- Updated Brittney's clothing
- Updated combat and orgasm UI
- Updated memories window and save data to differentiate between narrations and thought bubbles.
- Synchronized time across all clocks in the universe
- Updated the radial for the main menu to use a new visual style and support up to 12 elements on screen at one time.
- Updated the loading screen to support cycling randomly through a list of background images.
- Updating the orgasm status bar to support use of a different icon for charging vs depleting.
- Added a continue game button which is enabled when there is a valid auto save to recall.
- Updated auto save conditions to perform an auto save whenever you return to the main menu.
- Added tool tips to the load window to show recent memories and opportunities in progress for the save file under the mouse. Will only work with newer save files.
- In the Original Story: increased the number of intimacy positions available during Vickie's intimacy reward and 'modernized' her intimacy reward interactions
- In the Original Story: getting caught by Amy when having sex with another NPC can now put "Chasing Amy" and its repeatable rewards in jeopardy if the Opportunity is In Progress or has been Completed, and Amy's social meters are still high enough to warrant, well...giving a shit
- In the Original Story: Ashley's intimacy rewards from both "Smooth Operator: Ashley" and "Sibling Warfare" have been 'modernized' and can now make use of all available intimacy positions
- In the Original Story: Amy's intimacy reward from completing "Chasing Amy" has been 'modernized' and can now make use of all available intimacy positions. This includes the 'full' and 'partial' rewards
- In the Original Story: Katherine's intimacy reward has been 'modernized' and can now make use of all available intimacy positions
- In the Original Story: Rachael's intimacy rewards have been 'modernized' and can now make use of all available intimacy positions
- In the Original Story: Katherine's photo shoot (part of "Look at this Photograph!") has been 'modernized' with the option to use a radial menu to control her poses, and expanded upon to include many more pose options
- In Date Night With Brittney: Brittney has selected a slightly different outfit for her date with the Player...
- Fixed issue with Patrick so he can take off his shoes again
- Improved clipping of male idle animations in the hottub
- Added censorship disclaimer to menu (if no dlc is installed)
- Fixed visual bugs with translated UI
- Fixed UI issues on non standard aspect ratios
- Updated avatar images with new outfits
- Optimized shadow casting for performance
- Updated the control scheme UI
- Improved loading screen
- Reduced fuzzy text in input UI
- Fixed an issue that was causing Charfunc Console Command issues for several characters
- The Clothing Console Command's "Change" clothing option can now be used without specifying a clothing set. When used in this way, the current Default Clothing Set for any affected Character(s) is used. In other words, you don't need that extra '0' in 99% of cases unless you or the game engine has been messing with Default Clothing Sets
- Fixed an issue that could cause Characters to consider another Character target "reached" even if they were on uneven ground on the stairs, with the stair bannister between them, etc. This should help mitigate crowd control issues on or around the stairs
- Fixed an issue that could cause Characters to try and fight each other through the stairway bannister, which is a pretty hit or miss strategy. Literally. Now they will run all the way up the stairs to murder you. Greet you. You know what I mean
- Fixed an issue that would allow Characters to struggle to fight through the immovable object that is the Refrigerator door. The door will now, in its wisdom, sense the martial showdown that's set to occur, and close itself out of respect
- Fixed an issue that could cause the Player to enter into combat with a previously engaged combatant if the Player had successfully attacked that combatant, and then combat had been canceled via game event or Console Command, and then the Player had thrown a punch into the air without hitting another NPC directly in front of them
- Fixed an issue that would occasionally allow Characters to attack each other through doors
- Fixed an issue that could allow the Player Property IsBlocking to very briefly register as true if an NPC attacked the Player, even if the Player was not currently blocking
- Fixed an issue that could cause the Interaction Text to occasionally disappear/rapidly flash on and off if the Player was in combat and pointing their cursor at an item or Character. This also fixes an issue that could cause a backup method of calculating an attack hit to execute instead of attempting to attack the Character the Player's cursor was on
- Fixed an issue that prevented consistent selection of exact EventTrigger/Reaction matches when using the Events Console Command
- Optimized Criteria handling and Periodic Event logging in order to reduce CPU usage and garbage allocation
- Fixed an issue that could often prevent transitions to a Wall Sex intimacy act and even end intimacy entirely when two Characters were already on a Bed and making use of certain positions that could compromise their vision of a Wall Sex spot
- Slightly adjusted the position of the two wallsex spots in Compubrah-world
- Fixed the positioning and component values for a movement and navigation blocker inside the garage, to the left of the door, that was a bit oversized and clipped into the kitchen. This change also prevents players from placing items on top of the invisible collider. Sorry, no more floating penguin
- Fixed an issue that could lead to the Player being able to set their Crosshair focus on or even interact with NPCs through certain environmental layers or in unintended circumstances
- Slightly increased the distance at which the Popper item can trigger Poppered reactions by Characters
- Very slightly increased the distance at which the StarBomb will trigger Poppered reactions by Characters when it hits the FirePit
- Fixed an issue that could cause the Property Console Command to not apply Property changes to All Characters when the All subcommand was used
- Improved Player auto-targeting of NPCs for attacks in situations where the Player did not have an NPC target focused with their crosshair. This will reduce the frequency with which a further-away NPC is hit instead of one closer to the "center" of an attack, and will prevent an attack from auto-targeting a KOd NPC if a non-KO'd NPC is within range
- Characters in the LoadingDock cannot roam, cannot be roamed to, and cannot be invited to perform any roaming-initiated "hangouts" with NPCs they might have developed a relationship with
- Cleaned up restrictions on "hangout"-based motion initiated by Change Locations and added a handful of additional safeguards
- Simplified the Sociable personality trait-based modifier that affects the random Change Location roaming timer
- Fixed an issue that could cause certain items to retain their "Highlight in Grass" texture even when they were mounted and/or no longer touching a grass surface
- Added functionality to respect/enforce demo limitations and show feedback explaining them.
