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The House Party game is similar to a lot of the browser-based games where your choices influence your success as you progress in the game, but it plays like a first-person RPG with interactive game models, characters, and physics, like the aforementioned Leisure Suit Larry. My inclination is to take these games in a much more raunchy direction than the LSL series however. The games will be ripe with foul language, nudity, and sex, but hopefully be just as funny and engaging. There isn’t much of a story to play though right now, just a few objectives to complete while I work on the gameplay mechanics. There are multiple story-paths though and different outcomes based on your decisions.​


Game Information


About

Release Date: 2019-10-30
Developer: Eek! Games Patreon – Website
Censored: Optional
Version: 0.19.1 Alpha
OS: Windows, Mac, Linux
Language: English
Genre: 3D Game, 3DCG, Adventure, Animated, Combat, Corruption, Dating sim, Drugs, Exhibitionism, Gay (avoidable), Groping, Humor, Male protagonist, Masturbation, Multiple endings, Oral sex, Point & click, Romance, Sandbox, Sexual harassment, Simulator, Stripping, Vaginal sex, Voiced, Voyeurism

v0.19.1

  • Added inventory image for the sunglasses
  • Added cutscene for master bedroom sex
  • Added cutscene for Frank’s finale
  • Added cutscene for Katherine’s finale
  • Added Frank story achievements
  • Added penis alignment for all cutscenes
  • Added sountracks for all cutscenes
  • Added cucumber model
  • Improved the male and female drunk walk
  • Updated Ashley’s clothing
  • Added OpenLabia blendshape to all female characters
  • Added blendshapes to male characters to open their anuses
  • Updated inventory image for Derek’s shirt, Ashley’s top and her panty
  • Updated Amy and Ashley avatar images
  • Added a pop up to indicate changes in social status between the player and other characters
  • CSC: Added the ability to set reactions/event triggers for the player in story data
  • The opportunities window and popup in game will now show “missed opportunities” when you fail an opportunity that hasn’t been started yet instead of showing the opportunity name and details
  • The opportunities window will now sort a character’s quests by in progress, then completed, then failed
  • In the Original Story: Frank and Leah’s ability to tell if the Player is doing something with alcohol now has a more forgiving distance check to it. If the distance between the Player and
  • Frank/Leah is greater than the distance between “Frank’s Chair” and the threshold to the LivingRoom (where Stephanie dances; a distance of 10), then they will not react to the Player taking booze-related actions
  • In the Original Story: as Frank promised there is now at least one meaningful reward to NOT beating him up during the “evil”/Ronin ending of Leah’s “Broken Code” content
  • In the Original Story: continuing to improve your Friendship with Frank after it already appears to be maxed will now also reward a Romance boost
  • In the Original Story: slight changes to the final pre-intimacy choice during Rachael’s “Dare Interference” content. Pay close attention!
  • In the Original Story: Katherine will need a different item in order to “tend to herself” just before her intimacy reward
  • In the Original Story: initiating Katherine’s first Intimacy reward and her follow-up rewards now have slightly different requirements in terms of Player positioning.
  • In the Original Story: implemented additional protections to prevent niche occurrences of the Game Grumps duplicating their initial “Fell to the Ground” reactions, BGC, and follow-up events
  • In the Original Story: the Fireplace is now…active. Careful what you throw around near it!
  • In the Original Story: minor tweaks to how some of Frank’s intro dialogue is handled and what other Global Responses of his rely on said dialogue
  • In the Original Story: the Player Character has learned how to grasp more things from the endless void known as their “inventory” and hold said things in their hand(s)…but not all the things.
  • Is it even possible to learn this power?!
  • In the Original Story: the Fireplace can now be used to maximize the dankness of gettin’ tight with…ah fuck it I’m old. Light the joint with the Fireplace if you want to
  • In the Original Story: standardized the distance at which certain NPCs will/will not use certain Background Chatters if they do not want another NPC to “hear” them use said Background Chatter
  • In the Original Story: the Player can no longer ask Frank about Thermos-related questions/responses once they are already holding or have inventoried the Thermos
  • In the Original Story: loosened some restrictions on when the Player can tell Brittney when Stephanie is dancing topless
  • In the Original Story: Stephanie will no longer attempt to return to a playing music source if she is being spoken to or displaying dialogue. To compensate, the frequency with which she will try to return to a playing music source has been slightly increased
  • In the Original Story: removed certain restrictions from a handful of global Vickie responses related to “Derek Smash!”
  • In the Original Story: tweaked certain restrictions in a handful of global Vickie responses as related to Ashley’s “Sibling Warfare” content
  • In the Original Story: fixed an issue that could cause two of Leah’s booze-related actions towards the Player to flag her as having “met” the Player, which could compromise some initial Social meter gains with her
  • In the Original Story: fixed a number of VA-text mismatches
  • In the Original Story: fixed an issue that could cause the Player or Derek to get stuck with the HoldingADrink state after some Derek content sequences
  • In the Original Story: the Player can no longer ask Derek about the Whipped Cream or Condom if the Player has already managed to take possession of them
  • In the Original Story: minor tweaks to when certain bathrooms are considered “available”
  • In the Original Story: the Game Grumps will no longer magically take part in scenes in Madison’s bedroom or bathroom if Madison’s bedroom/the Master bedroom door is locked
  • In the Original Story: tweaked a variety of restrictions related to the Master Bedroom being “available” and/or being in use due to progression of “The Muse” and its related Opportunities
  • In the Original Story: throwing the Dildo at the Closed Briefcase will now fail “Artsy Fartsy”. Officially this time. Not just cause you hucked the dildo away
  • In the Original Story: better aligned Madison’s “On Groped” reactions with the social meters
  • In the Original Story: cleaned up some old Roaming behavior issues for Derek in regards to his motion in or around the Gazebo just before the finale of “Sibling Warfare”
  • In the Original Story: the Motor Oil can now be Taken into the Player’s inventory
  • In the Original Story: fixed an issue that could allow the Player to get an extra point of Friendship with Patrick if they pursued giving him the Painkillers in a very specific way
  • In the Original Story: expressing concern about Frank towards Patrick will earn a point of Friendship with Patrick
  • In the Original Story: improved some helpful Thought Bubbles related to progression through “The Muse”
  • In the Original Story: the Player can now ask Vickie about the photos on Madison’s Phone even if Madison is nearby. Watch out!
  • In the Original Story: moving ahead with the prank against Madison for “Sibling Warfare” can be temporarily put on hold if the bedroom is being used just before sending Derek off to talk to Madison
  • In the Original Story: fixed an issue that could cause Leah to attack the Player when giving her booze without taking into account her socials with the Player first
  • In the Original Story: Derek will no longer blatantly tell the Player not to mention some of his personal business to Stephanie while in sight of and in proximity to…yeah
  • In the Original Story: the calculation used to determine whether or not Frank will confront the Player amicably or aggressively after the Player takes multiple booze items from the liquor cabinet now takes into account romance points with Frank and other new factors, and is in general more lenient
  • In the Original Story: the informative thought bubble that hints towards Frank’s “liquor cabinet confrontation” mechanic now offers a bit more detail into how the Player can save their own ass
  • In the Original Story: fixed an issue that could let Frank attack the Player after groping Leah even if Frank could not see the Player doing so
  • In the Original Story: minor tweaks to a handful of Patrick dialogues that Frank could overhear that could cause Frank to attack Patrick even if Frank could not see him at all, if Frank was concussed, etc.
  • In the Original Story: Patrick now has a reaction to being given the Scorpion Tequila outside of Lety’s content
  • In the Original Story: made a wide variety of small bug fixes and tweaks to instances in which Frank or Leah overhear the Player to ensure consistency between when the Player is attacked based on Frank being concussed, prevent overhears through walls, and in general standardize such behaviors
  • In the Original Story: fixed a handful of additional bugs regarding Frank/Leah overhears that would in fact entirely override the dialogue for the NPC that was supposed to speak, rather than allow Frank/Leah to interject afterward
  • In the Original Story: Frank overhearing an NPC accusing you of being drunk will no longer agro him if he is concussed, aligning these reactions with his own behavior of not giving a shit if he is concussed
  • In the Original Story: standardized the checks made while Kat and the Player are or are not drinking rum as part of her early content in the Game Grumps’ storyline that are responsible for Frank and Leah getting all kinds of mad
  • In the Original Story: tweaks to the Derek behaviors related to him confronting Frank about his little brother and the meth. These exchanges can no longer happen at times when Frank is occupied with other story-critical content that could cause awkward event overlap(s)
  • In the Original Story: cleaned up some old scripting that could cause odd feedback text/dialogues if the Player was trying to get into the downstairs bathroom just as Katherine made it inside after getting sick for “Meltdown”
  • In the Original Story: telling Frank that you are wasted/had shots will now emotionally displease him via his social meter, in addition to the displeasure he already exhibits into or around your facial area
  • In the Original Story: the Player will have a bit more warning before using the Dildo with a certain risky, roof-mounted object
  • In the Original Story: losing the Dildo will now also more informatively fail out of an Opportunity for Madison that required it to not be lost
  • In the Original Story: added some mitigating events to cut down on the likelihood that Dan and/or Arin will get stuck on other NPCs or each other while on their way from the Fire Pit to their majestic steeds
  • In the Original Story: added additional protections to Characters like Ashley and Leah to ensure they don’t erroneously get mad at the Player for “climaxing” on them during intimacy scenes
  • In the Original Story: standardized Derek’s intimacy scene and added remaining WallSex positions for use with him
  • In the Original Story: cleaned up KO-related events for Leah that can take place during her “Evil”/Ronin ending for “Broken Code”. It is no longer possible to have her get KO’d without being able to wake up
  • In the Original Story: cleanup of events and Frank and Leah’s behaviors leading up to the Player’s choice to fight Frank or Leah during the “Evil”/Roning ending for “Broken Code”
  • In the Original Story: it should be harder to seemingly arbitrarily fail out of the “Evil”/Ronin route “Broken Code” due to not being naked during the pre-intimacy finale
  • In the Original Story: added a number of new lines and behaviors related to Leah going all the way through “Broken Code” and deciding to be “Evil” after Frank’s defeat
  • In the Original Story: the Player can no longer give the Chocolate Bar to Leah after a certain point in “Broken Code”
  • In the Original Story: Leah will actually take and eat the Chocolate Bar from the Player when she’s given it
  • In the Original Story: cleaned up the aesthetics of Frank’s jump to the roof during the “Evil” ending of “Broken Code”; it is now similar to Derek’s jump to the roof for “Memory Lane”
  • In the Original Story: cleaned up some scripting for Frank and Derek’s jumps to the roof so that it’s not possible for them to continue jumping and taking certain actions if relevant content had been failed just before their jumps, and it should no longer be possible for them to be stuck reaching for an IKTarget in similar circumstances
  • In the Original Story: giving Katherine the UN-tampered Rum will fail the “Meltdown” Opportunity as it always should have
  • In the Original Story: modified Pat and Ashley’s behavior when starting the finale of Madison’s “Smooth Operator” finale to prevent them from being able to continue moving toward any roaming target they had previously chosen
  • In the Original Story: fixed a long-standing plot inconsistency regarding the nature and duration of Ashley and Brittney’s relationship
  • In the Original Story: made a number of changes to Madison’s behaviors after having caught the Player stealing, looking through her phone, etc.
  • In the Original Story: cleaned up some Leah behavior prior to her initial talk with Frank at the Fire Pit just before “Guiding Light”. She will be less likely to walk right by him while looking for him
  • In the Original Story: fixed an issue that could cause Lety to block Leah’s escape from “the Carnies” after Leah is Poppered during “Just in the KICK of Time”
  • In the Original Story: cleaned up a couple potential Stephanie Dialogue inconsistencies
  • In the Original Story: if the Player did not actually give the camera with Katherine’s nudes on it to Frank, then Katherine will not comment on this pre-intimacy if the Master Bedroom door is unlocked
  • In the Original Story: Leah will not get involved in any “guard the booze” shenanigans while she is following the Player/Frank around the house and yard just before the “evil” finale of “Broken Code”
  • In the Original Story: Frank will no longer warn the Player about opening the Liquor Cabinet if he gave the Player permission to sniff the Thermos
  • In the Original Story: Rachael won’t lock the Player out of conversation options quite as quickly due to lowered Socials. It will take another mistake or two to get her to completely shut you out of her life
  • In the Original Story: Leah will cancel any pending SpareRoom2 and UpstairsHallway motion before warping out to confront Frank on the roof during one ending of “Broken Code”. This should alleviate some niche odd behaviors observed once she takes her place outside the art room window
  • In the Original Story: minor event cleanup for the events that start Rachael and Pat’s initial “Patty’s Striking Resemblance” confrontation
  • In the Original Story: fixed that could cause the Player to get credit towards the “Running” speed stat increase while KO’d
