House Party [v0.16.5] [Eek! Games]

House Party [v0.16.5] [Eek! Games] House Party [v0.16.5] [Eek! Games] House Party [v0.16.5] [Eek! Games] House Party [v0.16.5] [Eek! Games] House Party [v0.16.5] [Eek! Games] House Party [v0.16.5] [Eek! Games] House Party [v0.16.5] [Eek! Games] House Party [v0.16.5] [Eek! Games]
Overview:
The House Party game (which is available for free right now on the site mentioned below) is similar to a lot of the browser-based games where your choices influence your success as you progress in the game, but it plays like a first-person RPG with interactive game models, characters, and physics, like the aforementioned Leisure Suit Larry. My inclination is to take these games in a much more raunchy direction than the LSL series however. The games will be ripe with foul language, nudity, and sex, but hopefully be just as funny and engaging. There isn’t much of a story to play though right now, just a few objectives to complete while I work on the gameplay mechanics. There are multiple story-paths though and different outcomes based on your decisions.​
Thread Updated: 2020-04-21
Release Date: 2020-03-23
Developer: Eek! Games PatreonWebsite
Censored: Optional
Version: 0.16.5 Stable
OS: Windows, Mac, Linux
Language: English
Genre:
3D Game, 3DCG, Adventure, Animated, Combat, Corruption, Dating sim, Drugs, Exhibitionism, Gay (avoidable), Groping, Humor, Male protagonist, Masturbation, Multiple endings, Oral sex, Point & click, Romance, Sandbox, Sexual harassment, Simulator, Stripping, Vaginal sex, Voiced, Voyeurism
Changelog:
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 : <Character>” 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 Lety v0.13.3 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 v0.13.2
(Beta 4/3/19)Added voice acting for all characters Added new textures for the Living Room Television Reduced all characters down to one skinned mesh (Performance Optimization) Increased thought bubble size Added cactus model Added neon sign model Added 2 lawn flamingo models 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 UnlockFPS 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 In the Original Story: fixed a few cases of “missing goodbye” response options, or other minor response availability issues In the Original Story: the Player shouldn’t have to get quite as close to Patrick to trigger his story sequence behind the gazebo In the Original Story: fixed a minor issue with two responses in Ashley’s Drunk and Disorderly content that were preventing them from appearing to the Player In the Original Story: fixed various bugs related to the “…Screw Like a Bee?” opportunity In the Original Story: fixed an issue that would cause Katherine to stand around unresponsive and “Apply Pressure” to stall if she reached the downstairs bathroom door while Frank was In Combat or Knocked Out due to the events of Derek Smash! In the Original Story: much like with the groping, there may now be negative repercussions for striking a character with a well-aimed “climax projectile”. TLDR: skeeting on peeps can be dangerous. In the Original Story: various grammatical and typo fixes as well as minor clarifications in a number of Opportunity descriptions 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 v0.13.1 In the Original Story: added the “…Screw Like a Bee?” Opportunity for Leah 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 Player can now interact with the party guests using the new right click interaction Fixed all interactive items in the house so the player no longer has a “broken hand” when right-click grabbing and carrying. Added movement to the items being carried when the player is walking or running Added support for detecting when and where an NPC is hit by a projectile. This action is now scriptable in the CSC. Added “MakingOut” Intimacy option and tweaked it so it aligns for NPCs. Added electrocution VFX particle Added electrocution SFX 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 v0.13.0 In the Original Story: began to implement the following Opportunities for Patrick: Patty’s Striking Resemblance, Story Time with Patrick, Genie in a Brahttle In the Original Story: began to implement the following Opportunities for Rachael: Turnt Up, Benedict Brahrnold Added new Character “Leah” 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 Added a “breathing” effect to Leah, Madison, Stephanie, Amy, and Rachael (Will eventually be ported to all characters) Added physics to Leah, Madison, Stephnaie, Amy, and Rachaels’ butts (Will eventually be ported to all characters) Added Leah to the Main Menu Screen 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 burnt face Patrick Added avatar image for Leah Save games will now be forward compatible (Starting with versions greater than 0.13.0) Created an audio pooling system to increase performance 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 Created LOD system for Leah, Madison, Stephanie, Amy, and Rachael (increases performance. Will eventually be ported to all characters) 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 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 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 v0.12.4
(Stable Release 1/18/19)Added Player and NPC footstep sound effects Redesigned the UI Added new Dialogue Avatars Added new phone models Added new Steam client icon and shortcut icons Added over 100 new Background Chatters and Responses In the Original Story: Added a new Achievement: Party Pooper Players eyes now reflect how drunk they are Tweaked performance in many areas, resulting in about a 10% FPS increase (based on internal testing) Upgraded to using .NET 4.6 The game is now compiling using IL2CPP (better performance) Player and NPCs can now be in various states of arousal based on current surroundings Extended the background chatter system to include criteria that can be assigned to them Extended the background chatter system so that responses to chatter are less nonsensical Extended the background chatter system so that players can use them in custom stories Buried game tips deep inside background chatter conversation so the player is rewarded for eavesdropping on longer conversations Optimized lights for better performance Optimized some functions related to character vision Fixed an issue that was causing the Phone Call character to not progress through dialogues correctly Fixed an issue where float values were not evaluated correctly in the engine Added search capabilities to the Custom Story Creator Added ability to add Criteria to Background Chatter so NPCs will be able to be smarter about what they say and when Changed Low FPS Warning Toggle to a Pause menu item Use/Give menu is now in alphabetical order Optimized Garbage Collection Optimized new memory allocations in game loops Improved transparency issues for all characters Fixed Ashley’s panties clipping through her body Fixed an issue where sounds could continue on loop erroneously Fixed an issue where an NPC could invite another to hang out in a location they are prohibited to navigate to Fixed an issue where characters aren’t getting distracted properly Tweaked some animations Fixed invisible Player clothing in mirror reflection at certain angles Adjusted the position of the Motor Oil so that it is consistently reachable for use in all stories Fixed an issue with the PlayerBeingSpokenTo criteria that was preventing it from evaluating correctly under certain circumstances Addressed an issue that could prevent saved games from being loaded by some users in niche situations Added ‘cancel’ subcommand to the Command Console’s ‘combat’ command Fixed an issue that would result in a combat cancellation keeping the “target” character in an InCombat state. This will fix things like the player being unable to Climb the gutter AFTER escaping from Frank or Derek in “The Muse”, etc. Move Target referencing for the Roaming, WalkTo, WarpTo, and LookAt commands should be slightly more forgiving of minor typos Addressed an issue that could cause a distance check to reference an unintended game object instead of a move target, if a game object existed that shared a name with a move target (Garage, etc.) Fixed an issue that was preventing the Roaming console command from working as expected In the