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 0.16.5 Stable Release

Well, well, well. It’s about time. Arin Hanson, Dan Avidan, it’s time to PARTY. The Game Grumps update is here.

In this feature packed update, you’re going to see the Game Grumps in a brand new original adventure that changes with every playthrough. And every line of dialogue, all 300+ lines of it, has been voiced by the Grumps themselves.

As mentioned above, the GG storyline is dynamic and your playthroughs may contain interactions and experiences someone else has yet to see in their playthroughs. The Grumps serve in an extended cameo role, meaning you’ll see them pop in on existing content with that trademark commentary they’re so well known for.

There’s nothing you can’t try with these guys. Well, except for the sexier parts of House Party. We dare not sully the image of thy Grumps. Other than that, we’ve designed this experience to be really expansive. Dan and Arin will have something to say about a lot of things you can do in House Party.

And in addition to all of that, the Grumps have an actual storyline! Once you get the Grumps to the party, there are 2 major, unique routes of escape you can help them reach. There’s even a little mini shitty one too! Game development! While their primary storyline can be finished in a short amount of time, revel in the interactions the Grumps can have with you and other party guests while they’re desperately searching for a way to GTFO.

From a technical standpoint, this update has so many improvements, the changelog alone is gonna make your eyes melt. From animation tweaks to graphical enhancements, we’ve been in quarantine long before the rest of the world to make this update shiiiiiny. Want a few examples?

-Several previous storylines now have more pathways to add to more organic progression.
-The Custom Story Browser is now available in-game, allowing you to download and play user-created stories from directly within House Party.
-Intimacy animations and hand placement on objects now look more natural. Hold dem beers, boiiii.

Read the changelog for more, but remember to come up for air every once and awhile.

If you’re coming to House Party by way of Grumps fandom, we hope you feel we did your boys right. If you like what you see, perhaps mingle with the other party people and see what kind of ridiculous shit you can get yourselves into. And if you’ve been a HP player long before this content drop, thanks for playing as always. You guys are awesome. Don’t die from coronavirus, we would miss you all dearly.

0.16.5 (Stable Release)
(3/24/20)

