It’s time, buddy. The new Derek update is here! House Party Version 0.17.3 is now live and in it is a ton of new content to explore and enjoy. This update is packed with some sweet new game mechanics and plenty of polish to keep your game experience clean and enjoyable.

This new release is all about spreading some love to our buddy Derek. We’ve expanded his storyline with awesome new content and added two brand new Opportunities and Achievements, one of which results in a full, repeatable, and very steamy intimacy reward.

We’ve added more opportunities for getting your hands on booze around the party. Frank and Leah have had a major rework of their alcohol behaviors and we made it so all the booze in the liquor cabinet can now be interacted with.

Also in this update, Derek, Patrick, and Vickie all have had wardrobe revamps, so if you see them around the party they may look a little snazzier. Enjoy seeing the three of them with some extra style!

Awesome new quality of life changes come with this update, too. If you’re tired of getting halfway through the game, forgetting to save, and then getting pummeled by Frank and losing all your progress, then you’re going to love this update because we introduced an autosave feature. Enjoy the peace of mind of not losing your progress anymore if you piss somebody off or decide to take some of that sweet, sweet alcohol from Frank’s guarded stash.

And let’s not forget our favorite new features in this update: Urination and the bladder meter. Yes, you heard that right. Pissing is now a real thing. Wield your new pissing powers and cause all kinds of mayhem, and literally get into a pissing contest with your favorite NPC!

In addition to all the exciting new features, our team has included loads of under the hood performance updates with this new version. One of the first updates you’ll notice is that there is a brand new “Memories” tab in the in-game Opportunity Window to help you navigate House Party’s complex storyline. There is also a shiny new improved main menu with language selection UI, translated menu UIs, and a very exciting new “Character Select” UI for future use. This update is packed with loads of bug fixes for existing content and older features/mechanics, and numerous tweaks to reduce linearity across existing content paths. And there are new features and improvements in the CSC for Custom Story Creators. But these are just a few of the many improvements, so if you’d like to read the full list of all of the new tweaks, be sure to check out the changelog below. Grab a bottle of booze, too, because it’s a pretty hefty read.

NOTE: With all new updates, there are some release caveats. Firstly, due to a large number of story scripting and engine changes, old saves will not work with update 0.17.3. The saves will not be deleted and Steam users can roll back to an older version to use these saves via the “Betas” tab in the game’s properties. Additionally, not all of the menus have been translated, and not all of the minor hard-coded system text has been translated either. We will address these known issues in future updates.

Why are you still reading this? Boot up House Party and check out the new update! The new content is a ton of fun and we can’t wait to hear your feedback. Enjoy and keep staying safe from the virus. We love all you guys and hope you have a blast playing the new content!

Thanks,
– Eek! Team

0.17.3 (Stable Release)
8/31/20

  • In the Original Story: added new Opportunities for Derek – “Memory Lane” and “Mission Impawsible”
  • Added almost 300 new voiced lines
  • In the Original Story: complete “emotional overhaul” of Derek. His behavior is more deeply tied into the social meters system now, and should have more appropriate emotes in a variety of major story moments
  • In the Original Story: major changes have been made to Frank and Leah’s treatment of the Player and alcohol items. In some ways their behavior will be more forgiving and for sneaky Players, more rewarding. In other ways, well…you still need to prepare your soothing butt gel
  • Added a memory tab in the opportunity UI
  • Characters can now be set on fire
  • In the Original Story: the Player can now drink from several more items around the house. This includes the faucet, you unrepentant savage
  • In the Original Story: the beers that were formerly unusable in the liquor cabinet are now possible to make use of, in all the same ways as the other beers found throughout the house
  • In the Original Story: to better coincide with many alcohol related changes in this update, looting Frank now does the following – the Player has a 50% chance to get back a beer for every beer they gave to Frank. Any beers Frank already ‘destroyed’ will no longer be usable in the story
  • In the Original Story: turning in alcohol items (or rather…”sacrificing them”?) for various Drunk and Disorderly Opportunities, giving them to Patrick, etc. no longer automatically fails content like “Hunt for Red’s Thermos” etc., as there’s always more than one path to victory…
  • Add two spots for Characters to sit on the roof outside the art room. Tantalizingly close to the pizza
  • Enabled more Natty Lites for use as Interactive Items in stories
  • Added Bloody collar and wearable collar models
  • Added oil trails/puddle and fire particles
  • Added peeing effects
  • Added bladder UI
  • Changes to orgasm UI
  • Changes to the opportunity window
  • Added female peeing pose
  • Enhanced pee visibility for long distance peeing and splash size
  • Added explosion fx particle
  • Added two Wall Sex Spots in the Kitchen
  • Added a Wall Sex Spot in the Downstairs Bathroom
  • Added auto-save functionality
  • Added a standard Sex Spot (is there such a thing?!) in the Downstairs Bathroom
  • Updated main menu to add a character selection window. When pressing start game players will now be presented with available characters and be able to select one and then play. Currently the male character is the only playable one, but a female character has been added as a preview.
  • Added support for main menu translation templates and wired them up to the main menu controls.
  • Added support for pause menu translation templates and wired them up to the pause menu controls.
  • Added Interactive Items for each of the bathroom mirrors
  • Characters will no longer be able to see into the dining room/liquor cabinet area if they are not at ground level in the back yard/if their eyesight is blocked by the window blinds of the dining room window. E.g. Leah will not be able to see/punish the Player for holding or taking booze if she is in the hot tub, or still walking out/off of the hot tub stairs
  • Updated Patrick’s clothing
  • Tweaked penis rotation values to reduce clipping during sex positions
  • Added 69 animation for male NPC’s and the male player
  • Added male player Cowgirl animation for sex position
  • Added WallSex hotspot on receiving persons legs
  • Updated Vickie’s clothing
  • Updated ejaculation and peeing particle positions on characters
  • In the Original Story: it is no longer possible to get intimate with Amy if you originally unlocked her intimacy rewards and then turned her off. That’s how the love works!
