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House Party [InProgress, v0.20.0] ( Eek! Games, LLC) [uncen] [2021, 3D, ADV, SLG, Sandbox, Male Hero, Romance, Comedy, Drugs, Corruption, Harassment, Point & click, Multiple endings, All Sex, Big tits, Blowjob, Handjob, Masturbation, Exhibitionis ]

House Party [InProgress, v0.20.0] ( Eek! Games, LLC) [uncen] [2021, 3D, ADV, SLG, Sandbox, Male Hero, Romance, Comedy, Drugs, Corruption, Harassment, Point & click, Multiple endings, All Sex, Big tits, Blowjob, Handjob, Masturbation, Exhibitionis ]



House Party Информация:
Год выпуска: 2021
Дата релиза: 2021/09/16
Жанр: 3D, ADV, SLG, Sandbox, Male Hero, Romance, Comedy, Drugs, Corruption, Harassment, Point & click, Multiple endings, All Sex, Big tits, Blowjob, Handjob, Masturbation, Exhibitionism, Voyeurism, Strippin
Цензура: Отсутствует
Разработчик/Издатель: Eek! Games, LLC
Платформа: PC/Windows
Тип издания: В разработке
Таблэтка: Не требуется
Версия: v0.20.0
Язык игры (сюжет): Английский, Русский, MULTi
Язык интерфейса: Английский, Русский, MULTi
Язык озвучки: Английский
Системные требования (минимальные): OS: Windows 10 x64 / CPU: i5 / RAM: 8GB / VRAM: 2GB / HDD: 6GB Описание:
Мы приглашаем тебя на Вечеринку! Вперёд к приключениям: открой мир ярких персонажей, динамичных сюжетов и сексуальных гостей, которые так и жаждут встречи с тобой! Работай извилинами, принимай умные решения или просто положись на удачу, но всегда остерегайся Фрэнка! Включайся в игру! Новые возможности и опасности поджидают тебя за каждым сделанным выбором. Может ты будешь замечательным парнем и поможешь гостям разрешить их проблемы, а может превратишься в зачинщика и устроишь драму? Включайся в игру! Вести себя хорошо или же совершенно неприемлемо — выбирать тебе. Заходи...игра уже началась!

House Party это интерактивное 3D-приключение для взрослых, где твои действия могут влиять на последующие события и исход во всём многообразии концовок. Каждое твоё решение может привести к новой концовке. Готов проверить свою “игру”?

Вечеринка уже в разгаре, гости веселятся во всю. Не хватает только ТЕБЯ. Как только ты войдёшь, начнётся приключение. Проверь свою “хитрость”, “красноречивость” и аналитические способности, ведь открывать истории каждого персонажа предстоит через диалоги и “кое-что ещё”. Вероятность будет на твоей стороне… если ты правильно разложишь все карты.

Твоё взаимодействие с гостями будет приводить тебя к разным концовкам каждый раз, когда ты начинаешь новую игру. История в твоих руках, ведь именно твои действия определяют игру. Тебя ждут моральные дилеммы, провоцирующие различные исходы и формирующие раскрытие сюжета. В House Party ты будешь обдумывать и планировать каждое движение.

И ДА, ЭТО ВЕСЕЛО! Это же Вечеринка, в конце концов, настоящая, с тем самым дебошем. Осторожно, здесь полно ненормативной лексики с тонной обнаженки, драк, пьяных игр, алкоголя и секса. Тебя ни к чему не склоняют! Ты сам выбираешь, с кем дружить и кого предавать, разгадывая уникальные истории каждого персонажа с гарантированной начинкой в виде весёлых квестов и головоломок. Каждый персонаж в этой игре полноценно озвучен, и очень (мы об этом ещё не говорили?) горяч!

House Party это превосходная 3D-игра с сексуальными моделями и хорошей долей саркастичного остроумия. Устойчивый алгоритм позволяет персонажам реагировать на широкий выбор стимуляторов и действий, которые ты совершаешь вместе с ним. Эта игра будет держать тебя в постоянном напряжении множественными сюжетными линиями и исходами, основанными на твоём выборе.
Если ты считаешь себя писателем или хочешь делать игры, ты можешь создать свой собственный сюжет для игры в Custom Story Creator (на сайте Eek! Games). Склей свою собственную историю с диалогам, взаимодействиями, продумыванием игровой логики. Импортируй свои истории в игру и делись ими с другими игроками. Это действительно очень легко, даже не нужно опыта программирования. Присоединяйся ко множеству игроков, которые создали свои короткие квесты, на официальном форуме игры и поделись с ними СВОЕЙ историей. Доп.информация:
"Состав раздачи"
House Party v0.20.0 Alpha Re-deploy

House Party v0.19.4 Stable Release

Explicit Content - антицензор отдельно, на всякий пожарный. Установка - копирование папки Explicit Content в папку с игрой StreamingAssets.
"Установка и запуск"
Установка не требуется.
Запуск приложения осуществляет исполняющий файл HouseParty.exe находящийся в корне папки.
Если папка была перенесена в другое место не забудьте перехешировать торрент, чтобы оставаться на раздаче.
"Журнал изменений"
In the Original Story: fixed an issue that could lead to Derek acting embarrassed about his cute little sundress under certain circumstances after being intimate with him during “Memory Lane”
In the Original Story: tweaked the motion events surrounding the untying of Ashley s Top and Madison seeing it, to make it more likely that both sisters will behave as expected and decrease the likelihood that Madison could accidentally wander away
In the Original Story: additional minor tweaks and consistency alignment to the criteria that determine when certain NPCs can be sent to check on/talk to other NPCs
In the Original Story: fixed an issue that could cause the intimacy finale weirdness of Lety and Rachael s Easter Egg to not occur as intended
In the Original Story: added some additional preventative measures against NPCs being in the Art Room/Spare Room 2 during “Like A French Girl”
Improved consistency of the results of an AddForce Game Event so that differing frame rates exhibit less of an impact
Fixed an issue that could cause Characters to not have AddForce…erm, Force, applied to them if they were not visible to the main camera
The effects of an AddForce Game Event will now apply equally to NPCs and the Player when said Character is moving. Previously, only the Player could have Force applied to them while moving around
Reduced the frequency and severity of delays that can occur when an NPC that is Navigating off-camera or is occluded suddenly finds themselves stuck for a few moments
Narrator text no longer animates for each message/hint (only the first and last). This also prevents NPC dialogue from being spoken between messages.
Fixed an issue that could prevent the ClosedEyes Emote from working on demand
Fixed an issue that could permanently lead to the ScreenFade FadeIn/Out functionality to transition at a noticeably higher speed after taking at least one picture with the Camera item
"v0.20.0 (2021.09.02)"
Added new threesome cutscenes
Added 5 new threesome animations
In the Original Story: Vickie s content has been restructured. First, you must undergo her rigorous Training. Then, and only then, may you proceed with…more. Wink. Nudge. Squirt.
