House Party 0.18.2 Stable Release
House Party Stable Release 0.18.2 is live!
We’ve ironed out a bunch of bugs and added a lot of polish in this update. We hope you all enjoy the extra smooth gameplay experience!
Two of the biggest changes we introduced are Brittney and Katherine’s outfit reworks. Brittney has an updated patriotic bathing suit, a cute new top for Date Night With Brittney, and her regular in-game shirt has also been reworked with a sexy new look! Katherine’s outfit rework includes a black tee, red skirt, choker, and fishnets! If you haven’t checked out any of the social media screenshots we’ve shared of those two yet, go take a look at them in-game and let us know what you think!
In addition to the usual load of bug fixes, this update also brings some great visual/UI changes such as a brand new radial menu for player choices. Now, when you click on an NPC in the game, it’ll have a new look when selecting your interactions. We also reworked and updated intimacy rewards for several characters, updated the House Party loading screen, and improved our save and load system.
The changes included with this release greatly improve the look, feel, and quality of life of House Party. We’ll catch up on unvoiced lines and translations in our next content update sometime soon after the new year.
There is so much more exciting stuff we’re working on that we can’t wait to share with all of you. For now, enjoy the polish release, check out the hot new Brittney and Katherine outfits, enjoy those new repeatable intimacy rewards, and get hyped for our upcoming updates!
Reminder Note: Though we try our best to preserve them, sometimes it’s inevitable that we have to make changes to the save system, so old saves are not compatible with this update
Thanks!
-Eek Team
0.18.2 (Stable Release)
11/24/2020
- 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: Madison’s intimacy reward from “The Muse” has been ‘modernized’ and can now make use of all available intimacy positions
- In the Original Story: Leah’s intimacy reward from “Broken Code” has been ‘modernized’ and can now make use of all available intimacy positions
- In the Original Story: Stephanie’s intimacy reward from “Special Tutoring” has been ‘modernized’ and can now make use of all available intimacy positions
- In the Original Story: Leah’s Hellion/”evil” intimacy reward is now repeatable…but the Player won’t exactly be in control of such fortuitous second, third, fourth, or seventieth rounds…
- 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…
- In the Original Story: * BEEP BOOP * Compubrah can now scan Katherine…
- In the Original Story: * BEEP BOOP * Compubrah can now scan Rachael outside of her involvement in “Patty’s Striking Resemblance” and “Benedict Brahrnold”…
- In the Original Story: Lety’s (solo) intimacy reward has had a little additional polish and modernization added to it, and can now make use of the Wall Sex positions
- The Intimacy Console Command will now let you know you are wasting your time if you try to make a Character that is Asexual be sexual. It won’t go as far as to make you feel bad, per se. It will leave that to you
- Updated Brittney’s clothing
- Updated Katherine’s clothing
- Added new model for frank’s popcorn
- Frank’s Popcorn can now be thrown around. You know where you’re gonna throw it first
- Updated combat and orgasm UI
- Added loading tooltip UI
- 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.
- Added new radial menu UI
- 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 memories window and save data to differentiate between narrations and thought bubbles.
- Updated the loading screen to support cycling randomly through a list of background image.s
- Updated 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.
- Synchronized time across all clocks in the universe
- In the Original Story: Stephanie will not interrupt the Player nearly getting their teeth kicked in or while other events of “global” importance are occurring just to help Katherine with her wittle bitty tummy ache
- In the Original Story: cleanup of events that can fail out of the “Meltdown” Opportunity while Katherine is still in the downstairs bathroom
- In the Original Story: general cleanup of events related to Stephanie’s intimacy sequences
- In the Original Story: fixed a Derek Alternate Dialogue setting so that it will not show up if Derek is mad at the Player
- In the Original Story: fixed a handful of confusing or unnecessary behaviors and restrictions that had been caused by the tying together of Ashley changing in her room as part of “Change of Heart/Humiliate Ashley” Opportunities and the Player having upset Ashley by untying her top or groping her
- In the Original Story: cleanup of some of Derek’s behaviors related to him divulging his “girl-friend” problems to the Player at various times
- In the Original Story: fixed an issue that let the Player ask Katherine to start her Photo Shoot even after Katherine had gotten what she wanted (the Rum)
- In the Original Story: fixed an issue that would prevent the initial Derek Smash!-related response option for Derek from showing up again if the Player had initially asked for Derek’s help when Derek was pissed off at them. Still gotta earn your way back into buddy-ship, though!
