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House Party Adult Game Download Overview

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.​

House Party Game Trailer

House Party
House Party
Developer: Eek! Games, LLC
Price: $ 24.99

Game Information


About

Release Date: 2019-10-30
Developer: Eek! Games: Patreon – Website – Steam – Itch.io
Censored: Optional
Version: 1.3.2.12199 + DLCs
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

1.3.2.12199
(Stable Release 3/29/2024)

Link

1.3.2.12191
(Patreon Beta Release 3/27/2024)

  • Dinolicious Hat Customizable.
  • Secondary colors added to the customizer for several items.
  • Liz Katz elf outfit now available for all characters.
  • Liz Katz detective dress now available for all female characters.
  • Fixed an issue that was causing hair color to revert back when selecting the hair button.
  • Added validation check for customization groups. If a customization group is empty, or missing characters, the default preset will be added to the selectedoutfit for each missing character.
  • Changed hairstyles to be assigned instead of added to prevent a key already exists error.
  • Added another popup error message for documents folder access issues.

1.3.2.12114
(Patreon Beta Release 3/6/2024)

  • New Hairstyle Picker
  • Items from the Doja Cat DLC added to the customizer (Dinolicious Hat, Doja Cat Fuzzy Bootz, Doja Cat Earrings)

v1.3.1.12069e
(Stable Release 2/26/2024)

  • Fixed an issue that caused characters to still react when they were knocked out.
  • Fixed an issue that caused characters to not react correctly when the walked in on a private event.

v1.3.1.12069d
(Stable Release 2/24/2024)

  • Fixed an issue that could cause the head to fall through the floor after the freezer cutscene.

v1.3.1.12069c
(Stable Release 2/23/2024)

Quick Hotfix to resolve an issue that caused characters lips to sometimes not move when they were talking for players with surround/spatial audio setups.

v1.3.1.12069b
(Stable Release 2/23/2024)

  • Fixed various story issues (i.e. Frank not getting Katherine out of the bathroom).
  • Fixed an issue with incorrectly sized older skin texture mods. They are now automatically resized if incorrectly sized.
  • Fixed blocky lower resolution mirror reflections.
  • Improved the visibility of the starbomb box when it’s resting in the grass.
  • Added in-game achievement images for Valentine’s achievement.
  • Fix for Valentine’s Easter Egg not always showing up correctly when achievement occurs.

v1.3.1.12017v
In preparation for this romantic day, Madison has spruced up the house party with some lovely holiday decorations! The decorations include:

  • A Dusky Sky (Well, Madison might not have made that part happen)
  • Heart decorations
  • Balloons
  • Rose Petals
  • Pretty Moths
  • A billion small candles
  • A Valentine’s Sheet and Pillow Set

Customizable Clothing Accessories
There are also a few new clothing options available in the customizer. You can now equip characters with the following items:

  • Angel Wings
  • A Valentine Halo
  • A Valentine Headband
  • Heart Glasses
  • Valentine’s Choker
  • Fixed an issue that sometimes caused guests to show up to the party without appropriate attire.
  • Added reminder text in the customizer to create or select a preset when the Default preset is selected.
  • Only one Holiday Pack can be active at a time now. This only affects decorations and story content. All Holiday Pack clothing items will always be available in the customizer as long as the DLC is installed.
  • Improved main menu lighting and shadows.
  • GBK undershirt is now available for Derek in the customizer if you have the Solar Flare achievement.
  • Optimized story and texture memory usage, which in most cases will result in less memory usage, especially on Potato graphics settings. In some cases memory usage is decreased by 1GB+.
  • Improved loading of characters on the main menu. They now only appear after clothing and textures have been applied.
  • Fixed a couple of issues that would sometimes cause swapping customizer group presets to not work correctly.

v1.3.0.11827d

  • Items the player is holding are now correctly returned to the player’s hand on loaded games.
  • Fixed an issue that was causing mounted item unmount events to be queued. They now fire immediately.
  • Fixed an issue that prevented Vickie’s jewelry from working correctly in the 1.3.0 version of the game.
  • Vickie’s armband is now customizable.
  • Fixed a couple of issues with Doja Cat cutscenes.
  • Added error messaging for some players who use OneDrive and have issues with the customizer if their OneDrive is not signed in.
  • Plus some other minor bug fixes.

v1.3.0.11764

  • NVIDIA DLSS now overrides Anti-Aliasing, since it has Anti-Aliasing built in and is not meant to be used with additional Anti-Aliasing technology.
  • Fixed an issue that sometimes caused some items to float.
  • Fixed an issue that sometimes caused the camera to become De-Synced with the Player after an attaining an achievement.
  • Fixed an issue that caused the snake to be positioned strangely when Leah and Frank were holding it.
  • Fixed an issue that caused characters to sometimes scale weirdly when holding items.
  • Fixed an issue that caused the female player shirt to not allow custom decals.
  • Fixed some issues related to custom stories.
  • Fixed an issue that sometimes caused a double knockout.
  • Fixed an issue that sometimes caused characters to have issues reaching their walk-to destinations.

v1.3.0.11714

  • Fixed an issue that caused the mask (if worn by the player) to interfere with first person view in cutscenes.
  • Fixed an issue causing texture mods to not work correctly.
  • Fixed an issue causing v2 outfit console commands to not work correctly.

P.S. We’re working on the phone issue in Date Night With Brittney and should have a fix for that in the next few days as well.

v1.3.0.11702

  • Fixed an issue that sometimes caused an infinite loading screen.
  • Fixed an issue that sometimes cause the kettle to disappear.
  • Fixed an issue that caused the phone to be missing in Date Night With Brittney.
  • Fixed some issues with the Winter DLC quest.
  • Fixed an issue that caused the livestream canvas to not show in one of the versions of the Doja performance scenes.
  • Fixed an issue that caused Madison’s phone to not show the correct images.
  • Fixed an issue that caused the hockey mask and track suit hoodie to not be available for some characters after obtaining the required achievement.
  • Fixed an issue that caused many untranslated buttons on the Customizer to all show as quit instead of their untranslated version.

v1.3.0.11681
– Player jacket/shoes are no longer stuck on.
– Vickie Vixen and Brittney side stories are now working correctly.
– The issue sometimes causing plastic looking characters on the loading screen has been resolved.
– Fix for female player sometimes not being able to “use with” some items.

v1.2.2.1

In the Original Story: Fixed a bug where players could become deadlocked when trying to open Liz Katz’s trunk and start Madison’s art show at the same time
In the Original Story: Fixed multiple bugs related to the tentacles not behaving correctly
In the Original Story: Fixed an issue where characters would talk over themselves during Blackout
In the Original Story: Fixed a bug where the player could get into a fight with Liz Katz and become stuck in a dialogue loop
In the Original Story: Adjusted requirements for opening Liz Katz’s trunk to give the player more freedom to pursue other content before continuing the story
In the Original Story: Fixed multiple instances of written dialogue not matching the voiced dialogue
In the Original Story: Fixed a bug that would occur during the laundry room portion of Liz Katz’s content if Madison and Ashley were both occupied
In the Original Story: Fixed a bug with Patrick not handling his Merlot correctly
In the Original Story: Fixed an issue where Liz Katz would comment on certain quests as if they were in progress, even if they were already failed
Fixed an issue that sometimes caused underwear and bra sections of characters to disappear
Fixed an issue that caused Patrick’s notebook to be unreadable on lower graphic settings
Fixed an issue that sometimes caused characters to float in the hot tub.

v1.2.2

In the Original Story: Added a short new player-centric cutscene available after Liz Katz’s Drunk and Disorderly quest (Explicit version only)
In the Original Story: Fixed a bug that would occur when reviewing clues with Liz Katz, leading to incorrect progression
In the Original Story: Fixed a bug where Liz Katz would get stuck in the laundry room and the story would not progress
In the Original Story: Fixed a bug with the air vent system in Madison’s house where vents would remain open even when they should be closed
In the Original Story: Fixed a bug where the player would be able to enter VR when in VR
In the Original Story: Updated hints and inspect text throughout the story to make things clearer for the player
In the Original Story: Fixed a bug where the player was not able to take the penguin after Liz Katz’s content is complete
In the Original Story: Fixed an issue where certain cutscenes would end and the story would not progress
In the Original Story: Fixed multiple lines of dialogue text that did not match the voiced dialogue
In the Original Story: Fixed a bug where the player could break Compubrah’s code sequence if they went too fast
In the Original Story: Fixed a bug where legacy POV would end and nothing would happen next
In the Original Story: Fixed a bug where Liz Katz’s VR outfit would be censored even though she was clothed
Fixed an issue that could prevent OnAfterCutSceneEnds Event Triggers from firing for censored CutScenes when an Event Trigger was only created for the uncensored version of the Scene

v1.0.9
(Stable Release 02/09/2023)

  • For all non-DLC content: updated Spanish (MX) translations
  • GameObject name for Key2 is now “key2” instead of “key4”. Should only matter for those cheaty cheats that use a lot of console commands
  • Implemented a system to prevent item repositioning based on load game data. This should help prevent the vast majority of issues that could be caused should we decide to…redecorate
  • Cleaned up some unused InteractiveItem code and members
  • Updated Spanish (MX) translations for the UI
  • A new Key item has made its way into the house
  • Fixed an issue that could cause the Player to be unable to Interact with their POV/Legacy IntimacyPartner in the rare event that a physical obstruction created a line of sight block between them
  • Enabled ItemFunctions on a number of items that previously were unable to make use of them (pretty much every item that starts out in the Fridge, such as the Mayonnaise, Chicken Nuggets, etc.)