In the Original Story: after inviting Vickie to the party, or after completing Rachael s dares (through intimacy or content failure), there will finally be some closure as to why no more dares, phone call spoofing, or Vickie-Rachael content mixing can occur. Oh, and if you ve been nicey nice to Katherine, she will give you Pat s phone back instead of keeping it
In the Original Story: Added a wide variety of Tutorials. These will only show up once when playing, and only if opted into via a check box in the Game Menu or Title Screen UI. The Tutorials can also be reset/shown again using a button in the Game Menu
In the Original Story: added new Background Chatters for most NPCs
In the Original Story: consolidated “Hey, change location”/”Hey, go over there”-type dialogues for many Characters. This may lead to minor changes in when and how these options present themselves based on ongoing content and Player decisions
In the Original Story: Frank getting KOd during the first Derek Smash! fight will no longer result in the Player having to go through the rest of the Derek Smash! content. Get in there and help your buddy!
In the Original Story: the biggest, thiccest, most arousing rewards for Vickie s content have been added
In the Original Story: improved feedback text the Player receives when trying to open the Bike Lock or Safe with various keys that just don t care
In the Original Story: a handful of responses for Vickie now require the Player to have actually met her before being used
In the Combat Training story: Frank and Leah will no longer attempt to roam away once spawned
In the Original Story: flat out refusing intimacy, lying to Vickie prior to her intimacy scene, and certain other highly offensive acts will fail out of her main Opportunities
In the Original Story: polished the text and delivery timing of various existing Tutorials related to Combat, Beer Pong, etc.
In the Original Story: no matter how the Player gets into a fight with Frank at the end of Leah s “Ronin”/evil finale, Frank s combat stats will be the same
In the Original Story: fixed an issue that could cause some Characters to not immediately award “Flash Score” points (for Katherine s content) if they caught the Player doing something involving genitals other than just…standing around
In the Original Story: fixed an issue that could cause Derek to spam threats at the Player after the Player had hit too many other guests at the party
In the Original Story: minor cleanup of Ashley and Patrick pre-“Family Time” Game Events, and their timings
In the Original Story: added a helpful thought bubble to confirm for the Player when Frank changes his mind about giving them the condom, after catching the Player being intimate with a female NPC
In the Original Story: tweaked various TriggerBGCs and related events to more appropriately reflect their importance in the story, give them more (or less) emphasis, and somewhat reduce the chance that certain important TriggerBGCs will result in an NPC trying to move and talk at the same time
In the Original Story: fixed an issue that could cause Derek to repeat his Dialogues when approaching Madison at the Gazebo just before the events of “Runner Runner” take place
In the Original Story: masturbating in front of Stephanie will no longer risk Frank thinking you are actually drunk and beating you to a pulp
In the Original Story: cleaned up some of Vickie and Ashley s behaviors related to the start of “Runner Runner”. They should more reliably get to the Master Bedroom Closet area in a timely fashion and not have other NPCs try to approach them
In the Original Story: converted a number of CaughtMasturbating and CaughtHavingSex reactions from various NPCs to the Player into TriggerBGC, instead of popping up main dialogue
In the Original Story: added a thoughtbubble and cleaned up a response or two to better impart the finality and importance of the choice between spoofing a text to Rachael vs. spoofing a text to Vickie, while also making it clearer the Player can back out and ruminate over this epic decision
In the Original Story: minor tweaks to the criteria for Katherine giving the Player back Ashley s Tiny Key. She must be at least friends with the Player- this is a +1 friendship requirement increase, so don t whine about it, thanks
In the Original Story: Katherine will try and approach the Player in order to give them Ashley s Tiny Key slightly more frequently. See? It s all okay
In the Original Story: slight tweak to the Opportunity description for “Vickie Vixen” to better align with the actual goals of the Opportunity
In the Original Story: minor polish to a few “WalkToPlayer”-type periodics for a handful of Characters
In the Original Story: minor polish to the Criteria that define whether Vickie is “Occupied” by major content or states
In the Original Story: the “Vickie Vixen” Opportunity is now a two-part Opportunity. The Player must get her number first, and then the Opportunity completes upon successfully inviting Vickie. This will only have minor impacts on certain hint/response availability and “fluff” behaviors
In the Original Story: fixed a couple Derek dialogues within “Memory Lane” that could still reference Frank/Leah/”booze security”, even if Frank had left the party
In the Original Story: as part of their “training” for Vickie, the Player will get more feedback regarding how close they are to meeting the requirements for passing her final “test”
In the Original Story: tweaked a Compubrah dialogue response that implied the Player could unzip their pants before going into VR…even if their pants were already unzipped! Aahhh yeah, that fruit couldn t hang any fucking lower booiyzzz…bois? Shit I m old af
In the Original Story: Rachael can now catch the Player asking Katherine to spoof texts during a handful of additional key Dialogues
In the Original Story: tweaked the Criteria for Rachael being able to overhear any dialogues involving the Player somewhat
In the Original Story: fixed an issue that could cause Katherine to overhear and respond to an Ashely Dialogue through walls
In the Original Story: further polish to a handful of other Rachael, Ashley, and Madison-related Dialogue overhear situations
In the Original Story: tweaked the delivery of a hint thought bubble regarding Vickie s phone number that could be a tad spoilery
In the Original Story: various other polish and tweaks to hints, hint text throughout Madison, Vickie, Katherine, and Rachael s stories
In the Original Story: added additional mitigating criteria to Rachael s “confront and slap Patrick” behavior to prevent a few “unfortunate” niche situations
In the Original Story: slight cleanup of Rachael and Patrick s confrontation to reduce the chances that Patrick might continue walking to Rachael afterward
In the Original Story: Patrick will try to approach Ashley one Dialogue earlier just before the events of “Family Time”
In the Original Story: fixed an issue that could prevent buggy behavior to occur if the Player repeatedly tried to sit in Frank s chair after he left the party
In the Original Story: fixed an issue with Vickie s cutscene that could cause it to fail to play if the Player was a tryhard fastclicker jerk. Just kidding, it s cause we don t know how to program things. It s us, not you
In the Original Story: fixed an issue that could cause Madison s “Drunk and Disorderly” to stall completely if Frank leaves the party. Even when he s gone, it s that fuckin dood s fault!
In the Original Story: minor cleanup of other Madison behaviors during her “Drunk and Disorderly” to make her just a tad less…pushy
In the Original Story: the Player must now be closer to Derek in order to play the part of “backup” when he talks to Madison just before “Runner Runner” starts
In the Original Story: the notification the Player gets warning them that Madison and Derek are coming up the stairs during the events of “Runner Runner” is a bit more finely tuned based on the Player s location
In the Original Story: Rachael will no longer attempt to follow Patrick to confront him in the event that he barges into the Master Bedroom during the finale of “Sibling Warfare”
In the Original Story: the Player climaxing during the finale of “Sibling Warfare” will now count towards Vickie s “training”
In the Original Story: fixed a number of bugs that could occur if the Player climaxed during the finale of “Sibling Warfare” while also undergoing Vickie s “training”
In the Original Story: fixed a very…poorly worded dialogue that Vickie is able to use during the finale of “Sibling Warfare”
In the Original Story: fixed a handful of VA-Dialogue Text mismatches across the story
In the Original Story: fixed a handful of typos in various Dialogue and Response texts across the story
In the Original Story: fixed an issue that could possibly compromise two different Combat-related Game Grumps Background Chatters
In the Original Story: the Player will get a little extra boost towards their OrgasmRechargeRate after they complete Vickie s “training”
In the Original Story: Rachael will no longer attempt to confront Patrick while the Player is racing up to the Master Bedroom Closet during the closing events of “Runner Runner”
In the Original Story: the Player will also get hints about the status of their uh…throbbing loins as they drink more and more booze (assuming that s the Player s thing) during Vickie s “training”. Just say “throbbing” out loud. Not like “the-robbing”…really accentuate the ‘th and ‘-b sounds…yuck. Is no one talking about this?
