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House Party 0.17.1 Released to Alpha Testers

Hey guys!

Here’s the latest Alpha build of House Party 0.17.1.  We’ve fleshed out the rest of Derek’s story, and it’s fully playable now as we start to enter the Beta cycles.  We’ve also got some major under the hood performance tweaks and updates, so we’re hoping that some of you playing on older hardware will be able to get smoother frame rates, and maybe even be able to bump up the graphics settings!

Also, characters can now be lit on fire.  Just saying.

Enjoy!

Eek! Team

Changelog:

0.17.1
(Alpha 6/3/2020)

  • Characters can now be set on fire
  • 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
  • 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

House Party 0.17.0 Released to Alpha Testers

The world sucks right now, so perhaps a House Party alpha can brighten your day a bit. Let’s show you guys what we’re working on.

Derek is the main focus of this update, and so far we’re about 30% through implementing his new story. There’s a good portion of playable content, but our second alpha will have much more.

Outside of the story additions, we’re excited for you guys to check out the coveted PEE MECHANIC. Like most award winning games on the market, being able to urinate freely in a social environment is absolutely key. So we’ve added this feature, because we just wouldn’t be able to win future accolades without it.

To compliment this new feature, we’re in the process of adding more alcohol to the game so that you can, as the scholars put it, get shitfaced out of your fucking gourd. Many of these inebriators will be available in the final release of Derek’s update.

Lastly, we’ve revamped Leah and Frank and the way they detect the Player’s alcohol shenanigans. While they’ll still attack as soon as the Player TAKES alcohol into their inventory, they’ll offer a word of warning if the Player is simply holding alcohol, giving them a chance to escape an ass-beating if they put the booze down. This detection system is based around vision and distance, allowing for sneakier Players to get by if they’re loading up undetected. Play around with this system, we’ve put a lot of work into making it feel engaging and fair.

Anyway, saying “stay safe” feels so empty honestly so we just hope you all are okay in your brains. It’s tough being locked inside for this long. Enjoy breaking our shit and we’ll have another alpha for you not too far down the line.

Thanks,

Eek! Team

Changelog:

0.17.0
(Alpha 05/4/2020)

  • 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: added new Opportunities for Derek – “Memory Lane” and “Mission Impawsible”
  • 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…
  • 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
  • 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
  • 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 a memory tab in the opportunity UI
  • 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
  • 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

House Party 0.15.4 Stable Release

Leah’s time has come! It’s the official release of 0.15.4 and with it a whoooole bunch of additions to House Party. Seriously, we’re getting wild in this update.

If you’ve been following this release, you know that Leah’s new story includes around 400 lines of new dialogue and some very new, very unique items. Leah’s story includes 2 major branches that play to the good and the evil that boils inside every asskicker. Which side will you lead her towards?

And speaking of asskicking, combat is now a feature in House Party. From the moment you walk in the door, you can raise your fists and show Patri–I mean people what you’re made of. There are several items and activities that you can do around the house to increase your strength, stamina, and speed, but completing Leah’s story is the best way to ensure you’re the heavyweight of the house.

If you’re finding yourself in need of some combat training, we’ve added a brand new story that takes place entirely in Compubrah’s VR space. There, you’ll be able to train in the dojo of a deranged fratboy AI, and honestly, there can’t be a better place to learn how to throw a punch. You’ll find this story in the drop down on the main menu.

Other highlights of this update include directional sound, new models for Frank and Leah, and awesome new additions to the Custom Story Creator. If you’re a CSC user, you’ve got some incredible new tools at your disposal, so check them out!

Check out our full changelog below, but more than anything, get in there and play this update. We’re really proud of it and we hope you enjoy how House Party has grown.

Next update…oh yeah…I guess there were these two guys that won a contest to be in our game? Guess we’ll let them out of their cages now.

Thanks!