1.0.8
(Beta Release 02/03/2023)

  • CSC: major CPU and garbage allocation optimizations made that will notably reduce the UI “lag” experienced when manipulating many CSC elements, dropdowns, text fields, etc. Note that these optimizations required minor changes to the UI. Some functionalities like sorting/arranging elements are now controlled strictly through user-interactable elements like arrows, the copy/paste functions, and insert/remove
  • CSC: added “CharacterGroup” behaviors. This allows for the creation of targeted groups of Characters that can then have GameEvent, Criteria, Event Trigger, and/or CriteriaGroup behaviors executed upon them selectively or en masse. Note that not all GameEvents and Criteria are available for use with this system
  • In the Original Story: Updated Brittney’s behavior towards the player after they hook up
  • In the Original Story: Fixed an issue with Amala not being disabled properly after leaving the party
  • In the Original Story: Fixed an issue with Amala kicking the fence not firing correctly when loading a saved game
  • In the Original Story: Overhauled the intimacy mechanics in the CSC to utilize character groups
  • Increased size of LoadingDock slightly and adjusted LoadingDockZone accordingly
  • Fixed an issue that could cause Player motion to stutter excessively if no NPCs (or only DialogueCharacters like PhoneCall) were enabled
  • InteractiveItems can now internally (on our end) be flagged for automatic disabling upon start of a Custom Story game session, as can their ScriptObjects
  • The following InteractiveItem(s) have been flagged to get disabled entirely whenever a New Game of a Custom Story starts: Drone, FilmCamera, HotTubCoverUnfolded, PizzaBoxFortification, PlanksFortification, PlanksFortificationExtraNails, DeadSnake (in front yard), Firetrail, and GlassCover (for the hot tub). Note that the save/load system will be relied upon to maintain InteractiveItem state between sessions, so this will only ensure that these items are disabled upon the start of a new Custom Story session. This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC
  • The following InteractiveItem(s) have been flagged to disable their ScriptObjects upon start of ANY Custom Story game (loaded games included): HotTubBase. Note that the save/load system does NOT maintain state of ScriptObjects. CSC scripting will be needed to address this.
  • This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC
  • The Front Yard Crowd will automatically be disabled upon start of ANY Custom Story game (loaded games included)
  • Minor redundancy and CPU/Memory optimization-related cleanup across a number of engine, data, Criteria evaluation, and UI-related scripts
  • Fixed an issue that could cause unintended and sporadic camera “bouncing” when simply running around the game world over flat surfaces
  • The Debug Log will begin logging slightly earlier than before, allowing it to catch more pre-session diagnostic info
  • Minor optimizations to Debug Log to reduce garbage allocation
  • Fixed an issue that was disabling the downstairs Window Blinds (against the front yard) on every game start. These have been the ScriptObject1 of the PlanksFortification for some time, and can be controlled via the CSC as needed
  • The Window_Broken object will no longer be enabled by default on every game session. This has been the ScriptObject2 of the PlanksFortification for some time, and can be controlled via the CSC as needed
  • Optimization pass on CharacterManagerTick loop CPU usage performance as well as performance for related methods
  • Slightly optimized GPU draw calls by removing several obscured/unused environmental objects within the house and disabling Cast Shadows on a number of indoor objects that were not creating noticeable shadows
  • Fixed an issue with Character/ItemGroup behavior that could allow a “shared” action to populate on the radial when a criteria check should have prevented it from doing so
  • Updated Volumetric Lighting plugin, which should confer minor performance benefits for some users
  • Minor optimization to FixedUpdate code that handles door rotation or position change
  • Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters
  • Rebaked lighting with slightly tweaked Ambient Occlusion settings
  • Rebaked and slightly reduced footprint of occlusion culling data
  • Wired up EnableScriptObject/DisableScriptObject and other ItemFunction behavior(s) for newly added assets/items
  • Very minor adjustments to the Fridge door’s hard-coded auto-close behavior. Should not be discernible in normal gameplay
  • Minor tweaks to VFXManager that handles certain character effects and some newer…ambiance stuff. Adjusted certain Phone-light-related behaviors to auto-adjust based on this totally spoiler-free ambiance-related tomfoolery
  • Added a blackout effect
  • Added a breaker box model in the garage
  • Added a knife model
  • Added a new fridge + alternative material option
  • CSC: updated core Unity .dlls
  • CSC: fixed an issue that could cause a NullReferenceException and the inability to use certain StoryCollection-related functions when initially creating a brand new StoryCollection via new GameObject
  • CSC: added the Gender Criteria, which for now should be reserved for use in conjunction with CharacterGroup-derived behaviors
  • CSC: cleaned up some inconsistent alphabetization behaviors
  • CSC: miscellaneous internal cleanup of large swaths of the CSC/Editor codebase
  • CSC: minor expansion of auto-data cleanup and error message handling in some additional situations

1.0.7 XMas Redeploy
(Stable Release 12/19/2022)

  • Fixed an issue that would cause the Clothing ConsoleCommand to execute redundant Clothing GameEvents
  • Fixed an issue that could cause objects to be un-interactable in certain areas of the game world

v1.0.7 XMas
(Stable Release 12/16/2022)

  • In the Doja Cat DLC: Fixed issues with Derek’s departure from the roof after talking with Amala that could result in various bugs, ranging from game breaking to cosmetic
  • In the Christmas Content: Added a new opportunity to help spread some Christmas cheer called “Deck the Balls”
  • In the Christmas Content: Added a snowball bucket which can be used to throw snowballs at the other house guests
  • In the Christmas Content: Added two new achievements, “Deck the Balls” and “The Most Wonderful Time of the Year”
  • Added three additional MoveTargets just outside the Gazebo, and one inside
  • Added a Stepstool Interactive Item, which is a physical item that also includes a Chair and StandSpot
  • Added a GazeboFuseBox Interactive Item
  • Added a Character Function for disabling some of the Default Gazebo lighting (real-time and “party lights”)
  • Wired in Cheer2 and Cheer3 as valid SendEvents for all Characters to use
  • Fixed a bug that could cause GetsHitWithProjectile detection to fall through in certain cases
  • Fixed an issue that would cause pictures taken by the Digital Camera item to always be blurry
  • Added CoverGenitals and GiveSpeechArmsOut animations to the project. These are now available as Poses for all Characters to use
  • Added EdgeSlip animation. This is available as a SendEvent for all Characters to use
  • Added Fuse Box model
  • Added many holiday house decoration models
  • Added snow, but at room temperature
  • Added a conspiracy theory about the snow
  • Added a cloudy sky
  • Added an extra layer of fog
  • Added a holiday miracle
  • Added a very special decoration model
  • Added snowball model
  • Added Bucket of snowballs model
  • Added Christmas Hat for Frank
  • Added Elf Hats for Derek and Katherine
  • Added Chistmas Sweater for Amy, Leah, Madison, Patrick and Vickie
  • Added Reindeer Hats to Amy, Ashley, Madison and Stephanie

1.0.6
(Stable Release 12/02/2022)

  • In the Original Story: Fixed a bug where Patrick would leave when the female player was already in the master bedroom with him to hookup
  • In the Original Story: Fixed a bug where the player could start Lety’s Easter Egg CutScene when she was already at a high orgasm value, which could lead to the CutScene terminating unexpectedly
  • Fixed an issue that could cause StrapOns to fail to mimic penis positional and rotational behavior(s) in CutScenes. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this
  • InteractiveStates.UnableToOpenLabiaOrAsshole is no longer entirely ignored if a CutScene Actor’s partner is Female. If the Actor has a Female partner in a CutScene that is wearing a StrapOn, this State will behave as expected. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this
  • Implemented sound effects for UI elements in GameMenu and settings menus
  • Fixed an issue that could affect CutScene-specific object/transform positions when various items were mounted to specific spots on a Character. Note that at this time this fix applies exclusively to Custom Story content
  • The Mug item will now use the correct Inventory icon. It will no longer share the same Inventory icon as the Coffee Cup item
  • Adjusted collider sizes for all Bracing Spots so they do not as easily overlap with other Interactive Items that may have been dropped onto/near them. This fixes an issue where the Dildo could not be interacted with sometimes after having been freed from the chandelier
  • Doors will no longer attempt to force a child collider to be a Trigger if said collider is both a MeshCollider and Concave. This will eliminate certain (generally nuisance) errors that could occur any time certain Doors were opened, either during play or when loading a save file
  • Cleaned up a number of Derek’s voice lines that had artifacts or other minor issues

1.0.5
(Beta Release 11/21/2022)

  • In the Original Story: Added POV options for Brittney and Patrick for the female player
  • In the Original Story: Explicit version users now get a stat boost for drinking booze or taking painkillers
  • In the Original Story: Players can now choose between POV and cutscene for Frank’s backyard scene
  • In the Original Story: Fixed a bug with multiple characters where the player finished prematurely and the scene did not end correctly
  • In the Original Story: Fixed a bug where NPCs would go down on the female player and she would still be clothed
  • In the Original Story: Enhanced Compubrah to provide a more fulfilling experience for the female player
  • In the Original Story: Added a check for Brittney, Derek, and Patrick to prevent the female player from starting sex when they are still recovering
  • In the Original Story: Male players now have additional options when engaging in POV sex with female characters
  • In the Original Story: Fixed various bugs involving decorating the penguin for the Muse questline
  • Fixed an issue that could prevent a Character’s “climax” or other intimacy SFX from playing to…completion
  • Fixed an issue that could cause StrapOn position and rotation to become permanently corrupted when certain cutscenes were played
  • Characters that are actively playing their looped “oral” SFX will no longer be considered “speaking”, which was preventing some randomization of BlendShapes from taking place during POV/Legacy intimacy
  • Spiced up the BlendShapes used during several POV/Legacy intimacy acts, including but not limited to, “MakingOut” and “SixtyNine”. They are now 42.0% more representative of the ecstasy one might feel IRL. “Might” is doing some heavy lifting in this patch note
  • The “bottom” Character in POV/Legacy “SixtyNine” intimacy will more believably look at the funbits of their partner, most notably if the partner is female
  • The CharInfo Console Command will now display what role a Character is taking in a POV/Legacy intimacy act, if applicable
  • The “giving” Character in POV/Legacy “Cunnilingus” intimacy will more believably look at the funbits of their partner, and no longer let their gaze wander as easily to…whatever might be around
  • Cleaned up behaviors for a handful of POV/Legacy positions that could prevent Characters from looking at their partner, when appropriate
  • When giving oral to a male NPC, the “giving” Character’s mouth will open more consistently, and to a degree that is specifically appropriate for their partner’s titanitude. Or lack of such a thing
  • Fixed a bug that was interfering with all InteractiveStates.UnableToOpenLabiaOrAsshole on/off behavior outside of CutScenes. For various “penetrative” intimacy acts that involve the female player or female NPCs, this being off will now have an effect. I can’t believe the patch notes I write
  • Fixed an issue that could cause customized DisplayNames for Characters to not be used in the BGCUI Text Display and Opportunity Window
  • To prevent being dropped and accidentally lost, the Whipped Cream will now be highlighted in the grass if dropped outside
  • The following will look much better when mounted to an NPCs right hand, most notably when used in conjunction with a HoldingADrink… State: Empty Vodka, Whack Spankiels/Whiskey, Red solo cups, Chardonnay, Cabernet, Soda, Whipped Cream
  • Increased save game limit to 250, up from 69. This is the last time, you fucking data hoarders
  • Patrick will no longer yell PAARRTTYYYYY! if he is swapped out for another Character in the F_PatrickFinale cutscene
  • When the Player is involved, both “roles” for SixtyNine will require Mouse Movement to pleasure your partner
  • Fixed an issue that could cause male genitals to be visibly transparent in the opening seconds of cunnilingus
  • Added some additional logging to help diagnose cutscene termination issues
  • Some basic game and story diagnostic info will be provided with saved debug logs now, and shown in the Debug Console UI
  • If applicable, the CutScene.EndScene Game Event will try to end whichever versions of a CutScene (censored or uncensored) that may be playing, if supplied with the name of an uncensored scene. However, if supplied with the censored version, it will only try to end that specific, censored version of the CutScene
  • If applicable, when the OnAfterCutSceneEnds Event Trigger is supplied with the name of an uncensored version of a CutScene, it will fire in the event that either the uncensored or censored version of the CutScene ends. However, if supplied with the name of a censored version of a CutScene, it will only fire if the Censored version of that CutScene ends
  • CSC: Added CutScene GameEvent option to end any scene involving the player
  • CSC: The OnAfterCutSceneEnds Event Trigger will now fire just before the CutScene removes itself from the internal Currently Playing collection, which will allow Story Creators to successfully use CutScene-type Criteria within the Event Trigger’s root criteria