  • In the Original Story: fixed an issue that could cause Leah to Always Block for the rest of a playthrough if the Player failed her “Punch Training” in the Garage by running out of the room
  • In the Original Story: fixed an issue that could cause Vickie to not “stay and watch” after catching the Player having sex
  • In the Original Story: fixed an issue that could cause various hot tub-related bugs to occur if the Player “climaxed” on Brittney while in the middle of the hot tub finale of Amy’s “Scavenger Hunt”
  • In the Original Story: fixed an inconsistency in an Ashley dialogue response regarding her closet and the Tiny Key
  • In the Original Story: fixed an issue that could cause Madison to Roam repeatedly to Vickie
  • In the Original Story: the Player can now quickly get fully dressed or undressed via their Radial action menu instead of being forced to individually remove clothing items one at a time. Existing options to remove individual items remain unchanged
  • In the Original Story: at various points during the Story where the Player is expected to have Madison’s Phone or Patrick’s Phone, either having said Phone inventoried OR held in hand will count as “having” the Phone
  • In the Original Story: minor increase in the “reward” for eating the Chocolate Bar
  • In the Original Story: fixed an issue that could cause Frank to become effectively broken if the Player failed the “good” path for Leah’s “Broken Code” content, then defeated Leah in a possible fight that could ensue, and then tried to wake up Frank
  • In the Original Story: Derek and Madison noticing the Player stealing an item is more in line with Frank/Leah’s behavior regarding the booze. In general, Derek and Madison will not catch the Player stealing if they are too far away, out of vision, the Player is not in front of them, or are occupied by a very specific number of story-content restrictions.
  • In the Original Story: fixed a consistency issue between two instances where Madison would react to the Player talking about a stolen item with Amy
  • In the Original Story: another sugary treat can now be eaten…
  • In the Original Story: Madison and Ashley will be less likely to talk about Ashley’s hidden “toy” via Background Chatter while other NPCs are around
  • In the Original Story: some minor cleanup of behaviors in the sequence of events leading up to Frank’s untimely demise during the “Lety-Rachael Easter Egg”
  • In the Original Story: some tweaks to mitigate an issue that could prevent Frank and Lety’s final confrontation near the Firepit if either of them had managed to get distanced from each other/the Firepit before the Player stepped into view
  • In the Original Story: improvements to Brittney’s behavior(s) if the Player…”finishes” on her at very inappropriate times
  • In the Original Story: tweaks to certain behaviors during the “Tampered Rum”/”Poisoned Player” ending of the game to prevent a certain feisty someone from going overboard with voiced lines. Calm it the fuck down, okay?
  • In the Original Story: Madison won’t stop her bonding session with Lety just because the Player wants Vickie’s number…or if she’s…ummm…nipples deep in important story content. You want to make these worth reading? Thought not.
  • In the Original Story: some of Patrick’s “fluffier” moments when reaching the Player will no longer occur/interrupt the Player if the Player is already in the middle of other Dialogue, in combat/about to be in combat, or in the middle of certain content that triggers temporary global lockouts. To compensate for this, Patrick will try to WalkTo the Player a bit more frequently to deliver these silly, silly lines
  • In the Original Story: when repeating Intimacy with Katherine, she will now also remove her clothing if the Player merely turns their back on her to give her a moment to change; you no longer need to run in and out of another room, although that is still an option
  • In the Original Story: the text descriptions/hints for the Oppportunity: Katherine’s “D”-Mands have been updated
  • In the Original Story: added some Roaming-related controls that should make it much less likely for NPCs to continually stream into the Master Bedroom to say hello or whatever to Katherine while she and the Player are just about ready to get intimate
  • In the Original Story: Frank will no longer magically exit out of his Concussed state in the middle of being talked to or while talking to another Character
  • In the Original Story: fixed an issue that could cause Leah to attack the Player for taking Booze-related actions if Frank was not around but was concussed, even if Frank had given his slurred permission for the Player to do what they want with the Booze
  • In the Original Story: fixed an issue that could cause Leah to consume her Booze warning towards the Player slightly unpredictably/when not intended
  • In the Original Story: fixed an issue that could cause Brittney to permanently be an exhibitionist if Amy’s “Scavenger Hunt” was failed in a specific way, at a specific time during the finale of the Opportunity
  • In the Original Story: Katherine will now be considered temporarily “Occupied” for certain cross-content lockouts while she is running to the Hot Tub to get her phone back from Stephanie during the finale of Stephanie’s “Drunk and Disorderly” Opportunity
  • In the Original Story: cleaned up some behaviors related to Stephanie being high or drunk after some of her content, as well as in-game feedback related to what effects these behaviors have on her
  • In the Original Story: addressed issues with Stephanie’s selection of reaction to the Player exposing themselves
  • In the Original Story: added some additional mitigating controls to prevent Patrick from wandering away from the “flamingo corner”/area in niche situations while the Player was working on “Patty’s Striking Resemblance”
  • In the Original Story: addressed a minor plot inconsistency in a Derek Dialogue related to when the Player/Derek may or may not have found out about what happened with Derek’s brother, just before involving Derek in the “Sibling Warfare” Opportunity
  • In the Original Story: initiating the fight between Derek and Patrick vs. Frank now requires Derek to be free of a number of other…story-occupying limitations
  • In the Original Story: certain Achievements that relied on Periodic events in order to trigger will now wait until the Player is no longer being spoken to, to better ensure that the Player is able to conveniently observe the Achievement pop-up. To compensate, these Achievement Periodic events will “tick” slightly faster
  • In the Original Story: combat-related Achievements should pop-up/fire slightly more quickly
  • In the Original Story: Brittney is now disabled if for some reason she leaves the party
  • In the Original Story: Amy is now disabled if for some reason she leaves the party
  • In the Original Story: a number of Opportunities that were missing various Status Texts have been given some love
  • In the Original Story: the Player will now receive some feedback if the Upstairs Bathroom Door is locked while Amy is attempting to go inside to change into the Goodbye Kitty underwear
  • In the Original Story: Ashley will not walk out to greet Vickie upon her arrival if the Player has not progressed far enough into “Military Precision” and/or “Sibling Warfare” to justify doing so
  • In the Original Story: minor cleanup and tightening-up of some Opportunity-related events specific to “Patty’s Striking Resemblance” and “Story Time with Patrick”
  • In the Original Story: if Katherine kicks the Player out of the Downstairs Bathroom during the events of “Meltdown”, the Fade Out and In will not take nine years to complete. Instead, it will take about as long as you’ve spent reading this note
  • In the Original Story: Stephanie will now wait for the Game Grumps to finish their discussion of “Power Hours” with her before she attempts to return to a music area
  • In the Original Story: fixed an issue that could allow Stephanie to occasionally get too far away from a music area
  • In the Original Story: Stephanie will only start automatically wandering out to dance at the Speaker in the back yard after the Player directly tells her it is set up and on
  • The front door will now make a sound when successfully opened or closed
  • Fixed issues that could prevent the Popper and Starbomb from correctly triggering GetsHitWithProjectile events
  • Set the Fireplace up to explode when various items are thrown into it. This automatic explosion mechanic will trigger one of two sound effects depending on whether or not an appropriate glass/not-glass item is thrown in, trigger the ItemFunction for the explosion itself, and for certain items, also automatically flag Player values so that CSC users may easily track their destruction. The explosion can also be manually triggered via the CSC, which will result in a non-glass explosion sound effect being played, but no automatic events being fired
  • OnItemFunction Event Triggers work now. Sorry we like, put them there and did nothing with them and stuff
  • Fixed a bug that could prevent the NoLoitering system from working as intended due to niche Dialogue open/close behaviors
  • Fixed a bug that could prevent the NoLoitering system from working as intended in the event that multiple Characters took up the same NoLoiter area under certain conditions
  • Very slightly sped up the NoLoitering system check to account for the delay in ChangeLocation caused by it
  • Characters will no longer regenerate health while the game is Paused
  • PokedByVibrator Event Triggers/Reactions will no longer be able to fire while the game is Paused
  • PhoneBlindedMe Event Triggers/Reactions will no longer be able to fire while the game is Paused
  • Characters who were on fire will no longer be super rude and burn to death while the game is Paused
  • The default position of the Sunglasses has been ever, ever so slightly adjusted
  • Minor typo fix for one of the hard-coded text pop-ups that Madison’s Phone can produce
  • Added dancing camera mechanics
  • The Upstairs Bathroom now counts as a valid sex spot. Intimacy started in this spot will manually align itself to prevent clipping or position issues rather than use Character position and rotation
  • The Upstairs Bathroom now has a spot to engage in WallSex positions
  • Added CutScene support to game and CSC.
  • Fixed an issue with Character Zone sizing that could cause Characters that spawned in specific areas at the corners of the yard to not have a Zone assigned to them until they changed position
  • Tweaks to several sex spots to prevent warping through walls near the stairs into the garage, or from the Art Room closet into Madison’s bathroom
  • Fixed an issue that could cause the following Roaming Options for the Roaming Game Event to behave unexpectedly due to choosing the wrong game object: AllowLocation, ProhibitLocation,
  • StopAllCurrentRoamingMotionTo
  • The Salami can now use ItemFunctions
  • The Salami will now be highlighted in the grass if dropped
  • The LockFPS console command can now set the FPS as low as 10, instead of 15
  • Fixed an issue that was causing the IntimacyState criteria check to evaluate incorrectly if checking for IntimacyState – None on a Disabled Character
  • Fixed a typo in a Custom Story Browser error text
  • Various performance tweaks and optimizations
  • CSC: the ItemFromItemGroup category of Game Events now includes the option to GrabFromPlayerInventory
  • CSC: certain body part-modifying CharacterFunctions that were formerly limited for use with specific Characters are now available for all NPCs. Think big brah, real big
  • CSC: NPCs who are currently on fire/have a flame effect visible can now speed up the rate at which the flame visibly ignites/grows or extinguishes by using the SpeedUpFireProgress
  • CharacterFunction. Upon reaching maximum “burn” or when an NPC is fully extinguished, the behavior of the flame effect is set back to its defaults. So, use this when you need a faster, one-off change. This does not increase the amount or rate at which fire damage is taken by the Character
  • CSC: added the IsZoneEmpty criteria, which will check to see if any Characters are CURRENTLY in a zone (Characters walking or being warped over time will need their own logic/criteria set up). This can be used to replace certain repetitive distance and/or InZone checks
  • CSC: “OnRelationshipEventWith” Event Trigger split into different Triggers specific to increases and decreases of Friendship and Romance to allow more convenience when fine-tuning social behaviors. The “Scared” social value is no longer tied automatically into any Event Triggers
  • CSC: improved formatting when Exporting Player Responses
  • Fixed UI placements
  • Fixed Amy nipples poking trough top
  • Added IKOffsets for all characters to improve animation clipping
  • Fixed issue with Derek wearing Sundress/GoodbyeKitty underwear in Main Menu
  • Improved Stephanie’s dress cloth physics and tweaked her hands positions during lap-dance
  • Updated animation settings to stop characters from sliding backwards during conversations
  • Tweaked Brittney specular on cloth material
  • Fixed Madison hard edges on her butt
  • Removed lines/folds under female butts as they stretched during sex scenes
  • Fixed Derek skinning issue which caused a polygon to spike from his neck
  • Tweaked gazebo seating positions to be a bit lower
  • Adjusted ejaculation particle position for male characters
  • Changed player idle animation
  • Added alternate clothing textures for Ashley and Madison when they get beer thrown on them
  • The player will now stop dancing when entering combat
  • Prevented the player from crouching while dancing
  • Characters will now pause or stop what they’re doing to move for another character more often
  • Prevented some arbitrary errors from being logged to the debug console
  • Made improvements to precision when characters are navigating to crowded areas so they will get closer to their desired move target
  • Added console commands to play cutscenes
  • Updated discord links in the main menu
  • Save/Load/Autosave no longer resets a character’s clothing when they’re using a hot tub seat
  • Prevented autosaves from being performed when in the process of loading the main menu and/or being knocked ouut
  • Female characters are now able to dance badly
  • Added additional THGOAO texture slot for a character’s alternate textures
  • CSC Registration in game will now warn the player if their password isn’t using any special characters or capital letters
  • CSC: Accessible player prefs are now segregated by a prefix from normal player prefs to avoid any potential conflicts
  • CSC: Improvements to include faster and better results for advanced regex searches in CSC searches
  • CSC: Improvements to filtering criteria/events in search display results
  • CSC: The RandomizeIntValue option now logs the result of the operation
  • CSC: Performance improvements for sarching with filters
  • CSC: custom filter values are now preserved in search when switching to different characters
  • CSC: IsNaked can now be used for reactions/event triggers