- In the Original Story: tweaked Ashley’s behavior so that she’s not as talkative immediately after being humiliated by the Player and Madison
- In the Original Story: Madison’s Phone will now only use one set of Radial Menu options
- In the Original Story: fixed an issue that could cause redundant thought bubbles to appear when selecting a Vickie response while pursuing “The Muse” and “Sibling Warfare” at roughly the same time
- In the Original Story: tweaked Lety’s behavior so that she won’t be remain visibly plastered for the remainder of the party after her core content is Completed or Failed
- In the Original Story: minor cleanup of events related to getting several Characters into Compubrah VR Land A.K.A DongVR A.K.A Patrick’s Fuckbox
- In the Original Story: added additional temporary position transition protections for many of the intimacy scenes in the game that should help mitigate situations in which a Character the Player was hooking up with could be rendered briefly unable to Orgasm, potentially for the remainder of an entire intimacy scene
- In the Original Story: fixed an issue that could cause Lety to use her generic reaction to the Player exposing themselves just as they were getting intimate together
- In the Original Story: fixed an issue that could prevent the Player from being able to send Lety to Derek just before the main events of “Hunt the Hunk” if Derek was occupied when the Player first tells Lety about Derek and Madison
- In the Original Story: fixed an issue that could prevent certain story-critical events from various NPCs from unfolding during some of the more “idle” moments of the Game Grumps’ “painting scene”
- In the Original Story: slightly loosened restrictions on two Patrick responses related to sending him to Brittney to ask about his phone so that they would not be locked out for the entirety of Madison’s “art show”, even if the Player takes their sweet time getting to it
- In the Original Story: refusing to be Stephanie’s prostitute is now a permanent decision. Fixed a repeat response issue related to this as well
- In the Original Story: fixed an issue that would allow the Player to try and be intimate with Stephanie even if their Orgasm meter was recharging just before her intimacy reward for “Special Tutoring” was started
- In the Original Story: fixed an issue that would allow duplicate pre-“Special Tutoring” intimacy dialogues for Stephanie to appear
- In the Original Story: fixed an issue that could cause a confusing shift in dialogue and tone when giving Ashley her 2nd beer for her “Drunk and Disorderly” Opportunity, if the Player was close to recovering from negative social values with her
- In the Original Story: tweaked Derek’s alternate lines for his default greeting/Dialogue 0 to be a bit more reliant on social meters, in the case that the Player completed “The Muse” and slept with Madison
- In the Original Story: Frank can now be looted for this marijuana, provided your not-omniscient avatar has need of such a thing
- In the Original Story: Stephanie can now be looted for her moneys, provided your not-omniscient avatar has need of such a thing
- In the Original Story: minor miscellaneous improvements to a couple looting mechanics
- In the Original Story: slightly loosened criteria restrictions on an Ashley response regarding her best bud, Julius Squeezer
- In the Original Story: fixed an issue that could allow Vickie to walk to a hot tub seat just after she invited the Player to take her Panties off in the hot tub
- In the Original Story: the Player can no longer start a game of beer pong if they are being intimate with another Character or in combat
- In the Original Story: fixed an issue with Russian translations that could prevent Background Chatter for Amy, Ashley, and Derek from translating properly
- In the Original Story: slightly tweaked the restrictions on telling Stephanie about Katherine being sick, if “High and Dry” was in progress, and also add a thought bubble response in case a restriction still applies
- In the Original Story: fixed an issue that could cause Derek to get stuck on the roof after his “Memory Lane” scene with the Player, if the Player had previously reminded him to go to the roof in addition to the original request to do roof stuff
- In the Original Story: fixed an issue that could inexplicably lock out the finale of Ashley’s “Smooth Operator – Ashley” Opportunity if a specific pre-“Sibling Warfare” line was seen
- In the Original Story: minor tweaks to the availability of a couple Derek default greeting responses
- In the Original Story: fixed an issue that could allow Patrick to potentially be erroneously flagged as Not Occupied during niche moments during the Derek and Pat vs. Frank fight in “Derek Smash!”