  • In the Original Story: Amy can now make out with the Player as part of her Chasing Amy rewards
  • In the Original Story: fixed an issue that could cause Rachael to be unable to move for her self-pleasuring dare after saving and loading within a small time frame just before/as Rachael starts to pleasure herself during “Dare Interference”
  • In the Original Story: fixed an issue that could allow other Characters to try and roam to Derek during the events of “High and Dry”
  • In the Original Story: Rachael will now wait to deal with her pending dare text from Vickie before violently confronting Patrick about…holes…or whatever he was saying
  • In the Original Story: Derek will no longer remain stuck on the roof if the Player…aggressively rejects Madison during the finale of “The Muse”
  • In the Original Story: Derek telling Amy that the Player is a racist (after deciding to not take his side at the end of “The Muse”) will now have slightly more of an effect on the Player’s relationship with Amy
  • In the Original Story: if the Player did not side with Derek during the finale of “The Muse”, Derek will be…a little more motivated to reach the Player in a timely fashion. To scream at him. Naturally
  • In the Original Story: fixed an issue that would allow a Player to pursue the rewards for “Chasing Amy” even if they had already failed the Opportunity
  • In the Original Story: fixed an issue that could prevent Amy from being sent to check on Derek at certain opportune times
  • In the Original Story: fixed an issue that could allow the Player to redirect Amy back to the hot tub for a skinny-dipping selfie even if they had already fulfilled that requirement for “Scavenger Hunt”
  • In the Original Story: mitigated an issue that could allow Lety to start forcing herself on an unconscious Patrick
  • In the Original Story: fixed an issue that could cause Lety, Patrick, and anyone <COUGH DOOD COUGH> happening to attack Patrick to get locked in the study if the Player was very unlucky with certain “Disrupt the Disruptor” event/behavior timing
  • In the Original Story: fixed an issue that could cause Lety to become unable to socialize with others while she was free to roam around the party while waiting for the Player to make up their mind about sleeping with her or not
  • In Date Night With Brittney: fixed another issue that could cause Brittney to leave the Bathroom naked while changing, if the Player had Entered Vision while Exposed
  • In the Original Story: once the Paper is rubbed with the Pencil, it will always maintain its “written on” appearance, even after saving and loading a game
  • In the Original Story: minor tweaks to emotes and behaviors for Vickie and Ashley during the conversation between the Player, Vickie, and Ashley about Madison’s nudes
  • In the Original Story: minor cleanup of some behaviors for Vickie and Ashley as they are preparing to record Derek and Madison getting down towards the end of “Sibling Warfare”
  • In the Original Story: Amy can now catch the Player when he is very clearly about to hook up with Ashley. This can compromise her intimacy reward(s)
  • In the Original Story: loading into a game that was saved while Madison and Derek were frolicking on her bed during “Sibling Warfare” will no longer cause Vickie’s phone to appear invisible in her hand
  • In the Original Story: fixed an issue that could break Leah’s interaction radial if she caught the Player being intimacy with another NPC while she was already ready and waiting for the Player to hook up with her
  • In the Original Story: fixed an issue that could negatively affect Leah’s behavior/states if she caught the Player being intimacy with another NPC while she was already ready and waiting for the Player to hook up with her
  • In the Original Story: fixed an issue that could allow the Player to mix intimacy actions between Leah and another character. As Leah has stated…she’s all about 1v1 bouts
  • In the Original Story: fixed an issue that could cause Amy to get stuck trying to get to the Spare Room Sofa, if Ashley had made it there before her during certain mixes of content
  • In the Original Story: fixed an issue that could lead to an awkward, yet complimentary line during an automatic “de-clothing” of the Player prior to getting intimate with Amy
  • In the Original Story: added a cancel/”nevermind” option while being intimate with Amy so that the Player is not forced to choose a new position
  • In the Original Story: miscellaneous minor tweaks to certain fluff interactions and/or their availability while the Player is “setting up” or in the middle of Amy’s intimacy reward(s)
  • In the Original Story: fixed another possible issue that could Ashley’s pre-Sibling Warfare intimacy reward to break if the Player was speed running the game like an absolute madman
  • In the Original Story: additional cleanup of Patrick’s Merlot behavior, but THIS time addressing ‘legacy’ and new bugs that could cause Patrick to basically cast “Accio Vino!” and summon his wine to his side. We all know that Patrick’s wand is…just not up to the tas
  • In the Original Story: Derek will no longer socialize while he is trying to comfort Madison after the finale of Ashley’s “Sibling Warfare” prank in the Master Bedroom
  • In the Original Story: fixed some BGC criteria that could lead to odd exchanges between Ashley and Madison
  • In the Original Story: fixed a minor issue that could prevent Madison from exiting the master bathroom when intended after the finale of Ashley’s “Sibling Warfare” prank
  • In the Original Story: fixed an issue that could allow Leah to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity) and duplicate credits toward the “First Impressions” Achievement
  • In the Original Story: made Leah’s reaction to being “outrun” by the Player during the…aggressive ending to “Just in the Kick of Time” a bit snappier, and she will also now abandon the chase if the Player is 10 units away or more OR if the player is 7 units away or more AND she cannot see the Player. This should help Players that ran inside the house to get away from her and were having trouble keeping track of her location
  • In the Original Story: fixed an issue that could allow Stephanie to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity)
  • In the Original Story: fixed an issue that could allow Frank to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity)
  • In the Original Story: fixed an issue that could allow Derek to award the Player with duplicate credits toward the “First Impressions” Achievement
  • In the Original Story: fixed an issue that could allow Derek to award the Player with multiple “Flash Scores” (for Katherine’s “Express Yourself” Opportunity)
  • In the Original Story: fixed an issue that could cause Ashley to comment on the Player’s distinct, albeit overall fortunate, lack of a shirt while they were separated by windows. Weirdo
  • In the Original Story: fixed an issue that could allow the Player to send Derek to talk to Madison about their ongoing romantic drama at certain times around Madison’s “art show” and just before the start of the “High and Dry” Opportunity that could cause notable continuity issues with Derek and Madison’s stories. And…possibly allow Patrick to watch his cousin get dicked. Ugh
  • In the Original Story: fixed an issue that could cause Stephanie to walk back to the Art Room/Spare Room 2 well after she needed to for her “Meltdown” Opportunity finale, and that could cause some minor erratic behaviors on her part for the remainder of a game session
  • In the Original Story: fixed an issue that could allow Arin and Dan to wander into the garage or study during certain unintended moments
  • Adjusted the colliders at the bottom of the beer pong cups so that they do not slightly sink into objects below them
  • Improved alignment for most phone items
  • Phone6 now has an inventory icon
  • Refactored phones to share a parent class, which results in all phones sharing more ItemFunctions (where possible; MadisonPhone is still unique in many ways), scaling behaviors, etc.
  • All phones can now properly align to the right hand of males. We just don’t want to give lefties any love
  • Slightly adjusted collider sizing on several InteractivePhone items to prevent them from sinking slightly into ground colliders
  • Fixed an issue that could prevent the door to the safe in Madison’s Closet from re-opening when a game was loaded, assuming that door was open when the game was saved
  • CSC: added a new criteria for Items and ItemGroups, “IsMountedTo”. This can be used to specifically check WHICH character an Item is mounted to
  • CSC: added two new ItemFunctions, “ResetToOriginalPosition” and “ResetToOriginalRotation”
  • Fixed issue where saved games while the player was engaged in an intimate act with another player wouldn’t load properly
  • Fixed exception that can be logged when starting a new game if the last loaded game has since been removed
  • Updated the position of the highway billboards in the main game scene
  • Updated custom story BGC to allow playing audio clips from the OS asset bundles in certain cases
  • Updated UI for character selection so the male player character will be selected by default (for now)
  • Fixed issue where zipper sound effects could interrupt voice overs/the audio for character dialogue
  • Made the “coming soon” text translatable for the female player character in the main menu
  • Updated character navigation to fire reachedtarget events in more cases, for instance when the character is told to go to a place they are already standing at/interacting with
  • Updated the game logic for custom stories predating HP version 0.17.X to load all characters in a story on start and set them to default locations around the house
  • Fixed issue where the idle animation for the player characters in the main menu could cause them to face the long direction if idle on the menu for a long time
  • Added prevention of manual saves when the player is engaged in intimacy or is currently knocked out/dead
  • Added support for custom main menu/pause menu translations as long as the selected story also has that language/translation present
  • Fixed display issue where custom translations displayed as “English” in the character selection menu where it shows a language confirmation
  • Fixed case where characters that were loaded into the game outside of the animator culling distance could not navigate until they became culled
  • Fixed overflowing for french translation on the main menu
  • Adjusted lighting and position of the billboards
  • Adjusted defaultbg voor billboards
  • Improved Derek skinning, had a little bit off clipping in the left side of his neck when MakingOut
  • Fixed Amy skinning issue with bra clipping through shirt on Main Menu
  • Updated Main Menu Spot Light and Neon Light to have less harsh shadows (which could look like clipping hair) and updated textures for Patrick’s and Vickie’s clothing material
  • Fixed Amy Goodbye Kitty top clipping through back when making selfie
  • Fix Derek LOD1 mesh issue with spikes coming from his body
  • In the Original Story: Amy will give the Player a bit more help with “Artsy Fartsy”
  • In the Original Story: giving Madison beer will reward the Player with minor social meter boosts, similar to what occurs when giving Ashley beer
  • In the Original Story: the Player will no longer be able to try to Give Derek anything while he is all passionate and stuff with Madison
  • In the Original Story: Patrick’s reached Perception (100) and will hide his booze if he sees Leah or Frank. He’s clearly not THAT drunk…
  • In the Original Story: fixed an issue with-BRREEEEEOOOOOOOOOWWWRRRR…sorry. Let me try again: fixed an emote issue with Arin’s painting scene that could cause some fighting between various audio clips on the backend
  • In the Original Story: fixed an issue that could cause Leah to walk away from Lety to try and participate in the Game Grumps BRREEEEEOOOOOOOOOWWWRRRR (yes, this is the internal name so fuck off, ok?) scene and then become temporarily unable to restart the Lety scene if the Player did not punch Arin in a timely fashion
  • In the Original Story: attacking Derek or being attacked BY Derek during the events of “High and Dry”, and succeeding in defending yourself or running away will no longer irreversibly break his behavior or Madison’s behaviors in most cases
  • In the Original Story: added two new Achievements, “Good Ol’ Days”, and “Snapped”
  • In the Original Story: the Player will now receive a small Romance boost with Brittney when completing the threesome with Lety and Brittney
  • In the Original Story: added a few helpful thoughtbubbles at points in the story that were causing confusion due to intentional yet prolonged delays in NPC behaviors
  • In the Original Story: additional minor social rewards added for generally positive, standalone, choice-based exchanges between the Player and a few NPCs
  • In the Original Story: fixed a Madison dialogue that could “summon” Derek even if he was technically unavailable
  • In the Original Story: there is now a minor social meter penalty for pestering Madison after she so very clearly tells you…well…not do that
  • In the Original Story: fixed an issue that could allow fast Players to talk to Derek while he was showing off his ‘artwork’ during Madison’s “Art Show”. He needs to be 100% focused…come on!