v0.19.0

  • In the Original Story: converted most NPC reactions for the Player exposing themselves into Background Chatter instead of Main Dialogue
  • In the Original Story: added new Opportunities for Frank – A “Ball” of Mystery, CockBall, The Penis Games, Nail the Coffin, Budding Bromance
  • In the Original Story: added new default greeting responses for most NPCs that can be used (based on their availability/ongoing content, social meters, and sometimes more) to move them to specific locations
  • In the Original Story: added clarifying hints and thoughtbubbles to the various story actions that serve as additional means of build trust with Frank outside of “Frankly, I Don’t Trust You”
  • In the Original Story: major revamp of the “Frankly, I Don’t Trusty You” Opportunity and general “Frank’s Trust” mechanics and many associated events. “Frankly, I Don’t Trusty You” is now purely dependent upon social meters with Frank, with giving him booze being just one of many different ways of progressing towards completion of the Opportunity. NOTE: this
  • Opportunity now reflects your initial earning of Frank’s trust. His trust in you AFTER completion of the Opportunity is then dependent upon your friendship level with him
  • In the Original Story: added four new Achievements: “Beyond the Call of Dude-y”, “Good Riddance!”, “Against All Odds”, and “Now It’s a Party!”
  • Added the “Fireplace” as an Interactive Item
  • Created Particle Effect To Depict “Flare Up” from Fireplace, as if hard liquor, etc. were Thrown Into It
  • Added the ability for the player character to dance.
  • Updated the censor setting to show a black censor bar over non-player characters who are engaging in sexual activities.
  • In the Original Story: converted Ashley’s reaction to a shirtless Player to Background Chatter instead of Main Dialogue
  • In the Original Story: groping Ashley no longer counts as having “met” her. Did you miss her hand? Nevermind. Dumb question…
  • In the Original Story: fixed an issue that could lead to Stephanie not being able to receive oral from the Player if they just finished “Special Tutoring” and tried to move right into her intimacy sequence for “Candyman Can”
  • In the Original Story: before giving Frank a whole boatload of booze for “Frankly, I Don’t Trust You”, the Player will receive a hint that there are other ways to get him to trust you for certain content…
  • In the Original Story: finishing “Meltdown” successfully will now always fail “Let’s Lower Some Inhibitions” and “I’m not Whipped, Bro”, as Stephanie is like super cereal about this new Doctor-future thingy
  • In the Original Story: tweaked a couple of Stephanie’s global responses to at least require having officially met her before using them
  • In the Original Story: the two sets of choices in Madison’s dialogues just before she and Ashley fight during the finale of Ashley’s “Drunk and Disorderly” Opportunity now carry minor social impacts based on whether you encourage Ashley/the fight, or not
  • In the Original Story: minor improvements to Brittney’s emotive behaviors during the “Truth or Dare” bit of Amy’s “Scavenger Hunt”
  • In the Original Story: fixed an inconsistency in a Rachael dialogue used during “Patty’s Striking Resemblance” that could refer to Vickie NOT being at the party when, in fact, she totes could be
  • In the Original Story: minor tweaks/improvement to wording of certain descriptive texts for “Frankly, I Don’t Trust You”
  • In the Original Story: being able to ask Frank if he’ll open the Closed Briefcase for you is no longer dependent solely upon completion of “Frankly, I Don’t Trust You”
  • In the Original Story: the response that the Player can use to try and initiate the “Broken Code” finale with Frank is no longer hidden UNTIL the Player regains Frank’s trust. Instead, it will be shown regardless of him trusting you and can be used to confirm whether or not he trusts you enough. A hint has also been added to this exchange
  • In the Original Story: when Frank reaches his chair again for the first time after the Player has snuck too much booze out of the Liquor Cabinet, a little more info about how Frank makes his decision to attack the Player or not will be provided
  • In the Original Story: fixed an issue that could cause Leah to not have the appropriate Alternate Body Texture(s) when loading into a game
  • In the Original Story: standardized the social criteria used to determine when Ashley will attack the Player in response to certain actions
  • In the Original Story: fixed an issue that could allow the Player to ask Katherine to join them in bed while they were being intimate with another NPC. No, this is not a nerf to threesomes or something. Beds have structural weight limitations, that is all
  • In the Original Story: fixed an issue that would cause Katherine to not put her fishnets back on if the Player “abandoned” intimacy in the bedroom with her
  • In the Original Story: slightly loosened the restrictions on two responses within Patrick’s default greeting that were a bit too tightly tied into Madison’s “art show”
  • In the Original Story: “Frankly, I Don’t Trust You” will now auto-start after select interactions with Frank that were already serving as social boosters or depictions of his increase or decrease in the Player
  • In the Original Story: very slightly boosted the social reward received by giving Frank the camera with nude pictures of Katherine on it
  • In the Original Story: tweaks, 0.19-relevant additions, and cleanup in the periodic Event Trigger that removes Frank’s concussed state
  • In the Original Story: several tweaks to Brittney’s behaviors based on her Friendship level with the Player. She will now be somewhat less likely to attack immediately after one major “violating” act, but will be less likely to help with content in a handful of instances based upon even a moderate drop in socials or one occurrence of a major negative act. TLDR: Keep your fluids and appendages off her
  • In the Original Story: fixed an issue where Derek could overhear Amy and the Player talking about his brother…through walls!
  • In the Original Story: Amy won’t be locked off from being sent to take pictures of Brittney in the hot tub if she was never invited to Madison’s “art show” in the first place
  • In the Original Story: the Player won’t be locked out of asking Amy to go somewhere secluded while Madison’s “art show” is on if Amy was never invited to said “show”
  • In the Original Story: the Player won’t be locked out of asking Amy to go check out the fire pit while Madison’s “art show” is on if Amy was never invited to said “show”
  • In the Original Story: Frank attacking the Player due to the Player being drunk while speaking to him will now correctly flag the Player as having been made aware of Frank and/or Leah’s issues with booze
  • In the Original Story: the Player will automatically exit Combat Mode a bit faster after defeating Frank during the “evil”/Ronin finale of Leah’s “Broken Code” content. This is a minor QOL addition that should prevent…frantic players from accidentally hitting Frank again
  • In the Original Story: minor emotive additions and cleanup of Stephanie-Katherine events related to “Meltdown” and “Drunk and Disorderly – Stephanie”
  • In the Original Story: added states to Katherine briefly while she enters the Downstairs Bathroom to try and mitigate a rare issue that could cause her to get pushed out of that bathroom while sick
  • In the Original Story: Patrick now has the Upset state from the start of a New Game, as he’d be hungover/have a headache regardless of having talked to the Player or not yet
  • In the Original Story: minor tweaks to certain starting scenarios for “Get the Man Some Drugs!” and standardization of how friendship is increased, no matter how the Opportunity is started
  • In the Original Story: corrected a few text typos
  • In the Original Story: giving Katherine the rum (tampered or not) will now count as having given one of the liquor items in the game away, which ties into certain Opportunities and Frank mechanics
  • In the Original Story: added more social boosts for Patrick when giving him various booze items
  • In the Original Story: tweaked the delay after which Patrick will accept another booze item to ensure that it’s always roughly 60 seconds after having closed the “gave booze” Dialogue
  • In the Original Story: sprinkled additional emotive behaviors around Patrick’s Dialogues when he is given various booze items
  • In the Original Story: Rachael won’t approach Pat to confront/slap him if Patrick is on his way to certain important Character Targets like the Player
  • In the Original Story: the Player will now have the chance to ask Frank about his “take” on Leah
  • In the Original Story: slight tweaks to the removal of Stephanie’s panties as part of her “Special Tutoring” intimacy reward/finale
  • In the Original Story: tightened up some behaviors for Frank and Leah as part of a handful of “fail outs” of “Broken Code”
  • In the Original Story: cleaned up the Global Item Refusal Events for Arin and Dan
  • In the Original Story: Frank will not try to get back to his chair if he is currently displaying dialogue OR is being spoken to. Slightly increased the frequency with which he will attempt to return to his chair to compensate
  • In the Original Story: minor tweaks to Brittney’s behavior after “Truth or Dare” during Amy’s “Scavenger Hunt” to ensure she gets the most out of her relaxation time in the hot tub
  • In the Original Story: Brittney will only stay in “exhibitionist” mode after Amy’s “Scavenger Hunt” if the Player has extremely high socials (friendship AND romance) with her. This may require her involvement in more than one set of content…
  • In the Original Story: added some Opportunity texts to a few Opportunities that were missing failure and complete messages
  • In the Original Story: “Katherine’s Dilemma” will now fail if the Player got Katherine the Rum without ever getting her to go topless in order to take pictures. This isn’t a bad thing, calm down
  • In the Original Story: fixed an issue that would cause several Characters to react to being given the Flask as if it was filled, when in fact it was not
  • In the Original Story: the response that lets the Player tell Ashley she is standing in Patrick’s “sick” (to move her) no longer has an overly restrictive check against Madison’s “art show”, instead checking if Ashley is attending said show
  • In the Original Story: minor tweak to Ashley’s behavior that moves her if the Player told her about Patrick’s “sick” or “fluids” to prevent fast-moving Players from compromising content
  • In the Original Story: tweaked when Katherine could be “cell phone jammed” to avoid a few niche issues
  • In the Original Story: fixed a handful of issues across the story caused by On Start Dialogue event configurations that were preventing Social boosts or penalties from taking effect
  • In the Original Story: fixed an issue that could cause Ashley to not fully “take a break” from talking to the Player if the Player told her that they just use Derek for party hook-ups
  • In the Original Story: fixed an ancient, evil, long-forgotten bug that would allow the Player to “succeed” at Rachael’s full and partial flash Dares while hugging the inside wall of the Garage as she reached the corner of the yard
  • Fixed an issue that would allow the backend Player Value “PlaythroughTimer” to progress while the game was paused
  • NPCs should now be more aware of who they are speaking to and when they are speaking and more nuanced about which animations they choose and how they rotate toward their targets.
  • Fixed an issue with Dialogue OnStart Events that would allow emotive “tone” to be used by an NPC even if the actual Emote event that could set the tone was not executed due to a failed criteria check; this could lead to dialogues with unintended feels
  • Added right hand mounting position and rotation for the Popcorn
  • Fixed an issue that could cause an NPC responding with a BGC that specified a SpeakingTo target of “Anybody” to be unable to fire off said BGC
  • Mitigated an issue that could cause NPCs to stand around for some time without being able to exchange BGC due to an incomplete verification of pending/playing BGC
  • The Camera item will now differentiate between Naked, Topless, and Bottomless photos when taking pictures of Characters
  • Added support for most menus of the game to be translated including the custom story browser and login interface.
  • Added support for some aspects of the input configuration window to be translated.
  • Fixed issue where autosaves would sometimes not be written to the hard drive when returning to the main menu.
  • Added support for characters to use more complex body textures for preventing clipping with additional clothing sets.
  • Fixed issues with non-gregorian calendar formats in the custom story browser.
  • Updated how the male skin shaders are treated to allow use of a clipping plane for a bra worn in clothing set 1.
  • CSC: Added a “OnRelationshipEventWith” event trigger/reaction that will fire immediately after the current Character has their Friendship, Romance, or Scared social relationships modified with another Character (or “Anybody”) via a Game Event from the CSC. These can be disabled/enabled like most other event triggers to allow automatic and finely tuned control over social relationship adjustments
  • CSC: Converted the PlayerBeingSpokenTo Criteria into IsBeingSpokenTo, which will accept a Character so that you may check if a specific Character is being spoken to by another. Manual correction of existing Criteria types and Character references may be required
  • CSC: Individual Item Interactions resulting in a refusal will trigger refusal behavior(s) for that Item, even if the Item is present in an Item Group for which the Character has Item Group Interactions configured. This will allow you to more finely tune acceptance and refusal for items based on values or other criteria. Individual Items that pass their Accept criteria or are not found within the Individual Item Interactions section will still move on to evaluate any Item Group Interactions they might be included in
  • CSC: Added the InVicinity criteria. This will check against same data used by our internal IsInVicinity checks (used in socialization, roaming, intimacy, default reactions, and more), which ensure that two characters are at a Distance of 4 or less from each other, and not on separate floors. This can also be used as an easy replacement for any existing criteria similar to “Distance Between Two Characters Less than 4”. For those still reading this crap, a Distance of 4 is approximately 1.5 walking steps beyond the interaction distance for all NPCs. Also, I’d like to hug you…if you’d let me
  • CSC: Added the InVicinityAndVision criteria. It checks to see if two Characters are InVicinity of each other and Can See each other, while using 69% fewer words!
  • CSC: Fixed some issues where criteria were being shown in the search feature that should have been excluded.
  • CSC: Added advanced option to use regular expressions when using the search feature.
  • CSC: Added advanced option to search the location info as well as the event/criteria names and keys when looking for a value match in the search feature.
  • CSC: Changed default settings for the search feature to be more broad when filtering by events and criteria simulatenously.
  • CSC: Added a game event that allows the CSC user to set player pref values.
  • CSC: Added a criteria option that allows the CSC user to fetch and compare player pref values.
  • CSC: Added a reaction event type “IsDancing” which can be used to make characters react when they see another character dancing.