1.0.4
(Alpha Release 11/07/2022)

  • In the Original Story: Added Scissoring and Fingering as options for female players during POV sex
  • In the Original Story: Added the ability to swap between dominant and submissive positions for male players during POV sex with male NPCs
  • In the Original Story: Updated most female player POV options to be more in-line with male player POV options
  • In the Original Story: Implemented a cutscene for the male Player when Frank goes down on the them in the yard
  • In the Original Story: Fixed a bug where the player would finish prematurely during a cutscene with Katherine and then she started getting dressed while the act continued
  • In the Original Story: Updated Compubrah to handle Frank and Katherine combat in VR
  • In the Original Story: Fixed a bug where Brittney would be on the bed but unable to initiate sex with the female player
  • In the Original Story: Fixed some text inconsistencies
  • In the Original Story: The flower will now change colors in the player’s inventory when it is dyed
  • Removed a redundant one-time initial LookAt attempt from the hardcoded StartMissionary SexualAct behavior. It, like many two-person SexualActs, will rely on existing SolveLookAt behavior(s)
  • If a CutScene needs to fall back to a POV/Legacy Intimacy Act, these random selections will now be better tailored to various gender-specific configurations of Characters. I.e., Female-Female CutScene fallbacks will prefer to use new Scissoring Acts etc., rather than Acts more suited to Male-Female or Male-Male pairings
  • Integrated new Scissoring, Fingering, and Female-centric Sixty-Nine poses into the POV/Legacy Intimacy system
  • Fixed an issue that could cause the Debug Log to not be navigable if it was opened during a CutScene
  • Fixed an issue that could cause the GameMenu to not be navigable via controller if the Command Console was opened prior to opening the GameMenu
  • Fixed an issue that could cause the Inventory and UseWith UIs to not be navigable via controller if the Command Console was opened while either was already visible
  • Updated project to Unity 2020.3.41f1
  • Slight optimizations to runtime functionalities that search for a result across multiple EekCharacterEngine or Unity Types
  • Fixed an issue that could cause erroneous removal of Original Story files in some builds
  • Frank’s Chair will no longer make an odd thud sound when colliding with it with your itty bitty feets
  • Very minor optimization of update loop code associated with ActionItems
  • Fixed an issue that could cause Characters using certain CharacterStandSpots to be collision-free, allowing other Characters to walk right through them
  • Fixed an issue that was compromising the position and rotation of Characters using the Door or Window Bracing CharacterStandSpots
  • The Flower ItemFunction ChangeColorToBlue will now also handle the changing of the Flower’s Inventory Icon. Note that this ItemFunction ChangeColorToBlue is called on GameStart if loading into a game in which ChangeColorToBlue had already been called
  • Removed “Not Recommended” labeling from the POV/Legacy Intimacy UI options
  • Added a tweaked bracing animation to the Male anim controller
  • CSC: cleaned up a redundancy in the Naming of Item : SetInventoryIcon GameEvents
  • CSC: the Flower can now have a Blue Flower inventory icon assigned to it using Item : SetInventoryIcon : 1
  • CSC: some misc. functionality cleanup and expansion of auto-data cleanup and error message handling in some additional situations
  • CSC: added the ControlStrapOnAutomatically InteractiveState. When this is applied to a female/strap-on equipped NPC, it will ensure that a strap-on is applied (or at least left on) when switching into a “penetration” or male-oriented sex role, and removed when no longer appropriate as well as removed automatically when a sex sequence ends

House Party v1.0.3 Release notes.

1.0.3 Redeploy
(Stable Release 10/19/2022)

  • Fixed an issue that was preventing save games from being loaded or deleted within the Load Game UI if using a non-English language
  • When saves are deleted, ToolTipData will be updated to reflect the removal of the corresponding save data to prevent bloating of the ToolTipData over time

1.0.3
(Stable Release 10/17/2022)

  • In the Doja Cat DLC: Fixed various bugs with the house returning to normal after Doja Cat’s big finale
  • In the Doja Cat DLC: Fixed an issue with Katherine’s dialogue not displaying correctly during Doja Cat’s big finale
  • In the Doja Cat DLC: Fixed save / load issues for the MP3 player not displaying correctly
  • In the Doja Cat DLC: Fixed multiple issues with the hot tub during Doja Cat’s content
  • In the Doja Cat DLC: Amala will not change locations as often when she is at the party
  • In the Doja Cat DLC: Changed the way Derek jumps off the roof during Doja Cat’s story
  • In the Doja Cat DLC: Added handling if characters are attacked during Doja Cat’s big finale
  • In the Doja Cat DLC: Updated the handling of Amala’s clothing and special outfits
  • In the Original Story: Added a mysterious new achievement
  • In the Original Story: Compubrah has been upgraded and can now handle players that decide to start a fight
  • In the Original Story: The Kettle can now be dragged by hand or added to the inventory to heat it on the stove
  • In the Original Story: Fixed bugs for the New Dude / New Dudette quests
  • In the Original Story: Madison will now get upset if she catches you stealing the sleep mask
  • In the Original Story: Fixed an issue where Patrick fights back against Rachael
  • In Date Night With Brittney: New items from the DLC will no longer appear in the story
  • In A Vickie Vixen Valentine: New items from the DLC will no longer appear in the story
  • In the Doja Cat DLC: Adjusted Patrick’s behavior so he pays more attention to Doja Cat during the big finale
  • In the Doja Cat DLC: Fixed an issue with Frank not returning to his original behavior if Doja Cat’s big finale fails
  • In the Original Story: Fixed some inconsistencies with item inspect text not displaying the correct information
  • In the Doja Cat DLC: Fixed some issues where the billboard did not display correctly after Doja Cat’s big finale
  • Certain CutScenes will no longer play via any means if the exact “original cast” is not specified and/or is not Enabled
  • Fixed an issue that was preventing the Player from having the Enabled state when starting a game
  • Asexual Characters will no longer assume or stay in explicit sexual poses
  • Increased Cloud Storage space allocations on Steam
  • Addressed an issue that would cause Amala’s Character to be too aggressively censored if wearing the “Hedge Clipper” outfit, and not censored enough if she somehow became fully undressed
  • Fixed an issue that could cause non-player CutScenes to erroneously terminate if the Player was about to get into combat. These will now only auto-terminate if the “Star” of the non-player cutscene is about to get their ass beat
  • Fixed several issues within the codebase and with CharacterZone placement and sizing that could lead to null refs or failures to assign Characters a Zone. Issues incidentally fixed by this include: broken game behavior on loading a save, seemingly erroneous Audio or Character behavior, and general existential unhappiness
  • The CharInfo Console Command will now give moderately profane and slightly worrisome feedback to the user when a Character does not have a Zone assigned
  • Updated project to Unity 2020.3.40f1
  • The SwitchToOriginalTexture ItemFunction will now actually switch to the Original Texture for the Interactive Item, rather than just the most recently assigned Alternate Texture
  • The player will now automatically attempt to drop out of combat mode if a two-Character POV sex act is started
  • Fixed an issue that could cause NPCs swapped into various VickieFinale CutScenes to have their underwear incorrectly applied based upon Vickie’s current clothing. This should take effect/benefit Custom Stories
  • The Popcorn will now auto-highlight when dropped in the grass, making it easier to see if dropped in dark areas of the yard
  • Updated the French Translation
  • CSC: added a new ItemFunction to a fun thing outside that does light-related stuff. Roar, and shit
  • CSC: added some automatic on-Export criteria data correction for Quest criteria
  • CSC: Story Data will be immediately updated once upon successfully importing a Story
  • CSC: invalid Quest ID data in a GameEvent or Criteria will now properly throw an error in the CSC
  • Fixed Amala’s Hedge Clipper outfit disappearing from certain angels
  • Fixed Doja Cat’s wild hair movement during cutscenes
  • Changed Amala’s clothing setup and tweaked mask config

v1.0.1
(Stable Release 9/01/2022)