  • In the Original Story: cleaned up additional some minor behaviors related to “The Muse”, and added some minor social meter adjustments based on Player response choices
  • In the Original Story: the “timer” that can result in the Player failing out of “High and Dry” (while Derek is climbing to the roof in order to check the Voice Recorder) now starts after his dialogue about Purgalicious being on the roof, resulting in a bit more leniency
  • In the Original Story: tweaked existing/added new flavor text and alt dialogues to tie 0.17 content in with existing content
  • In the Original Story: added some restrictions to when the Voice Recorder can be used based upon varying failures of “High and Dry”
  • In the Original Story: began adding some Opportunity Completion and Failure texts; updating these will be an ongoing process
  • In the Original Story: fixed an issue that could affect the naming of Madison’s Phone, depending on how exactly the Player first met Madison
  • In the Original Story: giving Katherine the UN-tampered rum will now fail “Follow Your Calling” and “Apply Pressure”, given that you, well…needed to not do that
  • In the Original Story: fixed an issue that could cause Amy to get stuck in the master bedroom for awhile if the Player asked her for her help with the “art show” sculpture, but then started the “art show” before Amy made it to the bedroom
  • In the Original Story: made a tweak to requirements for Patrick to show up at the “art show” for “The Muse” that should both maximize his availability to check out your masterpiece, but also prevent him from heading there if he’s unavailable
  • In the Original Story: fixed an issue that let fast Players start a conversation with Madison when she should have otherwise been focused on Derek showing off during the “art show” segment of “The Muse”
  • In the Original Story: tweaked Patrick’s “follow the Player” behavior that can occur after the events of Madison’s “art show” to minimize any chance that he will continue to try and follow the Player after reaching Stephanie
  • In the Original Story: once the Player successfully coaxes Ashley’s “pet” out of its cage as part of “Causing a Ruckus”, Ashley will try to approach the Player more often. However, she will not approach as readily if the Player is already genitalia-deep in other “high intensity” content. This is to avoid interrupting the Player at certain crucial junctures…and also because she has a modicum of basic AI decency
  • In the Original Story: made a minor change to Derek’s behavior right after the prank (“Sibling Warfare” finale) against Madison that should prevent him from inexplicably trying to walk to Madison later on in a playthrough
  • In the Original Story: most of the Characters will be more mindful about roaming around to the bedrooms in the house…since, well, who just goes into someone’s bedroom uninvited to chill all alone? However, they may still end up in the bedroom(s) if they were invited to hang there by Ashley or Madison, OR if they decided to go hang out with Ashley or Madison on their own
  • In the Original Story: widespread cleanup of minor Character behaviors like Roaming toggles, etc.
  • In the Original Story: combined Madison’s behavior when the Player is a super turbo jerk during the finale of her “Smooth Operator” opportunity with her “caught stealing” or “was a pervert” behavior
  • In the Original Story: Madison will not accept beers from the Player once she decides it’s time for the Player to GTFO of the party
  • In the Original Story: tweaked when certain ‘casual’ BGCs will play for a few Characters, most notably Derek
  • In the Original Story: cleaned up Patrick’s “Merlot behavior” a bit, which should prevent situations in which Patrick could technically have the Merlot mounted to him, but would not drop it when attacked
  • In the Original Story: fixed an issue that could allow fast Players to sprint back into the hallway at the beginning of Madison’s “art show”, which could compromise Derek being able to make it into the master bedroom
  • In the Original Story: adjusted possible starting positions for a few Characters based on their new, super respectful and totally realistic roaming behaviors
  • In the Original Story: tightened up events related to Lety and Madison’s garage talk for “Queen in the North”
  • In the Original Story: added safeguards that greatly reduce the chance that Madison could walk away from Lety and the Player during Lety and Madison’s garage talk during “Queen in the North”
  • In Date Night With Brittney: fixed a few issues with various responses not being available to Brittney at varying times
  • In the Original Story: fixed issues that could cause Lety or Rachael to re-approach a previously knocked out Character during their Easter Egg content
  • In the Original Story: in order to be more available for Ashley’s Humiliation, Madison is now considered occupied (temporary content lockout) while Ashley is searching for a bathroom to use. She will be free after Ashley is humiliated or the Player fails “Humiliate Ashley”
  • In the Original Story: added protections to ensure that using Madison’s “Smooth Operator” relationship-repair perk can never accidentally LOWER any social meter values, in cases where the Player rushed ahead of her in desperation and…IDK…gave away some gifts or some shit
  • In the Original Story: Madison can also repair socials with Leah and Lety as part of her “Smooth Operator” relationship-repair perk
  • In the Original Story: various tweaks to Frank/Leah “booze overhear” mechanics to prevent the Player from getting trapped mid-dialogue while Frank or Leah are applying liberal amounts of fist to your…well…everywhere
  • In the Original Story: Frank/Leah will react to more instances in which a Character turned down booze from the Player
  • In the Original Story: tweaked some OverHear behaviors in some of Madison’s dialogues to prevent NPCs from getting mad at the Player through walls
  • In the Original Story: added some additional controls to Madison’s behavior before and during the finale of her “Drunk and Disorderly” that should prevent her from walking away from the content at inopportune times
  • In the Original Story: fixed an issue that could cause Leah or Frank’s…snake friend to disappear when loading a game
  • In the Original Story: fixed an issue that could cause Leah to forget to gently hold Julius Squeezer after she did hand stuffs
  • In the Original Story: choosing the wrong spoofed text to Vickie will actually fail the “Vickie Vixen” opportunity now, since there is no recovery method for sending a second spoofed text at that point
  • In the Original Story: fixed an issue that could prevent Leah’s socials from being negatively affected if the Player attacked her outside of varying times in the story during which she’s more forgiving
  • In the Original Story: tweaked some minor behaviors and emotes related to Leah’s “punch training” with the Player in the Garage
  • In the Original Story: fixed an issue that could allow Arin to roam away from Dan if the Player gave Dan Compubrah instead of presenting Compubrah via main dialogue
  • In the Original Story: added some pose-release/action item clipping mitigation to Katherine’s “preparation” events before she gets her picture taken with the Game Grumps
  • In the Original Story: fixed an issue that would allow the Player to pursue a limited amount of Compubrah-related Game Grumps content after “finishing” the GG content in a certain way, which could also cause Katherine to exhibit some minor unintended behaviors
  • In the Original Story: cleanup of some events, emotes, and possible super-niche bug vectors within Lety and Rachael’s “Easter Egg” content
  • In the Original Story: fixed an issue that could cause Dan to become separated from Arin if the Player met enough criteria to start their Master Bedroom “Coats” scene, but never actually engaged the Grumps in the Scene
  • In the Original Story: refactored some story content that relied on the CenterOfHotTub MoveTarget to make use of the HotTubSex MoveTarget instead, as the latter results in more reliable navigation and ReachTarget behaviors
  • In the Original Story: Patrick will not bother the Player about Lety if the Player is currently in combat
  • In the Original Story: various optimizations and improvements to certain Periodic events for Madison, Lety, Patrick, and Rachael