v0.18.2

House Party Stable Release 0.18.2 is live!
We’ve ironed out a bunch of bugs and added a lot of polish in this update. We hope you all enjoy the extra smooth gameplay experience!
Two of the biggest changes we introduced are Brittney and Katherine’s outfit reworks. Brittney has an updated patriotic bathing suit, a cute new top for Date Night With Brittney, and her regular in-game shirt has also been reworked with a sexy new look! Katherine’s outfit rework includes a black tee, red skirt, choker, and fishnets! If you haven’t checked out any of the social media screenshots we’ve shared of those two yet, go take a look at them in-game and let us know what you think!
In addition to the usual load of bug fixes, this update also brings some great visual/UI changes such as a brand new radial menu for player choices. Now, when you click on an NPC in the game, it’ll have a new look when selecting your interactions. We also reworked and updated intimacy rewards for several characters, updated the House Party loading screen, and improved our save and load system.
The changes included with this release greatly improve the look, feel, and quality of life of House Party. We’ll catch up on unvoiced lines and translations in our next content update sometime soon after the new year.
There is so much more exciting stuff we’re working on that we can’t wait to share with all of you. For now, enjoy the polish release, check out the hot new Brittney and Katherine outfits, enjoy those new repeatable intimacy rewards, and get hyped for our upcoming updates!
Reminder Note: Though we try our best to preserve them, sometimes it’s inevitable that we have to make changes to the save system, so old saves are not compatible with this update
Thanks!
-Eek Team
0.18.2 (Stable Release)
11/24/2020