In the Original Story: the Player no longer has to meet social (like/love) conditions to select an NPC to approach with Vickie for their threesome. The Player must select an NPC that is not occupied, and then that NPC can be approached to see if they re interested in a threesome
In the Original Story: reverted a change from eons ago – the Player can now Slap Awake Frank if Vickie s “Training Day” Opportunity is In Progress
In the Original Story: Vickie s “Training Day” Opportunity will now Complete just after the Player is intimate with her in the Hot Tub, instead of before actually doing it
In the Original Story: after successfully finishing Amy s “Scavenger Hunt” and using one of the two finale responses that leads to her removing clothing and getting an Achievement, the Player will also receive a very small socials boost with her
In the Original Story: fixed issues that could prevent a handful of Vickie and Lety s Background Chatters from playing as intended
In the Original Story: various tweaks made to improve the presentation and timing of “mid-Dialogue” emotive Game Events
In the Original Story: added a few additional protections against Characters trying to reach Frank at various times the Player could get intimate with him
In the Original Story: added a handful of Social penalty events for Derek and Frank when the Player does something they are not a fan of
In the Original Story: the Player will get a very minor Romance boost with Katherine the first time they are intimate with her. Not as much as when you give her the booze she wants, of course. You think you re THAT good?
In the Original Story: minor tweaks to the consistency of Katherine s roaming behavior
In the Original Story: minor tweak to the events when the Game Grumps jump out of the balloon to increase the chance that Katherine is around to participate
In the Original Story: Katherine will tolerate one more very minor grievance before locking the Player out of her default greeting and responses entirely
In the Original Story: the Player will get a minor Romance boost with Leah the first time they are intimate with her
In the Original Story: the Player will get a very minor Romance boost with Leah when they give her the Chocolate Bar, in addition to the existing small friendship boost
In the Original Story: minor cleanup of the events surrounding Lety and Madison s bonding after their “Queen in the North” gift discussion
In the Original Story: added a few very minor social penalties where appropriate for existing Madison-Player exchanges that were already negative in nature
In the Original Story: fixed various issues with Lety and Rachael s Easter Egg related to Frank, Derek, and Vickie that could lead to the content stalling or breaking
In the Original Story: Amy will no longer leave the party if groped during the short window between Lety and Rachael s Easter Egg starting and suffering her inevitable fate
In the Original Story: slight updates to the game intro narration
In the Original Story: added additional, minor social increases and decreases throughout Stephanie s story where appropriate
In the Original Story: simplification and tweaks to when the Player gets a reminder about checking on the Game Grumps
In the Original Story: certain content limitations or modifications that were dependent solely upon Brittney having displayed one of several negative Dialogues are now more broadly tied to her social meters
In the Original Story: minor tweaks to other Brittney response and Dialogue behaviors based on her socials… mostly in cases where the Player had been mean. Like, super mean and stuff
In the Original Story: Derek can now walk near the Gazebo instead of near the Hot Tub. Since he already has a movement option for getting himself into the Hot Tub, standing around outside it just seems silly. Oh so silly
In the Original Story: most Characters can be asked to find somewhere to Dance, as long as the Player has not turned off all of the available music sources
In the Original Story: fixed an issue that could cause Patrick to wander away from the Player awkwardly during certain finale dialogues for “Patty s Striking Resemblance”
In the Original Story: fixed an issue that could cause Madison s motion to Frank to not be canceled correctly in niche situations
In the Original Story: fixed an issue that could cause the Player to be permanently locked out from asking Britt about Pat s phone, even if the Player had tried to make use of Madison s “Fix Relationship”/Relationship Boost perk
In the Original Story: Amy can now be asked about Patrick s phone
In the Original Story: added a few additional minor motion-related safeguards to the Events that Warp a handful of NPCs into Compubrah/DongVR
In the Original Story: addressed a DLG for Patrick where he could imply Frank was still guarding the liquor, even if Frank left the party
In the Original Story: standardized a number of Derek s social behaviors around the same criteria that decides his level of anger towards the Player for dialogue purposes
In the Original Story: fixed an issue with a Derek dialogue that could lead to a Derek attacking the Player when the VA/text did not imply that would happen
In the Original Story: consolidated many of the ‘help responses that the Player could use with Derek into a single response separated from his greeting Dialogue, in order to prevent him from having an absolutely fucktacular number of responses available when just trying to say ‘Hello to the guy
In the Original Story: made tweaks to Leah s Event Triggers where she reacts to various NPCs getting KOd at various times. These should be much more responsive to the context of each KO
In the Original Story: Derek and Pat will be a bit more understanding of ‘friendly fire should the Player hit them during the Derek Smash! fight(s)
In the Original Story: choosing to help out with the Derek Smash! fight will net you a minor social reward with either of the boys you helped. …If you survive, that is
In the Original Story: Frank will now appear a little ‘beaten up if he suffers enough attacks from any Character. His mostest special appearance(s) are still saved for certain story scenarios, however
In the Original Story: fixed an issue with a Vickie dialogue where she would always reference the events of Derek Smash! even if Derek Smash! had never been Completed
In the Original Story: updated the Opportunity texts for Vickie s Opportunities
In the Original Story: aligned the response criteria for when the Player can send Frank to fight Patrick as part of Frank s introductory “A Ball of Mystery” dialogue to the criteria used to determine when Frank can normally be sent to beat up Patrick
In the Original Story: if the Player s socials with Stephanie drop low enough, her intimacy reward will become unavailable
Fixed a bug that could cause a Character to attempt to spam Surprised Emotes just before being engaged in Combat. They will no longer attempt to spam this reaction, or attempt to do so from quite as long a distance. This also fixes an issue that could cause the Mood value of the Character being attacked to plummet so low that it was unlikely to ever recover without CSC intervention
The game will not accept Attack inputs for one frame after the game has been un-paused. This will help prevent left-clicks/Attack keypresses made while Narration and other critical UI is open from inadvertently triggering an Attack if the Player was already in Combat Mode
The Player can now react to their own Combat Mode Toggled Event Triggers
Fixed an issue that would cause the ‘Censor Nudity check box label to use the same label text as ‘POV Intimacy when translated into another language
In order to slightly mitigate possible cramped combat situations, NPCs will no longer roam to another NPC that is currently fighting or moving to fight the Player
Fixed an issue that could allow an In-Combat NPC to fire a ReachedTarget Event (and related back-end behaviors) when they were not in fact able to see their Character Target
Tweaked ForumText on MainMenu to invite users to simply visit our forums. All CSC/Custom Story-related forum language will remain and/or be expanded upon in the Custom Story
Manager and Custom Story Uploader-related areas of the UI
Added MainMenu Language Dropdown translation for Italian
The Player can now react to their own PlayerGrabsItem Reaction/Event Triggers
The Player will now be able to make use of their own ExposesGenitals Reaction/Event Triggers. This is handled differently than when an NPC reacts, in that the Event Trigger will fire everytime the Player s Genitals are toggled (on OR off), and there is no built-in cool-down limiting how often this can occur
The TriggerBGC Console Command will now accept an optional, second integer as part of its input that can be used to define a TriggerBGC s level of Importance. This integer must come after the bgcID
Re-integrated the SocialMod/RelationshipType “Scared”, which was left partially unimplemented in the previous release. This also fixes an issue that could cause the use of the Scared
SocialMod to freeze or even crash the game.