  • Added new characters: Dan and Arin
  • Added six new achievements
  • Revamped the player inventory menu as well as the Give To/Use With window.  It should now be much easier to work with items.
  • Added Inventory thumbnails for most items that are able to be picked up in game
  • Inventory can now be sorted by Order picked up, reverse order picked up, or Alphabetically
  • Reduced polygon count in all characters’ hair, more than halving it in some cases (performance optimization)
  • Added hand “hot spots” and better aligned all sex animations
  • Paired Emotes system
  • Added usable bath tub seats in the Upstairs Bathroom and Master Bathroom
  • Fixed an issue with the Enters Zone functionality that could cause the Enters Zone reaction to break
  • Further optimization of the Debug Log. General memory management improvements and more aggressive pruning of old events from the UI interface. Debug Log should still provide visibility in-game to upwards of 760 events
  • The laugh emote will now affect NPC mood, depending on their Nice and Happy personality traits
  • The CharFunc command, when used with the ‘list’ subcommand, will show the number of alternate body or clothing textures available to a Character, if they allow the usage of either character function
  • The CharFunc command can now be used correctly with the SwitchToAlternateBodyTexture and SwitchToAlternateClothingTexture character functions
  • Additional uses of the ‘list’ subcommand within Commands like CharFunc, Item, etc. will not flag the Player as having Cheated (i.e. will not disable Achievements)
  • The CharFunc command also supports using ‘list’ with a Character name, which will show just that Character’s character functions, as well as any supporting function info like texture IDs and their names
  • The Player will now only have the State “Running” if: they are not held in place by game mechanics or UI, if they are actually visibly using a movement animation, AND are holding the Run key. This should ensure that the “Running” state is far more usable via the CSC
  • Automatic/backend Emotes should be more expressive outside of TriggerBGC and Dialogues
  • Emotes triggered via Game Events/CSC or Console Command can now blend simultaneously with other emotes, and can be given an
  • Emote Strength to manually set how strong the facial component of the Emote should be when executed
  • The SendEvent console command can now make use of the Point event
  • Added Character Stand Spots to the game, for now in the basket of the hot air balloon only. These spots function similarly to chairs in that they are “used” by Characters and impose certain restrictions and behaviors, but do not pose them
  • Added the WarpOverTime Game Event to the game and CSC. This will allow you to move a Character, with very much magic, through the game world towards a MoveTarget or Item at a speed (in seconds) of your choosing
  • Added the WarpOverTime Console Command
  • Added various new SendEvent options to the SendEvent Console Command
  • Falling Characters will no longer “teleport” directly to the ground, and will now fall with grace, aplomb, and humility
  • An error in the CSC that could appear when the stars aligned and Unity’s EditorUpdate noticed you were mousing over Window with no title or not mousing over any Window will no longer appear
  • NPCs will now accept a wider array of emotes via CSC Game Events (PuckeredLips, ClosedEyes, Eyebrows Up/In). If an NPC does not have an emote/expression (BlendShape) available for the event, it will not process
  • Fixed an issue that could cause disabled Characters to erroneously receive Game Events and SaveLoad behaviors
  • The SendEvent console command will now accept many more events for the Player, such as jumping, drinking, etc.
  • Emote Console Command can once again trigger puckered lips, closed eyes, and eyebrows up or eyebrows in emotes
  • Fixed an issue that was causing Phone4 and the Chili Pepper items to register as being “held” by the Player upon Game Start, which could prevent them from being used with the WarpItemTo event
  • Improved minor aspects of default naming conventions within the CSC for Event Triggers
  • The State Console Command will no longer automatically apply/remove States from the Player when used with the ‘all’ subcommand
  • Fixed an issue in the CSC that could cause the BGC Responses interface to break if the user selected a Character Responder first, then swapped back to ‘Anybody’
  • Background Chatter can now have emotes attached to them. These emotes will behave similarly to back-end/automatic emotes in that they are for “flavor” only and cannot have a defined emotive strength
  • If a CSC user has renamed a Character, that Character’s Display Name (new name) will appear in the Combat UI when they are struck, instead of their default Original Story name
  • The Charfunc Console Command will no longer seemingly omit newly added character functions
  • CSC users can now call events against environmental impacts via the ImpactsGround and ImpactsWall Event Trigger types
  • Responses to Important Background Chatters that have specific SpeakingTo targets are now automatically treated as ImportantBGCs as well. This should allow easy configuration of “chained” TriggerBGC conversations or sequences
  • Background Chatter that does not have an associated voice clip (i.e. would be seen via text only) will now display, terminate, and transition to another response properly. This will ensure that custom, unvoiced BGCs can be used in custom stories
  • The loading of .character files will now properly show the Character name for these .character files, instead of the Story Name for every file
  • Characters that fall from a certain height or more will automatically enter an “idle falling” animation
  • Important/Triggered BGC audio and text will be audible/remain visible at longer ranges than standard BGC audio and text
  • Fixed a minor formatting issue in the Roaming Console Command
  • Fixed an issue that was allowing the Debug Log to include line breaks or new lines instead of properly truncating them
  • Fixed an issue that was preventing the full selection of Move Targets from appearing in the CSC
  • When the MP3 Player is freed from the shitty ceiling light/glorious chandelier of victory, it will now do a graceful little tumble so that it doesn’t land in an awkward, hard-to-see vertical position
  • Fixed a null reference issue that can be triggered if a CSC user uses the Combat.Die event (CSC users: use “Pass Out” instead…always)
  • Fixed an issue in the CSC that could allow recursive event protection to take effect on events that were not of type “Event Trigger”
  • Fixed an issue in the CSC that could prevent WarpItemTo from functioning correctly
  • Fixed an issue that could cause the Player to enter combat mode and be unable to leave if the Player was attacked while the Property
  • DoesNotFightBack was enabled
  • The Camera item will now play the shutter close effect, shutter SFX, and register via story values that a picture was taken and if that picture is a naked picture of an NPC, all BEFORE it attempts to perform any screenshot saving or I/O operations. This should further minimize issues when using the Camera item
  • Added the AddForce Console Command. WEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
  • Fixed an issue in the CSC that was adding an erroneous string to Item : ItemFunction Game Event names
  • The Values Console Command will now properly accept “None” as a Value for the specified Key (e.g. CombatTarget = None)
  • Fixed Leah’s teeth
  • Fixed Katherine bra skin mask
  • Created extra emotes for all characters (Laugh, Ecstatic, Scared and Surprised)
  • Optimized Stephanie model
  • Fixed Vickie’s clipping nipple rings
  • Updated Combat UI
  • Changed sizes of some UI elements
  • Fixed offset on the flamingo LOD
  • Remake of the main menu scene
  • Added starbomb model
  • Added a big balloon model
  • Added multiple colored particles for several occasions
  • Added some phoenicopterus ruber animations
  • Added sound effects to ‘ finale’ scene
  • Avatar images for Dan and Arin
  • New story quest images
  • More optimized method for realtime mirrors
  • Fixed fridge discoloration
  • Fine-tuned and polished NPC eye-contact, facial expressions, and awareness of the player when the player is in conversation with them, and when they are in conversations with other NPCs.
  • Added support for Completed, Failed, and Step-Based Opportunity descriptions to help guide the players more
  • Changed the look and feel of Opportunity notifications
  • Added censored versions of Madison’s photos on her phone for when the player has the censor nudity option checked
  • Revamped the Opportunity Window (More changes coming)
  • Added a couple of new states to put characters in a very basic idle with no fidgeting
  • Fixed an issue that could sometimes cause the speakers to lose sync
  • Implemented new logic around the way Dialogues are processed which should prevent the game ever getting “stuck” in rare circumstances
  • Tweaked alignment of certain anatomy in some intimacy positions
  • Implemented a new clothing system that can support multiple outfits better
  • All females are now equipped with “Strap Ons” that can be enabled via clothing commands
  • Minor tweaks to size and position of UpstairsBathroomZone collider
  • Set up right hand mounting and misc item settings for the Toaster
  • Criteria Groups can now be re-ordered in the CSC via up and down arrows, similar to the re-ordering functionality recently added to Event Triggers
  • The “throw” animation no longer rotates the character
  • Fixed an issue that was disabling Dialogue Only Characters on loaded games
  • Added a highway billboard + sound
  • New credits entries
  • New design for opportunity pop-ups
  • New design for opportunity log
  • Added “small versions” of avatars
  • Added censored versions of madison’s phone pictures (for when censorship is enabled)
  • Fixed discoloration between LOD versions of characters
  • Updated Amy’s clothing
  • Fixed Rachael’s LOD2 skinning
  • Improved allignment and clipping all strapon’s
  • Add Arin and Dan to the main menu
  • Fixed clothing skipping on main menu
  • Fixed LOD flickering, objects disappearing and lighting artifacts on several objects
  • Fixed Ashley LOD sandals and Arin LOD spikes
  • CSC: Criteria within Criteria Group sets will now automatically sort based on their Order, like they do in Game Events, Event Triggers, etc.
  • When adding new Criteria within the CSC, Criteria are no longer auto-ordered by the total count of Criteria that exist in the collection/list of Criteria. They will now automatically be given an order number that is one greater than the order of the previous/last Criteria shown. Anyone else OCD much? How are your fingernails?
  • When moving Event Triggers up or down in the CSC, the name of the event being moved will now properly be displayed even if it was not given a custom name
  • Fixed two null reference exceptions that could occur in the CSC and cause the interface to break when copy pasting an event that had “Player” as its Character, and then swapping to an event type that did not support a Player-type character
  • Added a second Move Target behind the table in the Garage
