific to increases and decreases of Friendship and Romance to allow more convenience when fine-tuning social behaviors. The “Scared” social value is no longer tied automatically into any Event Triggers CSC: improved formatting when Exporting Player Responses Fixed UI placements Fixed Amy nipples poking trough top Added IKOffsets for all characters to improve animation clipping Fixed issue with Derek wearing Sundress/GoodbyeKitty underwear in Main Menu Improved Stephanie’s dress cloth physics and tweaked her hands positions during lap-dance Updated animation settings to stop characters from sliding backwards during conversations Tweaked Brittney specular on cloth material Fixed Madison hard edges on her butt Removed lines/folds under female butts as they stretched during sex scenes Fixed Derek skinning issue which caused a polygon to spike from his neck Tweaked gazebo seating positions to be a bit lower Adjusted ejaculation particle position for male characters Changed player idle animation Added alternate clothing textures for Ashley and Madison when they get beer thrown on them The player will now stop dancing when entering combat Prevented the player from crouching while dancing Characters will now pause or stop what they’re doing to move for another character more often Prevented some arbitrary errors from being logged to the debug console Made improvements to precision when characters are navigating to crowded areas so they will get closer to their desired move target Added console commands to play cutscenes Updated discord links in the main menu Save/Load/Autosave no longer resets a character’s clothing when they’re using a hot tub seat Prevented autosaves from being performed when in the process of loading the main menu and/or being knocked ouut Female characters are now able to dance badly Added additional THGOAO texture slot for a character’s alternate textures CSC Registration in game will now warn the player if their password isn’t using any special characters or capital letters CSC: Accessible player prefs are now segregated by a prefix from normal player prefs to avoid any potential conflicts CSC: Improvements to include faster and better results for advanced regex searches in CSC searches CSC: Improvements to filtering criteria/events in search display results CSC: The RandomizeIntValue option now logs the result of the operation CSC: Performance improvements for sarching with filters CSC: custom filter values are now preserved in search when switching to different characters CSC: IsNaked can now be used for reactions/event triggers v0.19.0 In the Original Story: converted most NPC reactions for the Player exposing themselves into Background Chatter instead of Main Dialogue In the Original Story: added new Opportunities for Frank – A “Ball” of Mystery, CockBall, The Penis Games, Nail the Coffin, Budding Bromance In the Original Story: added new default greeting responses for most NPCs that can be used (based on their availability/ongoing content, social meters, and sometimes more) to move them to specific locations In the Original Story: added clarifying hints and thoughtbubbles to the various story actions that serve as additional means of build trust with Frank outside of “Frankly, I Don’t Trust You” In the Original Story: major revamp of the “Frankly, I Don’t Trusty You” Opportunity and general “Frank’s Trust” mechanics and many associated events. “Frankly, I Don’t Trusty You” is now purely dependent upon social meters with Frank, with giving him booze being just one of many different ways of progressing towards completion of the Opportunity. NOTE: this Opportunity now reflects your initial earning of Frank’s trust. His trust in you AFTER completion of the Opportunity is then dependent upon your friendship level with him In the Original Story: added four new Achievements: “Beyond the Call of Dude-y”, “Good Riddance!”, “Against All Odds”, and “Now It’s a Party!” Added the “Fireplace” as an Interactive Item Created Particle Effect To Depict “Flare Up” from Fireplace, as if hard liquor, etc. were Thrown Into It Added the ability for the player character to dance. Updated the censor setting to show a black censor bar over non-player characters who are engaging in sexual activities. In the Original Story: converted Ashley’s reaction to a shirtless Player to Background Chatter instead of Main Dialogue In the Original Story: groping Ashley no longer counts as having “met” her. Did you miss her hand? Nevermind. Dumb question… In the Original Story: fixed an issue that could lead to Stephanie not being able to receive oral from the Player if they just finished “Special Tutoring” and tried to move right into her intimacy sequence for “Candyman Can” In the Original Story: before giving Frank a whole boatload of booze for “Frankly, I Don’t Trust You”, the Player will receive a hint that there are other ways to get him to trust you for certain content… In the Original Story: finishing “Meltdown” successfully will now always fail “Let’s Lower Some Inhibitions” and “I’m not Whipped, Bro”, as Stephanie is like super cereal about this new Doctor-future thingy In the Original Story: tweaked a couple of Stephanie’s global responses to at least require having officially met her before using them In the Original Story: the two sets of choices in Madison’s dialogues just before she and Ashley fight during the finale of Ashley’s “Drunk and Disorderly” Opportunity now carry minor social impacts