- Updated main menu to exclude empty directories when determining language options for stories.
- Fixed issue where switching languages after a game has already been saved and loaded didn't translate some things.
- Added support for the demo version to allow the player to play the game however they want for up to 10 minutes per play session, while restricting the ability to save/load games.
- Added support for the graphics menu to be translated.
- Improved performance for menu translations.
- Updated status bar code to support new radial style.
- Updated the radial menu to show default options for different types of interactions in the same positions/order, and disable them but still show them if they're not enabled by the story.
- Fixed issue where switching back to English didn't re-translate the main menu if you already went into a game and returned to the main menu.
- The hard coded behavior that opens up Madison's Phone's UI will now also work whenever the Player is holding the phone
- In the Original Story: tweaked the "not sitting in hot tub" message the Player can receive so that it doesn't appear if an NPC is already using that seat
- In the Original Story: fixed a discrepancy in the Speed boost you get from scoring multiple times in Beer Pong; doing so will now give the intended, somewhat higher boost
- In the Original Story: fixed an issue that could cause Rachael to get partially dressed again during the Lety-Rachael Easter Egg intimacy scene, if the Player had already done certain Rachael dares first
- In the Original Story: fixed an issue that could cause Rachael to not be close-at-hand during the finale of "Palectrick Feel" if she is unoccupied
- In the Original Story: fixed an issue that could cause the Player to not get FlashScore credit (for Katherine's "Express Yourself" Opportunity) as a result of certain possibilities that could unfold during Lety and Leah's "Just in the Kick of Time" conversation
- In the Original Story: fixed an issue that could cause one or both Key items taken by Derek to reappear in front of the character when they had already been put back in the Player's inventory
- In the Original Story: fixed a number of VA-text mismatches
- In the Original Story: added a couple Derek dialogues to make certain positioning possibilities when starting early "Memory Lane" content steps a bit less awkward
- In the Original Story: fixed a couple confusing responses and thought bubbles that Ashley could generate that implied that her "prank was back on" even if the Player already failed "Sibling Warfare"
- In the Original Story: fixed an issue that would cause Frank to warn the Player about taking booze from his cabinet, and Leah to come check on the safety of Frank's liquor cabinet, even if the Player was given a "booze pass" by Frank
- In the Original Story: it should be much harder for Patrick and Rachael to start their argument that starts "Patty's Striking Resemblance" while Patrick is on/near the stairwell. That was just rude
- In the Original Story: the Achievement credit/counter toward the "Duck and Weave" Achievement will not reset if the Upstairs Bathroom gets locked by Amy during her "Goodbye Kitty" selfie
- In the Original Story: minor cleanup of some Compubrah/VR-entry-related events
- In the Original Story: fixed an issue that could cause Katherine to prematurely walk away from a pending (repeatable) intimacy sequence
- In the Original Story: if the Player is in the master bedroom zone (includes Madison's closet and bathroom) but not in sight of Katherine when she reaches the bed for a repeatable intimacy reward, she will go ahead and strip down to wait for the Player
- In the Original Story: fixed an issue that would temporarily prevent the Player from taking booze out of Frank's cabinet if the Player first got Derek's "Combat Perk" (where he can protect you from Frank), then pursued "Apply Pressure"/concussing Frank by locking the downstairs bathroom door and having him run into it, then tried to take said booze after Frank walked back to the Dining Room
- In the Original Story: pursuing Amy's intimacy reward just before Madison's "art show" for "The Muse" starts is now an option, but as expected that will prevent Amy from attending the art show
- In the Original Story: fixed an issue that could cause the Money Maker's Monthly magazine to not properly trigger Patrick's dialogue about the rainforest and environment such if he was KO'd
- In the Original Story: fixed an issue that could cause Ashley's Top to become un-interactable after her initial "Sibling Warfare" intimacy reward
- In the Original Story: fixed an issue that would allow a Player to Untie Ashley's Top at unintended times just before an intimacy reward
- In the Original Story: minor cleanup of aesthetic/emotive events before, during, and after Ashley's intimacy rewards
- In the Original Story: there is now a short window of a couple minutes after the "Derek Smash!" fight ends during which Leah will not instinctively come to take over Frank's guard duties if the liquor cabinet doors are opened; this was making capitalizing on the Frank-less outcome of "Derek Smash!" a bit too difficult