Original Story: If the Player delivers the line about giving Irish Coffee to Patrick within earshot of Frank, Frank will get all kinds of mad. ONLY affects this dialogue, not any others OR the act of giving Patrick the Hot Coffee item In the Original Story: Katherine will now intellectually evaluate the worthiness of one more potential item while she is laying on the bed waiting for the Player during the Katherine’s D-Mands opportunity In the Original Story: Added some prevention mechanics so that Derek does not stop looking for Purgalicious in favor of talking to other NPCs, after the Player uses the Voice Recorder on the Art Room Window In the Original Story: The Player will now automatically unlock locked doors with the Open action on their radial, if they have the correct key and other criteria do not prevent them from doing so. The option to manually “Unlock” a door will remain on the radial In Date Night With Brittney: addressed an issue that would prevent the Phone Call interactions from working, forcing the user to close the game/restart In Date Night With Brittney: the Motor Oil is now used instead of the Natty Lite in the Garage In Date Night With Brittney: the Gut Grip is now used instead of the Blue Hair Dye In Date Night With Brittney: addressed confusing titles for the Phone Call avatar/dialogues In Date Night With Brittney: fixed an issue that could cause Patrick’s dialogue during the “interview excerpt” sequence to not be audible to many users In Date Night With Brittney: tweaked the failure ending that occurs when the Player gives Brittney some “notes” they took at some point during the story. Should execute much cleaner In Date Night With Brittney: fixed an issue that could cause duplicate or confusing game messages to pop up when the Player took certain actions with the Computer In Date Night With Brittney: Patrick will no longer be calling attention to himself like the world’s worst stalker by dancing in the bushes In Date Night With Brittney: fixed an issue that could cause the wrong display message to come up if the Player ingested an item at a very specific time In Date Night With Brittney: minor Social Event/Values tweaks In Date Night With Brittney: fixed minor inconsistencies in Actions or feedback given to the Player for a few items, including a little Easter Egg for an Item Action that previously did nothing In Date Night With Brittney: cleaned up certain intimacy sequences In Date Night With Brittney: fixed a handful of issues that could compromise the Player’s ability to initiate intimacy with Brittney In Date Night With Brittney: fixed an issue that could allow the Player to use both the Sabotage AND Commit Actions with the Stove In Date Night With Brittney: refactored Event Triggers and some Values to be more easily readable in the Debug Log or Story Creator In the Original Story: Brittney will no longer favor the Player with infinite Romance points if he repeats the “dare” response in the Hot Tub with Amy repeatedly In the Original Story: Addressed an issue that could cause Vickie to have duplicate responses when in the Hot Tub with the player for her “test” In the Original Story: Tweaked a couple of Player responses, fixed a typo, and adjusted Katherine’s behavior during her “pictures for Frank” sequence with the Player In Date Night With Brittney: Made a number of fixes and tweaks to the “wrestling” (“In the Ring” opportunity) ending and accompanying intimacy In Date Night With Brittney: the pizza box will always be visible to the Player if they went down the “Sabotage Dinner” route In Date Night With Brittney: Player can no longer choose BOTH compliments or jokes to deliver to Brittney, which was leading to confusing exchanges In Date Night With Brittney: fixed an issue that would make it appear as though Patrick gave the Player his phone twice In Date Night With Brittney: fixed a minor issue where an Event Trigger would initiate the same intimacy act twice with the Player in quick succession In Date Night With Brittney: minor timing tweaks and typo adjustments In the Original Story: slight tweaks to Amy and Ashley’s behavior when Derek approaches the Player after Ashley fully trusts you (Smooth Operator: Ashley) In the Original Story: added a handful of helpful thought bubbles, and cleaned up a couple of others In the Original Story: added a few extra emotive events throughout Madison’s newer content n the Original Story: no longer possible to ask Madison an identical question in both her Smooth Operator AND Like a French Girl “Q&A” sequences In the Original Story: fixed an issue that could cause Madison to be permanently angry with the Player AND all other NPCs at the party. Yes, this was a technical issue. No, it was not a personality flaw In the Original Story: the Player can now actually get Amy to a more private spot if she is around others when approached. The response option to “wait it out”/talk other NPCs into leaving still remains In the Original Story: the Player can now invite Amy to go hang out at the fire pit again, if for any reason she moved away from it before the Player has had a chance to follow up on critical Chasing Amy dialogue(s) In the Original Story: added some clarity to a decision path that would effectively fail the Player out of the Chasing Amy opportunity, but wasn’t communicating that fact to the Player In the Original Story: should the Player talk to Ashley about Madison’s Sky Animals (Smooth Operator: Madison), she will no longer roam away at the end of the exchange after Patrick’s last line of dialogue In the Original Story: restricted Player movement during the finale of Smooth Operator: Madison to prevent confusing positioning during these last few dialogues In the Original Story: fixed an issue that was preventing the Player from using an intended “helpful” response option and accompanying dialogue from Madison regarding some older content In the Original Story: improved upon Katherine’s automatic recovery after giving her the tampered rum, if the Player had previously completed Stephanie’s Drunk and Disorderly In the Original Story: fixed an issue that could lead to Amy’s underwear showing through her shorts after intimacy In the Original Story: Frank will be a bit more prompt in returning to his chair In the Original Story: tweaked some of the logic that immediately precedes intimacy with Amy, in an attempt to make it slightly easier to be alone with her In the Original Story: tweaks to certain characters’ behavior when they catch the Player mid-intimacy with another NPC In the Original Story: tweaked door behaviors prior to being intimate with Ashley after her Smooth Operator and Sibling Warfare opportunities In the Original Story: tweaked Amy’s “toe stub” event to prevent her from doing so and then awkwardly moving away or standing back up too soon In the Original Story: addressed an issue that would allow Steph to stay completely naked after her Drunk and Disorderly under certain conditions In the Original Story: addressed an issue that could sometimes allow Katherine to continue running after she drank the Tampered Rum In Date Night With Brittney: the Player can now also choose the “Slower” option when oral with Brittney is ongoing In Date Night With Brittney: reduced the chance of seeing a redundant set of dialogues from Brittney, depending on how the Player greets her (or doesn’t) In Date Night With Brittney: fixed an issue that was causing the Unlock option to always be available on one of the liquor cabinet doors In Date Night With Brittney: cleaned up and added some additional emotive flavor to the “embarrass Patrick” ending In A Vickie Vixen Valentine: refreshed export to maintain concurrence with 0.12.3/0.12.4 scripting changes In A Vickie Vixen Valentine: fixed a couple minor typos and thought bubble inconsistencies In A Vickie Vixen Valentine: the Player’s underwear will no longer show through his pants if he opts to put his pants on prior to engaging in intimacy with Vickie In A Vickie Vixen Valentine: reverted a criteria that could, under very specific circumstances, prevent Vickie from following the Player to the edibles stash In A Vickie Vixen Valentine: fixed instances of Vickie’s Panties and the “Catnip” not having inspect texts In A Vickie Vixen Valentine: considerable revamp and improvements