  • Major optimizations to draw calls, shadow caster counts, and culling behavior(s) while the Player is in the back yard, and to a lesser degree, in the house. This should result in a noticeable performance gain for most users
  • Significantly decreased the amount of VRAM the game uses by cleaning up numerous scene objects, fine tuning the light bake, and combining HQ light map compression + HQ light map encoding
  • Very minor optimizations of certain game load code
  • Per their request Arin and Dan (Game Grumps) will not be available for use in Custom Stories
  • Greatly mitigated the chance that a Character can inadvertently get warped off of the NavMesh if they were warped to another Character that was in certain corners of the yard, against fences, walls, etc. This fix also cuts down on the chance that Characters can get warped into a room where the target Character cannot see them, or behind a door dividing the two Characters
  • Fixed the Eek! Games intro being stretched awkwardly when using ultrawide resolutions
  • Prevented a NullRef Exception that could occur if a CSC user tried to use certain Item-related GameEvents without adding an entry for that Item to the Main Story script/file
  • NonPlayerCharacters will no longer instantiate anywhere other than in the LoadingDock. Any Custom Stories that relied on NPCs starting at their Default Locations somewhere in the house/outside will need a WarpTo added in order to position them as intended. This incidentally fixes an NPC placement issue with our Vickie Vixen Valentine story
  • Fixed an issue that could cause some NullRef spam if an NPC was disabled anywhere in LOS of the Player
  • Fixed a MissingReferenceException that could occur if an NPC was disabled shortly after an ActionItem StopAction was called
  • Refactored Audio system so that NPCs have the same mouth animations no matter how attenuated their volume it
  • Fixed a bug that would prevent the Mute DMCA Music option from working with the Female Player’s Intro Cut Scene
  • Fixed a bug that would prevent EntersZone Event Triggers from firing if a Character previously did not have a Zone assigned
  • Fixed an issue that was causing NPC Background Chatter outside of CutScenes to be too quiet
  • Enabled the Duct Tape, and more, as Interactive Items
  • Fixed an issue that prevented the Player from being able to open the Inventory UI while using the Player Action Radial or a Radial Menu for an item outside the Inventory
  • The Clothing Console Command will no longer attempt to remove Clothing from “Asexual” Characters. At this time this only affects the Game Grumps (who could not be nude anyway) and our future myster…oh, right. Mooooo. That one
  • Certain Console Commands that were already impacted by, or are newly impacted by, Asexual Character settings have had various pieces of feedback text updated
  • Certain NPCs will now have a Default Emotive Blendshape Configuration that they will use, should they be idle, not socializing with others, speaking, moving, etc.
  • CutScenes that do not include the Player will behave much more fluidly now. Automatic UI toggles, movement/input restrictions, and the removal of other misc. constraints should make them more easily enjoyable
  • Touched up the NavMesh to remove a number of gaps and slightly expand walkable areas where reasonably possible
  • Removed a number of duplicated bushes and small plants from the yard and garden area that were essentially invisible to the player, yet were still being rendered
  • After NavMesh and Yard object cleanup, refreshed Occlusion and Light Bakes
  • Various existing (and new) items are now grabbable by the Player
  • Added Debug Logging to track successful change of, loading, and unloading of scenes
  • Fixed an issue that was causing VA bundles for stories to erroneously duplicate themselves in asset folders for other stories
  • Cloth Components will start fading out their simulations at lower, more reasonable distances
  • Eliminated or mitigated several per-frame or frequently called sources of Garbage Allocation
  • Added a new ItemFunction to InteractiveItems that allows Disabling or Enabling of a ScriptObject referenced by appropriately configured InteractiveItems
  • Made a number of performance-related tweaks to Occlusion Culling-related settings and behaviors
  • Slightly increased crossfade time in default animations
  • Fixed an issue where converse animations would continue to play long after a character stops speaking
  • Tweaks to look at durations and timings to create more realistic lookat behavior, particularly in dialogues
  • Added Polish as an official entry to the Languages list on the Main Menu
  • Fixed a niche Nullref Exception that could affect intended auto-close behaviors of the Fridge and Pantry doors
  • Fixed a possible niche nullref that could occur on some transitional scenes like the Disclaimer screen
  • For RayCast/layering purposes, certain parts of the Front Door and the Garage Doors (more specifically, the big fucking parts that block stuff) will count as “Walls” instead of whatever the shit “Default” means. They just want to be like their other door brethren
  • The windows in the front of the house, facing out to the street, will now function as a “Wall”, similar to other suspiciously window-like objects
  • Added a MoveTarget near the windows in the DiningRoom that face the Front Yard (DiningRoomNearFrontWindow)
  • Added a MoveTarget (KitchenNearFruitAndMicrowave) in the Kitchen near the new pile of fruit. Fruit smorgasbord? Fruitapalooza?
  • Added a second MoveTarget outside near the Air Conditioner, daringly named OutsideNearAirConditioner2
  • Adjusting in-game font/font size now applies to InventoryUI item name, UseWith header, ResetCSCPrefs button, and FOV value in Graphics
  • Added translation functionality for DialogueUI social meters and Opportunity popup messages
  • Added translation functionality for Gender Tags in Load Game tooltips
  • Added translation functionality for default NPC “doesn’t want that right now” texts and item added-to-inventory text
  • Asexual NPCs will be prevented from being included in any sex cutscene that do not explicitly designate them as involved by default (as a default Star or NPC1, etc.). At this time this only applies to the Game Grumps, but additional Characters in the future may also be affected by this change
  • Fixed an issue that could allow “canceling out” of a Narration Pop-Up to inadvertently close UIs open behind said Narration
  • Added a very slight delay before allowing Player Input to progress through queued Narration. This should help curb any accidental skipping of Narration Pop-Ups
  • Fixed an issue that could cause NPC erections during CutScenes to, under certain circumstances, not behave as girthily as we would all hope for
  • Fixed an issue that was allowing an extra character into certain Custom Story Browser Story Titles
  • In the Combat Training Story: removed old references to “F1” for viewing keybinds/help
  • CSC: added PlayerTookCameraPhoto Event Trigger. This will fire after the Player successfully takes any picture with the Camera item and all “Photos”-related Player values are incremented

v1.0.0

(Stable Release 7/15/2022)

  • In the Original Story: added the following Achievements: “A Friend in Need”, “Love Conquers All”, “The Crush”, “The Crush(es)”, “Host Hijinks”, and “Hijinks Averted”
  • Fixed the neck seam of the female player
  • In the Original Story: Ashley will try to leave/roam out of her room after her Clean Clothes are given to her, in the event she was not Humiliated/made sick
  • In the Original Story: standardized the Social threshold for a few additional Derek dialogues that were meant to refer to him having a Friendship level of “Friends” with the Player, rather than “Acquaintances”
  • Fixed an issue that could cause the Story Selection Dropdown to misbehave if a Custom Story was built using an older version of the CSC. Instead, a Debug Warning will be logged
  • Fixed an issue that would prevent users who had DebugMode on and were playing a corrupted/broken story from exiting to the Main Menu, Restarting, or Loading a Game
  • Added additional Debug Logging in case of certain StoryData Load failures
  • Removed the MaxLights setting from the game’s Graphics UI, as this setting was deprecated some time ago and no longer exerted any control over the game’s graphics
  • Standardized controller/keyboard UI navigation loop behavior across several menus
  • Fixed an issue that was causing controller-based interactions with Items in the Inventory (that did not result in the Item being destroyed or removed from the Inventory) to immediately select the first Item in the Inventory, as opposed to trying to re-focus on that same item
  • Fixed an issue that would let the Player throw a punch while their UI Radial was open or in the midst of being closed, which could lead to inadvertent and extremely unfortunate (usually, for the Player) violent situations
  • Added a MoveTarget in front of the bushes outside/nearest the Living Room window
  • Implemented a minimum input deadzone. The amount of movement on a controller/gamepad needed before actually moving is otherwise unchanged. This will fix an issue that could cause controller/gamepad users to move backwards if they used very slight motions on their analog stick, or get very easily kicked out of a chair, bed, etc. with the slightest touch of the analog stick
  • Made the processing of motion and the setting of the Running state more consistent for the Player. This will prevent the Player from being considered as Running if they are standing still, etc.
  • The Female Player will now use the same movement mechanism as the Male Player, which should only slightly affect movement speed and prevent diagonal running from doing anything nice for you fucking cheaty cheats out there
  • When the Player picks up/grabs an item (via RightHand action or grabbing from inventory/Holding in Hand), hand collider size will be adjusted somewhat to better ensure that the Player can still Interact with that item while it is held
  • LookAt GameEvents that instruct a Character1 to look at another Character2 will no longer instruct Character1 to look at Character2’s scripted object, but rather Character2’s eyes, whenever possible
  • Minor optimization of Character instantiation time by removing old and now unused class members, initializations, transform searches, etc.
  • CPU usage optimization of various core game loops and method calls by removing calls to InteractiveStates.Alive, which is always True. CSC users should not be manually changing this State
  • Implemented several protective checks to limit the number of unintended LookAt behaviors that might fire during a CutScene, as well as if a Character is already near another Character they are looking at
  • LookAt behavior for all Characters entering a CutScene will be “reset” just prior to the CutScene Playing
  • Fixed a few minor issues with Player Character head/eye motion in niche situations
  • Fixed an issue that could prevent Player : LookAt : NPC CutScene GameEvents from targeting the correct Character if the CutScene Actors were customized via CSC/Custom Story
  • Enabled Steam Cloud Sync
  • The Pantry Doors in the Kitchen will now auto-close in a fashion very similar to the Fridge Door (if the Player is too far away after a number of seconds, or quickly upon detecting nearby combat)
  • Fixed an issue that would prevent NPCs from trying to immediately Evade in cases where that Evasion attempt is classified as VeryImportant. This should address situations where a speaking NPC without State DontMoveForOthers set to True would still not move out of the way for other Characters
  • Fixes for scrolling in inventory, load game, and dialogue menus
  • Minor garbage alloc and CPU optimizations to interaction (crosshair system) manager
  • Fix for radial menu highlighting and selecting incorrect option
  • Various input configuration fixes as a new menu layout was implemented
  • Fixed bug in inventory menu where player could still scroll when the inventory radial menu is open
  • Fixed bug in inventory menu where player could make an inventory item selection when holding inventory hotkey and another button
  • When a player makes a save, the Player Gender is automatically added to the end of the displayed save name
  • Fixed issue where the female player was see through
  • Changed female players hair tie UV’s to be a single color/fabric
  • Added hair physics to player female
  • Fixed issues with the player female’s head having no shadows, her hair material, skin material and clipping clothing
  • Improved Ashley’s hair physics to reduce clipping
  • Updated MainMenu’s Ashley and female player hair physics, also changed all characters their size to be the same as during gameplay
  • Improved the big gaps between Brittney’s teeth
  • Added female player threesome cutscenes for Vickie and Brittney’s content.
  • Added female player voyeur cutscene
  • Added female player variant of the intro cutscene
  • Added female player master bedroom (lesbian) scene
  • Added female player Vickie finale cutscene
  • Added female player garage (lesbian) scene
  • Fixed some minor cutscene related visibility bugs
  • Updated the company logo on the MainMenu
  • CSC: the Speakers no longer have a LoadOriginalTrack ItemFunction available to them, as it is no longer necessary
  • CSC: Global Responses will also be searched when inputting text into the Search Response Text field in a Character’s Dialogue Filter
  • CSC: added an ItemFunction to some doors that can be used to immediately “snap” them partially open
  • CSC: as forewarned in the update notes for 0.20.0, the IsAloneWithPlayer criteria has been deprecated from House Party. CSC users should now make use of IsOnlyInVisionOf as a replacement criteria, as it performs the same check and can be used between any two Characters. IsOnlyInVicinityOf and IsOnlyInVicinityAndVisionOf can be used to further supplement proximity/vision-based logic
  • CSC: several more GameEvent types will “self clean” erroneous data in case of copy-pasting, etc.
  • CSC: the selected Filter Character can now be searched for within CutScene GameEvents

v0.21.2
(Stable Release 3/24/2022)