The Social Console Command will no be allowed to try and configure a Social relationship between a character and themselves. We re all for self-love and all that shit, but do it on your own time
Fixed an issue that could cause false positives to occur when verifying Vision/CanSee properties between two Characters, most notably if one Character had recently moved away from a wall or other sight-blocking object that divided them
Fixed an issue that would allow voice-acted audio to continue playing while a Narration UI canvas was open
Fixed an issue that would cause the in-game music to be inconsistently paused when a “major”/pausing UI canvas was open. The in-game background music will now never be paused by
Player-accessible UI functionalities
Fixed an issue that could allow background/Speaker-based music to clash with Cutscene music. Cutscene music will now always take precedence while a Cutscene is playing, and after ending, background music/Speaker-based music will return to the level specified by the Player in the game options
Fixed an issue that could cause a Player who was masturbating and then got attacked to be stuck masturbating and unable to fight back or move
Fixed an issue that could cause a Player who was engaged in an intimacy act and then got attacked to be able to attempt an attack while still engaged in said intimacy act. This attack attempt would almost always fail to hit the target NPC and not result in an IsAttacked Reaction, yet it would still use up Player Energy and force the NPC to attempt to block. TLDR: In order to fight back or even attempt an attack, stop having sex or touching yourself, if you can…
Cleaned up and standardized how “Internal Stories” are managed/deleted when a server story update is triggered. As part of this, the very old “Tutorial” story is now looked for when the application is evaluating “Internal Stories” and this story is now automatically deleted if found, since support for it was deprecated years ago
Added various PlayerPref-related functionalities that are used to facilitate Tutorials for first-time Players (or those who opt in via the Game Menu), and that can also be used in Custom
Stories to enable cross-story content tie-ins, and more. PlayerPrefs and their current values are stored in your system s registry
Modified the Narration canvas so that it can be opened in a wider variety of circumstances without impacting other canvases
Characters that are in the same Zone as each other will no longer fail to see one another other just because they are separated by approximately one or more CharacterHeights (1.8 units).
E.g., Characters at the bottom of the stairs will no longer be unable to see Characters at the top of the stairs
Male genitals can now be toggled on/off via SendEvent : ToggleGenitals Game Events during cutscenes. The Player : TogglePenis Game Event will now also work
The CSM/Custom Story Manager registration process will now accommodate slightly shorter e-mail addresses
Fixed an issue that could cause a Values criteria check to fail erroneously for international users under certain circumstances
Fixed an issue that would result in NPCs moving throughout the game world much faster when off-camera compared to when the Player could actually see them
Fixed an issue that would prevent NPCs running to a Combat Target from registering that they were, in fact, Running
Fixed an issue that could cause the player to use the drunk walking animation while very drunk and sprinting. They will now merely use the run animation while swaying, like NPCs
Buttons in Input Configuration menu are now functional
In Input Configuration menu, added message to user saying if the binding is already being used (need to add action it s being used with).
Pressing Back leaves the Input Config menu.
Renamed JustOutSideUpstairsBathroom to JustOutsideUpstairsBathroom to match naming convention used by other Objects and MoveTargets
Fixed an issue that would allow the Inventory UI to be opened or remain open while the Player was in Combat Mode
Made it a bit easier for the Player to transition out of Dancing (State: ForcedToDance) if they choose to engage in combat
Added some helpful pop-ups to indicate to the Player why certain controls or actions are not allowed under certain circumstances (e.g. opening the Inventory in combat, etc.)
When forced into Combat Mode due to being attacked, the Player will no longer stay crouched. They will stand up as if they had toggled Combat Mode via their hotkey
Fixed an issue that would prevent assigning a Value of ‘None to a CharacterValue via the Values Console Command
Fixed an issue that would cause the logging of RandomizeIntValue Game Events to take up unnecessary space in the Debug Log
Fixed an issue that could lead to an erroneously closed Narration window if enough Narration events had fired in a play session
Minor improvements to auto-cancellation of randomly timed Roaming ChangeLocation-based motion in order to reduce chances of randomized ChangeLocations interfering with higher priority Character behavior(s)
Fixed an issue that could prevent the Roaming.StopMyRoamingMotion Game Event from successfully preventing an NPC from Roaming if the NPC did not currently have a Motion Target
Fixed a bug where dialogue responses could not be navigated with controller
Fixed an issue that would allow the Player to open their Player Actions radial at inopportune times, most notably over/on top of the Inventory UI and any Item that they might have been interacting with in the Inventory
Any time the Inventory is opened or closed, the radial for the current Item being interacted with (or the Player Actions radial) is also closed
The Inventory and Opportunity UIs can no longer be opened while various game-pausing System/Setting UIs are also open
Added option for text resizing and different fonts in Game Menu
CSC: the text feedback returned regarding Search results (when none are found, too many are found, etc. has been improved and will no longer alternate between putting feedback text in the
Unity Debug Console and in the Inspector Tab- all text feedback will now be in-line directly below the Reset and Search buttons
CSC: minor UI consistency tweaks when using the Search aspect/functionality
CSC: the tooltip for deleting elements within the CSC has been updated to show the appropriate name of the element about to be deleted/being hovered over
CSC: miscellaneous cosmetic cleanup, consistency improvement, and tweaks needed to offset some issues introduced by the update to Unity 2020.3
CSC: the tooltip for inserting elements at specific positions (depicted by < INS) has been updated to show the appropriate name of the element that is about to have a new element inserted before it
CSC: added the PlayerInventoryOpened and PlayerInventoryClosed Event Triggers
CSC: if an Event Trigger uses a Key and that Key is valid, it will no longer be omitted in the default Name that gets automatically applied to the Event Trigger
CSC: added the PlayerOpportunityWindowOpened Event Trigger
CSC: added the PlayerInteractsWithCharacter and PlayerInteractsWithItem Event Triggers
CSC: added the FinishedPopulatingMainDialogueText Event Trigger
CSC: the text representation of a Character Value can now be ‘injected into Dialogues, Alternate Dialogues, Responses, DisplayGameMessages, and BackgroundChatters. In order to this you must encapsulate a Character:ValueName in curly brackets within the text entry field for one of these elements, e.g. {Amy:TestValue1}. Do not add whitespace, special symbols, or more colons than are needed to delimit a character from their Value or to depict special system Values such as {Player:madison:GotPhoneCode}
CSC: translation templates will now purge more brackets and custom formatting automatically when exported (specifically in translatable events and responses). This is an extension of what was already being done for Dialogues and Background Chatters
CSC: the Dialogue criteria can now also check to see if a specific Dialogue is currently showing
CSC: Restored the ability to add custom names to DialogueOnlyCharacters (Compubrah, Phone Call). Configuring interactions for these Characters, however, has been disabled due to the fact they cannot be interacted with in the game world