- In the Original Story: the Player can no longer “Blaze” with the Vape if they are currently giving a Blowjob
- In the Original Story: fixed an issue that could allow Frank to be sent after Patrick while he is still soothing his own ego just before spars with the Player for the “good” finale of “Broken Code”
- In the Original Story: minor event cleanup, niche bug vector fixes, and emotive tweaks during Pat’s “Cloud of Mystery” and “Genie in a Brahttle” Opportunities
- In the Original Story: added extra protection against Frank being able to be sent after Patrick just as Patrick was needed for some rather intimate moments during the finale of “Patty’s Striking Resemblance”, which could cause…complications
- In the Original Story: Pat and Rachael won’t aimlessly stand around, fully clothed, in the hot tub after Patrick nearly dies and gets soaking wet during the finale of “Palectrick Feel”. That’s just silly
- In the Original Story: fixed an issue that caused the “Got Vaped” lines from most Characters to count as having met them, which could lead to some awkward and/or unintended introductions and behaviors
- In the Original Story: added extra protections against Madison being able to be sent after Patrick at several points in the game that would be…unfortunate
- In the Original Story: fixed an issue that caused Frank’s dialogue re: getting mad at Patrick for talking about hiding booze from him as having “met” the Player
- In the Original Story: additional cleanup of Madison and Frank “GO GET PATRICK!” responses in order to provide somewhat consistent feedback as to why these may be unavailable
- In the Original Story: fixed a handful of issues that allowed Compubrah VR/Dong VR-enabled Characters to react to certain Player actions as if they were their normal selves. Which they aren’t…
- In the Original Story: spiced up Rachael’s grope reaction with an emote and…more interesting effects if she isn’t attracted to the Player and in the middle of Lety and Rachael’s “Easter Egg” ending
- In the Original Story: fixed an issue where Rachael could call for Frank’s help after being groped by the Player, but if Frank was technically unavailable…uh oh, Spaghetti-Os
- In the Original Story: fixed an issue that would allow the Player to ask other Characters about Derek’s “Memory Lane” stories if the Player had Failed the Opportunity before Discovering it
- In A Vickie Vixen Valentine: fixed an issue that could prevent Vickie from properly turning AND stepping back to let the Player by if it was requested via a dialogue response
- In A Vickie Vixen Valentine: fixed an issue that could allow Vickie to get prematurely mad at the Player for not meeting up with her quickly enough at the beginning of the story
- In A Vickie Vixen Valentine: cleaned up miscellaneous and old scripting issues that would cause problems with certain Action Items and Doors used in the story
- In A Vickie Vixen Valentine: cleaned up the Actions on the box. Oooohhhh yeah, THAT box
- In the Original Story: tweaks and polish to a number of aspects of the “Patty’s Striking Resemblance” and “Benedict Brahrnold” finales, including a bug fix for an issue that could cause “Benedict Brahrnold” to “stall out” just as Rachael asked for you to give her Patrick’s “key” due to certain Opportunity dependencies
- In Date Night With Brittney: fixed an issue that could cause Brittney to awkwardly remain on her knees at one point in the story instead of starting oral fun with the Player
- In Date Night With Brittney: Brittney will now react to the Player peeing anywhere near her. It won’t go so well
- In Date Night With Brittney: adjusted the “Top Off” Action for Brittney based on her new clothing style and how her top might be removed in different positions
- In the Original Story: slightly buffed Brittney’s combat stats to better reflect her long, storied history as a wrestler and her intense study of the techniques of Gina, the Gynecological Goddess, and complete shunning of that uppity orphan-burning bitch, Hymenia
- In the Original Story: sprinkled in some additional emotive behaviors throughout Katherine’s story in dialogues where strictly engine-driven conversation behaviors might not reflect the seriousness/hopelessness/eternal melancholy/lulz of whatever is going on with her
- In the Original Story: fixed an issue where a hint thoughtbubble about the Penguin would not appear after a certain Patrick line was used while the Player was working on “Artsy Fartsy”
- In the Original Story: addressed a social meter inconsistency in Katherine’s reaction to the Player masturbating while waiting to be intimate as compared to her…other reactions during that period