  • In the Original Story: Katherine’s intimacy reward has been ‘modernized’ and can now make use of all available intimacy positions
  • In the Original Story: Rachael’s intimacy rewards have been ‘modernized’ and can now make use of all available intimacy positions
  • In the Original Story: Madison’s intimacy reward from “The Muse” has been ‘modernized’ and can now make use of all available intimacy positions
  • In the Original Story: Leah’s intimacy reward from “Broken Code” has been ‘modernized’ and can now make use of all available intimacy positions
  • In the Original Story: Stephanie’s intimacy reward from “Special Tutoring” has been ‘modernized’ and can now make use of all available intimacy positions
  • In the Original Story: Leah’s Hellion/”evil” intimacy reward is now repeatable…but the Player won’t exactly be in control of such fortuitous second, third, fourth, or seventieth rounds…
  • In the Original Story: Katherine’s photo shoot (part of “Look at this Photograph!”) has been ‘modernized’ with the option to use a radial menu to control her poses, and expanded upon to include many more pose options
  • In Date Night With Brittney: Brittney has selected a slightly different outfit for her date with the Player…
  • In the Original Story: * BEEP BOOP * Compubrah can now scan Katherine…
  • In the Original Story: * BEEP BOOP * Compubrah can now scan Rachael outside of her involvement in “Patty’s Striking Resemblance” and “Benedict Brahrnold”…
  • In the Original Story: Lety’s (solo) intimacy reward has had a little additional polish and modernization added to it, and can now make use of the Wall Sex positions
  • The Intimacy Console Command will now let you know you are wasting your time if you try to make a Character that is Asexual be sexual. It won’t go as far as to make you feel bad, per se. It will leave that to you
  • Updated Brittney’s clothing
  • Updated Katherine’s clothing
  • Added new model for frank’s popcorn
  • Frank’s Popcorn can now be thrown around. You know where you’re gonna throw it first
  • Updated combat and orgasm UI
  • Added loading tooltip UI
  • Added tool tips to the load window to show recent memories and opportunities in progress for the save file under the mouse. Will only work with newer save files.
  • Added new radial menu UI
  • Updated the radial for the main menu to use a new visual style and support up to 12 elements on screen at one time.
  • Updated memories window and save data to differentiate between narrations and thought bubbles.
  • Updated the loading screen to support cycling randomly through a list of background image.s
  • Updated the orgasm status bar to support use of a different icon for charging vs depleting.
  • Added a continue game button which is enabled when there is a valid auto save to recall.
  • Updated auto save conditions to perform an auto save whenever you return to the main menu.
  • Synchronized time across all clocks in the universe
  • In the Original Story: Stephanie will not interrupt the Player nearly getting their teeth kicked in or while other events of “global” importance are occurring just to help Katherine with her wittle bitty tummy ache
  • In the Original Story: cleanup of events that can fail out of the “Meltdown” Opportunity while Katherine is still in the downstairs bathroom
  • In the Original Story: general cleanup of events related to Stephanie’s intimacy sequences
  • In the Original Story: fixed a Derek Alternate Dialogue setting so that it will not show up if Derek is mad at the Player
  • In the Original Story: fixed a handful of confusing or unnecessary behaviors and restrictions that had been caused by the tying together of Ashley changing in her room as part of “Change of Heart/Humiliate Ashley” Opportunities and the Player having upset Ashley by untying her top or groping her
  • In the Original Story: cleanup of some of Derek’s behaviors related to him divulging his “girl-friend” problems to the Player at various times
  • In the Original Story: fixed an issue that let the Player ask Katherine to start her Photo Shoot even after Katherine had gotten what she wanted (the Rum)
  • In the Original Story: fixed an issue that would prevent the initial Derek Smash!-related response option for Derek from showing up again if the Player had initially asked for Derek’s help when Derek was pissed off at them. Still gotta earn your way back into buddy-ship, though!
  • In the Original Story: tweaked Ashley’s behavior so that she’s not as talkative immediately after being humiliated by the Player and Madison
  • In the Original Story: Madison’s Phone will now only use one set of Radial Menu options
  • In the Original Story: fixed an issue that could cause redundant thought bubbles to appear when selecting a Vickie response while pursuing “The Muse” and “Sibling Warfare” at roughly the same time
  • In the Original Story: tweaked Lety’s behavior so that she won’t be remain visibly plastered for the remainder of the party after her core content is Completed or Failed
  • In the Original Story: minor cleanup of events related to getting several Characters into Compubrah VR Land A.K.A DongVR A.K.A Patrick’s Fuckbox
  • In the Original Story: added additional temporary position transition protections for many of the intimacy scenes in the game that should help mitigate situations in which a Character the Player was hooking up with could be rendered briefly unable to Orgasm, potentially for the remainder of an entire intimacy scene
  • In the Original Story: fixed an issue that could cause Lety to use her generic reaction to the Player exposing themselves just as they were getting intimate together
  • In the Original Story: fixed an issue that could prevent the Player from being able to send Lety to Derek just before the main events of “Hunt the Hunk” if Derek was occupied when the Player first tells Lety about Derek and Madison
  • In the Original Story: fixed an issue that could prevent certain story-critical events from various NPCs from unfolding during some of the more “idle” moments of the Game Grumps’ “painting scene”
  • In the Original Story: slightly loosened restrictions on two Patrick responses related to sending him to Brittney to ask about his phone so that they would not be locked out for the entirety of Madison’s “art show”, even if the Player takes their sweet time getting to it
  • In the Original Story: refusing to be Stephanie’s prostitute is now a permanent decision. Fixed a repeat response issue related to this as well
  • In the Original Story: fixed an issue that would allow the Player to try and be intimate with Stephanie even if their Orgasm meter was recharging just before her intimacy reward for “Special Tutoring” was started
  • In the Original Story: fixed an issue that would allow duplicate pre-“Special Tutoring” intimacy dialogues for Stephanie to appear
  • In the Original Story: fixed an issue that could cause a confusing shift in dialogue and tone when giving Ashley her 2nd beer for her “Drunk and Disorderly” Opportunity, if the Player was close to recovering from negative social values with her
  • In the Original Story: tweaked Derek’s alternate lines for his default greeting/Dialogue 0 to be a bit more reliant on social meters, in the case that the Player completed “The Muse” and slept with Madison
  • In the Original Story: Frank can now be looted for this marijuana, provided your not-omniscient avatar has need of such a thing
  • In the Original Story: Stephanie can now be looted for her moneys, provided your not-omniscient avatar has need of such a thing
  • In the Original Story: minor miscellaneous improvements to a couple looting mechanics
  • In the Original Story: slightly loosened criteria restrictions on an Ashley response regarding her best bud, Julius Squeezer
  • In the Original Story: fixed an issue that could allow Vickie to walk to a hot tub seat just after she invited the Player to take her Panties off in the hot tub
  • In the Original Story: the Player can no longer start a game of beer pong if they are being intimate with another Character or in combat
  • In the Original Story: fixed an issue with Russian translations that could prevent Background Chatter for Amy, Ashley, and Derek from translating properly
  • In the Original Story: slightly tweaked the restrictions on telling Stephanie about Katherine being sick, if “High and Dry” was in progress, and also add a thought bubble response in case a restriction still applies
  • In the Original Story: fixed an issue that could cause Derek to get stuck on the roof after his “Memory Lane” scene with the Player, if the Player had previously reminded him to go to the roof in addition to the original request to do roof stuff
  • In the Original Story: fixed an issue that could inexplicably lock out the finale of Ashley’s “Smooth Operator – Ashley” Opportunity if a specific pre-“Sibling Warfare” line was seen
  • In the Original Story: minor tweaks to the availability of a couple Derek default greeting responses
  • In the Original Story: fixed an issue that could allow Patrick to potentially be erroneously flagged as Not Occupied during niche moments during the Derek and Pat vs. Frank fight in “Derek Smash!”
  • In the Original Story: the Player can no longer “Blaze” with the Vape if they are currently giving a Blowjob
  • In the Original Story: fixed an issue that could allow Frank to be sent after Patrick while he is still soothing his own ego just before spars with the Player for the “good” finale of “Broken Code”
  • In the Original Story: minor event cleanup, niche bug vector fixes, and emotive tweaks during Pat’s “Cloud of Mystery” and “Genie in a Brahttle” Opportunities
  • In the Original Story: added extra protection against Frank being able to be sent after Patrick just as Patrick was needed for some rather intimate moments during the finale of “Patty’s Striking Resemblance”, which could cause…complications
  • In the Original Story: Pat and Rachael won’t aimlessly stand around, fully clothed, in the hot tub after Patrick nearly dies and gets soaking wet during the finale of “Palectrick Feel”. That’s just silly
  • In the Original Story: fixed an issue that caused the “Got Vaped” lines from most Characters to count as having met them, which could lead to some awkward and/or unintended introductions and behaviors
  • In the Original Story: added extra protections against Madison being able to be sent after Patrick at several points in the game that would be…unfortunate
  • In the Original Story: fixed an issue that caused Frank’s dialogue re: getting mad at Patrick for talking about hiding booze from him as having “met” the Player
  • In the Original Story: additional cleanup of Madison and Frank “GO GET PATRICK!” responses in order to provide somewhat consistent feedback as to why these may be unavailable
  • In the Original Story: fixed a handful of issues that allowed Compubrah VR/Dong VR-enabled Characters to react to certain Player actions as if they were their normal selves. Which they aren’t…
  • In the Original Story: spiced up Rachael’s grope reaction with an emote and…more interesting effects if she isn’t attracted to the Player and in the middle of Lety and Rachael’s “Easter Egg” ending