  • For those CSC users who really, really love Event Triggers (you should) but didn’t think the Move Up/Down arrows were enough, you can now insert Event Triggers at a specific place in the Event Trigger list
  • Background Chatter criteria in the CSC will now auto-sort based on their order number
  • The Search functionality within the CSC will now properly return event and criteria search results from within Character Story Item Interactions (On Accept and On Refuse)
  • The Search functionality within the CSC will now return Criteria results from within Criteria Groups
  • Shrunk the size of the outside No Loiter colliders so that they do not encroach as much on a handful of outside Zoning colliders or several more recently added MoveTargets
  • The dildo (DoubleDildo) from Ashley’s room will now look appropriate when mounted to either of an NPC’s hands. Dildo. Dildo hands. Sorry, I just like putting ‘dildo’ in updildate notes. HAH. Adaptdildification
  • Corrected inventory offsets for various food items
  • The Achievement ID (not the name) will now be logged in the Debug Log when an Achievement is earned
  • “Export Pending” in the CSC will now correctly export Story Item DisplayGameMessage events
  • Forward lunge-type combat attacks (default W + Attack) now have a slightly longer range than other attacks
  • Attacks by the Player at the outer edge of their combat radius and swings made to the far sides of an NPC will not be as likely to accidentally trigger combat with said NPC
  • Added the OnAnyItemAcceptFallback and OnAnyItemRefuseFallback Event Trigger/Reaction types in the CSC. These can be used to assign an Event Trigger to execute when any item is refused or accepted by an NPC, IF no other item was refused or accepted first
  • Reconfigured the sizing of the Foam Finger and set up “optimal” mounting offsets for left and right hand mounting to Characters
  • The Tablet (tab_2) item will now be highlighted if it falls into the grass
  • Added the ApplyForceTowardCharacter ItemAction for use with the Item Event in the CSC and Item Command in the Command Console. Will apply a physics force to an item that moves said item toward where the target Character’s Head is at the moment the event is called
  • Fixed an issue that could cause the List subcommand to not show all of a Character’s values when used with the Values console command
  • Fixed an issue that could cause NPCs to fail to ChangeLocation due to an unnecessary and redundant distance check
  • Fixed an issue in the CSC that was preventing Compubrah and PhoneCall from appearing in the Character dropdown for the Dialogue Criteria/CompareType
  • NPCs will no longer receive a ChangeLocation request if they are executing any Important/Very Important animation(s) or events while standing in a NoLoitering area
  • Forced ChangeLocations (via Game Events, for example) will cause the target NPC to initiate movement more consistently, instead of waiting a random period of time between 2-5 seconds before moving
  • Dialogue Overhear events will now follow the same height rules as every other height check in the game
  • CSC: started adding tooltips to various smaller buttons
  • CSC: the Copy button will no longer only be shown when an event is fully expanded
  • CSC: users can now Paste an Event using a button that will appear in-line with the events using one of two methods: Paste Using Same Order (the event will appear just below the copied event), or Paste as Last in Order (the event will become the last event in the collection of events)
  • CSC: to improve readability, a couple of pixels are added after each event in a collection of events, unless that event is the last in the collection
  • Fixed an issue that could prevent DialogueOnly Characters like PhoneCall and Compubrah not to make use of On Dialogue Start Dialogue events
  • The BGC text UI will now prioritize NPCs playing Important BGC (Trigger BGC or direct responses to Trigger BGCs) over NPCs casually using conversational BGC
  • Fixed an issue that could cause smaller items like Phones, Natty Lites, and more to get stuck under the Dirt Mound/Rockpile. The Player should now have a much easier time grabbing items “through” the dirt. Get in there…oink oink!
  • Fixed an issue that could allow items to roll underneath the cushions of the outside patio furniture. All that’s under there now is loose change. And our tertiary dildo storage
  • Added two more AddForwardMomentum-type ItemFunctions that will be usable for any physics-enabled Interactive Item
  • Fixed doors clipping when player camera was too close
  • Added “UnableToEmote” and “UnableToAnimateEmotes” states
  • Tweaks to NPC Navigation to stop them from sometimes stuttering, and to prioritize important targets
  • Revamped the mirrors to look a bit more realistic
  • Fixed an issue with clothing change commands in the CSC
  • NoLoitering ChangeLocation behaviors will not be applied to NPCs that have a pending Important/Triggered Background Chatter
  • The Paper Bag (Crunched) can now be properly mounted to a Character’s hand
  • Text within brackets ( [ and ] ) will also be automatically pruned from response texts to match the automatic behavior of dialogue texts
  • Fixed left and right hand mounting offsets for the Penguin
  • Made slight adjustments to the GarageZone in order to more accurately reflect when a Character enters the zone
  • The ApplyForceTowardCharacter ItemAction is no longer a brainlet, and is now “ApplyForceToward”. Now with 200 more IQ, it can apply a force to an item towards a Character, MoveTarget, OR another interactive item. We knew you could do it, ApplyForceTowardCha-…you!
  • For CSC users: Patrick no longer has any hardcoding in his own Character Script to force his drunk level to 10
  • The body (not specific body part) Shrink, Grow, and Reset Character Functions that were previously only available to Patrick and Lety are now available to use for all Characters
  • For CSC users: CriteriaGroups now have a True/False attached to their usage within a Criteria. This will ensure maximum flexibility and prevent the need to make a “returned true” and “returned false” version of the same CriteriaGroup
  • In the CSC, you can no longer assign a CriteriaGroup to be a Criteria for itself within one of its Criteria Sets
  • Intimacy will be able to occur in the Laundry Room now
  • Fixed an issue that was preventing the score from showing when playing Beer Pong
  • Fixed an issue that was preventing beer pong balls from self-limiting their spawn quantity
  • For the CSC: there is now an Event Trigger/reaction that can fire when a Character scores a point in Beer Pong
  • The Player Inventory Add command/subcommand will now also accept the ‘All’ subcommand, which will add every single non-door, non-chair, etc. item to your inventory. With zero grace. TLDR: we pack you full of dildos and break your game
  • Fixed an issue that would cause “Anybody : Is Attacked by : <Character>” Event Triggers to fire any time any Character was attacked
  • Player “Photo” values modified by the Camera item will now be treated as Game Events, and will also be logged in the Debug Log accordingly(edited)
  • Lots of tweaks and polish to Background Chatter and audio volumes
  • Speakers now adhere to audio obstruction logic
  • Emoted no longer interrupt important chatter
  • Fixed an issue with NPCs talking to themselves or a conversation getting “stuck”
  • The Player now has 19.6969% (repeating, of course) increased hand-eye coordination, as we fixed an issue that could occasionally cause the Player to be the colliding object that forced them to drop an item they were currently holding
  • Improved lighting in gazebo area
  • Tweaks to Dancing behaviors in order to standardize Dance Badly vs. Dance animations/events, as well as prevent seemingly unexplained, long gaps between attempts to Dance
  • Characters will not attempt to Dance the moment they wake up from being passed out, and will also very briefly wait to begin dancing once they arrive at a Motion/WalkTo target
  • Improved Goodbye Kitty underwear clipping through Amy’s shirt
  • Fixed Leah and Rachael LOD1 and LOD2 skinning issue
  • Improved Frank shirt clipping and Arin having transparency issue in his neck
  • Changed Starbomb packaging and bathbomb for better story consistency
  • Improved light probes in living room
  • Tweaked drinking animation for all characters
  • Changed cowgirl animation
  • Fixed all discoloration for drawers and cabinets
  • Added custom stories menu
  • Increased texture size for characters close to the player
  • Fixed green flickering near the firepit on low settings
  • The Vape item will now be properly aligned to the Player’s hand if picked up
  • Using the Vape will no longer close ALL UI elements when the Player Blazes with it, just the inventory UI
  • Grabbing an Item from your Inventory will now also close only the Inventory UI
  • Added extra protections to prevent the Command Console from breaking Unity’s text render limitations
  • Fixed an issue that could cause the Background Chatter onscreen text to not update if a Character was using casual/”non-important” BGC and then, while still speaking, fired a
  • TriggerBGC/”important” BGC
  • The Pose console command will no longer require that the user provide a pose ID in order to disable a Character’s pose
  • The Values console command will now only accept Keys (value names) that are already defined in the specified Character’s story data or that were populated into the Character’s value list by the engine, but is also no longer case sensitive. The second input for the command (the value string, integer, or float) itself is still case sensitive
  • Fixed an issue that could cause Characters to have an unintendedly long cooldown timer before dancing again if they were recently in combat, engaging in intimacy, or had been knocked out
  • Aligned certain Pause Socialize behaviors to be more granular in how random they are, but also conform to set ranges of randomness. I am using random words
  • NPCs will briefly Pause Socializing when they reach a motion/MoveTarget, which will prevent certain odd occurrences of NPCs rolling up on another NPC and talking before their movement animation stops
  • The Command Console will now be more forgiving towards using either commas or periods for floating number separators
  • Characters will no longer try to Change Location due to having the WantsToBeAlone state if they have a combat target or if they have been knocked out
  • Roaming – Change Locations triggered by a Game Event or the Command Console will now always fire after 1 second, instead a slightly random range between 2-3s
  • Fixed an issue that could cause thin/tiny items like phones to be uninteractable/unable to be grabbed if they were dropped near the front of the beer pong table
  • Tightened the collider sizing and positioning on the two downstairs couches/sofas so that it is harder (but still not impossible) for small items to be thrown, dropped, or kicked underneath them in a way that prevents them from being grabbed or interacted with
  • Fixed an issue that could cause characters to teleport into the garage when transitioning from a wall sex position to a non-wall sex position while against the rear-left side of the house (near the A/C unit)
  • Fixed various additional issues with the speaker system