  • Breasts will no longer be forcefully censored in the “M”-rated/non-Explicit version of the game. They will only be censored if the Censor Nudity option in the Pause Menu is set ON. This can be disabled at any time
  • Lety will no longer have special censors enforced upon her on any distribution/gaming platform
  • In A Vickie Vixen Valentine: cleanup of some miscategorized WalkTo and WarpTo targets
  • In A Vickie Vixen Valentine: fixed a couple references to Vickie wearing “shorts”
  • In A Vickie Vixen Valentine: the Player must now Talk with Vickie to proceed with eating the Chocolate Bar once it is obtained. The radial interaction on the Chocolate Bar has been removed
  • In the Original Story: removed combat bonuses from all booze items and the Painkillers. These bonuses have been shifted to other items in order to maintain balance, and certain story content-related boosts have been rebalanced or buffed as well
  • In the Original Story: made an adjustment to the PlayerExposed Tutorial specific to the non-Explicit version of the game
  • In the Original Story: made an adjustment to an Intimacy-related Tutorial specific to the non-Explicit version of the game
  • In the Original Story: made an adjustment to a New Game, bladder-related tutorial message specific to the non-Explicit version of the game
  • In the Original Story: Frank will now react…unfavorably, if he overhears Patrick admit he is drunk to the Player
  • In the Original Story: for those of you trying to use the Popcorn with the Microwave, well…you’re still gonna be disappointed. Nothing to see here. Move along
  • In the Original Story: fixed an issue that could cause Compubrah VR dialogue(s) for Frank to become unresponsive due to timing of ScreenFade vs. Dialogue Game Events
  • In the Original Story: fixed an issue that could cause Madison’s behavior to bug out if she climax’d during a CutScene with the Player
  • In the Original Story: general cleanup of the events surrounding going down on Stephanie for the $50, and additional tweaks specific to this content for the “M” rated/non-Explicit version of the game
  • In the Original Story: made adjustments to NewGame Tutorial in regards to default keybinds
  • In the Original Story: Katherine seeing the Player UseWith/combine the Laxatives with the Rum will now follow a ruleset similar to that of Frank/Leah/Derek etc. being able to see the Player doing something. Most notably this means she will not see the Player perform this UseWith from seemingly a football field away
  • In the Original Story: fixed an issue that could cause Leah to have incorrect Interactive States after certain endings of her “Broken Code” content
  • In the Original Story: fixed a minor VA-text mismatch in a Vickie DLG
  • In the Original Story: fixed a handful of typos
  • In the Original Story: removed a number of specific year/date references
  • In the Original Story: in the “M” rated/non-Explicit version of the game, Kat’s pegging sequence with the Player will be met with an extended fade out, negating the intimacy sequence and radial puzzle until Kat is all done with you
  • In the Original Story: the Player will now be able to use radial menu-based options for various Lety content sequences that formerly relied solely on being able to grope an NPC (Lety, Derek, Patrick)
  • In the Original Story: minor contextual changes to a handful of Patrick’s instructions about using the Vape and its origins
  • In the Original Story: in the “M” rated/non-Explicit version of the game, mid-oral dialogues used by NPCs will differ from those used in “AO”/explicit versions
  • All Eek! Stories: in the “M rated/non-Explicit version of the game, the vast majority of mid-intimacy radial and dialogue actions are no longer available
  • In the Original Story: in the “M” rated/non-Explicit version of the game, the Player can no longer opt to Inhale from Stephanie’s paint fumes-filled bag
  • In Date Night With Brittney: fixed a few bugs that could arise from the Player taking a Photo of Patrick passed out and hooking up with Brittney without uploading Patrick’s Photo
  • In Date Night With Brittney: fixed a buggy thought bubble that could mislead the Player as to what a good angle of Patrick was when taking a photo of him passed out
  • In Date Night With Brittney: some general event and behavior cleanup
  • In the Original Story: fixed an issue that could cause Ashley to permanently follow the Player after completing her “Smooth Operator” Opportunity, giving Madison her phone, and then Throwing Beer on Madison in a very specific way
  • In the Original Story: the Player will still be able to reap the benefits of Ashley’s praise for Throwing Beer on Madison, provided certain conditions are met and the Player has not done anything really terrible to Ashley
  • In the Original Story: the Player will receive some additional clarifying info after Madison mentions her idea to prank Ashley if prior content/choices already locked off Humiliate Ashley
  • In the Original Story: greatly mitigated an issue that could cause Lety’s behavior to break and also partially compromise Derek’s behavior if Madison’s “art show” was started around the time Lety reached Derek to grope him for “Hunt the Hunk”
  • In the Original Story: in the “M” rated/non-Explicit version of the game, certain content-appropriate tweaks were made to the two intimacy scenes where the Player goes down on Patrick during “Patty’s Striking Resemblance”
  • In the Original Story: fixed an issue that could result in Katherine continuously moaning throughout the rest of a playthrough if the Player canceled her pending intimacy scene by pulling off Stephanie’s “Drunk and Disorderly” content within a specific time window
  • In the Original Story: sprinkled various emotive behavior polish throughout the story
  • In the Original Story: fixed an issue that could result in Katherine not wearing her leggings if her pending intimacy with the Player was interrupted by Stephanie’s “Drunk and Disorderly” content
  • In the Original Story: in the “M” rated/non-Explicit version of the game, the Player will not automatically expose themselves if “evil” Leah attempts to initiate intimacy with them after the completion of “Broken Code”
  • In the Original Story: in the “M” rated/non-Explicit version of the game, removed a number of pre-threesome clothing “prep” game events
  • Added the DebugMode Console Command. Using this will allow automatic Debug Log saving
  • Added automatic Debug Log saving functionality. This will only occur if the user enables it by using the DebugMode Console Command. When this is set to “1”, a Debug Log will be saved automatically every time the user ends a game session, or loads into a game session. Other than being automatic, this functionality is identical to manually saving a Debug Log via the Debug Window. The information contained pertains only to House Party data and events, is stored locally on your system, and is never automatically shared/distributed
  • The Debug Log will not bother running any of its save/File IO code if it determines it cannot find, access, or write to the local \DebugLogs folder
  • Added the IsFlashingShirt InteractiveProperty that can be used to check if a Character is flashing their Shirt
  • In the “M rated/non-Explicit version of the game, penises will no longer automatically change their arousal state/appearance based on nearby Character behavior, nudity levels, etc.
  • The Custom Story Browser upload instructions text is now translatable
  • Users can now Uninstall Custom Stories via the Custom Story Browser
  • Updating a Custom Story via the Custom Story Browser will now fully uninstall and then update the story. This will fix an issue that could cause .character files that the story no longer needed to be leftover during the Update process
  • An additional attempt to update the Installation Status of Custom Stories in the Custom Story Browser will be made each time the user swaps between different sorting filters/filter tabs, as well as when the user initially successfully logs into the Custom Story Browser
  • Added “Mute DMCA Music” checkbox setting which will disable all copyright music
  • The “giver” in a Cunnilingus Intimacy Act will no longer use their default looped sex sound effect at all times. Instead, they will use their oral sound effect at a modified volume IF their partner’s genitals are exposed
  • Certain censored CutScenes will no longer erroneously play TriggerBGC events for Characters not currently in the CutScene
  • Fixed an issue that could cause the Enter/Return button to registered twice upon Saving a game, which would prevent the Overwrite Save confirmation window from becoming interactable by the user and therefore lead to an automatic overwrite of a saved game
  • POV/Legacy sequences in game versions without Adult Only/Explicit Content DLC installed will by default end more quickly
    Regardless of purchase/download platform, if Adult Only/Explicit Content DLC is not detected then Character texture modding functionality will be disabled
  • Texture modding on Steam will still require the Explicit Content DLC but will no longer require a Steam login/DLC-verification
  • Fixed an issue that could cause Dialogues to display as “empty” and break game progress if a translation entry was missing for that Dialogue
  • Fixed a number of minor labeling issues in the UI
  • In the “M” rated/non-Explicit version of the game, the Censor Nudity option will default to On. It can still be turned off within the game’s Settings UIs and in the “Pre-Session”/first time playing options
  • In the “M” rated/non-Explicit version of the game, the Player will no longer be able to grope NPCs at will. The “M” version will have content-specific radial options to make up for this change in functionality
  • Tweaked the Steam/platform Achievement Description of the Ice Bath achievement to more closely match the in-game requirements and text
  • During “POV”/Legacy intimacy acts, no form of looped moaning or oral SFX will play in the “M” rated/non-Explicit version of the game. In the “M” version, only climax or one-off SFX will play
  • Fixed additional minor typos and text issues in the Custom Story Browser
  • Users can now Report Custom Stories within the Custom Story Browser. Only one Report per story can be submitted
  • Characters will now base their “Get Dressed” behavior when exiting a Hot Tub seat on their position relative to the center of the Hot Tub, rather than the specific seat they were previously using
  • Added a handful of clothing-related events into censored CutScenes
  • Fixed a nullref spam issue that could occur if the Player was groping an NPC’s ass as a CutScene started
  • Various fixes for controller sensitivity options
  • Fixed nullref spam on disclaimer screen
  • Fixed various key rebinding errors
  • Restricted rebinding of problematic keybindings
  • Fixed various dropdowns that caused nullrefs
  • Various menu navigation fixes
  • Fixed issue where radial menu could not be opened after a cutscene
  • CSC: Global Goodbye Responses will now be sorted by their Display Order, matching the existing sorting functionality for Dialogue Responses, Game Events, Criteria, etc.
  • CSC: Responses can now be Collapsed and Expanded in the same way that Game Events and Criteria can be
  • CSC: Very minor formatting tweaks to presentation of blocks/collections of Responses
  • CSC: Responses can now be inserted prior to other Responses, in the same way that Event Triggers, Item Actions, etc. can be
  • CSC: Responses can now re-ordered via up and down arrows in a similar fashion to Game Events, Event Triggers, Criteria, etc.
  • CSC: Added the CutScene criteria, which at this time will allow users to check if any CutScene is playing, if a sex CutScene is playing, and/or if a censored sex CutScene is playing
  • The Custom Story Browser UI is now slightly larger, with more spacing between certain text elements and buttons, as well as more spacing between the Story Selection dropdown area and the Story Preview area
  • The Custom Story Browser UI no longer uses elastic/”bouncy” scroll view behavior
  • The Custom Story Browser now includes a standard “Content Unrated” message pertaining to user-generated content and online interactions
  • Changes to cutscene consistency Fixed some cutscene bugs
  • Added Eek intro Updated HP logo on the main menu
  • Added some fruits to the kitchen
  • Changes to camera angles in Lety’s easter egg scene to reflect censorship changes on Steam
  • Fixed Amy see-through issue Re-added nipples back to all default textures Fixed Frank texture issue in his neck

v0.21.1
(Stable Release 1/19/2022)