-Eek Team

CHANGELOG

0.15.4

 

  • Added a new “Combat Training” story
  • Added Combat Instructions to F1 screen
  • NPCs now have several new walking onset and avoidance animations
  • NPCs now more readily avoid one another and get out of each others way when they have a destination
  • Combat can no longer interrupt main dialogues unless the NPC is knocked out
  • Blocking now takes 1 energy
  • Running or continuous blocking now causes energy to regenerate at a slower rate
  • Adjusted the duration of the player’s attack moves and stun durations
  • Fixed an issue with translated background chatters not loading properly
  • Standardized and finalized combat moves, damage dealt, and energy requirements for them
  • “DoesNotFightBack” state now disallows the player to enter or exit combat mode
  • NPCs no longer fidget when they are holding an item (prevents clipping)
  • NPCs no longer play conversation animations when certain interactive items (that are marked internally) are being held (prevents clipping)
  • Fixed a navigation issue where Patrick could get permanently stuck on the couch (until warped)
  • Recalibrated the “drunk effect”.  I.E. The player is no longer a lightweight
  • Fixed some issues with the speakers syncing up with each other.
  • Changed the way all voice acting is loaded.  Should be faster and require less loading up front.
  • Fixed an issue where you could quick-save on game over
  • The Property, Personality, Roaming, State, and Value commands will not be flagged as ‘Cheated’ (i.e. will not disable Achievements) if they are used with the “list” subcommand. SEND US YOUR DEBUG INFO WITH PEACE OF MIND!
  • The CharInfo command will no longer flag the Player as ‘Cheated’ (i.e. will not disable Achievements). GIVE US YOUR DATAZ
  • You can now Add float values (as opposed to just integers) to a Character Value in the CSC, and the ModifyValue – Add event option will take floats into account
  • The GameMsg console command will no flag the Player as “Cheating” (i.e. will no longer disable Achievements)
  • Tweaks to Keychain itemfunctions to improve look of Keychain on Patrick’s manhood
  • When using the Values command with the “list” subcommand, the output of values will now be sorted alphabetically
  • The Charinfo console command will now also show what other characters can be seen by the specified/target character
  • In the Original Story: fixed an issue that could cause Patrick’s “private keychain” to be misaligned in some circumstances
  • In the Original Story: fixed an issue that could cause the entire Rachael-Patrick “Benedict Brahrnold” finale to break if the Player inspected Patrick’s “private keychain” before a Rachael dialogue appeared
  • In the Original Story: the Player can now drink the El Escorpion Mezcal
  • In the Original Story: Leah will now correctly react to the Player drinking any alcohol in front of her
  • In the Original Story: fixed an issue that could cause Frank to beat up the Player prematurely, had the Player drank the Tampered Rum near him. Frank will now approach the Player to enjoy the rectal festivities
  • In the Original Story: fixed an issue that could cause Leah to beat up the Player prematurely, had the Player drank the Tampered Rum near her. Leah will now approach the Player to enjoy the rectal festivities
  • In the Original Story: tweaked the behavior of Derek stepping in to stop Frank from beating up the Player, if the Player unlocked Derek’s “Combat Perk” during The Muse: Derek will not step in if the Player has initiated content which occupies Derek, and Derek will not stop Running at inopportune times due to his “Combat Perk” dialogue
  • In the Original Story: drinking the contents of the flask (after Rachael has filled it for you) now incurs the same benefits and repercussions as drinking any other alcohol
  • In the Original Story: drinking Natty Lites will now have a minor effect on the Player’s “Sensitivity”, to give them another reason to be drank during the “Training Day” opportunity vs. the other alcoholic items in the game
  • In the Original Story: drinking the Merlot will now have the same benefit to the Player’s “Sensitivity” for the “Training Day” opportunity as drinking any other alcoholic item would
  • In the Original Story: drinking the Chardonnay will now have the same benefit to the Player’s “Sensitivity” for the “Training Day” opportunity as drinking any other alcoholic item would
  • In the Original Story: completely overhauled the logic that awards the “Duck N’ Weave” Achievement. It is still earned in essentially the same way, but cannot be circumvented as easily, and does not arbitrarily lock out earning the Achievement during specific NPC fights
  • In the Original Story: minor cleanup of Ashley and Vickie’s behaviors during and after the “Sibling Warfare” finale
  • In the Original Story: fixed an issue that could cause Leah’s Roaming to be permanently off as part of the events leading up to “Screw Like a Bee…”
  • In the Original Story: fixed an issue that would allow Rachael to use normal dialogue/greetings to the Player while in VR at certain times
  • In the Original Story: fixed an issue that could cause Patrick/Rachael’s “Benedict Brahrnold” finale behaviors to break if the Player had saved in the middle of Patrick’s oral scene