- In the Original Story: fixed an issue that could cause Lety (immediately after having been invited to the party) to follow Leah around during certain bits of content that notably occupy Leah
- In the Original Story: fixed an issue that could cause Lety to get up from having sex with the Player just before crushing him during the intimate finale of the Lety-Rachael Easter Egg. Come Lety, that isn’t how you smush
- Streamlined logging of automatically and periodically performed Event Triggers
- Fixed an issue with the Vibrator item that could cause erroneous events to trigger on Characters that had nothing to do with the…vibrating
- Fixed an issue that could cause duplicate and/or erroneous IsAttacked reactions/EventTriggers to fire when Characters were struck
- Fixed an issue that could cause IsAttacked reactions/EventTriggers “owned” by a Character (the EventTrigger being in their story) to not fire if they were too far away from the an “Target” Character that was struck
- Fixed an issue that could cause the Camera item to erroneously count certain Characters as having had a “Naked” Photo taken, when no portion of their body was fully exposed. Characters will count as “Naked” for the Camera item if they have the Topless, Bottomless, or Naked State(s), which are already dictated by Clothing item presence on a per-character level. CSC users can further customize this behavior by manually decrementing relevant Camera-generated Photo values in the CSC via Game Events
- Added a few colliders around the currently used kitchen cabinet to ensure neither Frank’s precious popcorn nor other items can suddenly clip/fall out or into it from the sides or bottom
- Fixed a few floating objects in the kitchen cabinet
- NPCs will not randomly choose another NPC to roam to if they currently have the WantsToBeAlone state. However, if an NPC was manually added to their Roaming AllowedLocations via story scripting, they may still roam to that NPC
- Fixed a minor feedback error in the Roaming Console Command
- Added the StopMyCurrentRoamingMotion and StopAllCurrentRoamingMotionTo options to the Roaming Console Command
- Fixed a bug in Console Commands that could cause an exception and display bug in the Console if a result was not found by the somewhat-kinda-intelligent-object interpretation flux nozzle…thing. Shut up
- Fixed issue where characters were less likely to hit each other in combat when the frame rate was low
- Fixed issue with translating radial menu options
- Updated memory interface to use a new icon for narration events
- Fixed issues with reachtarget events not being triggered when a character was told to move to, warp to, or otherwise interact with an interactive item that they were already using
- Fixed issue preventing the event to force an end to sex from working when characters were very close to climaxing
- Fixed issue where certain radial options did not work when the game was translated to certain languages
- Updated radial menu to allow the target/cursor to be hidden when it is near the center
- Updated how Katherine’s and Stephanie’s cloth components behave to avoid them getting stuck in strange positions after the characters warp or move very rapidly
- Slight modifications to the Distance feedback provided by the Charinfo Console Command to better separate values used by House Party vs. generic Vector3 Distances
- Fixed an issue that could cause erroneous additions to NPC AllowLocation and ProhibitLocation Roaming Lists upon loading a saved game
- Fixed a minor text feedback issue in the Social Console Command
- Slight tweak to the position of the InFrontOfEasel movetarget, which will allow NPCs walking to it from outside SpareRoom2/the art room to get clear of the door more reliably if it closes just after they reach the movetarget
- Updated the save/load manager to support translations for static menu elements.
- Updated the save file metadata to include translations for all languages for recent memories and quests that are now shown in the load manager when hovering over a save.
- Fixed issue where memories being displayed when hovering over a save file in the load manager were not the most recent in the metadata for that save.
- Update Madison’s phone pictures to support censoring/uncensoring.
- Updated Katherine’s character script to remove her accessory clothing item by default whenever she is loaded in the OS and custom stories.
- Removed a sitting pose from Katherine’s sitting pose list that was revealing her underwear when seated/fully clothed.