  • In the Original Story: Madison will be a tiny bit more vigilant about checking to see who is using her phone at the party
  • In the Original Story: made some tweaks to miscellaneous or unvoiced dialogues to prevent their speakers from animating conversationally or emoting unintendedly while those lines were being delivered
  • In the Original Story: Madison will now be able to see the Player read her diary and react accordingly WHILE the Player still has the “diary dialogue” open. To avoid this, Read the Diary when Madison is NOT in vision of the player at all, or when Madison is facing away from you, or when she is at least six puppies away from you. If you’re not in the US, convert puppies to kitties at a ratio of 1.69 k/p
  • In the Original Story: there is now a social meter impact to being a complete jerk to Madison during her “Smooth Operator” finale
  • In the Original Story: Derek’s “Combat Perk” that you can get from siding with Derek at a couple points in the story will be somewhat more effective at preventing Madison from ensuring your doom…assuming he is around to stick up for you
  • In the Original Story: various miscellaneous improvements to NPC behaviors related to Derek’s “Combat Perk”
  • In the Original Story: fixed an issue that could cause certain content to remain inexplicably “locked out” after the Game Grumps left the party
  • In the Original Story: added a backup means of getting Katherine to Inspect the Microwave, in case for any reason she fails to do so
  • In the Original Story: fixed an issue that could cause Katherine and the Game Grumps to be in awkward positions for their “photo shoot”, should the Player have obsessively nagged Katherine about fixing the Microwave
  • In the Original Story: fixed an issue that would allow Katherine to give the Player the key to Ashley’s closet (“Tiny Key”) even if the Player had never untied Ashley’s top
  • In the Original Story: fixed an issue that would allow the Player to attempt to reach for the MP3 Player while being intimate or, very rarely, in the midst of transitioning into being KOd. Sorry, these are very serious acts and you need to focus on them, not fresh beats
  • In the Original Story: fixed an issue that could cause the Penguin to become permanently attached to Dan’s left hand
  • In the Original Story: cleaned up the behavior that Lety uses to try and stay away from Leah after their “Just in the Kick of Time” encounter
  • In the Original Story: Lety’s KO of Frank during her and Rachael’s “special ending” will conveniently be delayed until the Player is in vision of Frank and Lety
  • In the Original Story: cleaned up some Item Interaction behaviors for Stephanie for the Wines she will accept that were redundant and possibly causing unexpected behavior from a handful of other Characters
  • In the Original Story: minor behavioral tweaks to Amy’s dialogues when she is assisting the Player in figuring out what to do about “art stuff” during “The Muse”
  • In the Original Story: fixed an issue that could cause Dan to approach the Player erroneously for the “Garage D&D” scenario, even if that scenario had been “canceled” or completed
  • In the Original Story: slight tweak to the criteria for the Game Grumps’ “Bathtub Toaster” scenario to start, which should make it less likely for the Player to see the Grumps warp away
  • In the Original Story: fixed an issue that would allow the Player to start the finale of Ashley’s “Drunk and Disorderly” at certain times that were very…unfortunate for her sister. And possibly game breaking
  • In the Original Story: fixed an issue that could prevent a certain Amy behavior related to “Follow Your Calling” and “Apply Pressure” to not execute
  • In the Original Story: enabled a possible greeting line for Derek related to Stephanie and Amy that had previously not been scripted in
  • In the Original Story: fixed an issue that was causing Madison to become “occupied” and unavailable for some content before she got really, noticeably drunk
  • In the Original Story: fixed an issue that could cause Madison to become permanently occupied if you got her pretty drunk, but then ran out of beers before completing the finale of her “Smooth Operator – Madison” opportunity
  • In the Original Story: added a bit more explanation as to when the Player can “Loot” Frank, and why at times they cannot
  • In the Original Story: the Player can attempt to loot Frank until they actually are able to steal something from him
  • In the Original Story: Katherine will now be too excited about taking a photo with the Game Grumps to talk to the Player until the Game Grumps Compubrah/VR finale is over
  • In the Original Story: tweaked the availability of the apology response for having untied Ashley’s Top to be less dependent on two temporary values derived from the finale of Ashley’s “Drunk and Disorderly”, and on failure cases of “Sibling Warfare” in which the Player did not actually DO anything to/against Ashley
  • In the Original Story: fixed an issue that could cause the Ashley’s Top “Untie” action to become unavailable a bit prematurely as part of her repeatable intimacy reward for “Smooth Operator – Ashley”
  • In the Original Story: fixed an issue that could allow the Player to infinitely boost socials with Madison via a repeatable dialogue that is available during the finale of her “Drunk and Disorderly” opportunity
  • In the Original Story: minor cleanup of some SendEvent/motion-related behaviors after the Game Grumps’ “Bathtub Toaster” scenario that should prevent Arin and Dan from getting stuck on each other as they try to leave a bathroom
  • In the Original Story: fixed an issue that could allow Arin to continue to walk away from pool ol’ Danny if the Player gave the Star Bomb Box to Dan first instead of Arin
  • In the Original Story: tidied and tightened up some behaviors during the “evil”/Ronin finale of Leah’s “Broken Code” opportunity
  • In the Original Story: fixed an issue that would allow some intrusive events to play while the Player was trying to strip down for Leah before the intimacy reward during the “evil”/Ronin finale of Leah’s “Broken Code” opportunity
  • In the Original Story: fixed an issue that would allow the Player to Take the Spray Paint can after Leah had committed to investigating the closet, which could lead to some seemingly mystical changes to Leah’s face and choice of words
  • In the Original Story: if the Player was never encouraged by Leah to seek out someone who might know more about the Katana, a certain dialogue response will not be available from a certain “katana expert”
  • In the Original Story: fixed an issue that could prevent Frank from immediately going to search for his apprentice, if the Player had recently done something that sent him back to his chair
  • In the Original Story: fixed an issue that would allow, within small time windows, certain Leah reactions for to the Player exposing himself to execute when it was pretty much Leah’s idea for the Player to get naked anyway
  • In the Original Story: two Patrick responses that can be used to shoo him away from an area no longer require that the Player has talked to Frank first
  • In the Original Story: added an additional thought bubble to hint why Leah might not be meeting up with Lety, should the Player be mixing in certain content… Brah
  • In the Original Story: other miscellaneous cleanup of Derek “recovery” behaviors if he had been in combat or knocked out around the time Madison’s ‘art show’ started
  • In the Original Story: upon waking up from being knocked out, Derek will not randomly change location if he is in the midst of content that “occupies” him
  • In the Original Story: cleanup of some of Ashley’s post-“Family Time” behavior in the case that the Player managed to get to that point while ALSO having failed “Sibling Warfare”
  • In the Original Story: tweaked a dialogue event to try and prevent the Penguin from becoming…uh, “part of” Madison or the Player during a specific Easter Egg situation
  • In the Original Story: fixed issues in two responses that could lead to the Player being unable to complete the finale of Amy’s “Scavenger Hunt” opportunity by having Vickie naked and in the hot tub
  • In the Original Story: fixed an issue that would allow Vickie to react to the Player’s nudity in one or two situations in which the Player’s clothes are automatically taken off with the express intent of “having a good time”