  • In the Original Story: slight tweaks to timing of Keychain/HangingKeys itemfunctions to improve look of Keychain/HangingKeys on Patrick’s manhood
  • A Vickie vixen Valentine: added a response for Vickie that will have her step aside, should the Player somehow get stuck behind her while she is in Madison’s closet or Ashley’s bedroom
  • Date Night With Brittney: fixed an issue that could cause redundant thought bubbles to appear when walking away from Patrick after speaking to him for the first time
  • A Vickie vixen Valentine: fixed an issue that could cause duplicate door open events to occur when opening the door to Ashley’s room/Spare Room
  • In the Original Story: Frank will no longer help Katherine with the downstairs locked door if he is Occupied with something else that is critical and Player-driven
  • Date Night With Brittney: fixed an issue that was causing Opportunity icons to be blank
  • Added voice acting for all new content
  • Added male and player “talking on phone” animation
  • Fixed an issue where the speakers would sometimes lose sync with each other
  • Fixed an issue where objects would not regain their textures after being lost in the grass and being illuminated
  • Fixed an issue where warp-locations to move targets could get corrupted on a reload or loaded saved game
  • The stairs no longer use one very tall collider that blocks obvious line of sight for the first 8 steps or so. The angle of the stair railings and geometry is now followed…be careful there!
  • Added new Vision Blockers around downstairs curtains to prevent obnoxious NPC sight checks when trying to hide
  • Added a Vision Blocker to part of the kitchen sink window to prevent sight checks passing from around the Outside Move Target in through the front hallway(!)
  • Added Vision Blocker that loosely follows the OUTER/firepit-side edge of the bushes outside the living room. This (and the curtain Blockers) will prevent NPCs looking in through the densest portions of the bushes AND through the window blinds to be unable to see other Characters, but will leave gaps on the widest viewing angles into the living room. It will also allow creepers to more effectively hide in the bushes away from Characters at the fire pit, etc.
  • NPCs can now also see out the laundry room and art room windows if another Character is on the roof
  • Standardized all height checks in the codebase to 1.8 units
  • The TriggerBGC command will now close the console so that the user can see the specified NPC more clearly as well as any chatter text that might come up
  • Added a global AddSmallForwardMomentum ItemFunction that can be used to throw many different items
  • Made more small items “extra” visible if dropped outside in the grass
  • Added a new event, WarpItemTo, that will allow CSC users to warp items (not chairs, beds, etc., just regular interactive items) to a movetarget or character. This will not work cleanly with all interactive items due to certain object or prefab structures, and is therefore a work in progress
  • Added WarpItemTo subcommand for the Item console command
  • Added a couple more sound effects that can be used with the InvisAudioPlayer via ItemFunction
  • Re-added a sex spot to Compubrah VR bed that could cause issues when Characters tried to use it
  • Fixed an issue that could potentially have caused the Dining Room TV’s screen to not update when the MP3 Player was used with the Aux Dock
  • Added a GlobalizationManager (for future extension) and modified handling of certain time localization code to avoid exceptions being thrown for specific regions
  • Fixed a hardcoded typo in SearchEditor that could prevent “Anybody”-targeted searches from functioning correctly in the CSC
  • Fixed DisplayGameMessage events showing two “Delay” texts when configuring the event in the CSC
  • Started adding some “auto cleanup” functionality within the CSC that will clear out event data that is not needed by a given event. For example, DisplayGameMessages do not need an e.Key (event Key), and leaving it populated can lead to confusing search functionality and bloat, or even user errors when making heavy use of the CSC’s copy-paste feature
  • CSC users can now rearrange the order of Event Triggers within Character Stories
  • CSC users will now get specific Interaction and Use With information when CSC Search results are found within the Main Story file
  • CSC users will now be told when CSC Search results found within a Dialogue are tied to a Start Event, Close Event, or Response Event
  • The pink dildo now has a collision sound. TOP PATCH NOTE RIGHT HERE
  • Added collision sounds to a few more interactive items that matter way less than the dildo
  • Fixed the way certain console commands (WarpTo, WalkTo, LookAt, and more) interpret DialogueOnly characters like Compubrah and PhoneCall. These will now be ignored in commands or as parameters for subcommands that should not or cannot make use of them
  • Ashley’s Top, or as it is known colloquially, “Ashley’s Goddamn Motherfucking Upper-Shitpiece of a Left Mouse Gravity Well”, will no longer have its “Untie” option on the right, where “Talk” normally is for NPCs. Rejoice fam
  • In the Original Story: added some minor protections against Katherine ending up outside the Downstairs Bathroom after Frank opens it for her and she closes that door