  • CSC Users: Speaker2 (the speaker to the right of the fireplace) is no longer hardcoded to start playing upon game start. You may need to account for this in your stories
  • The speaker system will now remember which track the Player was playing when saving, as well as the music loop setting, and when loading that game will play the appropriate track and maintain the music loop mode
  • Player will drop it to the ground using minimal forward force
  • Fixed an issue that would allow Players to pick up/grab the Popper or Starbomb after they had thrown it to the ground
  • For CSC Users: the AddPhysicsRigidBody itemfunction will work on items that do not have a rigidbody, and will ALSO now work on items that have a rigidbody, but whose rigidbody has been set to kinematic (i.e. floating in the air or unable to be affected by collisions or force)
  • The Starbomb and Popper will now correctly collide with/pop when hitting another Interactive Item/Action Item/etc.
  • Fixed an issue that could cause certain Phones to be misaligned in a Character’s hand after loading a game
  • Fixed an issue that would allow the Player to partially go through with an attack while they were stunned (lose energy points, prompt an NPC to attempt a block, etc.)
  • Added two more valid WallSexSpots: one in the Laundry Room, and another on the opposite side of the Master Bedroom from where the existing WallSexSpot is in that room
  • Added thin sightblockers roughly the height and width of the Player against the far edge of each of the smaller shelves of bins in the garage, which prevents NPCs from seeing the Player if they are directly obstructed by the shelf framing and bins themselves (TLDR: no more getting punished for taking the cell jammer if Madison or Derek are all the way in the dining room or kitchen)
  • Forced movement of an NPC to a Mandatory Move/Motion Target due to that Target being formerly inaccessible will now be logged in the Debug Log
  • Standardized the timing for the execution or execution limitations of various pre-game start behaviors
  • Fixed an issue with the Speaker/Music system that could result in a KeyNotFoundException and would cause Music in-game to be completely disabled
  • General cleanup and optimization of Speaker code and transition of track loading to external script
  • Fixed Arin’s eyes and Dan’s blendshapes
  • Changed all characters animation update mode
  • Fixed Arin, Brittney, Lety and Madison using wrong clothing material on Main Menu
  • Tweaked sex offset data and made Derek’s balls a bit more floppy
  • Added more missing inventory icons
  • Improved flamingo animations
  • Improved particle effects
  • Added ingame achievement images
  • Added voice acting for most characters and partial voice acting for some.
  • Added a base system for “hot spots” in sex scenes for better syncing (not live in this build, but coming soon)
  • Fixed an issue where event delays were not firing appropriately on loaded games
  • Set up a system so Interactive Items can now support “hand hot spots”.
  • Fixed an issue with some interactive states not correctly suppressing emotes
  • Tweaked the inventory hover functionality for cosmetic enhancements
  • Fixed an issue where mandatory targets would not be cycled through until the first one was reached
  • Reworked seat/chair/bed/action items system for better internal setup-Fixed failed opportunities not showing up correctly in the Opportunity window
  • Tweaked the physics of some new content animations so they work better
  • Updated IK functionality in some sex acts
  • Changed NPC movement to move on FixedUpdate to better sync with animations and other movement
  • Fixed an issue with null ref exceptions in navmesh obstacles
  • Added a “thrusting” mechanic to sex animations where appropriate
  • NPCs should be less likely to try to open doors that are not in their way
  • Fixed an issue with “drifting characters” while DontMoveForOthers state was on
  • Added code to better sync hip movements during sexual acts
  • Fixed an issue where some UI audio was not playing correctly
  • Reworked the pacing of the display of “Obtain on Start” Opportunities so they don’t pop up before the fade in
  • Fixed an issue with characters sometimes “stuttering” when walking
  • Fix for some stories not correctly showing up in the dropdown
  • Fixed an issue with weird-looking skin on the main menu on the lowest quality settings
  • In the Original Story: reconfigured all existing Background Chatter, where appropriate, to make use of the new Background Chatter
  • In the Original Story: Ashley’s reaction to a shirtless Player will now be restricted by the universal time buffer set up in 0.15.x so that it does not trigger alongside other “interruptions”
  • In the Original Story: added the proper punctuation to Panic! at the Disco, cause we wouldn’t want the Grumps to make fun of us again.
  • For old reasons, at least…
  • In the Original Story: fixed various typos
  • In the Original Story: minor mechanics changes to prevent delays in progress during Stephanie’s Meltdown content, after Stephanie asks the Player to get water and gut grip
  • In the Original Story: fixed a couple VA-text mismatches in Frank’s Background Chatters
  • In the Original Story: added minor thought bubble assistance to clarify Stephanie’s request for a big ol’ cup of water for the “Meltdown” opportunity, for those players that actually believed us when we used words like ‘cup’. Silly you!
  • In the Original Story: Ashley will briefly be unable to socialize with other NPCs immediately after the Player unties her top
  • In the Original Story: changed Ashley’s “find a place to change” behavior after her top is untied to rely on a customized event trigger rather than a hard coded item function, which could have resulted in her going to places that were…temporarily inadvisable
  • In the Original Story: Kat will actually make use of the laptop when texting Vickie to come to the party, just like she does when the Player starts sending dares to Rachael. This may only be noticeable if the Player got Katherine out of the study prior to making the request
  • In the Original Story: fixed an issue that could cause Ashley to walk away from the Player and cause a number of issues with the ensuing conversation with Patrick, the Player, Ashley, and
  • Madison, if the Player gave Ashley the “Lit Joint” item and THEN asked her about Madison’s “sky animals”
  • In the Original Story: if Stephanie attempts to get to Madison but Madison is locked in the Master Bathroom for any reason, she will stop trying to get to Madison solely based upon the back-end motion control system
  • In the Original Story: Madison will not go with Stephanie to reset the downstairs music if Madison is occupied with important content
  • In the Original Story: Stephanie will also now put a few key pieces of content before her need to go to Madison to fix the music situation
  • In the Original Story: standardized formatting of “Continue”-type response texts across the game. Yeah I had time for this, fuck you
  • In the Original Story: fixed an issue that could cause Frank to become “un-lootable” when he ran into the downstairs bathroom door to let Katherine in; if he got nudged inside that bathroom, he’ll be “freed” shortly after
  • In the Original Story: fixed an issue that could cause Frank to attack the Player erroneously when giving Ashley one specific Natty Lite bottle
  • In the Original Story: fixed an issue that could prevent the Player from being able to obtain Madison’s “Smooth Operator” opportunity if Madison hadn’t met the Player yet and won the fight against Ashley during Ashley’s “Drunk and Disorderly”
  • In the Original Story: Fixed an issue that could prevent the Player from seeing an intended Leah reaction to Ashley and Madison’s fight during Ashley’s “Drunk and Disorderly” finale
  • In the Original Story: added some additional protections that should prevent the Ashley and Madison fight during Ashley’s “Drunk and Disorderly” from playing out before the girls get outside
  • In the Original Story: made minor tweaks and improvements to Frank/Leah’s behavior immediately prior to them meeting up to discuss the snake at the beginning of “Snake in the Grass”
  • In the Original Story: clarified some thought bubbles related to untying Ashley’s Top, groping her, and Player progress through “Humiliate Ashley”. The Player will also now be able to untie
  • Ashley’s Top after completing “Humiliate Ashley” as intended
  • In the Original Story: Ashley and the Player must now both actually be IN her room (spare room) in order for the Player to prompt her about removing her clothes prior to moving forward with “Change of Heart” or “Humiliate Ashley”
  • In the Original Story: if the Player approaches Ashley while she is not sick and waiting for her clothes during “Change of Heart”/”Humiliate Ashley”, she will confront him about having heard Lety showed up at the party
  • In the Original Story: cleaned up minor dialogue order issues with a couple other NPCs that could lead to some initial reactions when speaking to the Player that weren’t quite what was expected given recent events
  • In the Original Story: Stephanie will now also accept the Cabernet as a valid wine option
  • In the Original Story: the Player will have to wait a bit longer to send Ashley directly to Madison if Madison and Lety are about to bond over Sancho the Sleazy Suckerfish
  • In the Original Story: made minor criteria tweaks to Lety and Derek’s conversation starter that should make their ‘groping’ sequence start a bit more smoothly
  • In the Original Story: Lety and Patrick starting their conversation for “Disrupt the Disruptor” should be a bit smoother
  • In the Original Story: fixed an issue that could cause Lety to become unresponsive after Patrick was attacked at a specific time early on in “Disrupt the Disruptor”
  • In the Original Story: general cleanup of some dialogue and emote timing throughout Lety’s content
  • In the Original Story: if the Player unties Ashley’s top in front of Madison before speaking to Madison in any way, they will no longer be flagged as having “met” Madison, which was locking off some content that depending on what actions the Player took next
  • In the Original Story: Ashley will wait to beg for her clothes back from the Player until any currently open dialogue from her is closed
  • In the Original Story: Ashley will now always attempt to walk to the sofa in her room after being given her clothes back after “Humiliate Ashley” is completed, instead of sometimes doing a little half-juke movement towards the master bedroom and walking back to her room anyway. Decisiveness + 100!
  • In the Original Story: Ashley’s “Untie” top action has a bit more freedom to it now, but she will also react much more…aggressively to it being untied if the Player has greatly upset her over the course of the party
  • In the Original Story: fixed some dialogue and criteria issues related to Lety and Brittney’s possible threesome scene with the Player
  • In the Original Story: fixed an issue that could cause Frank to not be on top of the roof (albeit otherwise functional) during the “nice”/”honorbound” finale of Leah’s “Broken Code” opportunity
  • In the Original Story: fixed an issue that could occur if Frank was KOd at specific moments before or during the Lety/Rachael “easter egg”