CSC: the UseWiths behavior section will not appear for Characters in the Character Interactions page/aspect, as GiveTo is the intended functionality for exchanging items with Characters
CSC: the IsAloneWithPlayer criteria will eventually be deprecated. For now it will remain unchanged in the CSC and engine. It will eventually be replaced by the IsOnlyInVisionOf criteria, which better reflects what it checks. (IsAloneWithPlayer checks to see if the target Character is visible to only the Player, it does not check to see if the Player can see other Characters nor if other Characters are close to the Player)
CSC: added the IsOnlyInVicinityOf, IsOnlyInVisionOf, and IsOnlyInVicinityAndVisionOf criteria, which should help to greatly simplify certain proximity and/or vision-restricted checks
CSC: the distance Criteria can now accept and interpret Characters, Items, MoveTargets, and GameObjects via text injection, which should simplify scripting logic in situations where dynamic calculation of Distance(s) is required. For example, to check the Distance between Derek and his Current Move Target, you can use Distance : Derek : {Derek:CurrentMoveTarget} and then define your remaining parameters. If your injected text does not result in a usable reference object, the Criteria will return false
Fixed Leah LOD2 issue causing dark spots
Updated PlayerFemale with facial blendshapes
Updated Cloth Physics for Ashley, Katherine, Lety and Stephanie
Added a flashing top to the PlayerFemale and added an animation where she lifts the top up
Fixed MaleCouchSex animation
Improved PlayerFemale neck seam and fixed her casting no shadows
Tweaks to previous cutscenes
Overhaul to the volumetric lighting system
Fix to billboard material bug
"v0.19.4"
Added Turkish localization to to the animated UI button
In the Original Story: sneaky Players who have made good use of the Keys and various lockable rooms in the House will no longer be considered to have “Pending Combat” for the purposes of many story sequences. Of course…WHO you locked away might still matter. To someone. Probably
In the Original Story: Madison will no longer obsess over where her Phone might be if she was very recently hit in the face by the Chili Peppers as part of Lety s “Queen in the North” Opportunity
In the Original Story: fixed an issue that could cause the Player to get Stephanie s “comfort bag”…or whatever the shit it is, if they moved too quickly through a Dialogue during her “Meltdown” content
In the Original Story: fixed an issue where Stephanie could voice an out of place Dialogue after falling down on the way to meet up with Katherine while high during a failure path of her “Meltdown” content
In the Original Story: added Item Interactions for the Paper Bag Crunched. It s just the Paper Bag…but now with more Crunch!
In the Original Story: fixed an issue that could allow devious Players who decided to punch the Game Grumps in the face instead of wave goodbye to get their “Do Not Burn” Achievement and get away with the act as the Game Grumps disappear
In the Original Story: when attacked at the wrong times, the Game Grumps will cancel movement toward certain targets that would cause them to leave the party, instead of wailing away on you with their +3 Iron Fists of Fistitude
In the Original Story: fixed an issue that could cause the Game Grumps to float around aimlessly after saving and loading while on the Flamingos. The Flamingos too will no longer float around forever
In the Original Story: additional fix for Throwing the Dildo at the Closed Briefcase not updating certain Opportunities for “The Muse”
In the Original Story: fixed an issue that could cause Rachael s CurrentDare to reset on Game Load even if she was on the way to the Master Bedroom (or on the bed), about to get nasty with the Player
In the Original Story: fixed an issue that could result in NPCs getting shoo d out of the study as a result of certain events of Lety, Brittney, and the Player s sexual romp in the study, even if that romp had already ended
In the Original Story: Ashley reacting to Patrick getting attacked will no longer happen incessantly…and repeatedly…every…time…Patrick…is attacked. There is also a Distance criteria on this now because let s face it, she isn t scanning the horizon for that idiot at all times
In the Original Story: Dan will no longer move to Arin during certain “casual” Background Chatter exchanges that the Game Grumps get involved in
In the Original Story: When certain Game Grumps scenarios start, a minimum roaming timer will be reapplied to relevant NPCs to increase the chances that they do not try to move away before the exchange is finished
In the Original Story: Dan will more reliably face the Player when making fun of him for playing Beer Pong all alone
In the Original Story: tweaked timing related to Katherine and the Game Grumps “fan” exchange to try and prevent a Katherine Background Chatter from cutting itself off
In the Original Story: fixes for various VA-text mismatches
In the Original Story: minor tweaks to prevent Dan from making minor, unnecessary movements to Arin
In the Original Story: fix for Dan getting stuck in the Master Bedroom Closet under certain conditions that would abandon the Game Grumps Master Bedroom “COATS!” scenario
In the Original Story: the Player will now have to be In Vision of the Game Grumps to initiate the intro and follow-up/finale portions of their “DClub” content
In the Original Story: NPCs will be less likely to attempt to get to Frank during the Laundry Room antics of the Game Grumps “DClub” content
In the Original Story: fixed an issue where Patrick could fail to roam normally after being given the Laxatives
In the Original Story: tweaked the events of the Game Grumps jumping out of their balloon so that they will no longer appear to just fall out of the air like boring boyz. Now they re the ones who fall! …Unfortunately?
In the Original Story: minor tweaks to improve the chances Lety and Madison s “bonding” Background Chatter will play reliably after completing “Queen in the North”
In the Original Story: minor clarifying tweaks to a handful of hint thoughtbubbles
In the Original Story: the Player can no longer ask Madison for her phone back if the phone is not held or in their inventory, but is otherwise Active/Enabled (i.e. the Player dropped it somewhere)
In the Original Story: performed a fair amount of cleanup on the Lety-Derek conversation that unfolds during “Hunt the Hunk”. This should start more reliably and progress more smoothly, with less awkward bumping around and weird movements
In the Original Story: minor cleanup of some events associated with Leah and Frank s exchange during the first part of her “evil”/”crazy” finale for “Broken Code”
In the Original Story: cleaned up issues with currently used Target Types in a number of Turn Game Events in order to reduce current issues and future proof
In the Original Story: cleaned up and tweaked events related to the “Hunt the Hunk” failure sequence where Derek gets fixated on…treats
In the Original Story: fixed an issue that could compromise Derek s behavior and responsiveness under certain conditions if “Hunt the Hunk” was failed and he became fixated on…victuals
In the Original Story: cleaned up some response-related Criteria and options related to the Player s possession of Madison s Phone just before starting “Family Time” with Ashley, if the Player had at some point lost possession of said cellular device
In the Original Story: giving Patrick the Laxatives will now correctly result in lowered social meters with him
In the Original Story: tweaked the criteria used to determine when/if Sleazy Sancho will whisper sweet, sweet nothings into the Player s ear orifices. Orificii? …Head vaginas.
In the Original Story: fixed a possible duplicate thought bubble that could appear if the Player beat up Leah during her “evil”/”crazy” “Broken Code” path before talking to her once she returns to the party in the corner of the yard
In the Original Story: made some improvements to other situations in which the Player could KO Leah, albeit with some difficulty, during the finale stages of “Broken Code”
In the Original Story: added protections to a number of periodic WalkTo : Player-based Event Triggers and ReachTargets to ensure that these did not try to fire if the Player is Falling, temporarily KnockedOut, etc.