  • In the Original Story: general cleanup of some events during the finale of Amy’s “Scavenger Hunt”
  • In the Original Story: fixed an issue that would allow Players to hook up with Vickie in front of Amy and still manage to get a dialogue or two into the completion dialogue(s) of Amy’s “Scavenger Hunt”
  • In the Original Story: added an extra response for Vickie to allow more convenient prompting of her repeatable intimacy reward, should she be sitting in the hot tub under certain circumstances
  • In the Original Story: fixed an issue in the Original Story that could cause Patrick and Lety to both “break” entirely/become unresponsive to the TALK action if Frank KO’d Patrick in the middle of certain Patrick/Lety dialogues that immediately preceded the failure of “Disrupt the Disruptor” and their intimacy scene
  • In the Original Story: added some additional emotive behavior and polish to the finale of Madison’s “Drunk and Disorderly” Opportunity
  • In the Original Story: fixed an issue that would allow the Player to continue asking about American flag underwear well after that portion of Amy’s “Scavenger Hunt” was completed
  • In the Original Story: fixed an issue that would allow the Player to initiate Leah’s “gift” (sparring training) after the “good” ending of “Broken Code” if Frank was occupied/unavailable, which could cause him to show up and break other content…or not show up at all
  • In the Original Story: fixed an issue that could affect Rachael’s socials with the Player if the Player gave her her Thermos without having first started “Hunt for Red’s Thermos”
  • In the Original Story: tweaked responses in Rachael’s “given thermos” dialogue in the case that the Player gave her her Thermos without having first started “Hunt for Red’s Thermos”
  • In the Original Story: fixed an issue that could cause later dares to become erroneously unavailable if the Player saved and loaded during a small time frame just before/as Rachael starts to pleasure herself during “Dare Interference”
  • In the Original Story: very minor polish/tweaks to a few events relevant to Rachael’s self-pleasuring during “Dare Interference”
  • CSC: Added warning in custom story creator inspector under the display name for interactive items that will be displayed if the item has an indistinct (duplicate) display name.
  • CSC: Made changes to handle long file paths for stories and various assets (~255+ characters) better without throwing exceptions.
  • CSC: Added warning in the inspector for a story if the name of a story is greater than 50 characters.
  • CSC: Added checkbox to CSU registration menu to opt in for marketing messages.
  • CSC: Added a label in the CSU registration to indicate validation errors for registration so users know what is expected from them.
  • CSC: Added tab/enter functionality for the CSU registration.
  • CSC: Made it so the ok only confirmation popups throughout the game will close if the user presses enter.
  • CSC: Added new item functions to enable tracks on the tv: LoadOriginalTrack, LoadTrack1, LoadTrack2, LoadTrack3, LoadTrack4, LoadTrack5.
  • CSC: Fixed an ArgumentException that could occur when pasting a Criteria with a very high/low numeric value and then changing the CompareType to State
  • CSC: the CSC Search functionality will now always pick up Character Values used in MatchValue GameEvents (as well as the new CombineValue event) and CompareValue criteria
  • CSC: the Turn game event will now allow you to turn the Player in addition to NPCs. When turning the Player, they will immediately face the given direction rather than animate a turn
  • CSC: fixed an issue that was causing recursive Event Trigger loop detection to take effect even when calling an Event Trigger from a separate character
  • CSC: fixed a null reference exception that could occur if the User created a new Object within a Story Collection, gave that Object a Character Story component, and then immediately began manipulating Event Trigger events before the Story Collection data could be updated
  • Improved on NPC culling engine and optimized performance
  • Fixed white skin outline on low graphics
  • Fixed Derek issue where part of his feet where missing
  • Improved Derek’s hand rig and beer alignment while drinking
  • Improved masks for Leah and Vickie, also fixed artifact in Leah’s albedo texture
  • Fixed Patrick hand hotspots on his legs when receiving blowjob
  • Improved player giving blowjob animation and tweaked NPC on NPC and player on NPC blowjob offsets
  • Improved skinning for Stephanie’s panty
  • Tweaked male NPC penis rotation during Doggiestyle to improve clipping
  • Added male player and female player to Main Menu and improved female player skinning
  • Tweaked offsets for Brittney’s and Vickie arms during conversation to reduce clipping through their breasts
  • Fixed male hips bending weirdly while making out
  • Fix for WallSex3 while player is on the receiving end
  • Added character selection UI and both player characters to main menu
  • Fixed font inconsistency in some places
  • Tweaked some UI segments to better accommodate translations
  • Added animated translation text on main menu button to make it easier to spot for non-english speakers.
  • Tweaked billboard materials
  • Made sure Vickie had her boots on in the main menu
  • Certain sound effects for the Popper, Starbomb, and Firepit are now referenced by their Interactive Item script directly (SoundEffect1, etc.), meaning their sounds can be called directly via
  • the CSC or command console
  • Fixed an issue that could cause Characters to “snap back” to a bed item if they were directly warped out of them instead of having their pose released first
  • Fixed an issue that could cause Characters to “snap back” to certain Action Items if they were directly warped out of them instead of having their pose released first
  • Moved the default location of a troublesome laundry room basket into the laundry room closet
  • Improved aesthetics of characters interacting with action items (chairs/beds/etc..)
  • Added an additional collider to the Liquor Cabinet that will help prevent items roughly the size of a beer bottle or smaller slide or get kicked underneath it
  • Added a seat on the edge/lip of each bath upstairs bath tub
  • Added another Move Target outside between the two main gravel paths
  • NPCs that have the WantsToBeAlone or ShooOthers states added will no longer invite other NPCs to “hang out” with them when randomly roaming
  • NPCs that have the ShooOthers state will no longer be invited by other NPCs to “hang out” when the other NPC randomly roams
  • For forced ChangeLocations via GameEvents, NPCs with the WantsToBeAlone state will now roam away even if they are alone with the player. Randomly decided roaming ChangeLocations are unaffected
  • Minor cleanup of situational info delivery in the CharInfo console command
  • Fixed a null ref that could occur when using the CharInfo console command in cases where the target Character was…let’s just say “lost”
  • Improved exception logging for a few backend systems; these will be caught in the Unity output_log.txt, not the in-game Debug Log
  • The Clothing console command will now take into account clothing sets and allow for changing of a Character’s default clothing set
  • Fixed an issue with the Character Function “SwitchToOriginalBodyTexture” that would prevent it from functioning in Stories where multiple Body Texture swaps had occurred
  • Added protections to address various Combat-breaking or Combat-delaying issues that could be caused by a sudden WarpTo or the introduction/removal of a navigation or sight blocker
  • between two Characters while those Characters were already close enough to begin attacking each other
  • Fixed an issue that was preventing “<Anybody> Is Attacked by <Character>” Event Triggers/Reactions from processing
  • Made some slight adjustments to the position and spacing of certain zones to better ensure no Characters can get warped into an area without contacting/registering as being in an appropriate zone
  • Fixed an issue that could prevent the Player from being able to interact with items of a certain size should they roll underneath the bed/desk in Ashley’s room/SpareRoom
  • Added the InfoDump Console Command, which returns heaps of helpful info about all Characters in a story. You should use this command once immediately prior to saving a Debug Log. This
  • Command does NOT count as cheating.