  • In the Original Story: general cleanup of minor NPC behaviors during the Lety/Rachael “easter egg”
  • In the Original Story: fixed an issue that could cause Rachael to continue pleasuring herself AFTER the Player caught her, if the Player saved, loaded, and then surprised Rachael at a specific time during one of her dares
  • In the Original Story: fixed an issue that could cause Rachael, upon load of save games with specific timing, to not properly catch the Player if she sees them while pleasuring herself, and to not unlock the door after her self-pleasuring ends
  • In the Original Story: Ashley will no longer get her panties back if the Player took them during “Change of Heart”/”Humiliate Ashley” or during one of her intimacy rewards
  • In the Original Story: fixed an issue that would allow Players to give Ashley her clean clothing while she was sick from the Tampered Soda, which could cause a wide variety of scripted AI issues
  • In the Original Story: fixed an issue that would allow fast Players to get Ashley’s top off again immediately after an oral encounter, which would result in Ashley behaving otherwise normally…minus her top
  • In the Original Story: Vickie will have a bit more help getting up to the Master Bedroom closet area prior to the finale of “Sibling Warfare”; it was a bit too easy for pathing or NPC blockages to prevent her from making it up in time, which could cause the Player to inadvertently fail “Runner Runner” and the subsequent content
  • In the Original Story: to more accurately portray their ongoing drama, Madison and Ashley will no longer directly Roam to each other, although they will still be able to end up in close proximity due to other Roaming events or random Change Locations
  • In the Original Story: fixed some Madison Dialogue : Overhear events so that she would not overhear and punish the Player if she was not In Vision of the participants in the conversation
  • In the Original Story: there is now a minor social meter penalty for throwing beer on Madison’s top
  • In the Original Story: Madison will get the Angry state (affects NPC-NPC interactions and emotes only) in a few additional key content moments
  • In the Original Story: Fixed an issue that could cause Ashley to permanently carry the Upset state (affects NPC-NPC interactions and emotes only) if the Madison got Ashley’s top wet (“Ashley’s Wet” opportunity) but the Player skipped that content and instead finished “Sibling Warfare”
  • In the Original Story: there is now a moderate social meter penalty for embarrassing Madison via Ashley’s “Sibling Warfare” finale
  • In the Original Story: Madison will need to be over 40% closer to the Player to catch them inspecting her Phone, and the Player will need to be in front of her (so…no more being caught nearly halfway across the yard while walking away)…HOWEVER, she will catch the player faster when the new conditions ARE met, and looking at her contacts (to get Vickie’s number) or her Calendar will now also count as inspecting her Phone
  • In the Original Story: there is now a heavy social meter penalty for being caught plotting against Madison with Ashley
  • In the Original Story: there is now a heavy social meter penalty for being caught inspecting Madison’s Phone…not that it’ll matter, even if you survive her minions…
  • In the Original Story: getting caught inspecting Madison’s Phone incurs many of the same Opportunity penalties as getting caught plotting against her with Ashley
  • In the Original Story: fixed an issue that was preventing Ashley’s rejection of a certain Player “proposition” from reducing both friendship AND romance socials
  • In the Original Story: the Player must have at least a small modicum of friendship socials built with Madison before she’ll feel like congratulating you on meeting everyone and acknowledging what a swell, social, and not-at-all terrible Player you are
  • In the Original Story: fixed an issue that could cause Frank to not be…present, exactly, for his special participation during one ending of “The Muse”
  • In the Original Story: if the Player goes off the deep end and pisses off Madison (lowering her socials) before they prompt the finale of her “Smooth Operator” opportunity, her reaction during the finale will be…a bit different
  • In the Original Story: there is now a minor social meters boost for the Player when successfully completing Madison’s “Smooth Operator” opportunity
  • In the Original Story: the Player will not be able to ask Madison for her phone back if the Player is currently holding it in their hand. Because you aren’t stupid. …We think
  • In the Original Story: made improvements to Leah and Frank’s confrontation on the roof as part of “Broken Code”m when the Player opts to negotiate with/distract Frank so Leah can flank him
  • In the Original Story: fixed an issue that can cause Frank to lose his ability to socialize and return to his chair, should the Player fail the negotiate with/distract Frank ending of “Broken Code” in a certain way
  • In the Original Story: fixed an issue that would allow the Player to take off Stephanie’s panties very late into a purely oral intimacy act with her, when there was no longer any gameplay benefit to doing so (i.e. seconds before she put them back on)
  • In the Original Story: clarified the “Panties Off” option with Stephanie so that Players know that it is not a means of obtaining panties for Amy’s “Scavenger Hunt”
  • In the Original Story: made minor tweaks to the “Throw One” Actions for the PopperBox and StarbombBox to prevent minor bugs
  • In the Original Story: fixed an issue that could cause the Spare Room 2/Art Room closet doors to repeatedly and rapidly close in the face of a Player who rushed in and grabbed the Spray Paint Can
  • In the Original Story: fast Players who grab the Spray Paint can before Leah can catch up with them can opt to give it to her immediately, skipping literal seconds of dialogue. Was it really worth it? Really?
  • In the Original Story: Madison walking to Ashley in order to finish up the Opportunity “Humiliate Ashley” will not be interfered with as much by other events involving Madison
  • In the Original Story: fixed an issue that could cause Patrick to lose his AbleToRoam state after certain choices were made in VR with him
  • In the Original Story: fixed an issue that allowed the Player to Rummage through the Orange Bin in the garage again, even after giving the only relevant item in the Orange Bin away
  • In the Original Story: fixed an issue that would allow the Player to activate the intimacy reward from Ashley’s “Smooth Operator” opportunity while she was waiting on the Player to help her with cleaning her clothes. This could cause a wide variety of dialogue, clothing, and behavioral issues. The reward will open back up once the Player actually helps her (not Humiliating her)
  • In the Original Story: fixed an issue that could occur if the Player got the appropriate “Trust”/prerequisites to start Ashley’s prank against Madison, gave Ashley Madison’s Phone but NOT Madison’s Diary, then went and got Patrick beat up or otherwise occupied, and then returned to Ashley and gave her the diary before Patrick could become unoccupied, which could prevent the Player from being able to advance in Ashley’s prank later on…can’t you people just play the game the way we intended and splooge on everyone?!
  • In the Original Story: cleaned up some very old state handling for Amy that was tied to Derek-Ashley dialogues used towards the end of Ashley’s “Smooth Operator” opportunity
  • In the Original Story: the Player will now get a very minor social boost for successfully asking Madison about the Goodbye Kitty underwear, and a minor penalty for asking or saying stupid things about it
  • In the Original Story: fixed an issue that could cause a confusing thought bubble to pop up when the Player did certainly Ashley content in a certain order; this was suggesting that the Player was at fault for undoing Ashley’s top, when in fact the Player had never done so
  • In the Original Story: removed old distance checks from Amy’s “Where can I hook up with the Player?” logic; she will now no longer reject the Player in corners or odd niche spots of the “allowed areas”, and as long as both she and the Player are in the same room/space, they can get down
  • In the Original Story: fixed an issue that could cause Ashley to remain unable to roam for large periods of time if the Player had Derek congratulate them for getting Ashley to trust them (“Smooth Operator – Ashley”) but the Player did not follow up with Ashley
  • In the Original Story: throwing the dildo at the Closed Briefcase now rewards your athletic sacrifice with a small combat strength boost
  • In the Original Story: Frank will be a more considerate dood and lock the front door when he leaves the house to confront the carnies. If you didn’t understand this patch note, L2P
  • In the Original Story: fixed an issue in which the Ashley prank quest line could stall if the Player managed to get Patrick Knocked Out at a very specific time while progressing through dialogues prior to Family Time without giving Madison’s Phone back to Madison
  • In the Original Story: mitigated an issue that could cause Patrick to walk away from Ashley during their pre-Family Time dialogues
  • In the Original Story: at various points after Family Time (Ashley’s Prank content path) it will now be possible for Madison to overhear Ashley and the Player plotting against her. This will cause the Player to fail out of that content
  • In the Original Story: fixed an issue that could cause Patrick’s positioning to break if the Player was doing any content that occupied Patrick and then pursued the finale of Ashley’s “Sibling
  • Warfare” opportunity
  • In the Original Story: fixed an issue that could cause Madison’s “art show” (during “The Muse”) to break if the Player managed to KO/attack Patrick as NPCs were walking up to the master bedroom to start the show
  • In the Original Story: Mitigated an issue that could cause Rachael’s phone to knock objects out of the Player’s hand while she slapped Patrick around
  • In the Original Story: Cleaned up minor Frank and Leah behaviors related to Ashley and Madison’s fight during Ashley’s “Drunk and Disorderly” opportunity. Leah and Frank now have their priorities straight
  • In the Original Story: if the Player helps Brittney out by getting Stephanie naked without ever meeting Ashley, Ashley’s subsequent approach and dialogue to the Player will start her “Smooth Operator” opportunity
  • In the Original Story: Katherine’s “cell jammed” reaction will no longer play if the Player is being actively spoken to via main dialogue, but in turn the reaction will attempt to trigger a teensy bit faster
  • In the Original Story: Frank will no longer attempt to socialize with other NPCs while he is doing his bestest to headbutt down the bathroom door when Katherine is sick
  • In the Original Story: fixed availability of minor Stephanie and Katherine-based responses and thought bubbles towards the end of “Meltdown” based on prior Player decisions or actions
  • In the Original Story: fixed an issue that would allow the Player to indefinitely let Steph hang out in the spare room 2/art room during “Meltdown” AFTER giving her all the items she needed and being told to leave her alone. She will now eventually get high and fail the content just like all the other possible routes through the finale of “Meltdown”