  • In the Original Story: fixed an issue that could cause Rachael to be given more than one dare instruction at a time when loading a saved game
  • In the Original Story: fixed an issue that could allow Rachael to attempt to execute the events of her…”self pleasure” dare twice
  • In the Original Story: fixed an issue that could cause Ashley and Patrick’s inspect texts to break between the end of “Family Time” and the Player talking to Ashley
  • In the Original Story: Steph will not “see” knockouts/fights (this precipitates some of her “Follow Your Calling” content) if she cannot actually see anyone else, and she will not count various temporary NPC or Player knockouts (which are not combat related)
  • In the Original Story: Stephanie must also be conscious in order to “see” a knockout/fight
  • In the Original Story: fixed an issue with Ashley’s NoUntieYet value handling that could cause inspecting her top to generate redundant inspect texts, and possibly prevent her top from being untied ever again after certain events in her stories
  • In the Original Story: Frank will not overhear the Player admitting to Derek that he has feelings for him if Frank cannot see the Player
  • In the Original Story: added Jump Up/Down events into existing moments when a couple characters leave the party via the yard
  • In the Original Story: the Player can no longer use the Gutter to climb onto the roof when they are in Combat or ANY character has the Player as their CombatTarget
  • In the Original Story: Added the following Achievements: “The Harder They Fall…Dood”, “The Bride”, “Ronin”, “Sucker Punch”, and “Money Shot”
  • In the Original Story: added another Log Off option a bit earlier in Compubrah’s dialogue options
  • In the Original Story: fixed a text-VA discrepancy in Leah’s line to Frank, after Leah is “Poppered” successfully by the Player during “Just in the Kick of Time”
  • In the Original Story: fixed an issue that could allow the Player to access Lety VR rewards without meeting the prerequisites, which could lead to a break in Lety’s VR behavior
  • In the Original Story: VR/Virtual Lety will no longer use non-VR Lety’s Orgasm events
  • In the Original Story: the Player will now un-expose themselves before returning to the party after Lety VR intimacy, if they managed to have all their clothes on but still keep their tasty bits out
  • Tweaked and optimized fighting mechanics
  • Exposed various combat-related parameters to the Custom Story Creator
  • Fixed an issue with items mounting in weird positions when they are mounted twice in a row to the same NPC
  • Fixed an issue with NPCs not being able to open the closet doors in the art room
  • Added combat movement animations to the player
  • Tweaked the combat UI
  • The IKReach game event and IKReach Console Command can now be used to direct a character’s hands, hips, or feet towards a movetarget or character, in addition to interactive items
  • When a character IKReach-es for another character, they will target the secondary character’s chest
  • TriggerBGCs that are initiated while an NPC is ALREADY knocked out will now play as long as that NPCs “pass out” sound effect is not currently playing
  • The Player character now has its own KnockBack Character Function
  • When using the Player : Inventory : Remove game event, the item that is removed/drops will now use the Continuous Dynamic collision detection mode, similar to other events on the backend like throwing, etc. This more aggressive collision detection mode should help some with certain items being kicked through floors, etc.
  • Refactored a number of items’ collision detection modes and code to prevent kinematic rigidbody and collision detection mode error spam and small number of standalone warnings
  • Added another Phone item to the game
  • The vibrator now has a very-relevant-and-not-at-all-made-at-home-with-things-the-developers-touch sound effect available
  • InteractiveItems can now have their Audio playback stopped via the StopAllAudio ItemFunction
  • Pretty sure you all wanted this: added the PokedByVibrator Event Trigger. Right? Hello? AM I ALONE IN THIS HIVE OF BEES?
  • Enabled the vibrator’s “Clitpocalypse” setting…
  • In the Original Story: fixed an issue that could cause Stephanie to appear in the hallway with her paper bag during “Meltdown”, instead of being in the Spare Room
  • In the Original Story: Steph will no longer get distracted and talk to other NPCs or try to dance if she committed to following the Player while he finds a private spot for intimacy after “Meltdown”
  • In the Original Story: added provisions that should prevent the Player from accidentally disabling certain dialogues and responses that lead into Steph’s “living room” intimacy scene that rewards the player with $50
  • In the Original Story: fixed an issue that could cause Ashley to go to the outside dark corner after being given the lit joint, even when it made much more sense for her to go to her room to continue her story
  • In the Original Story: NPCs will not roam to Ashley or engage her in background chatter while she is naked in her room and waiting for the Player to wash her clothes. Ashley will also not socialize with NPCs until the Player decides whether he is a jerk or not