  • In the Original Story: fixed an issue where Rachael could call for Frank’s help after being groped by the Player, but if Frank was technically unavailable…uh oh, Spaghetti-Os
  • In the Original Story: fixed an issue that would allow the Player to ask other Characters about Derek’s “Memory Lane” stories if the Player had Failed the Opportunity before Discovering it
  • In A Vickie Vixen Valentine: fixed an issue that could prevent Vickie from properly turning AND stepping back to let the Player by if it was requested via a dialogue response
  • In A Vickie Vixen Valentine: fixed an issue that could allow Vickie to get prematurely mad at the Player for not meeting up with her quickly enough at the beginning of the story
  • In A Vickie Vixen Valentine: cleaned up miscellaneous and old scripting issues that would cause problems with certain Action Items and Doors used in the story
  • In A Vickie Vixen Valentine: cleaned up the Actions on the box. Oooohhhh yeah, THAT box
  • In the Original Story: tweaks and polish to a number of aspects of the “Patty’s Striking Resemblance” and “Benedict Brahrnold” finales, including a bug fix for an issue that could cause “Benedict Brahrnold” to “stall out” just as Rachael asked for you to give her Patrick’s “key” due to certain Opportunity dependencies
  • In Date Night With Brittney: fixed an issue that could cause Brittney to awkwardly remain on her knees at one point in the story instead of starting oral fun with the Player
  • In Date Night With Brittney: Brittney will now react to the Player peeing anywhere near her. It won’t go so well
  • In Date Night With Brittney: adjusted the “Top Off” Action for Brittney based on her new clothing style and how her top might be removed in different positions
  • In the Original Story: slightly buffed Brittney’s combat stats to better reflect her long, storied history as a wrestler and her intense study of the techniques of Gina, the Gynecological Goddess, and complete shunning of that uppity orphan-burning bitch, Hymenia
  • In the Original Story: sprinkled in some additional emotive behaviors throughout Katherine’s story in dialogues where strictly engine-driven conversation behaviors might not reflect the seriousness/hopelessness/eternal melancholy/lulz of whatever is going on with her
  • In the Original Story: fixed an issue where a hint thoughtbubble about the Penguin would not appear after a certain Patrick line was used while the Player was working on “Artsy Fartsy”
  • In the Original Story: addressed a social meter inconsistency in Katherine’s reaction to the Player masturbating while waiting to be intimate as compared to her…other reactions during that period
  • In the Original Story: fixed an issue that could cause Lety (immediately after having been invited to the party) to follow Leah around during certain bits of content that notably occupy Leah
  • In the Original Story: fixed an issue that could cause Lety to get up from having sex with the Player just before crushing him during the intimate finale of the Lety-Rachael Easter Egg. Come Lety, that isn’t how you smush
  • Streamlined logging of automatically and periodically performed Event Triggers
  • Fixed an issue with the Vibrator item that could cause erroneous events to trigger on Characters that had nothing to do with the…vibrating
  • Fixed an issue that could cause duplicate and/or erroneous IsAttacked reactions/EventTriggers to fire when Characters were struck
  • Fixed an issue that could cause IsAttacked reactions/EventTriggers “owned” by a Character (the EventTrigger being in their story) to not fire if they were too far away from the an “Target” Character that was struck
  • Fixed an issue that could cause the Camera item to erroneously count certain Characters as having had a “Naked” Photo taken, when no portion of their body was fully exposed. Characters will count as “Naked” for the Camera item if they have the Topless, Bottomless, or Naked State(s), which are already dictated by Clothing item presence on a per-character level. CSC users can further customize this behavior by manually decrementing relevant Camera-generated Photo values in the CSC via Game Events
  • Added a few colliders around the currently used kitchen cabinet to ensure neither Frank’s precious popcorn nor other items can suddenly clip/fall out or into it from the sides or bottom
  • Fixed a few floating objects in the kitchen cabinet
  • NPCs will not randomly choose another NPC to roam to if they currently have the WantsToBeAlone state. However, if an NPC was manually added to their Roaming AllowedLocations via story scripting, they may still roam to that NPC
  • Fixed a minor feedback error in the Roaming Console Command
  • Added the StopMyCurrentRoamingMotion and StopAllCurrentRoamingMotionTo options to the Roaming Console Command
  • Fixed a bug in Console Commands that could cause an exception and display bug in the Console if a result was not found by the somewhat-kinda-intelligent-object interpretation flux nozzle…thing. Shut up
  • Fixed issue where characters were less likely to hit each other in combat when the frame rate was low
  • Fixed issue with translating radial menu options
  • Updated memory interface to use a new icon for narration events
  • Fixed issues with reachtarget events not being triggered when a character was told to move to, warp to, or otherwise interact with an interactive item that they were already using
  • Fixed issue preventing the event to force an end to sex from working when characters were very close to climaxing
  • Fixed issue where certain radial options did not work when the game was translated to certain languages
  • Updated radial menu to allow the target/cursor to be hidden when it is near the center
  • Updated how Katherine’s and Stephanie’s cloth components behave to avoid them getting stuck in strange positions after the characters warp or move very rapidly
  • Slight modifications to the Distance feedback provided by the Charinfo Console Command to better separate values used by House Party vs. generic Vector3 Distances
  • Fixed an issue that could cause erroneous additions to NPC AllowLocation and ProhibitLocation Roaming Lists upon loading a saved game
  • Fixed a minor text feedback issue in the Social Console Command
  • Slight tweak to the position of the InFrontOfEasel movetarget, which will allow NPCs walking to it from outside SpareRoom2/the art room to get clear of the door more reliably if it closes just after they reach the movetarget
  • Updated the save/load manager to support translations for static menu elements.
  • Updated the save file metadata to include translations for all languages for recent memories and quests that are now shown in the load manager when hovering over a save.
  • Fixed issue where memories being displayed when hovering over a save file in the load manager were not the most recent in the metadata for that save.
  • Update Madison’s phone pictures to support censoring/uncensoring.
  • Updated Katherine’s character script to remove her accessory clothing item by default whenever she is loaded in the OS and custom stories.
  • Removed a sitting pose from Katherine’s sitting pose list that was revealing her underwear when seated/fully clothed.
  • CSC: added Started and StoppedUsingActionItem event triggers that will fire whenever a given Character either sits/lays down on/uses a specified (or any) Action Item, or when they get up from/stop using an Action Item
  • CSC: Frank’s Popcorn now has Item Functions enabled
  • CSC: Interactive items now have a toggle to avoid using the default radial options
  • CSC: Added advanced options to search for specific events
  • CSC: Added advanced option to search for specific criteria
  • CSC: Added advanced options to control how filters are resolved
  • CSC: Added advanced options to determine which types of results should be included in the final filtered results
  • CSC: Added advanced option to control how many results can be displayed
  • CSC: Added a reset button to clear the search fields to defaults
  • CSC: Made specific event/criteria searches case insensitive
  • CSC: Added the ability to use semi colons to force line breaks for radial menu options (interactive item actions)
  • Fixed gap in the kitchen cabinet model
  • Fixed light bleeding from the garage into the master bedroom in baked lighting
  • Optimized lightmapped objects
  • Improved radial menu UI
  • Updated avatar images for characters that have new outfits
  • Updated loading tooltip to be static in the loading UI
  • Reduced brightness on a few interactive objects
  • Improved lighting on the erotic prickly vegetation
  • Fixed Brittney’s hands deforming during sex and clipping through drinks
  • Added censored versions of all character texture maps
  • Improved skinning for Brittney and Katherine
  • In the Original Story: minor cleanup of the events between Madison walking out of the Art Room/Spare Room 2 up to waiting for the Player to approach her for “Magnum Opus”
  • In the Original Story: fixed an issue that would allow the Player to offer Vickie Madison’s nudes even if the “Sibling Warfare” Opportunity had been failed
  • In the Original Story: fixed an issue that prevented the “Military Precision” Opportunity from failing near the finale of Derek’s “Mission Impawsible” Opportunity
  • In the Original Story: fixed an issue that could allow Frank’s confrontation with the Player after stealing too much booze from his cabinet to offer two responses instead of one
  • In the Original Story: fixed an issue that could allow Frank and Derek to loop rather rapidly through their “I WANNA KILL THE PLAYER” and “I WANNA DEFEND THE PLAYER” lines if the Player is caught holding a booze item near Frank while Derek is able to use his Combat Perk to defend the Player from Frank
  • In the Original Story: fixed issues that prevented the Player from Grabbing a booze item in front of Frank if Frank was concussed or the Player had a “booze pass”
  • In the Original Story: fixed an issue that would allow the Player to sneak more than one beer away from Frank if they had a “booze pass” via a super sneaky grab and hold technique
  • In the Original Story: fixed an issue that could allow Frank to loop through some of his concussed reactions to the Player holding booze
  • In the Original Story: tweaked some events and dialogue around the time when the Player might want to listen to the voicemail from Hugo Hugehole during post-“Sibling Warfare” with Ashley. These tweaks should prevent higher “sensitivity” from making listening to the voicemail extremely hard to do
  • In the Original Story: once you listen to the Hugo Hugehole Voicemail, it’s kaput! No new voicemail!
  • In the Original Story: aesthetic improvements to Patrick’s little jump to retrieve his briefcase near the end of “Patty’s Striking Resemblance”
  • In the Original Story: there is now a short window of a couple minutes after the “Derek Smash!” fight ends during which Leah will not magically sense that the alcohol in the liquor cabinet might be in danger when the Player Takes it into their inventory, and come waltzing over to guard it. This should make it easier to capitalize on Frank being KOd after “Derek Smash!” concludes