  • In the Original Story: minor adjustments to existing unimportant/”casual” Background Chatter criteria
  • In the Original Story: fixed an issue that could cause Katherine to claim that the Player saw her naked for her photo shoot…when in fact the Player did no such thing
  • In the Original Story: fixed an issue that could allow Katherine to potentially remain in Madison’s bedroom while the Madison-Derek intimacy scene went down during the finale of Ashley’s prank
  • In the Original Story: fixed an issue that could break one of Patrick’s “masochism test” choices and cause much of the following dialogue to be thrown off, toward the finale of “Patty’s Striking Resemblance”
  • In the Original Story: fixed an issue that could allow Patrick to keep a couple inconvenient States if the Player convinced him to hug Rachael during “Patty’s Striking Resemblance”
  • In the Original Story: looting beers back from an unconscious Frank is now possible assuming the Player has given Frank three (down from 6) beers or more. The Player is guaranteed one beer back, but can receive up to three
  • In the Original Story: general cleanup of events related to Patrick sobering up once given the hot coffee
  • In the Original Story: if the Player sobers Patrick up with the Hot Coffee before doing any of his Phonegate/Fuck Tuesday content, they will be able to skip ahead to Patrick simply getting his phone back from Brittney instead of having to go through redundant dialogues and Walk To events
  • In the Original Story: if Patrick is walking to Brittney and sobers up on the way, the ensuing conversation will skip to simply being given his phone back by Brittney
  • In the Original Story: fixed an issue that could cause Rachael and Patrick to be unable to Talk with the Player if Frank KO’d Patrick right as Rachael was confronting Patrick and opening her dialogue with him
  • In the Original Story: Madison will react to the Player untying Ashley’s top somewhat faster, however, she must also be able to SEE Ashley instead of just be relatively close to her
  • In the Original Story: corrected an issue that would cause Amy to use a confusing line about “getting Steph to help Katherine” when in fact it was mostly the Player’s doing. Amy will only use this line in the niche situations where Steph automatically goes to help Katherine in the bathroom after some time
  • In the Original Story: fixed an issue that could cause certain Patrick alternate dialogues and minor behaviors related to losing his Merlot to be ignored
  • In the Original Story: fixed an issue that could cause Brittney to stand up and approach the Player after being flashed at times she should not do so
  • In the Original Story: fixed an issue that could cause an Amy response related to the hot tub finale of her “Scavenger Hunt” opportunity to become available a little bit too early
  • In the Original Story: the Player is no longer trapped in oral with Amy once they start oral with her, assuming they did not ask her to take her pants off
  • In the Original Story: fixed an issue that could cause Leah, in niche situations, to not attack the Player should the Player grope her more than once. When called for, she will now ALWAYS attempt to ruin your shit
  • In the Original Story: fixed an issue that would prevent the Player from getting “FlashScore” credit (counting towards Katherine’s ‘flash everyone’ request) from Leah if “Snake in the Grass” was started but had not reached a certain progression point yet
  • In the Original Story: fixed an issue that could cause Katherine to be unable to return to the Master Bedroom/Bed if the Player got to the finale of Stephanie’s “Drunk and Disorderly” while
  • Katherine was already waiting on the bed for the Player
  • In the Original Story: fixed an issue that could cause Katherine to lose her Glasses temporarily if the Player combined her intimacy finale with Stephanie’s “Drunk and Disorderly” opportunity
  • In the Original Story: fixed an issue that could cause Katherine’s phone to be temporarily invisible (especially while in Stephanie’s hand) if the Player combined her intimacy finale with Stephanie’s “Drunk and Disorderly” opportunity
  • In the Original Story: fixed an issue that could cause Patrick to get stuck in an immobile state and both he AND Rachael to be unable to talk to the Player
  • In the Original Story: fixed an issue that could lead to Amy being warped to the Player at inopportune times if the Player combined certain content and then rapidly failed out of Stephanie’s “Meltdown” opportunity by failing to give her her…”breathing apparatus”
  • In the Original Story: fixed an issue that could cause Katherine to retain some minor behavior-altering states if the Player completed Stephanie’s “Drunk and Disorderly” opportunity while
  • Katherine was sick in the downstairs bathroom
  • In the Original Story: fixed an issue that could lead to some out of order responses from Frank regarding Rachael’s thermos, if the Player gave Frank all of the beers before starting “Hunt for
  • Red’s Thermos”, then obtained the opportunity, then spoke to Frank
  • In the Original Story: fixed an issue that could cause Patrick to never approach the Player and stall out his “sober up and get his phone” content if he was knocked out in the middle of talking to Brittney about being given his phone back
  • In the Original Story: Madison will attempt to change her location immediately after the Player completes her “Smooth Operator” opportunity, which should help free up the Master Bedroom/Bathroom more quickly for certain other pieces of content
  • In the Original Story: the Player can no longer give items to Leah during a brief window in which she is running away from the party after being “Poppered” during her conversation with Lety
  • In the Original Story: added an extra, minor protection against Leah roaming away during the “Garage Search” during “Snake in the Grass”
  • In the Original Story: fixed an issue that could cause Leah to briefly continue to follow the Player after they arrived in the yard and started the “fence search” during “Snake in the Grass”
  • In the Original Story: fixed other minor behavioral issues for a few NPCs within “Snake in the Grass”
  • In the Original Story: fixed an issue that could cause Frank to keep his phone in his hand if he was knocked out during “Broken Code” at certain times
  • In the Original Story: Lety will now try to be a little more respectful of what the Player has going on in their life when she approaches them after the events of “Queen in the North”
  • In the Original Story: fixed an issue that could cause Katherine to walk away from pending intimacy with the Player and be unable to resume
  • In the Original Story: if the Player has deeply angered Madison and she’s sent Frank or Derek after them, she won’t be as easily deterred from…ejecting you from the party
  • In the Original Story: added the Achievements: I Know Grump-Fu, Do Not Burn, IRL Let’s Player, D-Club Certified, Casanova, Casabrova
  • In the Original Story: Rachael is no longer absolutely guaranteed to approach Patrick at hard-coded intervals when a new game is started. The encounter will now happen somewhat more randomly
  • In the Original Story: Amy is no longer absolutely guaranteed to approach Stephanie at hard-coded intervals when a new game is started. The encounter will now happen somewhat more randomly
  • In the Original Story: fixed an issue that could cause the “Unlock” action on the Bathroom Door to do nothing while Katherine was sick
  • In the Original Story: mitigated an issue that could cause Madison to walk away from Derek and the Player during her intro dialogue to “The Muse”
  • In the Original Story: Lety will no longer try to avoid Leah if their conversation during “Just in the KICK of Time” goes poorly, IF Leah is knocked out
  • In the Original Story: added a single hint for the Player to reinforce that Stephanie needs a LOT of water in order to progress through Meltdown and that the Player might have to get creative…
  • In the Original Story: fixed another issue that could cause Stephanie to not be in the Spare Room2/art room if the Player was doing Ashley’s “Drunk and Disorderly” at the same time as the finale of “Meltdown”
  • In the Original Story: Rachael and Patrick’s pre-“Patty’s Striking Resemblance” fight will not unfold on its own if the Player is far enough away from both of them
  • In the Original Story: tweaked some labeling for the music control buttons on the downstairs TV
  • In the Original Story: fixed an issue that could cause Derek to repeatedly attempt to walk to Madison after the finale of “Sibling Warfare”, which could potentially interrupt other content involving him
  • In the Original Story: fixed an issue that could cause Derek to be “occupied” and unavailable for certain pieces of content if the Player was in the introductory stages of the “Sibling Warfare” Opportunity. He will still be “occupied” once he is actually needed for that content
  • In the Original Story: added various emotive events across the story where appropriate
  • In the Original Story: Madison, Ashley, and Patrick are far less likely to casually talk to other NPCs while the drama of Madison’s Smooth Operator (pre-finale) is unfolding
  • In the Original Story: mitigated/reduced the chance of a niche issue occurring that could cause Madison to briefly roam away from the Player towards the end of her “Smooth Operator” opportunity
  • In the Original Story: refactored the “emotive dialogue minigame” at the finale of Madison’s “Smooth Operator” opportunity to simply make use of the Player’s thought bubble replies as responses, bringing this sequence in-line with all other dialogue mechanics in the story
  • In the Original Story: asking Madison to use the perk gained from her “Smooth Operator” opportunity (relationship ‘fix’) will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Derek
  • In the Original Story: asking Madison to use the perk gained from her “Smooth Operator” opportunity (relationship ‘fix’) will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Patrick
  • In the Original Story: fixed an issue that could result in Stephanie immediately getting high and running downstairs, with main dialogue still on the screen, during her “Meltdown” opportunity, if the Player left her field of vision after talking with her about the ingredients in the art room
  • In the Original Story: Stephanie will not use certain BGCs that directly reference her dancing if she is laying down
  • In the Original Story: Stephanie will no longer infinitely stay outside in the yard once she gets over her “Stargazing” moment, should the Player not speak to her. She will eventually understand that other NPCs need to make use of that area and decide that dancing is better than getting walked all over
  • In the Original Story: Stephanie won’t be interested in being given Items during the time she starts approaching Katherine to grab her phone, until after she wakes up after the finale of her “Drunk and Disorderly” opportunity
  • In the Original Story: Katherine will no longer appear to be on her phone after Stephanie grabs it from her