In the Original Story: additional fixes for Leah following the Player around instead of attacking if she is Peed On or catches the Player making…unwise booze decisions during certain sections of “Snake in the Grass” and “Broken Code”
Characters emoting will no longer ‘break them out of a Crouching state. They will instead perform only the facial and sound effect portions of the emote, and remain crouched
Randomized roaming behavior and certain other automated roaming-related behaviors will no longer attempt to process while a game session is “fading in” after being started from the Title Screen or Load Game menu
Fixed an issue from a previous 0.19.x update that could allow various Character Interactive Status and Reaction loops/checks to not process if only 1-2 NPCs had been enabled in a game session
Cleaned up a couple of old VA lines for Lety that had leading and trailing noise
Configured additional non-static items with AdditionalRenderers so that they will be compatible with the Item : IsVisibleTo Criteria. These include the Scorpion Tequila, TalkingFish, and more
Fixed an issue that could occasionally allow Attacks of certain types to “hit twice”
Characters will be slightly less aggressive when re-attempting movement to Inaccessible Mandatory Targets
PeesOnMe and StartedPeeing Reactions/Event Triggers will no longer overlap as easily. Characters will delay processing of StartedPeeing Reactions very briefly to check for pee impacts, and in addition, each collision between pee and a Character will briefly delay the StartedPeeing Reaction between two Characters
Fixed an issue that could cause a Character incorrectly fail a CanSee check specifically when a certain type of Object was supposed to be excluded. This addresses a small number of issues related to swapping to WallSex intimacy positions and when calculating IsRunning if the RunWhenFarAwayFromTarget was Added/True
Fixed an issue that the Player could pee and masturbate at the same time.
While crouching and trigger running the player does not move at full run-speed anymore.
AutoSave doesn t trigger within a few seconds after loading a save game anymore.
Various optimisations to reduce garbage allocation and free up CPU cycles.
If multiple BGCs are playing of the same importance around the player, the audio system now prioritizes the one the player is currently looking at
Various tweaks to the BGC system to prevent overlap and awkward continuation of unimportant conversations
Re-EQ d various existing and new audio files, and corrected minor volume issues
CSC: added back in PlayerBeingSpokenTo Criteria so that Story Creators will not have to manually remove this from their stories. NOTE: this Criteria will be deprecated at a later point in time in favor of using IsBeingSpokenTo, once we make back-end changes to allow this to occur more gracefully
Smoothed knees bending sharply while bending legs for Amy, Ashley, Brittney, Frank, Patrick, Stephanie and Vickie
Fixed Amy and Ashley strap-on skinning and extended bounding boxes so strap-on s don t disappear
Improved Stephanie underwear transparency issues
Re-positioned pee particle to flaccid penis tip for Derek, Frank and Patrick
Tweaked Male SixtyNine animation and character sixty nine hotspots
Improved nether region skinning/shader and textures issues for multiple characters
Tweaked the shadows on characters with dresses in Main Menu
Changed PlayerMale hand offsets during laying down pose to lean on his knee
Improved skinning Rachael bikini top straps
Tweaks to cutscenes
"v0.19.3"
In the Original Story: to offset the increase in “intimacy fluid recharge time” incurred by recent mechanic changes, repeatedly practicing your…”climax skills” as part of Vickie s “Training Day” Opportunity will result in bonuses to your nasty bits recharge rate
In the Original Story: BEEP BOOP! Compubrah can now scan Frank…
Added T-Posing floating animation pose
Added cutscene for Vickie s current ending
Added cutscene for Rachael s finale
In the Original Story: fixed a minor typo in the “Te Amo Lety” Achievement Description
In the Original Story: the Player will get a one-time “warning” before drinking from the Flask. Cause, you know…you need it for that thing
In the Original Story: Stephanie will now do a much better job of keeping up with the Player when following them before the intimacy reward for “Special Tutoring”
In the Original Story: loosened up some restrictions on certain Vickie behaviors that were previously locked off if “Sibling Warfare” was In Progress. These will now look at “Runner Runner” and “Matchmaker” being In Progress instead
In the Original Story: the Player will get feedback explaining why they cannot start certain content with Vickie if they are currently RechargingOrgasm
In the Original Story: cleanup of a couple Vickie response behaviors for when the Player tries to start certain content with her in the Hot Tub
In the Original Story: Leah will not get up to leave the Hot Tub prior to the intro to “Screw Like a Bee” if she is already using a Hot Tub Seat
In the Original Story: improved clarity of a thought bubble used to inform the Player that “Matchmaker” content cannot move forward when talking to Derek due to the Master Bedroom not being available
In the Original Story: neither Frank nor Leah will attempt a last-minute attack against the Player once the Player and Katherine complete their shot of rum together as part of the intro content for “Game Jam”
In the Original Story: minor cleanup/tweaks to the events that bring Derek into the Master Bedroom for Madison s “art show” during “Artsy Fartsy”
In the Original Story: the Player can no longer get accidentally locked inside the Master Bedroom just after Madison s “art show”
In the Original Story: the Player will need to Inspect the laptop a bit more dutifully in certain circumstances before inviting Lety to the party
In the Original Story: added a safeguard to prevent various back-end mechanics from forcing Stephanie s mood to get so low that she would stop dancing entirely
In the Original Story: Stephanie can now temporarily reject the Player s request for a Petition signature if her socials are too low
In the Original Story: the Player must be caught at least once being intimate with a member of the opposite sex in order to convince Frank to give them the condom for “Scavenger Hunt”
In the Original Story: improved a hint given after a Derek dialogue related to obtaining the condom from Frank
In the Original Story: minor improvements to emotive Behavior in a few Vickie Dialogues
In the Original Story: being on the roof is now a valid location for jamming the Game Grumps in their Balloon
In the Original Story: like their female counterparts, Frank and Derek will now pause “climax progress” while the Player talks to them during their POV Intimacy scene(s)
In the Original Story: Madison will not immediately approach the Player to talk about Sky Animals after the intimacy finale of “Magnum Opus”/”The Muse”
In the Original Story: minor cleanup of the Dialogue Start and Close Events when Amy stubs her toe near Steph
In the Original Story: miscellaneous cleanup and minor tightening up of various Game Grumps scenario events. The tighter, the Grumpier, after all…
In the Original Story: fixed a bad bad no good dumb duplicate response associated with Amy stubbing her toe near Stephanie
In the Original Story: fixed an issue where Frank could be seen briefly without the Snake on his shoulders during the finale of Leah s “good” “Broken Code” route
In the Original Story: general cleanup of some of the Game Events in the finale of Leah s “good” “Broken Code” route
In the Original Story: Frank s looped BGC to the Player just before they spar during the “good” finale of Leah s “Broken Code” will now actually have him look at the Player. That s a nice thing to do before applying fist-to-face
In the Original Story: fixed issues with incorrect Criteria in Leah s POV mid-Intimacy Dialogue
In the Original Story: sped up delivery of Combat Help texts
In the Original Story: fixed an issue where Rachael could briefly focus more on what has happened between her and Patrick than the imminent sexening that was about to occur between her and the Player
In the Original Story: many of the more “casual” Game Grumps Background Chatter exchanges will not fire if the Player is in the middle of an Intimacy Cutscene
In the Original Story: fixed an issue that could cause a Rachael response just before “Benedict Brahrnold” is supposed to start to drop out and break the Opportunity
In the Original Story: fixed an issue that allowed the Player to seemingly add infinite amounts of Death Mix from Rachael s Thermos into the Flask…whomp whomp, this was always just a text bug. Sorry, degenerates
In the Original Story: fixed an issue that allowed Rachael to react unexpectedly to being offered the Flask, most notably during the events of “Benedict Brahrnold” when the Player received the Thermos back and, you know, could use their own two hands to get that work done
In the Original Story: Patrick will be a bit more likely to actually be able to explore the yard with the Death Mix. Along the way maybe, just maybe…he ll find his diamond in the rough
In the Original Story: clean up of the start events for Madison s “art show”, as well as the closing events
In the Original Story: fixed various issues that could cause major behavior problems for Madison and minor behavior issues for other NPCs if “The Muse” was failed in certain ways just as the “art show” had gotten underway
In the Original Story: there are now social meter repercussions for telling Madison that she sucks at art
In the Original Story: fixed an issue that could sometimes allow Brittney to follow Stephanie and the Player as they searched for a spot to do the deed. Not like a house deed or some paperwork shit. And not one that s dirt cheap…ugh, you re with me on this, right?