to the intimacy scene between the Player and Vickie In the Original Story: Derek will not walk away from Madison and the Player quite as quickly while he is gloating about the Player being a phony prior to a special ending/failure of The Muse In the Original Story: Frank will not walk away from the Player quite as quickly right before he gets dressed during the special ending/failure of The Muse In the Original Story: fixed a number of punctuation issues and a few text formatting problems In the Original Story: fixed an issue that could potentially allow the Player to either get stuck on a faded/black screen during a special ending/failure of The Muse, or experience awkward/unintended dialogue exchanges In the Original Story: reduced the change that Derek and Madison would try to talk to each other through the master bathroom door after Derek locks her inside during High and Dry In the Original Story: cleaned up some background chatter criteria In the Original Story: slightly loosened up on the requirements to obtain the Amy Scavenger Hunt achievement, due to the unclear description in-game and in the Steam achievement. The game will now also give a tiny bit more of a nudge in the right direction In the Original Story: cleaned up an ambiguous thought bubble regarding the use of the voice recorder item In the Original Story: minor tweaks to some of Madison’s behaviors related to the intimacy ending of The Muse In the Original Story: Katherine’s line about the internet no longer “points” to the Player/requires her to move to the Player In the Original Story: fixed an issue that was causing Rachael to still only offer generic “goodbye” responses for the Player to use leading up to her intimacy sequence In the Original Story: tweaked Katherine’s acceptance of the Rum to be more forgiving if the Player is not also in the middle of Madison’s art show In the Original Story: Player can now give the non-tampered rum to Katherine during Madison’s art show, and feedback was added in the event that the Player attempts to give the tampered rum to Katherine during the art show In the Original Story: Just like when the Player gives Katherine the un-tampered rum, Katherine will now take the tampered rum from the Player when they give it to her In the Original Story: the Player should get slightly better feedback from Madison about her current state during The Muse In the Original Story: both speakers in the living room use the same Inspect game message type now In the Original Story: added inspect texts to a couple items that were missing them (this does not mean they are now usable) In the Original Story: Patrick should not walk away from Brittney while talking to her about his phone anymore In the Original Story: it is no longer possible to exchange otherwise normal dialogue with Madison once she has knelt down in front of the player after completing Humiliate Ashley for that opportunity’s intimacy reward In the Original Story: the Player no longer reverts to the standard “goodbye” response upon a repeat of the post-Humiliate Ashley intimacy reward In the Original Story: added a dialogue option that should prevent the Player from having to wait as long to experience the post-Humiliate Ashley intimacy reward, should Madison be surrounded by NPCs (does not guarantee that said intimacy spot will be 100% clear) In the Original Story: added a handful of conditionally appropriate inspect texts for characters or items In the Original Story: added a protective event that should help somewhat to prevent Rachael from getting stuck with the wrong clothes being on (or off) when she’s issued dares and has used the hot tub In the Original Story: the Player can now also choose to grab the empty bottle of vodka if they have a “booze pass”/the verbal go ahead from Frank In the Original Story: Vickie no longer has an unnecessary global goodbye response AND a specific response available when she catches the Player pleasuring themselves In the Original Story: the Player must be further in The Muse’s storyline to experience the…unique intimacy ending involving our favorite arctic friend In the Original Story: considerable behavioral tweaks to the Vickie intimacy ending and her hot tub mechanics In the Original Story: Should be more intuitive to get Vickie back to the hot tub if she has been pushed outside it or wandered away In the Original Story: the Player should no longer run into scenarios where they can seemingly “fail out” of her “tests” unless the Player chooses to do so In the Original Story: resolved a bug that caused Vickie to get dressed and stay dressed, preventing further interaction, under certain circumstances (saving the game, walking away and performing highly specific actions) when the Player was about to engage in “hot tub intimacy” with her In the Original Story: Ashley’s reaction to the Player being shirtless will no longer trigger with precedence over her “Caught the Player During Intimacy” dialogues In the Original Story: slight story-based tweaks to the transition into the Hot Tub HJ position, and the transition out of it In the Original Story: additional small tweaks and optimizations to Rachael’s behavior(s) and clothing states during her various dares, as well as after her intimacy finale In the Original Story: Katherine will no longer “lose her phone” permanently under certain circumstances if the Player makes her sick AND does Stephanie’s Drunk and Disorderly opportunity In the Original Story: Rachael is less likely to walk away from the living room when dancing during her “bikini dance” dare In the Original Story: Rachael can no longer be told to go look for Vickie if she is topless or completely naked. She’s bashful like that…and you aren’t that convincing In the Original Story: resolved an issue that could prevent Rachael from pleasuring herself in the art room/spare room 2 if the player rapidly moved into vision at specific times In the Original Story: miscellaneous cleanup and polish of Rachael’s art room intimacy In the Original Story: neither the Player nor other NPCs will be able to push Rachael into unintended positions once she is art room waiting to enjoy herself In the Original Story: fixed an issue that would lead to the Player having an unintendedly modified “sensitivity” value AFTER Ashley’s prank vs. Madison had completed, if Vickie’s “Training Day” opportunity had also been started In A Vickie Vixen Valentine: the Player and Vickie can also mutually self-pleasure during her intimacy finale In A Vickie Vixen Valentine: fixed a “climactic” line from Vickie to better match her actual voice acting In Date Night with Brittney: fixed an issue that could cause the Player to have to wait to re-engage Brittney for intimacy should they have exposed themselves to her immediately before her outside intimacy scene In the Original Story: additional tweaks to Derek’s behavior towards the end of High and Dry to prevent the “art window” sequence from playing out in a confusing manner In the Original Story: fixed an issue that was letting the player easily escape from Frank and/or Derek by climbing the gutter In the Original Story: tweaked the ending of Stephanie’s intimacy sequence to end more gracefully v0.12.3 (Stable Release 12/14/18)