- In the Original Story: fixed an issue that could cause Leah to encounter some movement issues if she approached the Player to listen in on the Vickie conversation prior to starting "Screw Like a Bee"
- In the Original Story: Leah will only start zealously judging the Player's distance from her during the "follow Leah" intro portion of "Screw Like a Bee" the moment she starts running to the Garage
- In the Original Story: there is now a small social penalty to Madison's friendship and romance if she catches the Player and Ashley in the closet after the doors were supposed to be closed during the "Sibling Warfare" finale
- In the Original Story: fixed an issue that could cause the left Master Bedroom Closet Door to be openable before it should be during the finale of "Sibling Warfare". This could occur if the Player had closely followed Ashley into the closet instead of manually closing the closet themselves, and would lead to a confusing failure of the content if the Player did as instructed and opened "one door only"
- In the Original Story: made several tweaks to Leah's approach prior to starting "Screw like a Bee" that should help prevent situations where she was not close enough to overhear and start the Opportunity after the Player lies to Vickie
- In the Original Story: fixed an issue that could lead to a confusing sex-related dialogue from Vickie just before "Runner Runner" begins
- In the Original Story: the Player needs to be fully "recharged" in order to see the "Fuck" action with various characters immediately prior to their intimacy scenes
- In the Original Story: miscellaneous cleanup of events and addition of some emotive behaviors related to Katherine's photo shoot
- In the Original Story: if the Player completes Amy's "Scavenger Hunt" Opportunity and remains friendly enough with her, she will be just as supportive of the Player's desire to be nude as the Player was of hers. I.e., she won't use her snarky nudity reaction
- In the Original Story: handing the Goodbye Kitty underwear to Amy in front of Madison will result in Madison being...dissatisfied
- In the Original Story: fixed an issue where Patrick would immediately enable his Merlot in front of Leah...despite being prone to otherwise hide it in front of her
- In the Original Story: fixed an issue where Patrick could be betrayed by the Player for telling Frank to beat him up, when Patrick could not see the Player
- In the Original Story: fixed an issue where Patrick could be betrayed by the Player for telling Madison to beat him up, when Patrick could not see the Player
- In the Original Story: fixed an issue where Inspecting Madison's phone after holding it to use as a light source or dropping it would do nothing
- In the Original Story: fixed an issue that could cause unintended roaming and other behaviors right around the time that Leah goes to hide in the bushes during "Broken Code"
- In the Original Story: cleaned up some behaviors related to the finale of the Game Grumps' painting thing
- In the Original Story: added a clarifying thought bubble for when the Player COULD ask Frank about what he did to Leah (after she leaves the party during "Broken Code"), but Frank is occupied
- In the Original Story: fixed an issue that could lead to Leah or Frank becoming occupied seemingly forever and without explanation if the Player let the Game Grumps just stand around near the painting
- In the Original Story: miscellaneous cleanup of extraneous NPC actions during the Game Grumps' painting thing
- In the Original Story: minor cleanup of Leah's behaviors after her betrayal by Frank near the firepit that could cause awkward moments with a few other Characters
- In the Original Story: the healing food items have been buffed after a most unforgivable typo was discovered. They can now heal a maximum of 69 health, up from 68. Heavens to hecksy!
- In the Original Story: Vickie may indicate to the Player that he is a weirdo for standing around in the hot tub
- In the Original Story: Patrick will now attempt to go find his Merlot if he dropped it during the Derek Smash! fight and this was the only fight he had been in during the playthrough
- CSC: fixed an issue that was preventing Character Functions from being usable for several characters
- CSC: added a RandomizeIntValue Game Event that will allow users to specify a minimum and maximum range (-100 to 100), and a Character Value which will have a random integer within that range assigned to it
- CSC: fixed an issue that could prevent the Player from being a selectable Character for a Social Criteria check
- CSC: added two new Roaming event Options that can be used to stop Roaming-only motion for one Character, or, Roaming-only motion for any Character moving toward a given target
- CSC: Global Responses will now be sorted by their Display Order, matching the existing sorting functionality for Dialogue Responses, Game Events, Criteria, etc.