- CSC: added Started and StoppedUsingActionItem event triggers that will fire whenever a given Character either sits/lays down on/uses a specified (or any) Action Item, or when they get up from/stop using an Action Item
- CSC: Frank’s Popcorn now has Item Functions enabled
- CSC: Interactive items now have a toggle to avoid using the default radial options
- CSC: Added advanced options to search for specific events
- CSC: Added advanced option to search for specific criteria
- CSC: Added advanced options to control how filters are resolved
- CSC: Added advanced options to determine which types of results should be included in the final filtered results
- CSC: Added advanced option to control how many results can be displayed
- CSC: Added a reset button to clear the search fields to defaults
- CSC: Made specific event/criteria searches case insensitive
- CSC: Added the ability to use semi colons to force line breaks for radial menu options (interactive item actions)
- Fixed gap in the kitchen cabinet model
- Fixed light bleeding from the garage into the master bedroom in baked lighting
- Optimized lightmapped objects
- Improved radial menu UI
- Updated avatar images for characters that have new outfits
- Updated loading tooltip to be static in the loading UI
- Reduced brightness on a few interactive objects
- Improved lighting on the erotic prickly vegetation
- Fixed Brittney’s hands deforming during sex and clipping through drinks
- Added censored versions of all character texture maps
- Improved skinning for Brittney and Katherine
- In the Original Story: minor cleanup of the events between Madison walking out of the Art Room/Spare Room 2 up to waiting for the Player to approach her for “Magnum Opus”
- In the Original Story: fixed an issue that would allow the Player to offer Vickie Madison’s nudes even if the “Sibling Warfare” Opportunity had been failed
- In the Original Story: fixed an issue that prevented the “Military Precision” Opportunity from failing near the finale of Derek’s “Mission Impawsible” Opportunity
- In the Original Story: fixed an issue that could allow Frank’s confrontation with the Player after stealing too much booze from his cabinet to offer two responses instead of one
- In the Original Story: fixed an issue that could allow Frank and Derek to loop rather rapidly through their “I WANNA KILL THE PLAYER” and “I WANNA DEFEND THE PLAYER” lines if the Player is caught holding a booze item near Frank while Derek is able to use his Combat Perk to defend the Player from Frank
- In the Original Story: fixed issues that prevented the Player from Grabbing a booze item in front of Frank if Frank was concussed or the Player had a “booze pass”
- In the Original Story: fixed an issue that would allow the Player to sneak more than one beer away from Frank if they had a “booze pass” via a super sneaky grab and hold technique
- In the Original Story: fixed an issue that could allow Frank to loop through some of his concussed reactions to the Player holding booze
- In the Original Story: tweaked some events and dialogue around the time when the Player might want to listen to the voicemail from Hugo Hugehole during post-“Sibling Warfare” with Ashley. These tweaks should prevent higher “sensitivity” from making listening to the voicemail extremely hard to do
- In the Original Story: once you listen to the Hugo Hugehole Voicemail, it’s kaput! No new voicemail!