  • In the Original Story: Ashley will be slightly more adamant about trying to get back to her room while naked and waiting for her clothes
  • In the Original Story: tweaked some events around the time Stephanie, Katherine, and the Player are talking about Katherine’s stomach issues to better ensure Amy’s presence with the group
  • In the Original Story: tweaked some event and dialogue behavior that could lead to the Player experiencing duplicate back-to-back dialogues when talking to Stephanie about being intimate in a secluded “swanky spot”
  • In the Original Story: the option to “Slap Awake” Frank will be visible during the “Training Day” opportunity, but will now offer some explanation as to why it shouldn’t be used
  • In the Original Story: made some tweaks to Leah’s “See a KO” or “See a Fight” reactions that should make them feel a bit less out of place
  • In the Original Story: More NPCs will check against their Occupied values before reacting to the finale of Ashley’s “Drunk and Disorderly”
  • In the Original Story: miscellaneous minor tweaks to pre-0.15.x event timings and usage of redundant/preventative criteria
  • In the Original Story: Patrick now has to be able to see Stephanie before he will thank the Player for bringing him to her after the events of the Art Show in “The Muse
  • Added more of Leah’s story
  • Added bike lock + key
  • Added color filters (grayscale + rage)
  • Added smartphone flashlight
  • Implemented Quick Save Feature (F9)
  • Tweaked combat mechanics
  • Added Dead Snake and updated wearable snake for Frank and Leah
  • Made male player’s shoes and sleeves higher-poly and improved rig
  • Updated interactive items and grabbable body parts with new player rig hand(s)
  • Fixed player’s head and body skin tone not matching
  • Phones and other small items now highlight when they are dropped in the grass so the player can easily find them again
  • Fixed an issue where collision sounds are sometimes played when some items are in the player’s inventory
  • Inventory and Opportunity buttons are now mappable in the control/controller map
  • Fixed an issue with GameStart events not firing correctly sometimes
  • Player.Sit and Player.Laydown events will now have the target bed/chair shown in the logs and in the CSC
  • Added Throw Punch SendEvent option to the CSC
  • Tweaked the dropdowns in the CSC for State Events and State Criteria to be alphabetically sorted, and the order of the dropdowns within the GUI element to be more in-line with the game event and criteria naming structure
  • Gave Leah an Earpiece she can reach for. For security reasons
  • Added the “PhoneBlindedMe” reaction event for CSC users. This will trigger when a Phone Light is visibly on and a Character enters a roughly character-sized capsule that extends outward from the Phone Light
  • Added a new Move Target/Sex Spot in the garage, behind the ping pong table. Watch out…balls from above!
  • DisplayGameMessage events will now have their GameMessageTypes option displayed in the CSC and when logged in the Debug Log
  • Added a TriggerBGC console command
  • Individual TriggerBGC events are now much more responsive under almost all circumstances
  • DialogueOnly characters (Phone Call, Compubrah) can no longer be selected for an IKReach event
  • Further standardization of Game Event naming and logging conventions with CSC dropdowns
  • WalkToTargetOption “Cancel” will no longer show up in various places in the CSC where having a “Cancel” option was inappropriate
  • Further standardization of Criteria naming and CSC dropdowns (against Game Events where appropriate), with exceptions for criteria such as “Distance”, “Vision” and “Is In Front Of”, etc. which are more readable with slightly different formatting. Decreased OCD variance matrix by -0.2207 chodivars
  • Added missing dropdowns for the Criteria/CompareType when selecting IsCurrentlyUsing or IsCurrentlyBeingUsed
  • Can no longer select the Player or DialogueOnly Characters (Phone Call, Compubrah) as the CharacterToReactTo in a ReachTarget Event Trigger, as this event is only handled by standard NPCs
  • Moved the Initialization of certain variables and references in a few scripts that mount or use items in conjunction with character models to earlier in the loading process, and otherwise performed minor cleanup on similar scripts
  • If the “None” criteria is selected in the CSC, the user will be able to select another criteria from the dropdown, instead of having to remove that criteria and choose a new one
  • CSC users can now directly compare two values, whether they are “owned” by the same character, or two different characters
  • Characters will no longer be able to attempt to warp to themselves via the WarpTo console command
  • Important/TriggerBGC will now be shown even if an NPC is not within direct line of sight of the Player, or is a full floor above the Player
  • DialogueOnly Characters like PhoneCall and Compubrah can no longer be set to receive GetsHitByProjectile event triggers in the CSC
  • In the CSC, an Event Trigger can now call itself via a PerformEvent game event IF its Delay is greater than zero. Previously, this was restricted due to the possibility of recursively firing an infinite number of events with a delay of zero, which could freeze the game