  • In the Original Story: In the Original Story: integrated an absolutely ludicrous Lety CutScene
  • Controller Support Update:
    • Improved navigation and selection issues in menus including Inventory, Dialogue, Inventory, and GameMenu
    • Fixed issues where navigation could be broken when exiting or switching between menus
    • Can now skip through NPC dialogue using Button South
    • Player can rotate using Right Stick and run with Left Stick down
    • Left Bumper has been assigned to UI Radial and Right Bumper to Player Action Radial
    • Removed option to hide all UI with controller
  • In the Original Story: Katherine will not periodically attempt to inform the Player that the Microwave was fixed, rather than treat is as a one-off event
  • In the Original Story: fixed an issue where the Player could miss out on Inspector Achievement progress if they Used items with the Microwave before actually Inspecting it
  • In the Original Story: tweaks to Rachael’s initial confrontation with Patrick to prevent any casual Background Chatter or other unwanted backend behaviors from occurring just before she accosts him
  • In the Original Story: fixed an issue within a reactionary DLG between Derek and Stephanie that could cause inadvertent MetByPlayer and SpeakingToTarget behavior(s)
  • In the Original Story: added a…a um, some fucking pinchy stingy boi. What the fuck even is this? (a secret)
  • In the Original Story: fixed an issue with Derek DLG 303 where extra audio was being played
  • In the Original Story: changed the in-game description for “Ice Bath” to be more appropriate for male OR female Player Characters
  • In the Original Story: fixed an issue that could cause Derek to not strip down fully if asked to enter the Hot Tub after completing “Memory Lane”, if he was forced to wear the Goodbye Kitty underwear
  • In the Original Story: the Player will receive additional warnings/preventative checks before being intimacy with Ashley for the first time, if they are RechargingOrgasm
  • In the Original Story: fixed an issue that could prevent the Player from getting credit for flashing Derek during their Pissing Contest on the roof
  • CSC: added the ChangeBodyScale Game Event, which can be used to change the size of a Character over a specified number of seconds
  • CSC: added the PlayRandomSceneFromCurrentLocation option for CutScenes, which will play a random scene based on the first/primary NPC’s zone, if an NPC was provided. If no NPC is provided, it will select a random scene based on the Player’s zone
  • Graphics: Fixed Lety’s breasts jiggle not working
  • Graphics: Added Lety’s special ending cutscene
  • Graphics: Added little secret
  • Additional details regarding the execution/playing of Important and VeryImportant Background Chatters will now be logged in the Debug Log
  • NPCs can no longer reach a target (fire a ReachesTarget EventTrigger) if they are Knocked Out/Passed Out, or just started getting up from having been KO’d. These behaviors will resume processing roughly 1.5 seconds after the NPC is issued a Combat WakeUp event, as they are getting to their feet
  • Lower importance Background Chatter being pulled from the queue or fired via TriggerBGC Game Event while a Character has a higher importance Background Chatter set as their Next/Response Chatter will no longer prevent the higher importance Background Chatter from playing as intended
  • Fixed an issue that could allow a nullref exception to occur if the user did not put in a valid Character for the SendEvent Console Command
  • Minor improvements to feedback text within the SendEvent Console Command
  • Fixed an issue that could cause genital and breast areas on the body to appear featureless/blank/smooth in appearance if an alternate body texture was swapped to via Character Function and then the original body texture was later restored in the same session
  • The EnableNPC Console Command can now make use of the ‘all’ subcommand
  • Minor tweaks to CutScene Console Command to make use of PlayRandomSceneFromCurrentLocation functionality
  • Fixed an issue that could cause NPCs to audibly…enjoy themselves at slightly unintended times during the Threesome in the MasterBedroom
  • Lapdances/Stripteasing on the LawnChairs will no longer result in a dance that starts behind the LawnChair. Other issues will still present themselves until this system is worked on further

0.21.0
(Beta 12/30/2021)

  • In the Original Story: integrated Ashley’s Finale CutScene
  • In the Original Story: integrated Derek’s Finale CutScene
  • In the Original Story: fixed an issue that could cause Lety to follow the Player endlessly after “Queen in the North” was completed based on the Player being in Combat, even if the Player was “protected” from imminent Combat due to their aggressor being trapped behind a locked door
  • Added Game Intro CutScene
  • Added CutScene skip functionality. For now this only applies to the Intro CutScene. Skippable CutScenes can be skipped via the Back/Cancel button (default ESC on keyboards)
  • In the Original Story: fixed a number of minor VA-text mismatches for several Characters
  • In the Original Story: the Player can now access certain additional keybound actions via their Player Action Menu/Radial
  • In the Original Story: fixed an issue that could let certain Game Grumps scenarios start or prep while a Dialogue not directed at/spoken to the Player was showing
  • In the Original Story: fixed an issue that could allow some NPCs to wander away from Vickie and the Player after being approached about a threesome, based on niche positioning and timing situations
  • In the Original Story: fixed an issue that could cause Dan to try and Walk To Arin/follow Arin a bit too aggressively, which could interfere with certain backend and story mechanics
  • In the Original Story: the Player will be forced to Stop Peeing if they put on enough clothing via the Player Action radial
  • In the Original Story: tweaks to ensure that the Player can win Derek’s “pissing contest” if the uncensored/non-explicit version of the game is being played
  • In the Original Story: tweaks to ensure that the Player can reliably put out the oil fire during the finale events of “Mission Impawsible” if the uncensored/non-explicit version of the game is being played
  • In the Original Story: fixed an issue that would cause Derek to pee on the Player (perhaps rightfully so) without any additional reactions if the Player decided to start pleasuring themselves during their pissing contest
  • In the Original Story: the Player will now get some feedback text if they try to sleep with Ashley and are recharging their loins
  • In the Original Story: minor tweaks to Dialogues and Game Events directly prior to Ashley’s “Smooth Operator” and “Sibling Warfare” intimacy rewards to better enable CutScene and Legacy/POV Intimacy coexistence. Like those bumper stickers say. I think
  • In the Original Story: fixed an issue that could cause the Player to get stuck with the Immobile State and remain unable to move under very certain conditions after trying to “Hop Up” on the Dryer Seat during Derek’s “Memory Lane” Opportunity
  • Fixed an issue that could cause temporary breakdowns of Background Chatter exchanges when a TriggerBGC of high importance is played at the same time as, or while, a lower priority Background Chatter plays
  • NPCs can now successfully respond to their own Background Chatters
  • Tweaks and fixes for various UI elements (most especially the Character Radial for a Current Sex Partner) being allowed to display themselves at unintended times
  • Fixed an issue that could cause the photos in Madison’s Phone to not uncensor properly
  • Introduced initial/groundwork functionality for overwriting Character skin textures with user-provided textures. Many constraints apply; WIP
  • Overhauled Exception handling and code related to Story loading, File and/or I/O operations, etc. This should greatly reduce the number of issues experienced by users with anti-virus software running, permission issues, etc. If such issues are encountered, only third party/custom content should be unavailable or buggy
  • NPCs should not get stuck as easily or for as long when navigating through doors to a motion target
  • Fixed a bug that was preventing other NPCs from backing away from two Characters very closeby who were fighting
  • Minor cleanup of NPC evasion and navigation pause behaviors
  • Fixed an issue that could cause NPCs to “shake” or “jitter” during CutScenes, which should also alleviate minor issues with rotation while taking a seat in a chair or other Action Item and other niche situations
  • Significantly decreased Garbage Allocation within the game’s FixedUpdate/physics loop
  • Additional CPU utilization optimizations related to the use of various collections within the codebase
  • Re-introduced codebase obfuscation to the project
  • Updated Steamworks.NET
  • Fixed an issue that prevented the Match Value game event from pulling data from a second Character as intended
  • Fixed an issue that could allow NPCs to count down their random roaming timer below two seconds if they were using dialogue but not audibly speaking
  • NPCs will not try to randomly roam or roam out of a NoLoitering area if they have a DialogueFocusTarget
  • Code optimizations to a few Character/Name lookup, footstep audio, and NPC Socialization code behaviors for decreased CPU utilization
  • If a Character reaches their Motion Target and are either completely alone, in vicinity of only one other Character, or cannot see any other Characters, their ability to socialize will not be forcefully restricted via internal timer for quite as long. This should cut down somewhat on 8-10s awkward pauses that can occur when two Characters end up standing alone together under a variety of circumstances
  • Characters can no longer be considered “falling” in Cutscenes
  • Tweaked audio source and audio behavior for the fireplace and fire pit. The fire pit will no longer be slightly audible at near-infinite distances
  • Improved debug logging of story download and extraction issues on the main menu and enabled translation of an important warning message
  • Non-Important Background Chatter from NPCs without the ActingInCinematic state will no longer be audible at mega hyper ultra extreme distances
  • Added the InteractiveProperty InCutScene, which is set automatically by the engine for all Characters entering into, or exiting from a CutScene
  • The Player’s Bladder meter can no longer go below zero at any time
  • Patched a small hole in Zone coverage between the DownstairsHall and Kitchen Zones
  • Minor aesthetic and timing consistency improvements to ScreenFade functionality
  • The music from Speaker 1/2 will not be audible before other in-game audio is allowed to start processing, and will no longer be audible at extreme super duper turbo distances if the Player is in a CutScene
  • The game will always wait to start playing a Music track from Speaker 1/2 until just before the Game Start Fade In begins to make the game world visible, so CSC users no longer have to worry about exactly when they start playing music from Speaker1/2
  • The Speaker 1/2 StartMusic volume calculation (only relevant to the 10 frames or so of music) now exactly matches the periodic calculation used to determine Speaker music volume
  • Standardized all internal measurements of “Time Since Level Loaded”/”Time Since Game Started” around Unity Time.TimeSinceLevelLoad
  • Fixed an issue that could cause Characters (most notably the Player) to be erroneously rotated, semi-permanently, if certain CutScenes were prematurely ended within specific time windows
  • Fixed an issue that could allow the Player to interact normally via Left Click/Interact with their Sex CutScene partner in niche situations
  • Fixed a bug that could cause some tooltip info for Auto Saves to be incorrect
  • Quick Save and Auto Save file names are now reserved for system use and cannot be used as save game names
  • The clock by the fireplace, and the clock on the TV upstairs in the master bedroom are now animated and synced.
  • Rebaked occlusion data, which should give a slight increase in performance, as there was stale data in the old bake.
  • Randomized cutscenes now only cast gender-appropriate actors into roles
  • Randomized cutscenes will now choose a nearby zone if there is no cutscene available in requested zone, and ultimately fallback on legacy sex if it cannot find an appropriate cutscene to call
  • Character Orgasm Values in CutScenes will no longer be able to build until several seconds into the CutScene/after the CutScene has finished fading in
  • Slight tweaks to prevent Character Orgasm Value buildup when Characters are a bit far from each other in CutScenes. End result should be a general, slight decrease in how fast these Values build even after the CutScene has faded in
  • CSC: Item Actions can now make use of the Insert at Index and Swap Index functionalities that have been available with Event Triggers and Criteria Groups for some time
  • CSC: “CurrentSpeakingToTarget” has been renamed to “CurrentDialogueFocusTarget”, and the Player will now have a
  • CurrentDialogueFocusTarget even when not being spoken to so that CSC users can still successfully check for None at appropriate times or use the Player value to determine which NPC might be speaking. DialogueFocusTargets are ONLY SET for Characters involved in Dialogue when a Dialogue first shows. DialogueFocusTargets for ALL Characters are cleared whenever a Dialogue fully closes. This nuance can be used to finely restrict roaming, socializing, or other behaviors.
  • Significantly reduced the memory usage of the lightmaps, while at the same time, significantly improving the bake quality.