based on whether you encourage Ashley/the fight, or not In the Original Story: minor improvements to Brittney’s emotive behaviors during the “Truth or Dare” bit of Amy’s “Scavenger Hunt” In the Original Story: fixed an inconsistency in a Rachael dialogue used during “Patty’s Striking Resemblance” that could refer to Vickie NOT being at the party when, in fact, she totes could be In the Original Story: minor tweaks/improvement to wording of certain descriptive texts for “Frankly, I Don’t Trust You” In the Original Story: being able to ask Frank if he’ll open the Closed Briefcase for you is no longer dependent solely upon completion of “Frankly, I Don’t Trust You” In the Original Story: the response that the Player can use to try and initiate the “Broken Code” finale with Frank is no longer hidden UNTIL the Player regains Frank’s trust. Instead, it will be shown regardless of him trusting you and can be used to confirm whether or not he trusts you enough. A hint has also been added to this exchange In the Original Story: when Frank reaches his chair again for the first time after the Player has snuck too much booze out of the Liquor Cabinet, a little more info about how Frank makes his decision to attack the Player or not will be provided In the Original Story: fixed an issue that could cause Leah to not have the appropriate Alternate Body Texture(s) when loading into a game In the Original Story: standardized the social criteria used to determine when Ashley will attack the Player in response to certain actions In the Original Story: fixed an issue that could allow the Player to ask Katherine to join them in bed while they were being intimate with another NPC. No, this is not a nerf to threesomes or something. Beds have structural weight limitations, that is all In the Original Story: fixed an issue that would cause Katherine to not put her fishnets back on if the Player “abandoned” intimacy in the bedroom with her In the Original Story: slightly loosened the restrictions on two responses within Patrick’s default greeting that were a bit too tightly tied into Madison’s “art show” In the Original Story: “Frankly, I Don’t Trust You” will now auto-start after select interactions with Frank that were already serving as social boosters or depictions of his increase or decrease in the Player In the Original Story: very slightly boosted the social reward received by giving Frank the camera with nude pictures of Katherine on it In the Original Story: tweaks, 0.19-relevant additions, and cleanup in the periodic Event Trigger that removes Frank’s concussed state In the Original Story: several tweaks to Brittney’s behaviors based on her Friendship level with the Player. She will now be somewhat less likely to attack immediately after one major “violating” act, but will be less likely to help with content in a handful of instances based upon even a moderate drop in socials or one occurrence of a major negative act. TLDR: Keep your fluids and appendages off her In the Original Story: fixed an issue where Derek could overhear Amy and the Player talking about his brother…through walls! In the Original Story: Amy won’t be locked off from being sent to take pictures of Brittney in the hot tub if she was never invited to Madison’s “art show” in the first place In the Original Story: the Player won’t be locked out of asking Amy to go somewhere secluded while Madison’s “art show” is on if Amy was never invited to said “show” In the Original Story: the Player won’t be locked out of asking Amy to go check out the fire pit while Madison’s “art show” is on if Amy was never invited to said “show” In the Original Story: Frank attacking the Player due to the Player being drunk while speaking to him will now correctly flag the Player as having been made aware of Frank and/or Leah’s issues with booze In the Original Story: the Player will automatically exit Combat Mode a bit faster after defeating Frank during the “evil”/Ronin finale of Leah’s “Broken Code” content. This is a minor QOL addition that should prevent…frantic players from accidentally hitting Frank again In the Original Story: minor emotive additions and cleanup of Stephanie-Katherine events related to “Meltdown” and “Drunk and Disorderly – Stephanie” In the Original Story: added states to Katherine briefly while she enters the Downstairs Bathroom to try and mitigate a rare issue that could cause her to get pushed out of that bathroom while sick In the Original Story: Patrick now has the Upset state from the start of a New Game, as he’d be hungover/have a headache regardless of having talked to the Player or not yet In the Original Story: minor tweaks to certain starting scenarios for “Get the Man Some Drugs!” and standardization of how friendship is increased, no matter how the Opportunity is started In the Original Story: corrected a few text typos In the Original Story: giving Katherine the rum (tampered or not) will now count as having given one of the liquor items in the game away, which ties into certain Opportunities and Frank mechanics In the Original Story: added more social boosts for Patrick when giving him various booze items In the Original Story: tweaked the delay after which Patrick will accept another booze item to ensure that it’s always roughly 60 seconds after having closed the “gave booze” Dialogue In the Original Story: sprinkled additional emotive behaviors around Patrick’s Dialogues when he is given various booze items In the