In the Original Story: an Event Trigger that could be used to re-enable the “Simon Says” Opportunity has been removed
In the Original Story: Frank/Leah will not periodically check to see if the Player is holding booze if the Player is Knocked Out. Dead doods drink no booze, after all
In the Original Story: fixed a minor continuity issue where the Player could continue into “Family Time” with Ashley by trying to give her Madison s Phone back, despite her raging about being humiliated, when the ‘parent Opportunity “Sibling Warfare” was destined to fail anyway
In the Original Story: slight corrections to two Rachael pre-intimacy responses that should better align with specific, Player-related intimacy requirements
In the Original Story: fixed an issue that could cause an appropriate response to not appear when Ashley was given Madison s Diary after “Sibling Warfare” was failed, in addition to other conditions
In the Original Story: fixed a dialogue-response issue that could cause Ashley s pre-“Sibling Warfare” content to break if the Player got Madison s Phone, but dropped immediately prior to giving it to her
In the Original Story: fixed an issue that could cause a response about Ashley s Snake to remain available even after the search for it (Leah s content) was no longer necessary or accessible
In the Original Story: added a handful of extra protections against Leah attempting to repeat her “Ronin”/evil intimacy reward with the Player
In the Original Story: fixed a possibly confusing thought bubble pop-up that could occur just before the events of Rachael s final dare unfolded
In the Original Story: minor tweaks to the events surrounding Frank s epic demise during the “Lety-Rachael Easter Egg” to adjust for the removal of a previously used CharacterFunction
In the Original Story: fixed an issue that could allow certain semi-random events to interrupt the last few dialogues before failing “Broken Code” if the Player decided to fight Leah instead of fighting Frank
In the Original Story: NPCs that are being intimate, are In Combat, or are Knocked Out will no longer appear as valid options when asking Madison about her Friendship Restoration Perk reward that you get from her “Smooth Operator” Opportunity. The NPCs will be options again once they cease and desist that nonsense
In the Original Story: minor improvements to texts and responses associated with asking Madison about her Friendship Restoration Perk reward that you get from her “Smooth Operator” Opportunity
In the Original Story: Amy will not walk to Stephanie or stub her toe near Stephanie if she is currently Being Spoken To
In the Original Story: added a safeguard to ensure that fast moving, very eager, or…easily confused Players cannot get trapped in the Upstairs Master Bathroom by quickly following Madison inside during the finale events of “Sibling Warfare”
Added a new MoveTarget near the Fire Pit, where the Fire Trail starts, that can be used as an alternate means of getting an NPC very close to the Fire Pit
The Character Value OrgasmSensitivity no longer controls the speed at which a Character recharges their Orgasm meter. This is now controlled separately via another back-end, CSC-accessible value: OrgasmRechargeRate
The Debug Log will now also log when Cutscenes end, just before any associated AfterScene events are executed
Fixed an issue with the DisableNPC Console Command that could lead to exception spam
The InteractiveState “CanHearMusic” will now be more generally usable as an indicator of NPC-Speaker “relationships” since it is separate entirely from the InteractiveState “Dancing”
Added a new MoveTarget in the air above the existing Compubrah2 MoveTarget
The Turn Console Command can now Turn the Player, just as its Game Event equivalent is able to do
Added the TurnInstantly Game Event
The Turn Console Command can now use a ‘true option to make use of the instantaneous turn functionality
The Player will no longer receive a WakeUp event upon Loading into a Saved game, which will prevent their Health from being reset to 100 every time a game is Loaded
NPCs will no longer recreate their Combat Attribute (e.g. Attribute:Stamina) Values as “New” with default data every time they are Enabled. They will only do so if it is a New Game or their
RanStartEvents Property is False. In short, CSC Users are no longer required to manually reapply modifications to Attributes in Game Start events. This also means NPC Health no longer resets back to 100 upon Loading a Saved Game
The rate at which any Character can recharge their HP/Health (Attribute:Health value) is now CSC-configurable via the Attribute:HealthRechargeRate Value
Added the AbleToRechargeHealthInCombat InteractiveState that can be accessed or modified via the CSC. A Character with this State will recharge their Health at half their normal rate if in Combat
Fixed an issue that could cause the Player s arms to stretch out a bit too far when carrying the Penguin or Closed Briefcase
CSC: users can now Expand or Collapse Game Events within a collection/block of Events, with additional options for only Expanding or Collapsing Events that do or do not have Criteria
CSC: Frank now has a CharacterFunction to increase and decrease the size of his already considerable hangers
CSC: the MountFireToChest Character Function is no longer available for Frank. It s now recommended to use State IsOnFire whenever a Character needs (“needs”?) to be on fire
Fixed gap behind PlayerMale s ears between separate head and body which could be visible during cutscenes
Tweaked fidget animations BoredKick and LookAround to be less twitchy
Added more emotion blends to PlayerMale face
Tweaked Stephanie s dress s cloth physics
Fixed issue where dancing NPC s in the Main Menu would rotate when you click New Game and then Cancel
Changed the jet layout in the hot tub for visibility
Visual tweaks to all cutscenes
Tweaked various ingame effects
Code optimization and performance tweaks
"v0.19.2"
FOV can now be set to 75 in the Graphics Menu
Fixed PlayerMale black spot on balls right under his penis
Added new water effects for the hot tub
Added setting to the pause menu to use legacy intimacy
In the Original Story: the player can fail out of “Benedict Brahrnold” if Rachael is going down on Patrick and the Player strays too far away
CSC: Allowed importance to be specified for background chatter to better control volume levels and priority to display BGC UI
In the Original Story: if she is recharging her Orgasm meter, Stephanie will ask that the Player give her a break before repeating her intimacy reward
In the Original Story: the Player will get a bit more feedback if intimacy with Stephanie is delayed due to the Player themselves recharging their Orgasm meter
In the Original Story: tweaked periodic event timing and added redundant checks to some Game Grumps scenarios to prevent niche occurrences where more than one could activate (or attempt to activate) simultaneously
In the Original Story: fixed an issue that could allow Frank to try and walk back to his chair while the final “Derek Smash!” fight was ongoing
In the Original Story: Frank, Patrick, and Derek will no longer be as reactive to the Player exposing themselves if they are in the middle of the final “Derek Smash!” fight
In the Original Story: minor tightening and cleanup of certain Vickie Roaming events/behaviors
In the Original Story: Ashley will no longer retain the Upset InteractiveState if the Player makes her feel better by completing her “Smooth Operator – Ashley” content instead of pursuing “Humiliate Ashley” etc.