Added Background Chatter System Small tweaks to Navigation Improved hair and textures on most characters Improved “End of Sex” animations and nuances transitioning out Fixed an issue where dialogue audio would sometimes stop working when you pause the game Fixed an issue where GameEvent timers would get cut short when saving the game Auto-Save now saves to memory so it does not interrupt gameplay FPS Disabled Auto-Save for the time being. Still some issues to work out that we will address next cycle Save games not save roaming allow and prohibit locations correctly Added new dialog avatars for all characters Fixed character lighting artifacts in main menu Improved menu environmental effects Fixed an issue that could cause Save Games to appear without a timestamp Saved games are now sorted in the Load Game interface in descending order Fixed an issue that could cause Saved Games to not load if they contained a specific set of non-alphanumeric characters Fixed an issue that could cause the washer and/or dryer to clip into/against the Player when running and enter a new plane of existence Periodic Event Triggers will now also be logged into the Debug Log, just before their associated child events attempt to execute and log. Repeated, short-delay Periodics will not be logged multiple times in a row in, order to avoid spam The Debug Log will now show the number of events that an Event Trigger is attempting to execute as part of its log entry The Debug Log will now more accurately log story event-based NPC Change Locations, and will now also log character movements that are triggered by a ChangeLocation-based “Invite To Hang” (when characters change location they can invite other NPCs they have relationship values with to come with them) Addressed a few model references that were preventing the ‘bodypart’ console command from adjusting the size of certain male parts The Player can now use the command console (via the bodypart command) to adjust the general size of the ejaculate particle. Get yer buckets Talking to Madison in the middle of Like a French Girl now results in the reaction you need, but perhaps not the reaction you deserve Madison will no longer keep her Shoo Others state should the player decide to side with Derek and not sleep with her Restored a temporarily available line from Ashley where she will comment on the Player being topless, but added some randomness to it so it wouldn’t be spammed Fixed an issue that would allow the Player to throw the voice recorder out the window for High and Dry, and then reach Derek to trigger the special Muse “Ending”/failure Fixed an issue that would make Derek seem happy to see the Player during The Muse, despite the competition going on between Derek and the Player Fixed an issue that could occur if the Player called Madison out for painting by numbers if Madison’s “art show” was already underway Addressed another issue that could cause Derek’s warp in during a potential High and Dry failure to not work as intended Fixed an issue that allowed the Player to push Derek around during the very beginning of High and Dry, even though Derek should be having none of that Fixed an issue that allowed the Player to escape Frank a bit too easily during a special “ending”/failure of The Muse Tweaks and presentation improvements to special “ending”/failure of The Muse Fixed a few additional issues related to the success or failure (and the timings of associated dialogues) of the “stamina test” near the finale of Like a French Girl in order to reduce the chance of some confusing pairings feedback from Madison Fixed an issue that could cause Ashley to wander around naked and become generally unresponsive to conversation attempts or attempts to give her her clean/dry clothes back, if the Player had failed to lock one of the bathroom doors as part of Humiliate Ashley Fixed an issue where duplicate thought bubbles could occur during Magnum Opus if the Player re-mounts the Penguin to the Dresser Fixed an issue that could cause conflicting game messages to appear when the Player tries to use the coffee in the cup with the kettle while the kettle is on the stove Fixed an issue that could cause Derek’s boxers/underwear to stay on after the end of Sibling Warfare Resolved another issue that could cause Derek to not be kneeling if the Player saved/loaded the game at a certain moment Fixed an issue that could cause Ashley to stay in a Running state permanently if the Player had failed to lock one of the bathroom doors during Humiliate Ashley The Player will no longer be able to trick Stephanie into going to Madison by turning off one of the speakers, if the Player is currently pursuing some of the more involved scenes of The Muse The Player can no longer give items to Madison at highly inopportune times during a select few key points of The Muse Added the Event Trigger “MadsEnableSimonSays” for command console use and tweaked a few old story events Tweaks to a few Shoo Other event timings or add/remove delays for characters that used it in the Original Story Removed all instances of SetInspectText events to prepare for event deprecation Fixed additional small issues with value settings should the Player fail Humiliate Ashley by leaving a door unlocked Fixed an issue in the special ending/failure of The Muse that could cause THE DOOD, THE FISTER, THE GAME ENDING MISTER (hey I tried, are you even reading all these?), to walk away from the Player mid-dialogue, as if re-evaluating every life choice that brought him to the party Fixed an issue that could prevent Derek from Roaming again after the special ending/failure of The Muse Fixed an issue with Amy during her intimacy scene that would allow the Player to start multiple rounds of oral at once. Sorry, you only have a limited number phalli…phalluses? Pharoahs? Player will now automatically undress prior to engaging in maximum intimacy with Amy if they are not already undressed, preventing the need to back out of dialogue with her to see the option. You leave your shoes and wizard hat on out of sheer excitement Amy will no longer wander around naked after intimacy with the Player at the finale of Chasing Amy; this is to contrast the intimacy reward against her heightened sense of exhibitionism at the end of the Scavenger Hunt opportunity Player can no longer ask Amy to get dressed, etc. while already in the middle of certain intimacy acts Fixed some of the issues with Amy’s available responses during/transitions between intimacy states, and the availability of those responses when other characters are nearby Fixed an issue that could cause Derek to have two nearly identical response options available to the Player that would explain how to get on Ashley’s good side under certain circumstances The Player can obtain the Penguin item a bit earlier in The Muse…you know, for fun Added some protections into the Original Story to prevent Vickie from ceasing her pose and getting dressed again if the player saves and loads between her offering her panties and being intimate with her Slight timing tweaks to the “paint and pose” scene in Like a French Girl to help prevent against niche bugs with the Opportunity failure that is possible here Sprinkled a few additional emote usages throughout the story Added a mechanic that allows the player to ask Vickie to go back to the hot tub as long as the Scavenger Hunt finale is not active, and that Vickie is not currently involved in certain parts of the Ashley vs. Madison prank NPCs will clear the area more reliably before the Player and Madison get their art on in Like a French Girl Vickie will not be as aggressive when commenting on the Player’s lack of stamina after her first “test” in the hot tub v0.12.2 Added new Player model Player and NPCs now start off flaccid and can get erections Added physics to penis and testicles Reworked all sex scenes to work with the new player and NPC “hardware” Added realtime mirrors Added more realtime shadows Improved lighting to cater to the new characters better Added more detail to all characters Updated textures for Amy, Brittney and Katherine Updated main menu characters with latest versions Fixed a small transparent issue with Katherine’s bra Tweaked dynamic hair for Ashley, Katherine, Stephanie and Patrick Optimized clothing textures Optimized dynamic character hair Fixed Katherine’s blendshapes and a skinning issue Fixed Skinning issue for the player Optimized performance and improved on the ejaculate effect Player can no longer sic Madison on Patrick at highly inopportune times that could lead to broken 0.12.x content Player will no longer have the Throw Beer On option with Madison during the final sequence(s) of 0.12.x content due to a very, very crowded radial menu Amy will no longer try to walk to Katherine repeatedly after speaking to her about Stephanie’s intentions while Katherine is sick in the downstairs bathroom Added self-limiting criteria to a number of events in the game to prevent them from needlessly setting the same value repeatedly and clogging up our precious Debug Log Stephanie will not put her own underwear back on after the “$50 exchange” with the Player after several seconds Patrick’s behavior after the end of “Family Time” is now less rigid, and he won’t doggedly attempt to access the downstairs bathroom repeatedly if it is locked Madison no longer cares what state of dress the