  • In the Original Story: Katherine won’t have any interest in casually BGC while Stephanie has her phone during Stephanie’s “Drunk and Disorderly” opportunity
  • In the Original Story: if Stephanie still has the crunched Paper Bag in her hands during her “Drunk and Disorderly” finale, she’ll move it to the other hand so that she can really give it to Mort on the phone without looking like a weirdo
  • In the Original Story: added one more intimacy position to Stephanie’s radial choices as part of her “Special Tutoring” reward
  • In the Original Story: fixed an issue that could cause Ashley to accuse the Player of untying her top when progressing through her “Drunk and Disorderly” opportunity, even if the Player had never done so
  • In the Original Story: fixed an issue that could cause Derek to deliver a confusing line about having just spoke to the Player about a certain substance, when in fact Derek and the Player had never had that conversation
  • In the Original Story: in the event that the Player gives Ashley the Lit Joint when the “Redemption” opportunity has not been started, her dialogue will not reference being “square” with the Player
  • In the Original Story: improved control over Madison and Ashley’s socialization during the finale of Madison’s “Drunk and Disorderly” opportunity
  • In the Original Story: Madison will now wait 60 seconds between each “beer given” dialogue before accepting another beer during her “Drunk and Disorderly”, rather than 60 seconds between each individual GiveTo action in the radial menu
  • In the Original Story: mitigated an issue that could sometimes cause Madison to run into the slider door without passing out in a timely fashion during the finale of her “Drunk and Disorderly” opportunity
  • In the Original Story: fixed a canon discrepancy between one of Brittney’s answers given in the hot tub with Amy and a Brittney-Stephanie Background Chatter exchange
  • In the Original Story: cleaned up the arrival of Madison into the Art Room prior to “Like a French Girl” so that she will not need to abruptly warp into position, unless you (yes, YOU) did something crazy to break her positioning
  • In the Original Story: fixed a couple issues that could cause Derek and Madison to both react in a rather over the top manner to the Player’s predictable nudity during the opening sequences of “Like a French Girl”
  • In the Original Story: the Player will be briefly locked in place while posing during “Like a French Girl”, so that they may fully enjoy kneeling majestically, or displaying their star fish without risk of accidentally ruining the pose
  • In the Original Story: fixed an issue that could allow Amy to try and discuss Stephanie’s potential and behavior far after any relevant “Apply Pressure” or “Meltdown” opportunity content was completed or failed
  • In the Original Story: clarified a couple alt dialogues/dialogue criteria in a few Ashley lines that led to confusing responses in niche situations
  • In the Original Story: fixed an issue that could cause the events leading up to the Lety/Leah conversation to spam the Debug Log unnecessarily
  • In the Original Story: tweaked Madison and Lety’s ability to fidget, be distracted by items, and animate conversation during their garage conversation, in order to clean up some clipping/item issues that can occur
  • In the Original Story: Derek will now at some point attempt to actually eat some Sweeties at a certain point in the story. NOMNOMNOM
  • In the Original Story: Derek will also Change Location after stuffing his face, if he is able to, to avoid causing Kitchen traffic jams
  • In the Original Story: tweaked Brittney’s throw of Sancho the Sleazy Suckerfish so that it appears to be more like an actual throw
  • In the Original Story: Amy will not attempt to socialize with other NPCs while walking to the upstairs bathroom for her “new underwear” selfie, nor will other NPCs attempt to talk to her or roam/hangout with her
  • In the Original Story: Katherine will no longer awkwardly try to cover up prior to or immediately after her intimacy scene with the Player
  • In the Original Story: removed an erroneous/duplicate VA for a Derek DLG related to the Player asking for his shirt during Amy’s “Scavenger Hunt” opportunity
  • In the Original Story: slightly tweaked Amy’s “cover self”/exhibitionism behavior during the hot tub-finale of her “Scavenger Hunt”
  • In the Original Story: Brittney and Amy will no longer react to each other in quite so awkward a fashion when they start taking clothes off near each other during the hot tub-finale of Amy’s “Scavenger Hunt”
  • In the Original Story: Lety and Rachael will be considerably stronger during their “Easter Egg” romp, which should help to prevent combat against Derek and Leah from taking too long
  • In the Original Story: during Lety and Rachael’s “Easter Egg” romp/finale, Lety will not be quite as animated with her hands during conversation or standing around, which should cut down on the handsanity
  • In the Original Story: added one new, non-violent way to get the Camera item back from Frank, and tweaked minor behaviors related to that and related to getting Frank to “trust” the Player
  • In the Original Story: attacking Frank outside of Leah’s “Broken Code” combat finale(s) will now incur a social penalty
  • In the Original Story: repeatedly annoying Frank via various dialogue/action choices can now lead to a minor penalty to his social meters
  • In the Original Story: telling Frank the truth about Rachael’s thermos will no longer automatically fail “Hunt for Red’s Thermos”…although of course, you’ll have to find another way to get the thermos
  • In the Original Story: began refactoring certain events around the use of CriteriaGroups instead of “evaluator” events
  • In the Original Story: fixed an issue that could allow Ashley to use her “Threw Beer On Madison” dialogue with the Player twice, which could cause various issues related to her “Smooth Operator” opportunity
  • In the Original Story: the Player will now get a one-time Combat Stat (speed) boost if they score two points in any one beer pong game
  • In the Original Story: minor tweaks to the event that has Madison walk to the Player to talk about her Sky Animals after meeting the other party goers; she will not wait until the player is a certain minimum distance away before trying to approach him, but also is less likely to bug the Player during other “Global NPC Events” or if the Player is about to fight another Character
  • In the Original Story: fixed an issue that would allow the Player to Throw Beer on Madison at a few highly inopportune, unintended times
  • In the Original Story: fixed an issue that would allow the Player to fill up the empty flask, give it to Patrick, and start the Derek Smash! fight without Derek Smash! being In Progress, which could bug out several characters
  • In the Original Story: the Player has to know Amy/know a bit more about Amy before he has any reason to ask Amy for info about Derek
  • In the Original Story: fixed an issue that was preventing a select few Inspect Texts for Patrick to not show up during “Palectrick Feel”
  • In the Original Story: fixed an issue that could permanently prevent Patrick and Rachael from roaming to each other, even if the Player got them to bond as a result of the events of “Patty’s Striking Resemblance”
  • In the Original Story: fixed an issue that could cause Patrick to become visibly drunk again after the events of Madison’s “art show” via a Social event, even if he had already sobered up
  • In the Original Story: the Player can now choose to opt back into the “nude Frank” ending of “The Muse” if they opted out once, while Derek is still blocking the door to Madison’s bedroom. This will provide a choice so that players can continue completely unrelated content (character/plot-wise) that required an item from the bathroom
  • In the Original Story: Derek’s walk to the kitchen while searching for Purgalicious during “High and Dry” will now take a tiny bit longer
  • In the Original Story: adjustment to an Amy-Derek overhear Dialogue regarding Derek’s brother, if Derek is blocking the door during “High and Dry”
  • In the Original Story: fixed an issue that could cause duplicate dialogue to Play after kicking open the Spare Room 2/Art Room door to stop Stephanie from huffing if the Player was fast and ALSO used the “Take Bag” option. Will prevent accidental duplication of the Meltdown ending
  • In the Original Story: mitigated additional minor walkto/positioning issues associated with niche Player decisions during the finale of Stephanie’s “Meltdown” opportunity
  • In the Original Story: sprinkled a few more emotes where appropriate throughout Stephanie’s “Meltdown”-related content
  • In the Original Story: slightly tweaked how long the Derek Smash! fight involving Patrick and Derek vs. Frank can take, as it was taking a bit too long most of the time
  • In the Original Story: fixed an issue that could prevent the Player from seeing Ashley’s commentary about getting Brittney “out of her cave”
  • In the Original Story: Ashley will not break away from certain other critical story moments in order to talk to the Player about getting Brittney “out of her cave”
  • In the Original Story: Amy will no longer be forced to interact with Stephanie, Katherine, and the Player during the events that precede “Meltdown”
  • In the Original Story: Stephanie will no longer be restricted from helping Katherine for her “Meltdown” content just because Madison’s art show is ongoing
  • In the Original Story: if Stephanie is in the art room/Spare Room2 as the Player is about to use the Voice Recorder on the Window, the Player will need to deal with Stephanie’s presence first
  • In the Original Story: tweaked Rachael’s “Occupied” behaviors during the finale of “Palectrick Feel”
  • In the Original Story: cleaned up some behaviors related to Katherine’s auto-failing of “Meltdown” if the Player already got Steph drunk/naked and THEN gave Katherine the Tampered Rum
  • In the Original Story: miscellaneous cleanup of minor behaviors related to the events of “Palectrick Feel”
  • In the Original Story: made behavioral tweaks related to Frank’s return to his chair in relation to his “sting operation” and reaching the player, getting into fights, being knocked out, etc. This should somewhat help to minimize incidents in which Frank reaches the Player, but then quickly walks away back to his chair
  • In the Original Story: fixed an issue that could cause Patrick to become stuck behind the gazebo towards the end of “Patty’s Striking Resemblance” if the Player decided to betray him at that time
  • In the Original Story: fixed an issue that affected Patrick’s AbleToBeDistracted state and behavior with other NPCs if the Player failed out of his “masochism test” behind the gazebo near the finale of “Patty’s Striking Resemblance”
  • In the Original Story: fixed an issue that could cause Katherine to keep her “RunWhenCloseToTarget” state after the Player completed or failed the “Meltdown” Opportunity
  • In the Original Story: after the “Meltdown” Opportunity is completed or is failed, Katherine will move back to the Kitchen or Study, depending on what previous actions the Player had taken with her
  • In the Original Story: fixed an issue that could cause Stephanie to not reach the Art Room/Spare Room 2 in a very specific situation within the “Meltdown” Opportunity