0.20.3
(Stable Release 11/19/2021)

  • Fixed major issues with NPC navigation when approaching or trying to navigate through doorways
  • In the Original Story: fixed an issue that could allow Frank to walk away from Katherine and the Player while Katherine was responding to the Player’s question about Frank’s…glands
  • In the Original Story: fixed an issue that could cause Frank to get “stuck” if the Player tried to get an outdoor BJ from him while their “satisfaction meter 9000” was recharging
  • In the Original Story: fixed an issue that could allow Frank to walk away from Derek and the Player while Derek was responding to the Player’s question about Frank’s…jiggly bits
  • In the Original Story: fixed an issue that could cause the Player to be unable to make up lost Romance social points with Amy if the Player Completed “Chasing Amy” first with a full intimacy reward, and then Completed “The Muse” by getting intimate with
  • Madison and prompting Derek to tell Amy that the Player is racist
  • In the Original Story: various Characters whose default greeting Dialogues have Occupied (busy with certain content)-restricted Response options will now, when appropriate, let the Player know that some Responses may be locked off temporarily
  • In the Original Story: fixed an issue that could cause Ashley to behave as if she was going to reward the Player via a “Smooth Operator – Ashley” Dialogue, but when in fact she would not due to the Opportunity having failed in niche circumstances
  • In the Original Story: fixed a minor issue in a Patrick dialogue about Lety where the Player could potentially act like they had met Patrick, even though they had not
  • In the Original Story: fixed an issue that could cause Leah to respond to being KOd more than once after the finale of Broken Code was started in an unintended manner
  • In the Original Story: fixed an issue that could cause Frank and Leah to become locked out of content if the Player managed to knock out Leah between her saving Frank during the “good” finale of “Broken Code” and reaching the Dining Room to talk things out with Frank
  • In the Original Story: fixed an issue that could allow Frank and Leah to continue using certain “Broken Code” finale-related BGC and associated “Frank fell from the roof” events if the Player managed to fail the Opportunity while Frank was still on the roof
  • In the Original Story: fixed an issue that could cause the screen to remain gray or red after having failed out of one of the “Broken Code” finale paths at specific times
  • In the Original Story: fixed a handful of issues that could, under certain circumstances, allow Dialogues from various Characters that implied “success” during the finale of “Sibling Warfare” to play after they should, or when the Player had already failed out of the Opportunity
  • In the Original Story: fixed an issue where the Player could not untie Ashley’s Top anymore if they failed out of “Sibling Warfare” specifically by being caught by Madison while hiding in her closet
  • In the Original Story: slightly improved the text feedback the Player receives when trying to Untie Ashley’s Top at certain times when the story has locked off that Item Action
  • In the Original Story: fixed cosmetic issues that could be caused if the Player moved quickly through Derek’s pre-“Like a French Girl” dialogues while he was stuck on the roof waiting for Madison to enter the Art Room, then somehow quickly failed “The Muse”
  • In the Original Story: fixed an issue that could prevent Madison and Derek from properly “abandoning” certain events associated with “Like a French Girl” if the Player was caught looking at Madison’s Phone, Diary, or otherwise massively pissed her off between Derek getting stuck on the roof and the end of “Like a French Girl”
  • In the Original Story: fixed an issue that could allow various Ashley greeting Dialogue Responses specific to “Sibling Warfare” and Madison’s nudes to remain active even after “Sibling Warfare” had been failed
  • In the Original Story: NPCs will be somewhat less likely to roam to Ashley and the Player as she is “setting up” for the reward to her “Smooth Operator” finale
  • In the Original Story: minor cleanup of events surrounding the Game Grumps’ “Splish Splash I’m Dyin in the Bath” scene, and fixed an issue that could cause the “setup” for this scene to block non-Game Grumps content from progressing. (No, this scene is not actually called that, you silly goose)
  • In the Original Story: the Game Grumps’ “Star Bomb” finale sequence will no longer lock down unrelated content for other Characters during the parts of said sequences in which the Player is not directly interacting with the Grumps
  • In the Original Story: NPCs won’t be as likely to immediately accost the Player after certain post-“Magnum Opus” dialogues close
    Characters no longer moan during cutscenes in censored mode
  • Fixed minor English typos and inconsistencies in warnings/instructions that could appear while attempting to Log In or Register within the Custom Story Browser
  • Fixed issues that were preventing certain translated warnings from appearing as intended in the Custom Story Browser
  • Fixed an issue that was causing properly translated OpportunityMissed* Opportunity Window texts to not translate with the provided translation text
  • Fixed a lousy, no good typo in one of the feedback texts for the Item Console Command
  • NPCs will not attempt to roam out of No Loiter areas if they are evading or recovering from getting knocked out
  • NPCs will wait to continue processing their random roaming behavior while they are recovering from getting knocked out
  • Fixed an issue that could cause the Player’s hand(s) rotation to become corrupted under certain circumstances after Leah or Frank had the Snake mounted to them
  • Added a MoveTarget just outside the Laundry Room
  • Fixed an issue that was preventing Volumetric Lighting from turning on on the Main Menu for new Players
  • Volumetric Lighting will remain On when choosing the Ultra and High Graphics Quality Presets. It will be turned off for the Medium and Low Presets
  • The Music and Audio volume can now be adjusted on the Main Menu
  • Breast/butt physics now correctly change based on clothing configuration.
  • Fixed an issue that was causing excessive CPU usage and rapid toggling of the cursor when certain UI elements or combinations of elements were being displayed
  • CSC: the Dialogue criteria can now also check to see if a specific Dialogue is not currently showing
  • CSC: users can now access the backend Character Value “CurrentSpeakingToTarget” for use with criteria checks or for use with the injectable text system
  • Improved Lety skin mask for underwear
  • Tweaked forearm twist bone for Frank, Leah and PlayerMale
  • Improved Ashley untied top not hanging down properly
  • Fixed PlayerFemale’s body clipping through shirt on Main Menu
  • Fixed vape particle being blocky Updated avatar image for Vickie Fix for shadow artifacts on the main menu Added more loadscreen images

0.20.0
(Alpha Re-deploy 9/16/2021)

  • In the Original Story: fixed an issue that could lead to Derek acting embarrassed about his cute little sundress under certain circumstances after being intimate with him during “Memory Lane”
  • In the Original Story: tweaked the motion events surrounding the untying of Ashley’s Top and Madison seeing it, to make it more likely that both sisters will behave as expected and decrease the likelihood that Madison could accidentally wander away
  • In the Original Story: additional minor tweaks and consistency alignment to the criteria that determine when certain NPCs can be sent to check on/talk to other NPCs
  • In the Original Story: fixed an issue that could cause the intimacy finale weirdness of Lety and Rachael’s Easter Egg to not occur as intended
  • In the Original Story: added some additional preventative measures against NPCs being in the Art Room/Spare Room 2 during “Like A French Girl”
  • Improved consistency of the results of an AddForce Game Event so that differing frame rates exhibit less of an impact
  • Fixed an issue that could cause Characters to not have AddForce…erm, Force, applied to them if they were not visible to the main camera
  • The effects of an AddForce Game Event will now apply equally to NPCs and the Player when said Character is moving. Previously, only the Player could have Force applied to them while moving around
  • Reduced the frequency and severity of delays that can occur when an NPC that is Navigating off-camera or is occluded suddenly finds themselves stuck for a few moments
  • Narrator text no longer animates for each message/hint (only the first and last). This also prevents NPC dialogue from being spoken between messages.
  • Fixed an issue that could prevent the ClosedEyes Emote from working on demand
  • Fixed an issue that could permanently lead to the ScreenFade FadeIn/Out functionality to transition at a noticeably higher speed after taking at least one picture with the Camera item

0.20.0
(Alpha 9/2/2021)

