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0.16.0 (Alpha Release 11/22/2019)

Friday, 22 November 2019
  • Added Arin and Dan
  • In the Original Story: added the "Game Jam" and "Return of the Grumps" Opportunities
  • In the Original Story: reconfigured all existing Background Chatter, where appropriate, to make use of the new Background Chatter-
  • Paired Emotes system
  • In the Original Story: Ashley's reaction to a shirtless Player will now be restricted by the universal time buffer set up in 0.15.x so that it does not trigger alongside other "interruptions"
  • In the Original Story: added the proper punctuation to Panic! at the Disco, cause we wouldn't want the Grumps to make fun of us again.
  • For old reasons, at least...
  • In the Original Story: fixed various typos
  • In the Original Story: minor mechanics changes to prevent delays in progress during Stephanie's Meltdown content, after Stephanie asks the Player to get water and gut grip
  • In the Original Story: fixed a couple VA-text mismatches in Frank's Background Chatters
  • Added usable bath tub seats in the Upstairs Bathroom and Master Bathroom
  • Fixed an issue with the Enters Zone functionality that could cause the Enters Zone reaction to break
  • Further optimization of the Debug Log. General memory management improvements and more aggressive pruning of old events from the UI interface. Debug Log should still provide visibility in-game to upwards of 760 events
  • The laugh emote will now affect NPC mood, depending on their Nice and Happy personality traits
  • The CharFunc command, when used with the 'list' subcommand, will show the number of alternate body or clothing textures available to a Character, if they allow the usage of either character function
  • The CharFunc command can now be used correctly with the SwitchToAlternateBodyTexture and SwitchToAlternateClothingTexture character functions
  • Additional uses of the 'list' subcommand within Commands like CharFunc, Item, etc. will not flag the Player as having Cheated (i.e. will not disable Achievements)
  • The CharFunc command also supports using 'list' with a Character name, which will show just that Character's character functions, as well as any supporting function info like texture IDs and their names
  • The Player will now only have the State "Running" if: they are not held in place by game mechanics or UI, if they are actually visibly using a movement animation, AND are holding the Run key. This should ensure that the "Running" state is far more usable via the CSC
  • Automatic/backend Emotes should be more expressive outside of TriggerBGC and Dialogues
  • Emotes triggered via Game Events/CSC or Console Command can now blend simultaneously with other emotes, and can be given an
  • Emote Strength to manually set how strong the facial component of the Emote should be when executed
  • The SendEvent console command can now make use of the Point event
  • Added Character Stand Spots to the game, for now in the basket of the hot air balloon only. These spots function similarly to chairs in that they are "used" by Characters and impose certain restrictions and behaviors, but do not pose them
  • Added the WarpOverTime Game Event to the game and CSC. This will allow you to move a Character, with very much magic, through the game world towards a MoveTarget or Item at a speed (in seconds) of your choosing
  • Added the WarpOverTime Console Command
  • Added various new SendEvent options to the SendEvent Console Command
  • Falling Characters will no longer "teleport" directly to the ground, and will now fall with grace, aplomb, and humility
  • An error in the CSC that could appear when the stars aligned and Unity's EditorUpdate noticed you were mousing over Window with no title or not mousing over any Window will no longer appear
  • NPCs will now accept a wider array of emotes via CSC Game Events (PuckeredLips, ClosedEyes, Eyebrows Up/In). If an NPC does not have an emote/expression (BlendShape) available for the event, it will not process
  • Fixed an issue that could cause disabled Characters to erroneously receive Game Events and SaveLoad behaviors
  • The SendEvent console command will now accept many more events for the Player, such as jumping, drinking, etc.
  • Emote Console Command can once again trigger puckered lips, closed eyes, and eyebrows up or eyebrows in emotes
  • Fixed an issue that was causing Phone4 and the Chili Pepper items to register as being "held" by the Player upon Game Start, which could prevent them from being used with the WarpItemTo event
  • Improved minor aspects of default naming conventions within the CSC for Event Triggers
  • The State Console Command will no longer automatically apply/remove States from the Player when used with the 'all' subcommand
  • Fixed an issue in the CSC that could cause the BGC Responses interface to break if the user selected a Character Responder first, then swapped back to 'Anybody'
  • Background Chatter can now have emotes attached to them. These emotes will behave similarly to back-end/automatic emotes in that they are for "flavor" only and cannot have a defined emotive strength
  • If a CSC user has renamed a Character, that Character's Display Name (new name) will appear in the Combat UI when they are struck, instead of their default Original Story name
  • The Charfunc Console Command will no longer seemingly omit newly added character functions
  • CSC users can now call events against environmental impacts via the ImpactsGround and ImpactsWall Event Trigger types
  • Responses to Important Background Chatters that have specific SpeakingTo targets are now automatically treated as ImportantBGCs as well. This should allow easy configuration of "chained" TriggerBGC conversations or sequences
  • Background Chatter that does not have an associated voice clip (i.e. would be seen via text only) will now display, terminate, and transition to another response properly. This will ensure that custom, unvoiced BGCs can be used in custom stories
  • The loading of .character files will now properly show the Character name for these .character files, instead of the Story Name for every file
  • Characters that fall from a certain height or more will automatically enter an "idle falling" animation
  • Important/Triggered BGC audio and text will be audible/remain visible at longer ranges than standard BGC audio and text
  • Fixed a minor formatting issue in the Roaming Console Command
  • Fixed an issue that was allowing the Debug Log to include line breaks or new lines instead of properly truncating them
  • Fixed an issue that was preventing the full selection of Move Targets from appearing in the CSC
  • When the MP3 Player is freed from the shitty ceiling light/glorious chandelier of victory, it will now do a graceful little tumble so that it doesn't land in an awkward, hard-to-see vertical position
  • Fixed a null reference issue that can be triggered if a CSC user uses the Combat.Die event (CSC users: use "Pass Out" instead...always)
  • Fixed an issue in the CSC that could allow recursive event protection to take effect on events that were not of type "Event Trigger"
  • Fixed an issue in the CSC that could prevent WarpItemTo from functioning correctly
  • Fixed an issue that could cause the Player to enter combat mode and be unable to leave if the Player was attacked while the Property
  • DoesNotFightBack was enabled
  • The Camera item will now play the shutter close effect, shutter SFX, and register via story values that a picture was taken and if that picture is a naked picture of an NPC, all BEFORE it attempts to perform any screenshot saving or I/O operations. This should further minimize issues when using the Camera item
  • Added the AddForce Console Command. WEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
  • Fixed an issue in the CSC that was adding an erroneous string to Item : ItemFunction Game Event names
  • The Values Console Command will now properly accept "None" as a Value for the specified Key (e.g. CombatTarget = None)
  • Fixed Leah's teeth
  • Fixed Katherine bra skin mask
  • Created extra emotes for all characters (Laugh, Ecstatic, Scared and Surprised)
  • Optimized Stephanie model
  • Fixed Vickie's clipping nipple rings
  • Updated Combat UI
  • Changed sizes of some UI elements
  • Fixed offset on the flamingo LOD
  • Remake of the main menu scene
  • Added starbomb model
  • Added a big balloon model
  • Added multiple colored particles for several occasions
  • Added some phoenicopterus ruber animations
  • Added sound effects to ' finale' scene
  • Avatar images for Dan and Arin
  • New story quest images
  • More optimized method for realtime mirrors
  • Fixed fridge discoloration
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