In the Original Story: Added a number of protective measures to the motion events tied to NPCs catching the Player having sex. If they are currently occupied with other important content or have had their roaming ability forcibly removed, they will no longer be forced to change location/walk away
In the Original Story: the reaction cooldown for the Player exposing themselves to Leah will be reset at the start of “Just in the Kick of Time”, in case the Player recently exposed themselves in order to earn a “flash” point for some of Katherine s content. This will ensure that the Player gets a desired reaction if trying to complete “Just in the Kick of Time” through such means
In the Original Story: minor touch up of the criteria for Katherine walking to the Player to give away the Tiny Key after the Player unties Ashley s Top. Katherine will not be as likely to interrupt the Player with this approach during combat, will not walk to the Player if being spoken to, and will attempt to walk to the Player a bit more frequently. However, the social/friendship requirement for Katherine to approach the Player has been increased by 1. Just talk to her nicey-nice one more time, k?
In the Original Story: fixed an issue that could allow the Player to move forward with the finale of Sibling Warfare even if they were in clear view of Madison and Derek when they hook up, or had failed Runner Runner and/or Sibling Warfare just before that moment
In the Original Story: cleaned up bulk-quest failure scenarios for a few Characters
In the Original Story: cleaned up a variety of behaviors for Lety and Leah in regards to the events leading up to their conversation in “Just in the Kick of Time”
In the Original Story: cleaned up a variety of behaviors for Lety and Madison in regards to the events leading up to their conversation in “Queen in the North”
In the Original Story: the conversation in the garage between Lety and Madison will not be forced on the Player if the Player is in combat or about to be attacked
In the Original Story: to compensate for changes to the content, the conversation in the garage between Lety and Madison for “Queen in the North” will attempt to fire slightly faster
In the Original Story: the Player will get more feedback about not being able to get intimate with Vickie if she or the Player are recharging their Orgasm meters
In the Original Story: the Player will need to wait for Vickie to recharge her Orgasm meter before repeating intimacy with her
In the Original Story: fixed an issue related to determining Madison s distance from the Upstairs Master Bathroom that could return false positives
In the Original Story: fixed a minor inconsistency in Katherine s pre-repeatable intimacy scene behavior in which she would indicate to the Player that she was ready to get down…but the Interaction Radial suggested otherwise
In the Original Story: Rachael overhearing Katherine and the Player s conversation about spoofing texts won t be quite as easily triggered, but will properly fail out of her “Dare Interference” Opportunity
In the Original Story: when Rachael is sent a Dare Text, NPCs will be less likely to attempt to move to her for a short time, or locations relevant to where that Dare might take place
In the Original Story: asking Rachael for Vickie s number after asking for her own number will officially/visibly fail “Dare Interference”, instead of just locking it off via an invisible Character Value
In the Original Story: minor improvements to the timing and clarity of the help/hint text associated with jamming the Game Grumps before they fall out of their Balloon
In the Original Story: Madison will now more reliably catch the Player giving Ashley her diary in a wider variety of circumstances. As expected, the repercussions of this are…unfortunate
In the Original Story: fixed an issue that could cause Madison s behaviors to break down if she was groped under certain circumstances during “Like a French Girl”
In the Original Story: the Player no longer has an infinite amount of time to find and give Stephanie the Paper Bag during her initial freak out as part of “Meltdown”. Waiting too long will result in kinda-not-optimal things!
In the Original Story: Patrick will no longer be temporarily sobered as part of following the Player to Stephanie during the events between Madison s “art show” and the beginning of “High and Dry”
In the Original Story: Ashley s lines that serve as an introduction to Lety s “Just in the Kick of Time” content no longer count as having met her, for Players that manage to get Lety to the party without ever having actually talked to Ashley
In the Original Story: tweaked the restrictions on Frank s Chair so that it is a bit easier for the Player to experience the joy and majesty of using such a throne
In the Original Story: tweaked the restrictions on Frank s Chair so that it is also a bit easier for the Player to Inspect
In the Original Story: Lety and the Game Grumps will now also have…a reaction, if they witness the Player drink a tampered beverage and blow their ass out. Yes, that phrase is in a patch note. You ll live
In the Original Story: if the Player is already in the process of sacrificing their smelly sphincter to the laxative Gods, NPCs will no longer continue beating on them, and will prefer to just observe the absolute state of the Player
In the Original Story: the events fired when combining the Rum and Laxatives or vice versa are now always identical
In the Original Story: the Player will get more feedback about not being able to get intimate with Leah if she or the Player are recharging their Orgasm meters
In the Original Story: Leah will no longer try to walk repeatedly to Frank or the Microwave in some situations after the Player summons her to Compubrah VR
In the Original Story: the Player will get a bit more info as to why they cannot secure Ashley s Top after Untying it, in the event that they Untied her top before ever securing it in the first place
In the Original Story: Untying Ashley s Top before securing it will fail “Smooth Operator” explicitly, instead of relying on an invisible value being flagged
In the Original Story: during the oral scene for “Benedict Brahrnold”, Patrick s “sensitivity” will not be reset until certain important dialogues are closed
In the Original Story: cleanup and standardization of some of the events shared between Failing and Completing the “Benedict Brahrnold” route of “Patty s Striking Resemblance”
Fixed issues that could prevent GetsHitWithProjectile reactions from triggering as intended. An NPC getting hit or not will now take into account not only projectile velocity, but also how hard the item was originally thrown by the Player
Fixed an issue that could cause the IsCurrentlyUsing criteria to return an inaccurate result if directed toward a Disabled Character
The Player will no longer be able to accidentally toggle Combat Mode, Crouch, or attempt attacks while unconscious, which could result in nuisance behaviors like NPC reactions occurring at unintended times (like temporary KOs during various stories) or inaccurate State or Property criteria checks
Restored the functionality of the RunWhenCloseToTarget State. This State will force an NPC to Run without needing to manipulate/toggle their Run Value if: they have a current Target they are moving to, and that Target is within their Vicinity (a bit further than the “hover to interact” distance)
Added the RunWhenFarAwayFromTarget State. This State will force an NPC to Run without needing to manipulate/toggle their Run Value if: they have a current Target they are moving to, and that Target is outside their Vicinity, or if they are unable to see the Target
CSC: Added the ability to auto-sort collections/blocks of Game Events by their Delay, in either Ascending or Descending order
Improved Ashley skinning lower back to not clip through skirt when dancing
Tweaked Amy secondary skin mask
Uncensored version of Ashley s alternative wet/beer skin texture
Fixed PlayerMale blendshape normals and improved uncensored texture seam between body and penis
Fixed a mislabelled checkbox
Added censored versions for all current cutscenes
Fixed some issues and angles in master bedroom sex cutscene
Fixed issues associated with disabling and enabling characters