  • In the Original Story: fixed an issue that could lead to Frank repeatedly trying to get to the Downstairs Bathroom after headbutting it for Katherine
  • In the Original Story: Various optimizations and minor tweaks to common place events like Patrick being KO’d, the Player stealing items (added a missing distance check or two, etc.)
  • In the Original Story: fixed a Character ownership mixup for the StephFollow criteria
  • In the Original Story: cleanup of minor events in Stephanie’s “Drunk and Disorderly” Opportunity, and added some emotive events to various dialogues in the finale of that Opportunity
  • In the Original Story: fixed an issue that caused Patrick to talk about hiding his wine from Frank as if he still had it, even when he no longer possesses his wine
  • In the Original Story: fixed an issue that could cause Stephanie to walk to Katherine, then walk back to the Living Room or Outside Speaker at least once instead of following her intended route to the Hot Tub during the finale of her “Drunk and Disorderly” Opportunity
  • In the Original Story: various minor tweaks to Stephanie’s dialogue and response behavior(s) related to her “Drunk and Disorderly” Opportunity
  • In the Original Story: fixed various minor text mismatches between dialogues and their VA/SFX
  • In the Original Story: fixed an issue that could cause Stephanie to imply that she might take more beer after her “Drunk and Disorderly” Opportunity is completed
  • In the Original Story: Stephanie will sober up a bit faster after her “Drunk and Disorderly” Opportunity is completed
  • In the Original Story: Katherine will no longer react to the Cell Jammer if she is topless, currently displaying a main dialogue, or in combat
  • In the Original Story: tweaked the warning the Player gets if they leave the Cell Jammer on for too long after jamming Katherine successfully
  • In the Original Story: the Player can now “Take” additional food items into their inventory
  • In the Original Story: Katherine’s behavior is more in line with her willingness to do the photo shoot and will therefore no longer attempt to cover up during it
  • In the Original Story: fixed an issue that could cause Katherine to bump into the downstairs bathroom door repeatedly when she’s clearly, obviously, and indubitably supposed to be sick
  • In the Original Story: Stephanie will no longer permanently chill, awkwardly, outside the bathroom where Katherine marked her territory after the Player completes her “Meltdown” opportunity. She’ll remember that she likes music, and if not busy, will return to said music
  • In the Original Story: NPCs won’t roam to Ashley while she is waiting for the Player to get down with her during the finale of her “Smooth Operator” opportunity, and Ashley will not socialize with any NPCs that walk in on her
  • In the Original Story: fixed an issue that could cause Ashley to become unresponsive in the finale of her “Smooth Operator” opportunity
  • In the Original Story: Katherine will not socialize with NPCs while getting sick after receiving the Tampered Rum
  • In the Original Story: fixed an issue that could cause Katherine to become stuck in the downstairs bathroom and leave Stephanie in the art room, if the Player groped Stephanie during Meltdown
  • In Date Night With Brittney: fixed a few VA-text mismatches
  • In Date Night With Brittney: fixed a few issues that could cause the Player to not be warped to Brittney after the Player chooses what to do with the Stove/Brittney’s meal
  • In Date Night With Brittney: fixed an issue that could cause Brittney to get up from a couch/be unable to “Talk” after the Player chooses what to do with the Stove/Brittney’s meal
  • In Date Night With Brittney: addressed an issue that could allow Brittney to get stuck, just a little, inside an outdoor patio chair before being intimate with the Player
  • In Date Night With Brittney: Patrick will no longer laugh like an insane person right before waking up with a raging headache should he be close to the Player and Brittney being intimate
  • In Date Night With Brittney: patient Players who want to start pleasuring themselves between Brittney’s closing dialogues and the Game Over screen(s) will no longer be punished for doing so. They won’t be rewarded either. They just won’t see a dumb dialogue that makes no sense, given the liberal usage of floppy bits that recently occurred
  • In Date Night With Brittney: sprinkled some extra emotes throughout the story, where appropriate
  • In A Vickie Vixen Valentine: general cleanup to comply with recent engine changes and tighten certain old behavior timings up
  • In A Vickie Vixen Valentine: sprinkled some emotes throughout the story, where appropriate
  • In A Vickie Vixen Valentine: fixed an issue where very, very fast Players could turn the corner to trigger Vickie’s intro dialogue BEFORE her “intro texts” played, potentially breaking their playthrough
  • In A Vickie Vixen Valentine: fixed an issue that could cause Players to get temporarily stuck at zero “O” sensitivity until they took another intimacy action or saw a dialogue under specific circumstances
  • In A Vickie Vixen Valentine: prevented a dialogue spam issue that could occur if the Player for some reason clicked the Play radial option multiple times prior to playing “Never Have I Ever” with Vickie
  • CSC Users: there are now “MusicTrackNum” and “LoopAllMusic” Player values you may use within stories to create NPC events/behaviors based on a song that is playing. These values are directly controlled by the speaker system
  • CSC Users: the total number of criteria for an event trigger will now be shown, similar to how it is currently shown for individual game events
  • CSC Users: fixed a couple typos in the UI
  • CSC Users: the total number of game events within an event trigger will now be shown
  • CSC Users: the total number of game events within an item’s Use With interactions will now be shown
  • CSC Users: the total number of game events performed for an Item Action will now be shown
  • CSC Users: the total number of game events for item On Accept and On Refuse interactions will now be shown
  • CSC Users: the total number of criteria for a character to accept an item will now be shown
  • CSC Users: the total number of criteria needed for an Item Action to become visible will now be shown
  • CSC Users: the total number of criteria needed to enable an item’s Use With interaction(s) will now be shown
  • CSC Users: we standardized a bunch of criteria and game event text displays. HMU if you want more copy-pasted shit
  • CSC Users: fixed an issue that could cause an ArgumentException if a Character did not a valid BGC count as high as a previously selected Character
  • Turn game events (Turn Around, Left, Right, Toward) and equivalent console commands will now be more responsive, with the exception being if another game-event driven, animation-centric event was very recently used or is already “playing out”
  • CSC Users: the InvisAudioPlayer can now also play a zipper (the player “unzip to expose”) sound
  • Fixed an issue that could allow emote sound effects to very briefly play right before the VA/voice for a dialogue that called the emote using an On Start Dialogue event
  • CSC Users: Background Chatters will still show their number/ID when fully collapsed
  • CSC Users: you can now check if two Characters are in the same zone
  • Added the ‘Cheer’ SendEventOption to the SendEvent console command
  • CSC Users: added the IsInHouse criteria, which uses the Zoning system to quickly determine if a Character is inside the house or not
  • CSC Users: added an Item Comparison to the Item criteria, “IsVisibleTo”, which will allow you to determine if a Character can see an InteractiveItem. In addition to doing a line of sight check, the InteractiveItem must be active and not hidden via any ItemFunctions
  • CSC Users: fixed an Argument Exception that could occur when a user typed in a string for a “Value” criteria check and then swapped that criteria CompareType to “State”
  • CSC Users: fixed an Argument Exception that could occur when you selected a game event event and assigned the Character as Player, Compubrah, or Phone Call, and then changed the game event type to TriggerBGC
  • CSC Users: added a warning message when changing from a game event that allowed the selection of the Player as the Character to the game event type “Event Trigger” to prevent the trigger dropdown from populating with triggers for an NPC
  • CSC Users: you can now either add a new Game Event to the beginning (Order 0) of a set of Game Events, or at the very end, which should help somewhat when adding to large sets of Game Events
  • CSC Users: when adding a new Game Event via the two “Add Game Event” buttons, they will now automatically be expanded, instead of being defaulted to a collapsed state
  • CSC Users: you can now either add a new Criteria to the beginning (Order 0) of a set of Criteria, or at the very end, which should help somewhat when adding to large Criteria sets
  • CSC Users: when adding a new Criteria via the two “Add Criteria” buttons, they will now automatically be expanded, instead of being defaulted to a collapsed state
  • CSC Users: standardized certain commonly adjacent button sizes across the UI
  • For CSC Users: you can now check if the Player is holding (via right-click/grab) an item via a new Item-based criteria, “IsHeldByPlayer”
  • For CSC Users: the GrabFromInventory game event has had its functionality moved to the Player game event – via the GrabFromInventory option. If it helps to find and update this in your stories, search your script files for: “EventType”: 165
  • For CSC Users: you can now force the Player to drop the item they are currently holding via the Player game event using the DropCurrentlyHeldItem option. If currently holding an item, the Player will drop it to the ground using minimal forward force

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”

Play House Party on DLive

Streamers!

As many of you may know, House Party and a certain streaming site *ahem* don’t mix well. However, a new contender approaches!

DLive is a streaming platform that’s really making a name for itself with the streaming folk, what with their phones and their fancy-man gaming chairs. Streamers are finding and building a community on DLive, and from what we’ve seen, it’s a pretty killer place to be!

We wouldn’t be shining a light on them if it wasn’t good for us too, right? Right. House Party is totally legit to be streamed on DLive! Our game has always shined on-stream, letting streamers enjoy House Party surprises along with their audience. It’s kinda like…the perfect fucking game for that, if you don’t mind us saying so.

So streamers, check out DLive and stream our shit! Shout us out on Twitter when you’re going live so our team has a chance to tune in. We wanna showcase you guys and girls!

They say proof is in the pudding, but our fat asses don’t need any more sweets so we’ll just show you NeverSurrendr’s hilarious . This had us rolling, and we gotta have more of it.

So get to it, streamers! And…while you’re at it…someone explain to us what the hell streaming is, or what a emote is…or a “wee-fee” connection? You kids…

Peace,

Eek Team

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