  • The player interaction crosshair will not be visible/usable until the game fully loads and “fades in”
  • Sync’d the name of the hardcoded value that the Madison’s Phone item uses to the value used by the Original Story
  • The MadisonPhone item can now make use of other Game Events when the Inspect action is used on it. Previously, this was hardcoded to NOT fire any other interaction events if an action named “Inspect” was used. Existing behaviors for Player values like “madison:GotPhoneCode” remain unchanged
  • Added a new Move Target just inside the downstairs slider door
  • The Charfunc Console Command won’t show Characters as having alternate textures if those textures are unnamed/null/invalid
  • Added a new Move Target/Non-Wallsex Spot near the outside Air Conditioner to prevent certain outdoor intimacy situations from resulting in characters being warped into the Living Room
  • The Roaming Console Command can correctly make use of the ClearAllowRoamList and ClearProhibitRoamList roaming options
  • NPCs will now perform random Roaming ChangeLocations somewhat more or less frequently based upon their mood, proximity to other Characters, and their Sociable Personality trait
  • Implemented collider and character blocker changes around the two plants and the desk in the dining room (“Frank’s room”) that make it far more difficult for items (most notably booze, the computer/monitor, tablet, etc.) to slide under or beneath those objects and become permanently inaccessible to the Player
  • If an NPC is able to roam, then the Roaming Console Command will show the approximate remaining time until their next roaming attempt when the ‘list’ subcommand is used
  • Fixed typos or confusing text in a handful of Command Console feedback strings
  • Fixed an issue that allowed Players to clip through an exterior wall in the back yard on the right side of the house
  • Updated male pose list to include the sixtyninetop pose and made necessary engine changes to allow for the pose to be used.
  • Fixed issue where duplicate audio leases in the game could prevent characters from dancing next to obviously playing speakers.
  • Fixed issue causing duplicated memories to appear in the memories window when restarting game or loading a saved game.
  • Updated memories/opportunities interface to look for/use translations for the texts shown.
  • Fixed issue where long memories in the memories interface were getting truncated.
  • Updated engine to look for/use completed details and failed details for quests/opportunities in the translation templates.
  • Added functionality for new non-story-specific translation templates to be used with various game UI elements.
  • Shifted translation template loading for the active story to happen earlier in the game load process; this fixed some cases where opportunities and other things could load in with the language they were saved in and not the currently selected language.
  • Modified autosave criteria to delay autosaves under the following conditions: player is in combat, player is knocked out or dead, game over screen is showing, player is engaged in any sexual act, player is falling, player is warping, player is sitting, player is ejaculating, pause menu is showing, player is grabbing something, player is groping something, player is groping something, player’s genitals are exposed, player is peeing.
  • Updated the load save menu so that it shows the time stamp of the last auto save in the game’s memory, even if it hasn’t been written to the hard drive yet.
  • Disabled HDR for the cameras in scene that are responsible for rendering what you see in the mirrors. Should see a performance improvement for this.
  • Added logging in the debug to explain why/when auto saves are delayed.
  • Updated engine to execute any queued game events that have no set delay immediately when selecting a response/closing a dialogue so that any subsequent dialogue criteria is evaluated after those events execute. This fixes some broken original story dialogue sequences.
  • Updated primrary and secondary actorbehavior during the blowjob sexualact to make facial expressions that correspond more realistically with what is happening. The actor performing the blow job should use the open mouth blend shape during the action, and both actors should look reasonably interested in what’s going on with some randomly changing expressions of interest.
  • Fixed various cases that could prevent a character from reaching their current action item or making the proper poses in the proper places on arrival.
  • Updated restart game/load saved game to reset the interactive states for all characters to their appropriate values/fixed issue where interactive states from the previous play session were preserved.
  • Updated engine to execute queued events that have no delay before saving.
  • Fixed issue where characters navigating to action items would have their pose changed by the action item/overriden from what it should be in the story. If the character is sent a pose to perform once they reach the action item, that item will no longer override that pose with one of the defaults.
  • Fixed issue where characters that were warped to a target that was either a current move target, mandatory target, or inaccessible mandatory target would not fire the reach target event even though they did in fact reach the target.
  • Fixed issue where the actors performing the blow job in the blow job sexual act don’t release the blow job giver action pose until after the other actor finishes ejaculating. This was causing the player’s camera to clip into other character’s abdomens when the player was performing a bj.
  • Fixed issue where opportunity names in the on screen popup were not being translated.
  • Fixed issue where a single problem in a translation file could prevent the rest of the entire translation file from being loaded.
  • Added better logging for issues loading translation files so that people can troubleshoot them faster.
  • Updated scroll views throughout the game so that they will always load with the scroll bar scrolled up to the top.
  • Updated intimacy events to use sex data offsets for primary sexual actor, not just secondary. Also extended the use of sex data offsets to include the climax. This enables us to control genitalia more during sex to prevent any clipping.
  • Created a master list of all characters in a story that can have data pulled from for the characters even if they aren’t currently enabled.
  • Fixed issue where opportunities in the opportunities window weren’t being displayed for characters that were not currently enabled.
  • Fixed issue where warping a character would cause their hair, breasts, and butt to move too dramatically.
  • Added settings for the sex position data to enable/disable use of sex targets in certain poses for male/females.
  • Updated logic for restarting a game to ensure all normal and delayed events are totally cleared before loading the new one.
  • Updated game to show the radial menu for a character when left clicking open space, if you are currently engaged in a sexual act with that character. Should allow player to talk to their sex partner and perform other available actions with them even if they are looking away/the other character is behind the player.
  • Updated autosaves to break references to the live game data without serializing to avoid a significant frame rate drop. Fixed issue where events performed after autosave had an impact on the autosave that got serialized.
  • Updated loading of audio asset bundles to remove spaces from the character name when looking for the voice lines from a character in the story.
  • Fixed issue where loading a new game/saved game while the current game has a dialogue displayed could prevent dialogues from being shown in the new/loaded game.
  • Added another real-time mirror in the master bedroom
  • Improved males giving blowjob and its animation
  • Fixed Amy shirt clipping
  • Made all UI now translatable
  • Improved hand rigs female characters
  • Updated Derek’s clothing
  • Improved Frank, Derek and Patricks blendshapes/emotes
  • Added animation for drinking while sitting
  • Visual changes to the credits
  • Fixed a bug where the buttons in the main menu were offset
  • Fixed a bug where the language drop down in the main menu was not accessible
  • In the Original Story: the Player can now throw beer on Madison as long as they have a beer in their inventory, or are holding a beer in their hand
  • In the Original Story: Katherine won’t be able to see the Player tamper with the Rum if the Player is not roughly in front of her
  • In the Original Story: fixed a bug that could prevent Katherine from ‘summoning’ the Game Grumps if the Player took certain actions in regards to “Dare Interference”
  • In the Original Story: continued tweaks and improvements to various “NPC overhears a bad thing” behaviors to make certain situations feel less like an “ambush” if a wandering/moving NPC is not visible to the Player due to a wall, etc.