  • In the Original Story: fixed an issue that could allow Rachael to forcibly Change Location away from the Player if she caught the Player having sex during some rather sensitive points in her content
  • In the Original Story: fixed an issue that could cause Leah and the Player to encounter…sexual issues if the Player had recently pleasured themselves and then immediately tried to launch into the finale intimacy reward in the “Hellion”/evil path of Leah’s “Broken Code” content
  • In the Original Story: fixed a minor inconsistency in flagging a Frank “Booze Warning” in one of Leah’s dialogues
  • In the Original Story: Giving Ashley’s clothes back to her after humiliating her will slightly boost her socials with the Player if the Player did not tell her to stay naked or request her Panties in return for the key
  • In the Original Story: after humiliating Ashley, the Player can choose to give her the key without asking for “more” in return, or back out entirely
  • In the Original Story: fixed an issue that could cause a highly skilled, ultra bad-ass, Navy Seal-level Player to not successfully make it through the sparring session at the end of the “good” route of “Broken Code” after getting a confirmed kill on Frank
  • In the Original Story: it should be moderately more difficult for NPCs to interrupt Amy and the Player mid-intimacy now, as they will totes hear any throes of passion and generally avoid roaming to her. They can still roam around to places that may make them visible to Amy, causing her to get all bashful and stuffs
  • In the Original Story: fixed an issue that would allow Players to exploit around Frank’s social mechanic after sneaking a booze item(s) from his liquor cabinet
  • In the Original Story: standardized Eat/Drink functionality for food items in the fridge and the soda to match those of other existing non-alcoholic items that can be consumed
  • In the Original Story: tweaked some Dialogue values for a few Characters that could lead to their formal introductions being skipped
  • In the Original Story: Derek will not congratulate the Player for getting in good with Ashley if the Player sufficiently lowered their friendship with Derek
  • In the Original Story: fixed an issue that allowed the Game Grumps to potentially perform their bathtub scene while KOd
  • In the Original Story: Improved the accuracy of the checks used to determine whether or not Stephanie actually witnesses someone get knocked out via combat
  • In the Original Story: cleaned up and slightly loosened the criteria that control whether or not Steph may check on Katherine of her own accord while Katherine is sick prior to Meltdown
  • In the Original Story: reduced the frequency at which Amy will stub her toe near Stephanie
  • In the Original Story: spruced up the process of getting dressed for a few Characters. This and undressing will continue to be worked on over time
  • In the Original Story: fixed an issue that would cause Katherine’s negative reaction to being “finished on” trigger a mismatching voice line and Dialogue Close reaction
  • In the Original Story: fixed an issue that could cause Katherine to remain in “photo shoot” mode after the Player…did things to her, when she should not
  • In the Original Story: a little clean-up added to Rachael’s post-dare intimacy behavior
  • In the Original Story: cleaned up additional events related to Stephanie and Amy behaviors that precede the beginning of the “Meltdown” Opportunity
  • Added a new wallsex spot in the master bedroom, near the standing lamp
  • Fixed an issue that could cause Ping Pong balls to magically levitate if held by the Player while Starting a game of forever-alone-pong. SPOOPY!
  • Beer pong cups will now reposition themselves whenever a new Practice session of beer pong is started
  • Fixed an issue that was causing the Painkillers and Scorpion Tequila to initialize already flagged as being Held/Grabbed by the Player
  • Fixed some issues with the new radial menu
  • Fixed some issues with the new tool tips in the load manager
  • Various performance fixes related to the storing/retrieving character values, combat, and more
  • Updated the radial menu to support text renderers with higher fidelity
  • Updated tool tips in load manager to sort opportunities by those most recently updated or acquired
  • Fixed resolution based rendering issues in UI
  • Made the new radial menu center the cursor/target whenever it is activated
  • CSC: fixed an issue that was preventing the Practice Point for beer pong from appearing as an Item in the CSC
  • CSC: added an Item Function that can be used to manually reset beer pong cup and ball positions
  • CSC: Added ability to search by game event type and criteria type simultaneously in the CSC
  • Fixed weird specific reflection in the laundry room cabinet
  • Added an icon for narrator text in the memory log
  • Updated dialog UI to allow for slightly longer character names
  • Fixed issue where the “just chill” sign reflected into the house interior and reduced it’s brightness
  • Fixed issue with Patrick so he can take of his shoes again
  • Improved clipping of male idle animations in the hottub
  • Added censorship disclaimer to menu (if no dlc is installed)
  • Fixed visual bugs with translated UI
  • Fixed UI issues on non standard aspect ratios
  • Updated avatar images with new outfits
  • Optimized shadow casting for performance
  • Updated the control scheme UI
  • Improved loading screen
  • Reduced fuzzy text in input UI
  • Fixed an issue that was causing Charfunc Console Command issues for several characters
  • The Clothing Console Command’s “Change” clothing option can now be used without specifying a clothing set. When used in this way, the current Default Clothing Set for any affected Character(s) is used. In other words, you don’t need that extra ‘0’ in 99% of cases unless you or the game engine has been fucking with Default Clothing Sets
  • Fixed an issue that could cause Characters to consider another Character target “reached” even if they were on uneven ground on the stairs, with the stair bannister between them, etc. This should help mitigate crowd control issues on or around the stairs
  • Fixed an issue that could cause Characters to try and fight each other through the stairway bannister, which is a pretty hit or miss strategy. Literally. Now they will run all the way up the stairs to murder you. Greet you. You know what I mean
  • Fixed an issue that would allow Characters to struggle to fight through the immovable object that is the Refrigerator door. The door will now, in its wisdom, sense the martial showdown that’s set to occur, and close itself out of respect
  • Fixed an issue that could cause the Player to enter into combat with a previously engaged combatant if the Player had successfully attacked that combatant, and then combat had been canceled via game event or Console Command, and then the Player had thrown a punch into the air without hitting another NPC directly in front of them
  • Fixed an issue that would occasionally allow Characters to attack each other through doors
  • Fixed an issue that could allow the Player Property IsBlocking to very briefly register as true if an NPC attacked the Player, even if the Player was not currently blocking
  • Fixed an issue that could cause the Interaction Text to occasionally disappear/rapidly flash on and off if the Player was in combat and pointing their cursor at an item or Character. This also fixes an issue that could cause a backup method of calculating an attack hit to execute instead of attempting to attack the Character the Player’s cursor was on
  • Fixed an issue that prevented consistent selection of exact EventTrigger/Reaction matches when using the Events Console Command
  • Optimized Criteria handling and Periodic Event logging in order to reduce CPU usage and garbage allocation
  • Fixed an issue that could often prevent transitions to a Wall Sex intimacy act and even end intimacy entirely when two Characters were already on a Bed and making use of certain positions that could compromise their vision of a Wall Sex spot
  • Slightly adjusted the position of the two wallsex spots in Compubrah-world
  • Fixed the positioning and component values for a movement and navigation blocker inside the garage, to the left of the door, that was a bit oversized and clipped into the kitchen. This change also prevents players from placing items on top of the invisible collider. Sorry, no more floating penguin
  • Fixed an issue that could lead to the Player being able to set their Crosshair focus on or even interact with NPCs through certain environmental layers or in unintended circumstances
  • Slightly increased the distance at which the Popper item can trigger Poppered reactions by Characters
  • Very slightly increased the distance at which the StarBomb will trigger Poppered reactions by Characters when it hits the FirePit
  • Fixed an issue that could cause the Property Console Command to not apply Property changes to All Characters when the All subcommand was used
  • Improved Player auto-targeting of NPCs for attacks in situations where the Player did not have an NPC target focused with their crosshair. This will reduce the frequency with with a further-away NPC is hit instead of one closer to the “center” of an attack, and will prevent an attack from auto-targeting a KOd NPC if a non-KO’d NPC is within range
  • Characters in the LoadingDock cannot roam, cannot be roamed to, and cannot be invited to perform any roaming-initiated “hangouts” with NPCs they might have developed a relationship with
  • Cleaned up restrictions on “hangout”-based motion initiated by Change Locations and added a handful of additional safeguards
  • Simplified the Sociable personality trait-based modifier that affects the random Change Location roaming timer
  • Fixed an issue that could cause certain items to retain their “Highlight in Grass” texture even when they were mounted and/or no longer touching a grass surface
  • Added functionality to respect/enforce demo limitations and show feedback explaining them.
  • Updated main menu to exclude empty directories when determining language options for stories.
  • Fixed issue where switching languages after a game has already been saved and loaded didn’t translate some things.
  • Added support for the demo version to allow the player to play the game however they want for up to 10 minutes per play session, while restricting the ability to save/load games.
  • Added support for the graphics menu to be translated.
  • Improved performance for menu translations.
  • Updated status bar code to support new radial style.
  • Updated the radial menu to show default options for different types of interactions in the same positions/order, and disable them but still show them if they’re not enabled by the story.
  • Fixed issue where switching back to English didn’t re-translate the main menu if you already went into a game and returned to the main menu.