Original Story: Rachael won’t approach Pat to confront/slap him if Patrick is on his way to certain important Character Targets like the Player In the Original Story: the Player will now have the chance to ask Frank about his “take” on Leah In the Original Story: slight tweaks to the removal of Stephanie’s panties as part of her “Special Tutoring” intimacy reward/finale In the Original Story: tightened up some behaviors for Frank and Leah as part of a handful of “fail outs” of “Broken Code” In the Original Story: cleaned up the Global Item Refusal Events for Arin and Dan In the Original Story: Frank will not try to get back to his chair if he is currently displaying dialogue OR is being spoken to. Slightly increased the frequency with which he will attempt to return to his chair to compensate In the Original Story: minor tweaks to Brittney’s behavior after “Truth or Dare” during Amy’s “Scavenger Hunt” to ensure she gets the most out of her relaxation time in the hot tub In the Original Story: Brittney will only stay in “exhibitionist” mode after Amy’s “Scavenger Hunt” if the Player has extremely high socials (friendship AND romance) with her. This may require her involvement in more than one set of content… In the Original Story: added some Opportunity texts to a few Opportunities that were missing failure and complete messages In the Original Story: “Katherine’s Dilemma” will now fail if the Player got Katherine the Rum without ever getting her to go topless in order to take pictures. This isn’t a bad thing, calm down In the Original Story: fixed an issue that would cause several Characters to react to being given the Flask as if it was filled, when in fact it was not In the Original Story: the response that lets the Player tell Ashley she is standing in Patrick’s “sick” (to move her) no longer has an overly restrictive check against Madison’s “art show”, instead checking if Ashley is attending said show In the Original Story: minor tweak to Ashley’s behavior that moves her if the Player told her about Patrick’s “sick” or “fluids” to prevent fast-moving Players from compromising content In the Original Story: tweaked when Katherine could be “cell phone jammed” to avoid a few niche issues In the Original Story: fixed a handful of issues across the story caused by On Start Dialogue event configurations that were preventing Social boosts or penalties from taking effect In the Original Story: fixed an issue that could cause Ashley to not fully “take a break” from talking to the Player if the Player told her that they just use Derek for party hook-ups In the Original Story: fixed an ancient, evil, long-forgotten bug that would allow the Player to “succeed” at Rachael’s full and partial flash Dares while hugging the inside wall of the Garage as she reached the corner of the yard Fixed an issue that would allow the backend Player Value “PlaythroughTimer” to progress while the game was paused NPCs should now be more aware of who they are speaking to and when they are speaking and more nuanced about which animations they choose and how they rotate toward their targets. Fixed an issue with Dialogue OnStart Events that would allow emotive “tone” to be used by an NPC even if the actual Emote event that could set the tone was not executed due to a failed criteria check; this could lead to dialogues with unintended feels Added right hand mounting position and rotation for the Popcorn Fixed an issue that could cause an NPC responding with a BGC that specified a SpeakingTo target of “Anybody” to be unable to fire off said BGC Mitigated an issue that could cause NPCs to stand around for some time without being able to exchange BGC due to an incomplete verification of pending/playing BGC The Camera item will now differentiate between Naked, Topless, and Bottomless photos when taking pictures of Characters Added support for most menus of the game to be translated including the custom story browser and login interface. Added support for some aspects of the input configuration window to be translated. Fixed issue where autosaves would sometimes not be written to the hard drive when returning to the main menu. Added support for characters to use more complex body textures for preventing clipping with additional clothing sets. Fixed issues with non-gregorian calendar formats in the custom story browser. Updated how the male skin shaders are treated to allow use of a clipping plane for a bra worn in clothing set 1. CSC: Added a “OnRelationshipEventWith” event trigger/reaction that will fire immediately after the current Character has their Friendship, Romance, or Scared social relationships modified with another Character (or “Anybody”) via a Game Event from the CSC. These can be disabled/enabled like most other event triggers to allow automatic and finely tuned control over social relationship adjustments CSC: Converted the PlayerBeingSpokenTo Criteria into IsBeingSpokenTo, which will accept a Character so that you may check if a specific Character is being spoken to by another. Manual correction of existing Criteria types and Character references may be required CSC: Individual Item Interactions resulting in a refusal will trigger refusal behavior(s) for that Item, even if the Item is present in an Item Group for which the Character has Item Group Interactions configured. This will allow you to more finely tune acceptance and refusal for items based on values or other criteria. Individual Items that pass their