- In the Original Story: aesthetic improvements to Patrick’s little jump to retrieve his briefcase near the end of “Patty’s Striking Resemblance”
- 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 magically sense that the alcohol in the liquor cabinet might be in danger when the Player Takes it into their inventory, and come waltzing over to guard it. This should make it easier to capitalize on Frank being KOd after “Derek Smash!” concludes
- In the Original Story: fixed an issue that could allow Rachael to forcibly Change Location away from the Player if she caught the Player having sex during some rather sensitive points in her content
- In the Original Story: fixed an issue that could cause Leah and the Player to encounter…sexual issues if the Player had recently pleasured themselves and then immediately tried to launch into the finale intimacy reward in the “Hellion”/evil path of Leah’s “Broken Code” content
- In the Original Story: fixed a minor inconsistency in flagging a Frank “Booze Warning” in one of Leah’s dialogues
- In the Original Story: Giving Ashley’s clothes back to her after humiliating her will slightly boost her socials with the Player if the Player did not tell her to stay naked or request her Panties in return for the key
- In the Original Story: after humiliating Ashley, the Player can choose to give her the key without asking for “more” in return, or back out entirely
- In the Original Story: fixed an issue that could cause a highly skilled, ultra bad-ass, Navy Seal-level Player to not successfully make it through the sparring session at the end of the “good” route of “Broken Code” after getting a confirmed kill on Frank
- In the Original Story: it should be moderately more difficult for NPCs to interrupt Amy and the Player mid-intimacy now, as they will totes hear any throes of passion and generally avoid roaming to her. They can still roam around to places that may make them visible to Amy, causing her to get all bashful and stuffs
- In the Original Story: fixed an issue that would allow Players to exploit around Frank’s social mechanic after sneaking a booze item(s) from his liquor cabinet
- In the Original Story: standardized Eat/Drink functionality for food items in the fridge and the soda to match those of other existing non-alcoholic items that can be consumed
- In the Original Story: tweaked some Dialogue values for a few Characters that could lead to their formal introductions being skipped
- In the Original Story: Derek will not congratulate the Player for getting in good with Ashley if the Player sufficiently lowered their friendship with Derek
- In the Original Story: fixed an issue that allowed the Game Grumps to potentially perform their bathtub scene while KOd
- In the Original Story: Improved the accuracy of the checks used to determine whether or not Stephanie actually witnesses someone get knocked out via combat
- In the Original Story: cleaned up and slightly loosened the criteria that control whether or not Steph may check on Katherine of her own accord while Katherine is sick prior to Meltdown
- In the Original Story: reduced the frequency at which Amy will stub her toe near Stephanie
- In the Original Story: spruced up the process of getting dressed for a few Characters. This and undressing will continue to be worked on over time
- In the Original Story: fixed an issue that would cause Katherine’s negative reaction to being “finished on” trigger a mismatching voice line and Dialogue Close reaction
- In the Original Story: fixed an issue that could cause Katherine to remain in “photo shoot” mode after the Player…did things to her, when she should not
- In the Original Story: a little clean-up added to Rachael’s post-dare intimacy behavior
- In the Original Story: cleaned up additional events related to Stephanie and Amy behaviors that precede the beginning of the “Meltdown” Opportunity
- Added a new wallsex spot in the master bedroom, near the standing lamp
- Fixed an issue that could cause Ping Pong balls to magically levitate if held by the Player while Starting a game of forever-alone-pong. SPOOPY!
- Beer pong cups will now reposition themselves whenever a new Practice session of beer pong is started
- Fixed an issue that was causing the Painkillers and Scorpion Tequila to initialize already flagged as being Held/Grabbed by the Player
- Fixed some issues with the new radial menu
- Fixed some issues with the new tool tips in the load manager
- Various performance fixes related to the storing/retrieving character values, combat, and more
- Updated the radial menu to support text renderers with higher fidelity
- Updated tool tips in load manager to sort opportunities by those most recently updated or acquired
- Fixed resolution based rendering issues in UI
- Made the new radial menu center the cursor/target whenever it is activated
- CSC: fixed an issue that was preventing the Practice Point for beer pong from appearing as an Item in the CSC
- CSC: added an Item Function that can be used to manually reset beer pong cup and ball positions
- CSC: Added ability to search by game event type and criteria type simultaneously in the CSC
- Fixed weird specific reflection in the laundry room cabinet
- Added an icon for narrator text in the memory log
- Updated dialog UI to allow for slightly longer character names
- Fixed issue where the “just chill” sign reflected into the house interior and reduced it’s brightness
- Fixed issue with Patrick so he can take of 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 fucking 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 with 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: 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: 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: 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: 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: increased the number of intimacy positions available during Vickie’s intimacy reward and ‘modernized’ her intimacy reward interactions
- In the Original Story: miscellaneous cleanup of events and addition of some emotive behaviors related to Katherine’s photo shoot
- 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: 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’ BWWAAAAOOOOOOOOOOOWWWAAAAOOOOO-sorry. Sorry. The Game Grumps’ paintBWWAAOO-FUCK. FIXED SOME PAINTING FUCKERY
- 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. For whatever reason
- 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 fucksy!
- In the Original Story: Vickie may indicate to the Player that he is a fucking 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.