  • The hard coded behavior that opens up Madison’s Phone’s UI will now also work whenever the Player is holding the phone
  • In the Original Story: tweaked the “not sitting in hot tub” message the Player can receive so that it doesn’t appear if an NPC is already using that seat
  • In the Original Story: fixed a discrepancy in the Speed boost you get from scoring multiple times in Beer Pong; doing so will now give the intended, somewhat higher boost
  • In the Original Story: fixed an issue that could cause Rachael to get partially dressed again during the Lety-Rachael Easter Egg intimacy scene, if the Player had already done certain Rachael dares first
  • In the Original Story: fixed an issue that could cause Rachael to not be close-at-hand during the finale of “Palectrick Feel” if she is unoccupied
  • In the Original Story: fixed an issue that could cause the Player to not get FlashScore credit (for Katherine’s “Express Yourself” Opportunity) as a result of certain possibilities that could unfold during Lety and Leah’s “Just in the Kick of Time” conversation
  • In the Original Story: fixed an issue that could cause one or both Key items taken by Derek to reappear in front of the character when they had already been put back in the Player’s inventory
  • In the Original Story: fixed a number of VA-text mismatches
  • In the Original Story: added a couple Derek dialogues to make certain positioning possibilities when starting early “Memory Lane” content steps a bit less awkward
  • In the Original Story: fixed a couple confusing responses and thought bubbles that Ashley could generate that implied that her “prank was back on” even if the Player already failed “Sibling Warfare”
  • In the Original Story: fixed an issue that would cause Frank to warn the Player about taking booze from his cabinet, and Leah to come check on the safety of Frank’s liquor cabinet, even if the Player was given a “booze pass” by Frank
  • In the Original Story: it should be much harder for Patrick and Rachael to start their argument that starts “Patty’s Striking Resemblance” while Patrick is on/near the stairwell. That was just rude
  • In the Original Story: the Achievement credit/counter toward the “Duck and Weave” Achievement will not reset if the Upstairs Bathroom gets locked by Amy during her “Goodbye Kitty” selfie
  • In the Original Story: minor cleanup of some Compubrah/VR-entry-related events
  • In the Original Story: fixed an issue that could cause Katherine to prematurely walk away from a pending (repeatable) intimacy sequence
  • In the Original Story: if the Player is in the master bedroom zone (includes Madison’s closet and bathroom) but not in sight of Katherine when she reaches the bed for a repeatable intimacy reward, she will go ahead and strip down to wait for the Player
  • In the Original Story: fixed an issue that would temporarily prevent the Player from taking booze out of Frank’s cabinet if the Player first got Derek’s “Combat Perk” (where he can protect you from Frank), then pursued “Apply Pressure”/concussing Frank by locking the downstairs bathroom door and having him run into it, then tried to take said booze after Frank walked back to the Dining Room
  • In the Original Story: Amy’s intimacy reward from completing “Chasing Amy” has been ‘modernized’ and can now make use of all available intimacy positions. This includes the ‘full’ and ‘partial’ rewards
  • In the Original Story: pursuing Amy’s intimacy reward just before Madison’s “art show” for “The Muse” starts is now an option, but as expected that will prevent Amy from attending the art show
  • In the Original Story: fixed an issue that could cause the Money Maker’s Monthly magazine to not properly trigger Patrick’s dialogue about the rainforest and environment such if he was KO’d
  • In the Original Story: fixed an issue that could cause Ashley’s Top to become un-interactable after her initial “Sibling Warfare” intimacy reward
  • In the Original Story: fixed an issue that would allow a Player to Untie Ashley’s Top at unintended times just before an intimacy reward
  • In the Original Story: Ashley’s intimacy rewards from both “Smooth Operator: Ashley” and “Sibling Warfare” have been ‘modernized’ and can now make use of all available intimacy positions
  • In the Original Story: minor cleanup of aesthetic/emotive events before, during, and after Ashley’s intimacy rewards
  • In the Original Story: there is now a short window of a couple minutes after the “Derek Smash!” fight ends during which Leah will not instinctively come to take over Frank’s guard duties if the liquor cabinet doors are opened; this was making capitalizing on the Frank-less outcome of “Derek Smash!” a bit too difficult
  • In the Original Story: fixed an issue that could cause Leah to encounter some movement issues if she approached the Player to listen in on the Vickie conversation prior to starting “Screw Like a Bee”
  • In the Original Story: Leah will only start zealously judging the Player’s distance from her during the “follow Leah” intro portion of “Screw Like a Bee” the moment she starts running to the Garage
  • In the Original Story: there is now a small social penalty to Madison’s friendship and romance if she catches the Player and Ashley in the closet after the doors were supposed to be closed during the “Sibling Warfare” finale
  • In the Original Story: fixed an issue that could cause the left Master Bedroom Closet Door to be openable before it should be during the finale of “Sibling Warfare”. This could occur if the Player had closely followed Ashley into the closet instead of manually closing the closet themselves, and would lead to a confusing failure of the content if the Player did as instructed and opened “one door only”
  • In the Original Story: made several tweaks to Leah’s approach prior to starting “Screw like a Bee” that should help prevent situations where she was not close enough to overhear and start the Opportunity after the Player lies to Vickie
  • In the Original Story: fixed an issue that could lead to a confusing sex-related dialogue from Vickie just before “Runner Runner” begins
  • In the Original Story: the Player needs to be fully “recharged” in order to see the “Fuck” action with various characters immediately prior to their intimacy scenes
  • In the Original Story: increased the number of intimacy positions available during Vickie’s intimacy reward and ‘modernized’ her intimacy reward interactions
  • In the Original Story: miscellaneous cleanup of events and addition of some emotive behaviors related to Katherine’s photo shoot
  • In the Original Story: getting caught by Amy when having sex with another NPC can now put “Chasing Amy” and its repeatable rewards in jeopardy if the Opportunity is In Progress or has been Completed, and Amy’s social meters are still high enough to warrant, well…giving a shit
  • In the Original Story: if the Player completes Amy’s “Scavenger Hunt” Opportunity and remains friendly enough with her, she will be just as supportive of the Player’s desire to be nude as the Player was of hers. I.e., she won’t use her snarky nudity reaction
  • In the Original Story: handing the Goodbye Kitty underwear to Amy in front of Madison will result in Madison being…dissatisfied
  • In the Original Story: fixed an issue where Patrick would immediately enable his Merlot in front of Leah…despite being prone to otherwise hide it in front of her
  • In the Original Story: fixed an issue where Patrick could be betrayed by the Player for telling Frank to beat him up, when Patrick could not see the Player
  • In the Original Story: fixed an issue where Patrick could be betrayed by the Player for telling Madison to beat him up, when Patrick could not see the Player
  • In the Original Story: fixed an issue where Inspecting Madison’s phone after holding it to use as a light source or dropping it would do nothing
  • In the Original Story: fixed an issue that could cause unintended roaming and other behaviors right around the time that Leah goes to hide in the bushes during “Broken Code”
  • In the Original Story: cleaned up some behaviors related to the finale of the Game Grumps’ BWWAAAAOOOOOOOOOOOWWWAAAAOOOOO-sorry. Sorry. The Game Grumps’ paintBWWAAOO-FUCK. FIXED SOME PAINTING FUCKERY
  • In the Original Story: added a clarifying thought bubble for when the Player COULD ask Frank about what he did to Leah (after she leaves the party during “Broken Code”), but Frank is occupied
  • In the Original Story: fixed an issue that could lead to Leah or Frank becoming occupied seemingly forever and without explanation if the Player let the Game Grumps just stand around near the painting. For whatever reason
  • In the Original Story: miscellaneous cleanup of extraneous NPC actions during the Game Grumps’ painting thing
  • In the Original Story: minor cleanup of Leah’s behaviors after her betrayal by Frank near the firepit that could cause awkward moments with a few other Characters
  • In the Original Story: the healing food items have been buffed after a most unforgivable typo was discovered. They can now heal a maximum of 69 health, up from 68. Heavens to fucksy!
  • In the Original Story: Vickie may indicate to the Player that he is a fucking weirdo for standing around in the hot tub
  • In the Original Story: Patrick will now attempt to go find his Merlot if he dropped it during the Derek Smash! fight and this was the only fight he had been in during the playthrough
  • CSC: fixed an issue that was preventing Character Functions from being usable for several characters
  • CSC: added a RandomizeIntValue Game Event that will allow users to specify a minimum and maximum range (-100 to 100), and a Character Value which will have a random integer within that range assigned to it
  • CSC: fixed an issue that could prevent the Player from being a selectable Character for a Social Criteria check
  • CSC: added two new Roaming event Options that can be used to stop Roaming-only motion for one Character, or, Roaming-only motion for any Character moving toward a given target
  • CSC: Global Responses will now be sorted by their Display Order, matching the existing sorting functionality for Dialogue Responses, Game Events, Criteria, etc.

 

v0.16.5
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
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

v0.16.4
Added hand “hot spots” and better aligned all sex animations
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
Added missing inventory icons
Improved light probes in living room
Fixed LOD flickering, objects disappearing and lighting artifacts on several objects
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
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
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

v0.16.2
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)
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 : ” 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)
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 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
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”


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