  • In the Original Story: minor changes to Amy greeting dialogue behavior and her treatment of the Player based on a negative friendship (socials) value
  • In the Original Story: it should be somewhat easier to include Vickie in Amy’s “Scavenger Hunt” finale selfie
  • In the Original Story: revamped a few Hot Tub-related behaviors to allow more dynamic placement for some content that uses the Hot Tub seats
  • In the Original Story: the Player can now get in trouble for just trying to open Madison’s Safe, not just for taking the Diary itself. There are now also social meter implications for these actions, in case the Player survives the consequences
  • In the Original Story: the Player is also able to eat one more…sugary treat in the house, that will give a health boost and minor combat stat increase
  • In the Original Story: when giving Leah alcohol, if she actually implies she is taking the alcohol or says “Hey, give me that!…”, she will actually take the alcohol item the Player tried to give her
  • In the Original Story: refactored Patrick’s behavior when given beer to support the new number of total beers in the house
  • Fixed an issue that could cause the Player’s “Grab” (default RMB) functionality to break entirely if they grabbed the bike lock in Ashley’s room after it falls, or the Talking Fish (Sancho)
  • Fixed a critical, game breaking issue that would cause the Vibrator (Vibratron 3000, a.k.a. Waker of Doods, a.k.a. Herald of the Clitpocalypse) to stop vibrating if another item was picked up while it was Clitpocalypsizing
  • Fixed an issue that would cause grabbing an item from your inventory while already holding another item to do nothing
  • The Player grabbing an item can now tie into an event trigger/reaction
  • Improvements and tweaks to the Player Grab/Hold system that should make it much more difficult to experience moments where an item gradually moves to an extreme direction and is held there until the Player drops it or the item is forced to drop by colliding with an object
  • It should now be much harder (hopefully impossible!) to experience a “broken” radial menu after grabbing an item from the Player’s inventory
  • Major under-the-hood performance changes
  • Characters are now loaded on an as-needed basis from the scripting engine (CSC)
  • In the Original Story: Patrick will no longer chase down the Player with the relentless ferocity of a crippled terrier to inform the Player that he is sober, if the Player is currently fighting for their life/in combat, or if Pat is occupied with certain other content
  • In the Original Story: removed a possible Amy “hot tub invite” response if the Player failed at certain “Scavenger Hunt”-related content
  • In the Original Story: fixed an issue with the availability of a “send Amy to Derek” response for Amy that was not showing up based on certain actions taken during her “Scavenger Hunt” Opportunity
  • In the Original Story: added extra “combat resumption” logic to a few outstanding situations that would allow the Player to escape combat from certain Characters after a temporary KO
  • In the Original Story: fixed a handful of fluff responses for a few Characters that should have always been repeatable, and/or that should have had ‘goodbye’/exit responses present
  • In the Original Story: fixed a really Grumpy typo in one of Patrick’s responses regarding Stephanie and some danciRBWAOWWWWRRRRR
  • In the Original Story: added various reactions by all the Characters to the Player…relieving themselves. No not that! The other thing!
  • In the Original Story: tweaked some of the pose combinations used in Leah’s “…Screw Like a Bee?” Opportunity
  • In the Original Story: tweaked some minor behaviors and emotes related to Leah’s “…Screw Like a Bee?” Opportunity
  • In the Original Story: fixed an issue that could cause Derek and Lety’s “meetup” behavior for “Hunk Hunt” to break if the Player had simultaneously been pursuing “Smooth Operator: Ashley” and had not spoken to Ashley yet about going to her room
  • In the Original Story: Katherine now has a response when offered the Vibratron 3000
  • In the Original Story: Katherine now has a response when offered the Whack Spankiel’s, the filled Flask, and the Thermos
  • In the Original Story: if the Player has turned off the Stove before the Kettle whistles and heats up the Coffee, the Kettle will no longer magically continue to heat up the Coffee
  • In the Original Story: the Player will no longer be able to ask Leah about Patrick’s phone if they already were told exactly who has Patrick’s phone. Duh
  • In the Original Story: fixed a minor issue with the visibility of the Calendar action on Madison’s Phone
  • In the Original Story: fixed an issue that could lead to Brittney having different Exhibitionism traits based on what should be equivalent Player response choices/paths during the finale of Amy’s “Scavenger Hunt”
  • In the Original Story: if Patrick is about to come under attack by Madison or Frank, he will now be considered “Occupied” for the sake of certain content sequences and criteria checks
  • In the Original Story: minor adjustments to possible failure of Amy’s “Scavenger Hunt” Opportunity based on Vickie’s availability
  • In the Original Story: fixed a few typos and VA-mismatches in pre-0.17 content
  • In the Original Story: the Player can no longer ask Amy about the Katana for Leah’s content if Amy is being all intimate-like in any way. Increases safe sex rate by 40% and decreases OSHA violations by some other arbitrary joke figure
  • In the Original Story: fixed an issue that could cause Lety and Rachael to bug out if the Player initiated their Easter Egg while Leah was on her mini-sabbatical towards the end of “Broken Code”
  • In the Original Story: very slightly increased the negative social penalties associated with throwing beer on Madison’s top
  • In the Original Story: very slightly increased the negative social penalties associated with asking Madison for oral before she’s actually into you
  • The core game is now censored by default on Steam, and will need the Explicit Content DLC in order to enable the uncensored textures.
  • Tweaks to animation State handling that will allow characters to automatically use “idle with drink” and “sip a drink”-type animations while sitting down or in the Hot Tub. In order for these to process, the Character must NOT have UnableToFidget state added, and must have an active/enabled item in their hand
  • Fixed an issue that could allow a fast Player (or if an Add To Inventory/”Take” event was delayed) to have a Radial menu left open after an Item was removed from the game world and added into their inventory
  • Fixed an issue that could cause males to not transfer smoothly out of intimacy poses into a…self-pleasuring pose. Their behavior in this regard should now more closely resemble the female NPCs
  • Minor improvements to NPC-to-NPC “basic conversations” in stories where NPCs have no configured Background Chatter
  • Background Chatters without audio (so…basically all BGC in most custom stories) will now properly fire their BGC OnStart Game Events
  • Fixed an issue that could allow a fast Player (or if a Remove from Inventory/”Discard” event was delayed) to have an Item’s Radial menu left open after the Item was removed from their inventory, which often could lead to a Radial menu being visible that no longer worked or caused bugs due to various scripted criteria or simply because the item was no longer Active
  • The next BGC in a “chain” (BGC response) will be saved as a Character value, allowing that BGC to play when loading a saved game in which the BGC was pending. This will prevent a number of story breaks for Characters like the Game Grumps who made extensive use of BGC and BGC OnStart Events
  • The Motor Oil is now aligned properly when mounted to a Character’s hands, and will also be aligned properly when carried by the Player
  • Fixed an issue with the Quest console command that could cause it to show inaccurate information when using the List subcommand
  • Fixed an issue that would prevent the Star Bombs from triggering Gets Hit With Projectile reactions/Event Triggers
  • The Motor Oil can now make use of Item Functions
  • Fixed an issue that could cause Characters to erroneously fire EnteredZone events as a game was loading, before many other game mechanics (including Player movement, vision, etc.) were activated
  • Character reactions (Expose Genitals, etc.) will now reset as long as two Characters are not within vicinity of each other (about 2.5 arm lengths) OR cannot be seen by each other
  • Fixed an issue that could cause items to become easily stuck behind or to the side of the Bathtub Seat spots in the Master Bathroom and Upstairs Guest Bathroom
  • The Dialogue console command will now accept DialogueOnlyCharacters like Compubrah and PhoneCall
  • Many console commands will not take effect on Characters until they are enabled
    “Diagnostic” console commands (values list, events list, etc.) may only return partial data for disabled characters
  • Added the EnableNPC console command
  • Added the DisableNPC console command
  • Added the CombineValue console command
  • The MatchValue console command will now only accept Keys (value names) that are already defined in the story data for both specified Characters, or that were populated into the Character’s value list by the engine. However, the input for these values is also no longer case sensitive
  • Standardized door colliders for several narrow doors in the house; at least one of these could lead to a false positive vision check (NPCs seeing you when they should not be able to)
  • Added a ‘test’ functionality to the Emote console command
  • Fixed a typo and made minor tweaks to hardcoded inspect texts found in Madison’s Phone
  • Fixed an issue that could prevent Leah from making use of Character Functions in some situations in the engine or CSC
  • On Dialogue Start Game Events that are of type Dialogue : Trigger, and that only make use of CoinFlip criteria will no longer “double fire” as both a dialogue override and a standard dialogue start event
  • CSC: users now have access to an Item criteria that will allow them to easily check if an item is Held (via ‘grab’/right-mouse click) OR in the Player’s inventory, which should further simplify a lot of “does the Player have <X> item” logic. Items from Item Groups also have access to this
  • CSC: added a “PlaythroughTimer” built-in Player Value that CSC users can use; this will begin “ticking” right after the first frame when the main game scene loads, so it will already have progressed a bit by the time the game has fully “faded in”. This increments on our Character Manager tick, so approximately every 0.3 seconds unless the game is paused
  • CSC: added the ResetReactionCooldown event, which will immediately reset a Character’s internal reaction cooldown for another Character for a given Event Type (e.g. Exposes Genitals, etc.). This reaction cooldown will be immediately reset regardless of the two Characters being in vicinity, in vision of each other, etc.