Accept criteria or are not found within the Individual Item Interactions section will still move on to evaluate any Item Group Interactions they might be included in CSC: Added the InVicinity criteria. This will check against same data used by our internal IsInVicinity checks (used in socialization, roaming, intimacy, default reactions, and more), which ensure that two characters are at a Distance of 4 or less from each other, and not on separate floors. This can also be used as an easy replacement for any existing criteria similar to “Distance Between Two Characters Less than 4”. For those still reading this crap, a Distance of 4 is approximately 1.5 walking steps beyond the interaction distance for all NPCs. Also, I’d like to hug you…if you’d let me CSC: Added the InVicinityAndVision criteria. It checks to see if two Characters are InVicinity of each other and Can See each other, while using 69% fewer words! CSC: Fixed some issues where criteria were being shown in the search feature that should have been excluded. CSC: Added advanced option to use regular expressions when using the search feature. CSC: Added advanced option to search the location info as well as the event/criteria names and keys when looking for a value match in the search feature. CSC: Changed default settings for the search feature to be more broad when filtering by events and criteria simulatenously. CSC: Added a game event that allows the CSC user to set player pref values. CSC: Added a criteria option that allows the CSC user to fetch and compare player pref values. CSC: Added a reaction event type “IsDancing” which can be used to make characters react when they see another character dancing. v0.18.2 House Party Stable Release 0.18.2 is live! We’ve ironed out a bunch of bugs and added a lot of polish in this update. We hope you all enjoy the extra smooth gameplay experience! Two of the biggest changes we introduced are Brittney and Katherine’s outfit reworks. Brittney has an updated patriotic bathing suit, a cute new top for Date Night With Brittney, and her regular in-game shirt has also been reworked with a sexy new look! Katherine’s outfit rework includes a black tee, red skirt, choker, and fishnets! If you haven’t checked out any of the social media screenshots we’ve shared of those two yet, go take a look at them in-game and let us know what you think! In addition to the usual load of bug fixes, this update also brings some great visual/UI changes such as a brand new radial menu for player choices. Now, when you click on an NPC in the game, it’ll have a new look when selecting your interactions. We also reworked and updated intimacy rewards for several characters, updated the House Party loading screen, and improved our save and load system. The changes included with this release greatly improve the look, feel, and quality of life of House Party. We’ll catch up on unvoiced lines and translations in our next content update sometime soon after the new year. There is so much more exciting stuff we’re working on that we can’t wait to share with all of you. For now, enjoy the polish release, check out the hot new Brittney and Katherine outfits, enjoy those new repeatable intimacy rewards, and get hyped for our upcoming updates! Reminder Note: Though we try our best to preserve them, sometimes it’s inevitable that we have to make changes to the save system, so old saves are not compatible with this update Thanks! -Eek Team v0.18.2 (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. v0.18.1 (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 v0.17.3 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 0.8.6 (Beta 1/25/18)
0.8.5 (Alpha 1/19/18)
0.8.4 (Alpha 1/11/18)
0.8.3 (Beta 12/21/17)
0.8.2 (Beta 12/14/17)
0.8.1 (Alpha 12/5/17)
0.8.0 (Alpha 11/23/17)
0.7.7 (Beta 11/9/17)
0.7.6 (Beta 11/2/17)
0.7.5 (Alpha 10/26/17)
0.7.4 (Alpha 10/19/17)
0.7.3 (Beta 10/6/17)
0.7.2 (Beta 9/29/17)
0.7.1 (Alpha 9/25/17)
0.7.0 (Alpha 9/7/17)
0.6.6 (Steam Only)
0.6.5 (Beta 7/18/17)
0.6.4 (Steam Only)
0.6.3 (Beta 6/22/17)
0.6.2 (Beta 6/16/17)
0.6.1 (Beta 5/15/17)
0.6.0 (Alpha 5/4/17)
0.5.7 (Beta: 4/18/17) (Public 5/17/17)
0.5.6
0.5.5
0.5.4
0.5.3
0.5.2
0.5.1
0.5.0
0.4.5
0.4.4
0.4.3.1
0.4.3.0
0.4.2.1
0.4.2.0
0.4.1.0
0.4.0.0
0.3.5.0
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Инструкция по прохождению игры (версия 0.7.3):
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Серьёзно чтоль мод на цензуру - это текстовый файл с надписью Fuck Censorship?
Автор, проверь. |
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Несмотря на то что игра еще только в раннем доступе, в STEAM-сообществе уже есть первые шаги к русификации
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Zabavon писал(а): Серьёзно чтоль мод на цензуру - это текстовый файл с надписью Fuck Censorship? Автор, проверь. |
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порно всегда на тренде
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0.15.0 уже, обнова будет?
_________________ Intel Core i9-13900K/ GeForce 4090/ 64GB DDR5 6000MHz/ SSD 3TB Samsung Evo 960 pro/ HDD 10Tb/ ASUS ROG MAXIMUS Z790 EXTREME |
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0.20.0 вышла, когда обнова?
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релиз уже
_________________ Intel Core i9-13900K/ GeForce 4090/ 64GB DDR5 6000MHz/ SSD 3TB Samsung Evo 960 pro/ HDD 10Tb/ ASUS ROG MAXIMUS Z790 EXTREME |
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