Player is in if they should fail her “endurance”/stroke test during Like a French Girl It should no longer be possible for Madison to loop through her “endurance”/stroke test dialogues should the player fail the test during Like a French Girl When saving and loading a game during Like a French Girl (when In Progress), Derek will kneel back down If Like a French Girl is In Progress and the player was naked and saved, loading that game will no longer result in the player being fully dressed Derek will no longer stay locked in a permanent state of planet-scorching, self-sustaining, nuclear rage towards the Player if the Player experiences a magical moment with Frank after the High and Dry opportunity. TLDR: Derek is less jelly. Player and Stephanie won’t immediately get dressed like speed demons after they complete their fornication Slightly tweaked availability slightly of Amy’s new “GTFO AMY I NEED TO HAVE SEX WITH THIS PERSON RIGHT NOW AND HERE IS AN EXCUSE” (internal ID reference) response option Added a few more safeguards to prevent Derek from magically warping into the scene once Like a French Girl has started Stephanie’s recovery from various states of inebriation and the effects this has on her behavior should be more consistent, including across save-games The “item hunt” phase of Stephanie’s Meltdown-initiated content should now resolve more reliably Katherine will no longer respond to the Cell Phone Jammer if waiting for the player to hook up with her (naked on the bed) or in the middle of an intimacy act. She may, however, wave it frantically around in the air as she searches for dem bars Adjusted some of Rachael’s post-dare “get dressed” behaviors to coincide with changes to her clothing in 0.12.x Corrected an issue that could cause Derek to use redundant dialogue if his shirt was already off prior to Madison’s “art show” Player can no longer Rummage through the Orange Bin in the garage multiple times as part of Amy’s Scavenger Hunt, presumably in order to amass a treasure trove of panties like some kinky dragon-kin Tied in Achievement images for newly added Achievements Fixed an issue that could cause various character dialogues and events to be unavailable after finishing or failing Madison’s new content Derek will no longer put his shirt back on after Madison’s “art show” if the Player has already progressed past a certain point in Amy’s Scavenger Hunt Adjusted NPC placement during a select few moments throughout Madison’s new content Cleaned up Katherine’s “greeting” behavior after the Player successfully helps Stephanie with Katherine’s bathroom emergency Made minor tweaks to Rachael’s dare-text receipt behavior to improve consistency across certain dare possibilities and prevent Rachael from potentially holding her phone in her hand for the rest of the party…or maybe that is just an unlisted superglue dare? …Nah. The Player and Amy will no longer be auto-warped to the center of the Spare Room if the conditions for getting intimate with Amy are not met when the player propositions her Made minor adjustments to Amy’s behavior between Derek congratulating the player for earning Ashley’s trust and Ashley showing the player her room and trying to get away from Amy’s sorority pitch In the side story “A Vickie Vixen Valentine”, fixed an issue that could render the master bedroom door unable to be knocked on IF Vickie’s sprint into the master bedroom was exceptionally fast In the side story “A Vickie Vixen Valentine”, Vickie will take her shorts off and THEN her panties, making things even fucking hotter, as the Player would so eloquently put it In the side story “A Vickie Vixen Valentine”, fixed a typo that appears when checking under the bed for a certain item In the side story “A Vickie Vixen Valentine”, fixed an issue that can prevent Vickie transitioning from oral intimacy to bed intimacy near the end of the story Refactored events and some values in the side story “A Vickie Vixen Valentine” to make them somewhat more readable In the side story “A Vickie Vixen Valentine”, added a handful of additional emotes in a few points to make Vickie appear like less of a robot In the side story “A Vickie Vixen Valentine”, added a dialogue criteria check that allows for use of an additional alternate dialogue that was already voiced prior to 0.12.x In the side story “A Vickie Vixen Valentine”, saving and loading once the Player has gone upstairs with Vickie after “Never Have I Ever” should no longer result in the Player not being able to interact with or be intimate with Vickie In the side story “A Vickie Vixen Valentine”, resolved an issue that could cause a duplication of unvoiced “text message” dialogue between Ashley and Madison In the side story “A Vickie Vixen Valentine”, made various minor emote/reaction tweaks to Vickie as needed to accommodate other 0.12.x AVVV story adjustments In the side story “A Vickie Vixen Valentine”, made small dialogue and thoughtbubble tweaks to accommodate other 0.12.x AVVV story adjustments and rectify one or two VA inconsistencies In the side story “A Vickie Vixen Valentine”, Vickie will no longer react to the player getting near the locked slider door based solely on proximity, which was causing some players not to experience the full extent of her flexibility and wardrobe In the side story “A Vickie Vixen Valentine”, resolved an issue that would cause an opportunity to start and log its start twice In the side story “A Vickie Vixen Valentine”, the player needs to be a bit closer to Vickie in order to initiate sex. No more big-dicking from across the room In the side story “A Vickie Vixen Valentine”, fixed an issue that would prevent the Player from being able to follow up with additional intimacy with Vickie or talk to her at all if she finished a blowjob first. In the side story “A Vickie Vixen Valentine”, resolved an issue that could cause unintended side effects with Ashley’s Phone or even an inability to interact with Vickie if the Player experienced multiple dialogues without being close enough/in-vision to Vickie after she runs to the Spare Room In the side story “A Vickie Vixen Valentine”, masturbating at a certain time while also consuming the chocolate bar will no longer result in the Player’s position being unchanged upon the game fading back in to play Never Have I Ever with Vickie. This is a feature, not a nerf…obviously In the side story “A Vickie Vixen Valentine”, the Player can no longer take up Vickie’s spot on the Bed (Left) after she begins walking up to be intimate with the Player in that exact spot In the side story “A Vickie Vixen Valentine”, removed the ability of the Player to lock bathroom doors prior to having the Key item removed, which could result in Vickie being locked in the Upstairs Master Bathroom prior to ending the story In the side story “A Vickie Vixen Valentine”, made additional tweaks to the Master Bedroom door radial options to prevent Vickie from being trapped inside an eternal fiery walk-in hell of totes cute tops and linen scented laundry In the side story “A Vickie Vixen Valentine”, made minor tweaks to how the Player and Vickie are positioned after the end-story fade out/fade in and how minor supporting events operate The Player will need to wait until much of Madison’s newest 0.12.x content is finished before pursuing the finale of Ashley’s Smooth Operator opportunity Fixed an issue that would prevent Derek from defending Madison’s honor if the Player angers them both at the beginning of The Muse Certain events associated with Ashley’s intimacy endings will only take effect if the player has completed the prank against Madison, instead of any time the player finishes any intimacy route with Ashley Added further protections against Katherine reacting to the cell phone jammer immediately prior to or during her intimacy scene Patrick now knows how to not only pronounce, but also spell Brittney’s name Fixed an issue was causing Ashley to reference an incorrect character under certain circumstances when verifying if the soda was tampered with Fixed an issue that could prevent the Player from progressing further with Rachael’s dares under select circumstances (this fix allows the player to continue selecting more dares, it does NOT change the choices required to engage in intimacy/finish her dare content) Madison