  • CSC: the Item WarpItemTo event can now be targeted towards other items (beware of clipping issues on items without physics and colliders!) or a specific Game Object
  • CSC: the Key and Key2 Interactive Items now have Item Functions enabled
  • CSC: added the CombineValue game event, which will allow you to add two Characters’ Values (or two for the same Character) together. There will be some protection against adding text/strings to floats, etc. (e.g. you won’t be able to accidentally add ‘hello’ to a Value that is ‘2.5’), but CSC users should use care and review Values and Event usage via the CSC Search tool when making liberal use of all of the current Character Value-related events and Criteria that are now available
  • CSC: Added additional MoveTargets to the MoveTarget list
  • CSC: you can now disable the Combat Energy regeneration penalty incurred by Sprinting via the NoSprintingEnergyRegenPenalty property
  • Fixed Derek drinking offsets
  • Added animation for drinking in hottub and tweaked the values for hottub and normal sitting while drinking for all characters
  • Fixed Patrick’s blendshape emotes
  • Updated Arin and Vickie censored albedo textures
  • Fixed sex hotspots/grab points for Derek’s right shoulder and Frank’s right leg
  • Updated skin shader to fix green flickering issue on low
  • Fixed deforming NPC hands when opening doors
  • Offset Brittney’s limbs to reduce clipping trough her breasts
  • Changed spawn location for all characters
  • Fixed Ashley’s untied top not showing
  • Added uncapped version of natty lite model
  • Fixed UI text misalignment
  • Fixed the dressor realtime mirror displaying a flipped reflection
  • Fixed a bug where shadow artifacts could be seen near the firepit
  • Added a default BG for the billboards and slightly adjusted the aspect ratio
  • Added correct inventory image for collar item
  • The Player releasing an item can now tie into an event trigger/reaction
  • Fixed an issue with the AddPhysicsRigidBody itemfunction that would prevent the physics behavior of the item from being maintained if the item was added to the Player’s inventory and then removed, etc.
  • All alcohol items in the game (except for the Flask, which will require use of some CSC events to match functionality with other items) are now grabbable and by default have physics enabled, have collision SFX, are highlighted if dropped in the grass, and prevent unimportant events from playing when they are mounted to a Character
  • All alcohol items in the game have had their carry offsets, rotations, and hand positioning set appropriately
  • Fixed an issue that could cause certain items to not be highlighted in the grass even if they were supposed to, due to multiple mesh renderers being present or niche configurations of mesh renderers in our blah blah do you even care about this crap at this point? Thing was a potato. It isn’t a potato anymore, that’s all you need to know
  • Characters will prioritize relationships with other Characters more than Mood when choosing an automatic emote for conversation or when another Character gets close enough to trigger an automatic “look at”
  • Fixed an issue that could cause the OnAnyItemAcceptFallback Event Trigger/Reaction to fall through and also allow Refuse events execute
  • Added the Item Group functionality. Characters can now check criteria and fire events based on a customized set of items within a CSC-specified Item Group. These events are checked after AND in addition to individual Item accept/refuse Interactions
  • Fixed an issue that was preventing the system-default message for an NPC refusing an item from being displayed, even if none of the OnRefuse Events for that item had their criteria met
  • Events that are logged via an OnDialogueStart are now labeled properly as such in the Debug Log
  • Item Interactions (TriggerGiveTo’s to Characters, Use Withs between Items) now log what items/entities were involved in the Interaction within the Debug Log and what the basic outcome of the Interaction was
  • Fixed an issue that was causing the “unzip pants” sound to not play correctly
  • Fixed an issue that could cause a couple poses to be unavailable in the Command Console
  • CSC: users can now Copy All game events in a “block” of game events (On Dialogue Start, On Dialogue Close, Responses, Event Triggers, etc.) and then paste all of those game events elsewhere
  • CSC: added the PlayerGrabsItem event type for Event Triggers
  • CSC: fixed an issue that was allowing users to select Characters that were not the Player for event trigger types that can only be triggered by the Player (e.g. VapesOnMe, etc.)
  • CSC: added the PlayerReleasesItem event type for Event Triggers
  • CSC: the Search tool now shows the total number of obtained search results
  • CSC: users can now insert a new Criteria Group at any order in the list
  • CSC: addition of more hover-based tooltips throughout the CSC, and cleanup of a few existing tooltips
  • CSC: items can now be mounted to a Character’s neck. Note that as of the time of this writing, only one item (the new ‘Collar’) is configured to fit appropriately on a Character’s neck
  • CSC: Added the Item Group aspect/page to the main story/story collection object. These will allow you to assign Items into an Item Group, and then within a Character Story, check Criteria and fire Events based on entire Item Groups instead of individual items
  • CSC: Users can now find Item Group-based accept and refusal behaviors in the Item Interactions page for each Character Story
  • CSC: added ItemFromItemGroup game event type, which can only be selected when working within Item Groups. This event will take item data from an Item Group Accept or Refuse event, and automatically pass a variety of item or inventory related events to that item, without having to specifically script for it
  • CSC: cleanup of minor formatting issues
  • CSC: limited selection of doors, chairs, and bed-type items where such selections were not appropriate
  • CSC: Users can now set up Item-Group based Item Interactions for the Player, in order to assign radial/left-click interactions to broad groups of items
  • CSC: Item Group Behaviors (main story collection) and Item Group Interactions (per Character) can now also make use of Item Group-based criteria. These can check to see if the item being “acted upon” meets any of the same criteria offered by the “Item” criteria type, as well as if the item being acted upon is in the Player’s inventory
  • CSC: when populating Values automatically, the CSC will now also look Values used within CompareValues criteria
  • CSC: translation template exports will now include Background Chatter StartEvents, and Item Interaction OnAccept and OnRefuse events, if any of those events are translatable