  • Various accuracy and reliability improvements to the GetsHitByProjectile event functionality
  • In the Original Story: added a preventative check to ensure that Derek doesn’t permanently get his shirt back after he gives it to the Player during Amy’s “Scavenger Hunt” opportunity
  • In the Original Story: giving Ashley an untampered soda while she is waiting for her clothes to be returned to her will result in the failure of the :Humiliate Ashley: opportunity
  • In the Original Story: the Player can no longer skip through Madison’s conversational opening delay by giving her her phone and then selecting from global responses
  • In the Original Story: fixed an issue with duplicate thoughtbubbles appearing when the Player tries to unsuccessfully sit in one of the Hot Tub seats
  • In the Original Story: made changes to the radial options for Madison’s Phone to accommodate new mechanics and story content
  • In the Original Story: minor tweaks to responses and events within a couple Patrick dialogues in the event that the Player failed his “Phonegate” opportunity
  • In the Original Story: cleaned up and made corrections in the Help text for the Player Beer Pong Practice spot
  • Added new player combat mechanic
  • Upgraded Leah to have some kick-ass fighting animations
  • Added Katana and Spray Paint Can interactive items
  • Added Terrarium as a usable Interactive Item
  • Added Red, Grayscale, and DisableAll visual filter Character Functions; will allow users to enable/disable red or gray (black and white) post processing filters mid-game
  • Added bike lock and bike lock key as usable interactive items
  • Fixed an issue that was causing beer pong to be unplayable, especially if the Player grabbed the “starter” ball first and then tried to Practice
  • Fixed the alignment of the vibrator item when viewed in the Player’s inventory
  • Fixed an issue that was preventing the Turn console command from turning characters toward a move target
  • Added several new move targets around the outside fence, and further standardized height positioning of some outside move targets
  • Aligned the Player’s hand and fingers to better grip the joint item. You know, for inhaling the leaves on most of the days
  • Aligned the Player’s hand and fingers with the Box of Poppers/PopperBox item
  • Aligned and adjusted a number of indoor colliders in order to better prevent niche cases of items falling through floors
  • All bathroom floor types should use the same footstep sound
  • Fixed an issue with the “Player” console command’s “inventory” subcommand that could also cause items to sometimes fall through certain floors
  • For CSC users: implemented a new ‘zoning’ system that allows you to check if a character is in a room or ‘zone’ inside or outside of the house, OR fire an event trigger/reaction if a character enters a zone/room
  • Adjusted the NoLoitering system so it will no longer try to fire whenever any and/or all of a character’s ragdoll colliders enter a NoLoiter/Redirect area; firing once per “character entry” now results in a more reliable NoLoitering changelocation
  • All phone-type items now have access to default item functions as well as the new EnablePhoneLight and DisablePhoneLight itemfunctions, with cellphone-style “flash lights” aligned to their rear camera flashes
  • All phone-type items now have a text message sound available as either their Sound Effect 1 or Sound Effect 2 sound, for more flexible usage in custom stories
  • All phone-type items now have the same starting physics/Rigid Body settings
  • All phone-type items now have the same sound effect when thrown or dropped
  • All phone-type items now use the same interaction distance value
  • All phone-type items have had their inventory positioning, carry/grab positioning, and rotations standardized
  • All phone-type items have had RaisePhone and LowerPhone itemfunctions added so that the phone lights can be aimed in front of the player and have their position reset
  • The charinfo console command will now show the specified character’s current zone
  • The CSC can now trigger events based on who was attacked
  • Re-adjusted all NPC combat stats
  • In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
  • In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
  • In the Original Story: Ashley will not be as likely to use standard dialogue when in the closet during “Sibling Warfare” if the Player exposes themselves
  • In the Original Story: Amy will be very, very considerate about stubbing her toe, and will not do so if the Player is in combat or has an intimacy partner. She will also miraculously avoid injuring herself if she is being spoken to, or if Stephanie is being spoken to. Thanks Amy!
  • In the Original Story: Rachael will no longer confront Patrick and try to beat him up if the Player is already in combat. Who wouldn’t want to watch that?
  • In the Original Story: the Player can skip through the Rachael-Patrick fight/confrontation more reliably. Yawwwwnnnn…amirite?
  • In the Original Story: added new Opportunities for Leah: “Causing a Ruckus”, “Guiding Light”, and “Snake in the Grass”
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