will wait a bit longer to stop Shoo-ing others out of her bedroom during the finale of Magnum Opus/new 0.12.x content Player can fail Amy’s Scavenger Hunt if they are particularly aggressive in turning down certain dare requests from her (requires repeated choices) Added more control to Amy’s roaming during her Goodbye Kitty selfie sequnce during her Scavenger Hunt, a lack of which was contributing to Amy potentially walking away from the Hot Tub during her Scavenger Hunt finale Player should no longer be able to ask about Scavenger Hunt steps from Amy while in the middle of the Hot Tub finale of the Scavenger Hunt (dialogue response; does not remove the failure-causing Truth or Dare response option) Amy will no longer try to cover herself up while also undressing and changing during the Goodbye Kitty selfie sequence Choosing the Truth or Dare response specifically mentioning the Scavenger Hunt in front of Brittney while in the Hot Tub will now officially fail the Scavenger Hunt quest and release Amy to roam around again. Will no longer confusingly leave missing dialogues and responses for the player to choose which were in reality doing nothing. Ashley will now remember that the Player untied her top minutes beforehand early on in the game, and will not allow them to progress with the prank vs. Madison until the Player resolves their dispute with grace, empathy, and aplomb Tweaks to Ashley’s top reactions; it is possible to indirectly fail out of some content if the player repeatedly unties Ashley’s top Fixed an issue that could prevent Ashley from returning to her room after being humiliated, when only given the bathroom skeleton key back after the Opportunity completes The player should no longer be able to inadvertently trigger the Family Time sequence with Ashley and Patrick immediately after Madison’s art show until they’ve finished the sacred duty of inspecting Stephanie’s panty situation alongside Patrick Minor tweaks to Ashley’s post-humiliation behaviors to prevent her from getting stuck in hallways. More fixes pending for future releases. Fixed an issue that would prevent Ashley from reacting in any way when the Player would give her a beer while she was also naked immediately after the Humiliate Ashley opportunity was finished Addressed an issue caused by one of Stephanie’s events that could cause Madison to walk away from Ashley, Derek, and the Player during the finale of Ashley’s Drunk and Disorderly opportunity Minor tweaks to Stephanie dialogue choices based on the progress of the Meltdown opportunity Added additional protections to prevent Madison’s Art Show from interfering with certain Ashley scenes Added additional protections to prevent Madison’s Art Show from interfering with Ashley and Patrick’s Family Time sequence Tightened up NPC status check around the time of Madison’s Art Show Added more protections to prevent Amy from bugging out due to roaming state or event interruptions between Madison’s “art show” and the end of her new 0.12.x content Ashley should now move out of the bedroom after Madison’s “art show” more reliably, and have her roaming treated more appropriately based on prior content that the Player completed Addressed an issue that could cause the player’s Intimacy sensitivity to be the wrong value after intimacy with Ashley Ashley will only get like, totes super mad at the Player about being given the cell phone jammer at very specific times Ashley’s Shoo Others state will now self-cancel a short time after Family Time with Patrick, instead of staying on permanently until the Player spoke to her again Reduced the chances that Ashley or Patrick could roam away during Madison’s “art show” Inspecting Madison’s calendar after a certain point in her new content will no longer instruct the player on how to “break the ice” with her Madison should be less likely to walk away during the long conversation between the her, the Player, and Derek prior to obtaining Artsy Fartsy Player can no longer talk to Derek “normally” during the brief time he’s perched up on the roof The Player now must pause the prank vs. Madison beyond a certain point in Madison’s new content, but can still prank her after if you really want to The Player can complete the prank vs. Madison towards the very beginning of her new content if it is already underway…but not without consequences Fixed issue that occurred when the player was being intimate with Madison’s…statue and suddenly decided to put away his junk. Also adapted said statue to new genital mechanics v0.12.1
(Beta 11/9/18)Added voice acting for Madison, Derek, Frank, Patrick, Amy, Katherine, Ashley, and Stephanie Added seven new achievements based on both new Madison content and pre-0.12.x content Added Auto-Save Functionality Added option to turn off subtitles Hid Vickie’s nipple rings correctly when her shirt is on Fix some clipping with Derek and Katherine’s skin through clothing Improved Brittney’s skinning Optimized character meshes Created dynamic bikini straps for Rachael Improved lighting on the characters Updated textures for Amy, Katherine and Madison Added new Steam achievement images Added (currently unused) beat up versions of Frank and Patrick) Added new wooden deck texture Tweaked hair shader for several characters Tweaked ejaculation effect Added new mirror texture + groundwork for realtime mirrors Added new ingame achievement images Reduced some texture sizes for better performance Added flaccid state to genitalia for Derek, Frank and Patrick Addressed a discrepancy with the inspect text for the easel and painting, if the Player has progressed through some or all of Like a French Girl Fixed an issue that was preventing the penguin deity from ceasing its possession of Madison Fixed an issue with Derek’s “locked outside the art room” timer that could cause him to warp inside and use an inappropriate dialogue line under specific circumstances The laxatives will now be disabled if the Player uses them with the soda or rum prior to adding the laxatives to their inventory Stephanie will more accurately use the appropriate dialogues at various times when the Player “fully exposes” themselves to her Addressed an issue that could allow Rachael to roam away from the Player during several of her more ‘daring’ dares Rachael should more consistently close and lock the door prior to her self-pleasuring dare in Spare Room 2 Corrected an issue that could cause Madison’s dialogue chain to break when bringing up certain Humiliate Ashley-related intimacy actions Adjusted availability of a few of Derek’s response offerings based on what’s going on with Amy and her Scavenger Hunt Added additional dialogue paths regarding the Quest for Derek’s Shirt (this is just what we call it), depending on various actions taken during and after Madison’s new content Fixed an issue with a misplaced Amy response when starting her Scavenger Hunt quest Changed sort order for an important new Madison response option The player is no longer confused about using thought bubbles vs. center screen text messages when inspecting certain items in Madison’s new content Added small buffer to a thoughtbubble or two in the new Madison content to prevent players from missing/being unable to read them Misc. typos fixed Extended the amount of time it will take for Derek to let himself back into the spare room 2/art room after you “trick him” in Madison’s new content Added thought bubble to help guide players through Derek’s frantic actions (caused by you tricking him) immediately before starting “Like a French Girl” Derek is now so interested in what’s going on during “Like a French Girl” that he will take a knee, offending not only you, but the Home Owner’s Association, National Frank-lovers League, and President of the Town of <SORRY THIS CONTENT IS NOT YET FINISHED>. Player is penalized with -3 stamina Added some additional protections against various 0.9.x, 0.10.x, and 0.11.x content interfering with certain portions of the new Madison content Stephanie now has at least a generic reaction when she catches the player having sex Added extra fluff dialogues here and there (that were previous disconnected/unused) Minor tweaks to Madison’s behavior during “Magnum Opus” The “special ending” to Madison’s new intimacy scene is no longer easily left as the “default ending”. Now with 100% more special! Tweaked a few unvoiced/misc. lines from several NPCs to direct dialogue to themselves so that they do not walk off or turn to speak to the wrong person at inappropriate times Fixed an issue that could cause Amy to be left unable to roam, without saying anything, in certain situations after her “Sculpture Review” Made certain “helpful” thought bubbles a little less vague, or more concise Madison will no longer react with her default reaction to the Player’s fully exposed body during “Magnum Opus” Addressed an issue that could prevent the Player from asking Katherine about her ability to hack phones under certain circumstances Addressed an issue that could prevent the Player from asking Stephanie for their hard-earned $50 if multiple other characters delivered dialogue between starting the intimacy scene and completing it. Addressed an issue that was mixing up inspect texts on the new and glorious painting in the spare room 2/art room Addressed an issue that would prevent the Player from using specific responses with Stephanie that were critical to The Candyman Can opportunity Minor tweaks to when (DialogueStart vs. DialogueClose) a few movement events are sent to a handful of characters Ashley will no longer join the “Art Show” as part of Madison’s new content if she is topless or naked Fixed an issue that could result in Katherine’s glasses appearing as a selectable item, especially when seemingly detached from her actual glasses Corrected a missing event link for one of the new achievements Player can no longer get Rachael into the master bedroom for sexy fun at highly inopportune moments during many parts of Madison’s new content Player can no longer get Katherine into the master bedroom for sexy fun at highly inopportune moments during many parts of Madison’s new content All new items added to the Original Story should now count towards the Inspector Achievement Added in an additional dialogue response to “force move” characters who were lacking a dialogue, item, or event-based method of getting to move elsewhere (subject to different criteria for each character) Adjusted the timing of a few fluff events in Madison’s new content Fixed an issue that was preventing Rachael from going to the spare room 2/art room to pleasure herself, specifically in 0.12.0 Rachael’s initial dialogue upon receiving a spoofed dare text is now directed at herself instead of the player Fixed aspects of Derek’s “The Muse” perk that were not functioning as intended Tweaked timing of certain events between High and Dry and Like a French Girl to minimize chances of breakage Changed availability of certain Madison lines while moving through her new content that either seem out of place in that context, or would risk buggy behavior Small adjustments to inspect texts relevant to 0.12.x content Madison should be less hateful to the player if they make a mistake that would normally trigger her to go and get Frank, IF they have Derek’s “The Muse” perk unlocked Added ability to Copy/Paste criteria in the Custom Story Creator Added “InFrontOfEasel” Move Target Added new GameEvent for canceling combat. This will remove the combat state and combat target from a given character without knocking them out, etc. Will not prevent the specified character from resuming combat IF another character is currently engaging them in combat Added protection against specific Load Game failure that could occur if temporary files were not properly handled when loading a game that had photos associated with it Slightly tweaked help/response text for a couple of console commands Added Unstuck console command. This will help free characters who become stuck in walls, characters, or…other characters. Ew. This command does not disable achievements v0.12.0 Added new Madison Main Story Content Added Opportunity: The Muse Added Opportunity: Artsy Fartsy Added Opportunity: Like a French Girl Added Opportunity: Magnum Opus Added over 450 new lines of dialogue, player responses, thought bubble narrative, and item “flavor” text” Added new Rachel model Added new Brittney model Added new Vickie model Added new Katherine model (Unfinished) Added new Madison model (Unfinished) Added new Patrick model Added new Ashley model Added new Derek model Added new Amy model (Unfinished) Created new particle effect for male ejaculate Added rigs to all character hair to add dynamic movement Added new Camera model Added new Broom model Added new Recorder model Replaced fence model Added new Speaker model Added empty canvas texture to the easel Added new solo cup model Added new ping pong ball model Added whale poster model Added new animation for “posing with hands behind head” Added new animation for “posing with hands behind back” Tweaked out and fine-tuned a lot of animations Added new mechanics to better align sex with Player and NPC/NPC Added Pixel censor to replace the billboard nudity censor Fixed issue with Katherine “duplicate responses” when asking about her h4ck1ng 5k1ll5. This can now be asked any time the “Vickie Vixen” opportunity is In Progress (discovered through Rachael OR Derek) Fixed description of the Ice Bath achievement in-game to match the Steam description Router in the study closet will now actually seem to turn on and stay on after being toggled during Dare Interference Removed all Response Routes from Original Story (Depreciated) Refactored and renamed almost all Event Triggers for the characters in the Original Story Fixed an issue that would prevent Stephanie from losing her “Female Lay 2” pose upon loading a Saved Game in which she was previously “star gazing” Fixed an issue that may lead to odd “climax on Katherine” dialogue behavior in certain situations Player can now loot the camera from Frank if he is unconscious and have given the camera to Frank as part of the “Look at this Photograph!” opportunity(edited) Player can now loot a small part of their “beer investment” (randomized) back from Frank if they find a way render him unconscious and have finished “Frankly I Don’t Trust You”(edited) Player can now loot the Merlot or chardonnay (random) back from Frank if they manage to render him unconscious and have already given him both of these wine items Fixed a few typos in Stephanie’s story. Added criteria to various characters to prevent certain interactions from being available while they were unconscious. Made katherine’s exit from the bed post-intimacy to the master bedroom floor and her subsequent application of clothing somewhat more graceful. Or, at least what we call graceful. Don’t you dare grace-shame us. Added a few redundant safeguards to Katherine’s Phone2 behavior to address possible niche cases of it not being enabled at various times when the player needs to interact with her about the microwave. Fixed issue with missing Character2 reference when naming CompareTypes.Social criteria Player’s acrobatic skills are lost when in combat, preventing him from shimmying up the gutter if someone takes a swing at him (Original Story only) Player will now fail Ashley: Smooth Operator if she catches them plotting against her (before Humiliate Ashley) when talking to Madison. This replaces a possibly erroneous reference to Dare Interference(edited) To set apart the new Madison content rewards from the old, certain dialogues relating to intimacy post-Humiliate Ashley have had their wording and criteria adjusted. New and old intimacy content can still be experienced in one playthrough v0.11.3 Implemented ability to unlock achievements both locally and on Steam Implemented logic for upcoming DLC Explicit Content Add-On (Uncensored Patch) for Steam Implemented partial Russian localization Fixed an issue with some phantom shadows Fixed an issue where the camera audio and visuals weren’t working when snapping a picture Fixed an issue where the escape menu can sometimes get stuck on the screen Fixed an issue where Amy wouldn’t change into her alternate outfit Increased the radius of Ashley’s Top hit box slightly Fixed an issue where some Interactive Items weren’t initializing properly Fixed achievements so they won’t fail to pop up if a dialogue or other important UI element is on display Fine-tuned lip syncing Improved animations for laying and oral sex Fixed Brittney’s crooked head in her sittings animations Fixed Ashley’s eyelids blinking trough each other Added more achievement images Made the mound of dirt brighter Ashley’s prank vs. Madison (if not caught in the closet) will now break/remove the Madison Smooth Operator reward if the player did not use it yet Fixed an issue that was keeping Madison bra-less after any Sibling Warfare/prank “ending” Being needy af towards Madison after she clearly indicates that you should leave her general vicinity will fail Smooth Operator: Madison. Fixed a couple typos Madison will no longer follow the player past the slider during the finale of her Drunk and Disorderly, and will instead pause dramatically near the slider door for her final showdown with the “worst of her stock” Added two other sensible dialogue routes to the game that will allow the player to ask Katherine about hacking phones Amy will no longer mention her stubbed toe via dialogue if the player is already speaking to another NPC There are now overhears programmed for Frank to beat the player up if the player gives Madison a beer while near him. Fixed reference in Ashley’s story for more “Quest : 0” naming issues. Madison can now be given beers again after the player fails out of Humiliate Ashley by leaving a door(s) unlocked. Ashley running into an unlocked bathroom during Humiliate Ashley will now actually fail the quest that was the catalyst for her running into a bathroom in the first place. Frank’s overhears during Madison’s Drunk and Disorderly now take into account possible mental injuries he may have sustained in pursuit of getting a better look at Katherine. Once Madison is well on her way to being shitfaced, she will redirect her default dialogue to a more appropriate drunk line until her D&D is completed. Fixed an issue that would cause Madison’s interactions to break if she reached the master bathroom before yelling at Patrick near the finale of her Smooth Operator opportunity v0.11.2 Added new cunnilingus animations Added new oral sex animations (still needs some tweaking) Added a “freehand” mode to the hand-cursor where it can be moved without moving the camera Tweaked throwing physics Added “Laxative” model Tweaked Madison’s textures Tweaked Stephanie’s new model some more Fixed a “sparkly” issue with Stephanie’s hair Updated Stephanie’s texture for more shadow and equal detail Improved Stephanie’s hair and her dress cloth physics Enabled crouching when “soft” UI elements are on the screen like messages and opportunity notifications Fixed an issue with Madison repeating her Congrats Walk to the player Improved the logic behind madison approaching the player about being such a social fucking butterfly Somewhat improved the interaction between the player, Ashley, and Patrick as they XOXO Gossip Girl behind Madison’s back, as well as Madison’s dramatic introduction Fixed an issue that was causing a response from the player to Patrick and Ashley to be miniaturized Slider door will now auto-unlock after a few seconds following the end of Madison’s Drunk and Disorderly so that NPCs who may be going through the door don’t bounce off it like a super dumb looking bird Giving Madison’s phone to her first will no longer result in being unable to pursue her Smooth Operator opportunity Player can now fail Madison’s Smooth Operator opportunity if they insist on being a jerk multiple times and opt for no take-backsies Fixed opportunity debug logging issue with ‘A Change of Heart’ and ‘Humiliate Ashley’ when they are first received Fixed a typo with “dupster” -> “dumpster” and “therer” -> “there” in Madison’s dialogue Fixed an issue where making Frank wait too long outside will break the interaction Fixed an issue where the CenterOfHotTub waypoint was not actually in the center of the hot tub Fixed an issue where blendshapes were not firing correctly in custom stories Fixed an issue with intimacy not ending properly in custom stories Fixed an issue with the camera being misaligned to the player after getting up off of beds and chairs Fixed an input mapping issue with the Run and Interact keys Fixed an issue where the player couldn’t click on something in their inventory while sitting or in coitus Fixed an issue where characters don’t emote or lip sync in custom stories Fixed an issue where characters can get stuck in walls in custom stories Added a “IntimacyPartner” criteria to the Custom Story Creator Changed Custom Story Creator so it only exports stories as a whole, and not individually per character Fixed an issue where “destination reached” events were not firing in custom stories correctly Added new criteria to check whether a character is using an action item to CSC Added new criteria to check if an action item is currently being used to CSC Added new criteria to check if a character is engaged in intimacy with another or any to CSC Added correct logging for SendText and TalkTo events Fixed an issue where “Apply Story” was exporting stories in the old formats Re-EQed Madison, Brittney, and Stephanie’s Voice Acting Files so they are consistent throughout Fixed an issue with rare cases of the game sometimes crashing when starting a new game Fixed a null-ref that could happen sometimes when removing an item from the inventory with the console v0.11.1 Added “Smooth Operator: Madison” Opportunity Added “Drunk and Disorderly: Madison” Opportunity Added over 70 (currently unvoiced) dialogues between Madison, Ashley, and Patrick. Changed Madison’s beginning dialogue. Changed Katherine’s Inspect text. Added an in-game input mapper and controller support (Controller support not fully implemented) Fixed hot tub fog leaking when disabling shadows Added a Double sided dildo Added a pink vibrator Added a foam finger Added new gazebo model Added a bug lamp Added garden paths Moved the hot tub Added new character specific “HD” lighting Added new outdoor lamps Added new gazebo rug Added some peeps to the credits Updated credits superusers Fixed the brightness on the path shadowing Fixed NPC collision issues in the backyard Created and fixed blendshapes for Frank, Derek and Patrick Created Penguin model Fixed Madison skinning issue Fixed Rachael shader issue Vickie clipping issue fixed Male penises recreated Lighting Tweaks and Updates Optimized lights and shadows system Optimized Distance calls to exclude expensive square root functions Enabled Multi-Threading for Graphics Jobs Added new dialogues for when the player tries to speak to Madison when she’s on her way to get Frank (who will then proceed to beat you up) Fixed issues with the bathroom door and the LOCK function that would cut off some story segments. Sexual acts will now initiate the Embarrassed state based on the exhibitionism personality trait, and always remove the state when the sexual act is complete Beer pong balls now take into account a small amount of pre-throw momentum to make premature ej…throwing of your balls a bit more forgiving. Beer pong balls can now be given a little bit of post-throw curvature. This is done by moving the mouse after throwing them (the window for doing this is very small). Changed the crouch mechanic so it works while “soft” info is on the screen like quest notifications or game messages Tied in a different hand cursor animation to indicate the brief window allowed for post-throw curvature. Fixed an issue that was preventing the command console from referencing dialogue-only characters like “Phone Call” The debug log will now show more information about event triggers that contain/execute more than one game event Save games now have a timestamp automatically added to their label in the load game window Minor typo corrections in the Story Editor interfaces Sexual acts will now initiate the embarrassed state based on the exhibitionism personality trait, and always remove the state when the sexual act is complete Beer pong balls now takes into account a small amount of pre-throw momentum to make premature ej…throwing of your balls a bit more forgiving Beer pong balls can now be given a little bit of post-throw curvature. This is done by moving the mouse after throwing them (the window for doing this is very small) Tied in a different hand cursor animation to indicate the brief window allowed for post-throw curvature. Still being tweaked The player’s memory has been upgraded via a limited time RAM