  • Added new threesome cutscenes
  • Added 5 new threesome animations
  • In the Original Story: Vickie’s content has been restructured. First, you must undergo her rigorous Training. Then, and only then, may you proceed with…more. Wink. Nudge. Squirt.
  • In the Original Story: after inviting Vickie to the party, or after completing Rachael’s dares (through intimacy or content failure), there will finally be some closure as to why no more dares, phone call spoofing, or Vickie-Rachael content mixing can occur. Oh, and if you’ve been nicey nice to Katherine, she will give you Pat’s phone back instead of keeping it
  • In the Original Story: Added a wide variety of Tutorials. These will only show up once when playing, and only if opted into via a check box in the Game Menu or Title Screen UI. The Tutorials can also be reset/shown again using a button in the Game Menu
  • In the Original Story: added new Background Chatters for most NPCs
  • In the Original Story: consolidated “Hey, change location”/”Hey, go over there”-type dialogues for many Characters. This may lead to minor changes in when and how these options present themselves based on ongoing content and Player decisions
  • In the Original Story: Frank getting KOd during the first Derek Smash! fight will no longer result in the Player having to go through the rest of the Derek Smash! content. Get in there and help your buddy!
  • In the Original Story: the biggest, thiccest, most arousing rewards for Vickie’s content have been added
  • In the Original Story: improved feedback text the Player receives when trying to open the Bike Lock or Safe with various keys that just don’t care
  • In the Original Story: a handful of responses for Vickie now require the Player to have actually met her before being used
  • In the Combat Training story: Frank and Leah will no longer attempt to roam away once spawned
  • In the Original Story: flat out refusing intimacy, lying to Vickie prior to her intimacy scene, and certain other highly offensive acts will fail out of her main Opportunities
  • In the Original Story: polished the text and delivery timing of various existing Tutorials related to Combat, Beer Pong, etc.
  • In the Original Story: no matter how the Player gets into a fight with Frank at the end of Leah’s “Ronin”/evil finale, Frank’s combat stats will be the same
  • In the Original Story: fixed an issue that could cause some Characters to not immediately award “Flash Score” points (for Katherine’s content) if they caught the Player doing something involving genitals other than just…standing around
  • In the Original Story: fixed an issue that could cause Derek to spam threats at the Player after the Player had hit too many other guests at the party
  • In the Original Story: minor cleanup of Ashley and Patrick pre-“Family Time” Game Events, and their timings
  • In the Original Story: added a helpful thought bubble to confirm for the Player when Frank changes his mind about giving them the condom, after catching the Player being intimate with a female NPC
  • In the Original Story: tweaked various TriggerBGCs and related events to more appropriately reflect their importance in the story, give them more (or less) emphasis, and somewhat reduce the chance that certain important TriggerBGCs will result in an NPC trying to move and talk at the same time
  • In the Original Story: fixed an issue that could cause Derek to repeat his Dialogues when approaching Madison at the Gazebo just before the events of “Runner Runner” take place
  • In the Original Story: masturbating in front of Stephanie will no longer risk Frank thinking you are actually drunk and beating you to a pulp
  • In the Original Story: cleaned up some of Vickie and Ashley’s behaviors related to the start of “Runner Runner”. They should more reliably get to the Master Bedroom Closet area in a timely fashion and not have other NPCs try to approach them
  • In the Original Story: converted a number of CaughtMasturbating and CaughtHavingSex reactions from various NPCs to the Player into TriggerBGC, instead of popping up main dialogue
  • In the Original Story: added a thoughtbubble and cleaned up a response or two to better impart the finality and importance of the choice between spoofing a text to Rachael vs. spoofing a text to Vickie, while also making it clearer the Player can back out and ruminate over this epic decision
  • In the Original Story: minor tweaks to the criteria for Katherine giving the Player back Ashley’s Tiny Key. She must be at least friends with the Player; this is a +1 friendship requirement increase, so don’t whine about it, thanks
  • In the Original Story: Katherine will try and approach the Player in order to give them Ashley’s Tiny Key slightly more frequently. See? It’s all okay
  • In the Original Story: slight tweak to the Opportunity description for “Vickie Vixen” to better align with the actual goals of the Opportunity
  • In the Original Story: minor polish to a few “WalkToPlayer”-type periodics for a handful of Characters
  • In the Original Story: minor polish to the Criteria that define whether Vickie is “Occupied” by major content or states
  • In the Original Story: the “Vickie Vixen” Opportunity is now a two-part Opportunity. The Player must get her number first, and then the Opportunity completes upon successfully inviting Vickie. This will only have minor impacts on certain hint/response availability and “fluff” behaviors
  • In the Original Story: fixed a couple Derek dialogues within “Memory Lane” that could still reference Frank/Leah/”booze security”, even if Frank had left the party
  • In the Original Story: as part of their “training” for Vickie, the Player will get more feedback regarding how close they are to meeting the requirements for passing her final “test”
  • In the Original Story: tweaked a Compubrah dialogue response that implied the Player could unzip their pants before going into VR…even if their pants were already unzipped! Aahhh yeah, that fruit couldn’t hang any fucking lower booiyzzz…bois? Shit I’m old af
  • In the Original Story: Rachael can now catch the Player asking Katherine to spoof texts during a handful of additional key Dialogues
  • In the Original Story: tweaked the Criteria for Rachael being able to overhear any dialogues involving the Player somewhat
  • In the Original Story: fixed an issue that could cause Katherine to overhear and respond to an Ashely Dialogue through walls
  • In the Original Story: further polish to a handful of other Rachael, Ashley, and Madison-related Dialogue overhear situations
  • In the Original Story: tweaked the delivery of a hint thought bubble regarding Vickie’s phone number that could be a tad spoilery
  • In the Original Story: various other polish and tweaks to hints, hint text throughout Madison, Vickie, Katherine, and Rachael’s stories
  • In the Original Story: added additional mitigating criteria to Rachael’s “confront and slap Patrick” behavior to prevent a few “unfortunate” niche situations
  • In the Original Story: slight cleanup of Rachael and Patrick’s confrontation to reduce the chances that Patrick might continue walking to Rachael afterward
  • In the Original Story: Patrick will try to approach Ashley one Dialogue earlier just before the events of “Family Time”
  • In the Original Story: fixed an issue that could prevent buggy behavior to occur if the Player repeatedly tried to sit in Frank’s chair after he left the party
  • In the Original Story: fixed an issue with Vickie’s cutscene that could cause it to fail to play if the Player was a tryhard fastclicker jerk. Just kidding, it’s cause we don’t know how to program things. It’s us, not you
  • In the Original Story: fixed an issue that could cause Madison’s “Drunk and Disorderly” to stall completely if Frank leaves the party. Even when he’s gone, it’s that fuckin dood’s fault!
  • In the Original Story: minor cleanup of other Madison behaviors during her “Drunk and Disorderly” to make her just a tad less…pushy
  • In the Original Story: the Player must now be closer to Derek in order to play the part of “backup” when he talks to Madison just before “Runner Runner” starts
  • In the Original Story: the notification the Player gets warning them that Madison and Derek are coming up the stairs during the events of “Runner Runner” is a bit more finely tuned based on the Player’s location
  • In the Original Story: Rachael will no longer attempt to follow Patrick to confront him in the event that he barges into the Master Bedroom during the finale of “Sibling Warfare”
  • In the Original Story: the Player climaxing during the finale of “Sibling Warfare” will now count towards Vickie’s “training”
  • In the Original Story: fixed a number of bugs that could occur if the Player climaxed during the finale of “Sibling Warfare” while also undergoing Vickie’s “training”
  • In the Original Story: fixed a very…poorly worded dialogue that Vickie is able to use during the finale of “Sibling Warfare”
  • In the Original Story: fixed a handful of VA-Dialogue Text mismatches across the story
  • In the Original Story: fixed a handful of typos in various Dialogue and Response texts across the story
  • In the Original Story: fixed an issue that could possibly compromise two different Combat-related Game Grumps Background Chatters
  • In the Original Story: the Player will get a little extra boost towards their OrgasmRechargeRate after they complete Vickie’s “training”
  • In the Original Story: Rachael will no longer attempt to confront Patrick while the Player is racing up to the Master Bedroom Closet during the closing events of “Runner Runner”
  • In the Original Story: the Player will also get hints about the status of their uh…throbbing loins as they drink more and more booze (assuming that’s the Player’s thing) during Vickie’s “training”. Just say “throbbing” out loud. Not like “the-robbing”…really accentuate the ‘th’ and ‘-b’ sounds…yuck. Is no one talking about this?
  • In the Original Story: the Player no longer has to meet social (like/love) conditions to select an NPC to approach with Vickie for their threesome. The Player must select an NPC that is not occupied, and then that NPC can be approached to see if they’re interested in a threesome
  • In the Original Story: reverted a change from eons ago – the Player can now Slap Awake Frank if Vickie’s “Training Day” Opportunity is In Progress
  • In the Original Story: Vickie’s “Training Day” Opportunity will now Complete just after the Player is intimate with her in the Hot Tub, instead of before actually doing it
  • In the Original Story: after successfully finishing Amy’s “Scavenger Hunt” and using one of the two finale responses that leads to her removing clothing and getting an Achievement, the Player will also receive a very small socials boost with her
  • In the Original Story: fixed issues that could prevent a handful of Vickie and Lety’s Background Chatters from playing as intended
  • In the Original Story: various tweaks made to improve the presentation and timing of “mid-Dialogue” emotive Game Events
  • In the Original Story: added a few additional protections against Characters trying to reach Frank at various times the Player could get intimate with him
  • In the Original Story: added a handful of Social penalty events for Derek and Frank when the Player does something they are not a fan of
  • In the Original Story: the Player will get a very minor Romance boost with Katherine the first time they are intimate with her. Not as much as when you give her the booze she wants, of course. You think you’re THAT good?
  • In the Original Story: minor tweaks to the consistency of Katherine’s roaming behavior
  • In the Original Story: minor tweak to the events when the Game Grumps jump out of the balloon to increase the chance that Katherine is around to participate
  • In the Original Story: Katherine will tolerate one more very minor grievance before locking the Player out of her default greeting and responses entirely
  • In the Original Story: the Player will get a minor Romance boost with Leah the first time they are intimate with her
  • In the Original Story: the Player will get a very minor Romance boost with Leah when they give her the Chocolate Bar, in addition to the existing small friendship boost
  • In the Original Story: minor cleanup of the events surrounding Lety and Madison’s bonding after their “Queen in the North” gift discussion
  • In the Original Story: added a few very minor social penalties where appropriate for existing Madison-Player exchanges that were already negative in nature
  • In the Original Story: fixed various issues with Lety and Rachael’s Easter Egg related to Frank, Derek, and Vickie that could lead to the content stalling or breaking
  • In the Original Story: Amy will no longer leave the party if groped during the short window between Lety and Rachael’s Easter Egg starting and suffering her inevitable fate
  • In the Original Story: slight updates to the game intro narration
  • In the Original Story: added additional, minor social increases and decreases throughout Stephanie’s story where appropriate
  • In the Original Story: simplification and tweaks to when the Player gets a reminder about checking on the Game Grumps
  • In the Original Story: certain content limitations or modifications that were dependent solely upon Brittney having displayed one of several negative Dialogues are now more broadly tied to her social meters
  • In the Original Story: minor tweaks to other Brittney response and Dialogue behaviors based on her socials… mostly in cases where the Player had been mean. Like, super mean and stuff
  • In the Original Story: Derek can now walk near the Gazebo instead of near the Hot Tub. Since he already has a movement option for getting himself into the Hot Tub, standing around outside it just seems silly. Oh so silly
  • In the Original Story: most Characters can be asked to find somewhere to Dance, as long as the Player has not turned off all of the available music sources
  • In the Original Story: fixed an issue that could cause Patrick to wander away from the Player awkwardly during certain finale dialogues for “Patty’s Striking Resemblance”
  • In the Original Story: fixed an issue that could cause Madison’s motion to Frank to not be canceled correctly in niche situations
  • In the Original Story: fixed an issue that could cause the Player to be permanently locked out from asking Britt about Pat’s phone, even if the Player had tried to make use of Madison’s “Fix Relationship”/Relationship Boost perk
  • In the Original Story: Amy can now be asked about Patrick’s phone
  • In the Original Story: added a few additional minor motion-related safeguards to the Events that Warp a handful of NPCs into Compubrah/DongVR
  • In the Original Story: addressed a DLG for Patrick where he could imply Frank was still guarding the liquor, even if Frank left the party
  • In the Original Story: standardized a number of Derek’s social behaviors around the same criteria that decides his level of anger towards the Player for dialogue purposes
  • In the Original Story: fixed an issue with a Derek dialogue that could lead to a Derek attacking the Player when the VA/text did not imply that would happen
  • In the Original Story: consolidated many of the ‘help’ responses that the Player could use with Derek into a single response separated from his greeting Dialogue, in order to prevent him from having an absolutely fucktacular number of responses available when just trying to say ‘Hello’ to the guy
  • In the Original Story: made tweaks to Leah’s Event Triggers where she reacts to various NPCs getting KOd at various times. These should be much more responsive to the context of each KO
  • In the Original Story: Derek and Pat will be a bit more understanding of ‘friendly fire’ should the Player hit them during the Derek Smash! fight(s)
  • In the Original Story: choosing to help out with the Derek Smash! fight will net you a minor social reward with either of the boys you helped. …If you survive, that is
  • In the Original Story: Frank will now appear a little ‘beaten up’ if he suffers enough attacks from any Character. His mostest special appearance(s) are still saved for certain story scenarios, however
  • In the Original Story: fixed an issue with a Vickie dialogue where she would always reference the events of Derek Smash! even if Derek Smash! had never been Completed
  • In the Original Story: updated the Opportunity texts for Vickie’s Opportunities
  • In the Original Story: aligned the response criteria for when the Player can send Frank to fight Patrick as part of Frank’s introductory “A Ball of Mystery” dialogue to the criteria used to determine when Frank can normally be sent to beat up Patrick
  • In the Original Story: if the Player’s socials with Stephanie drop low enough, her intimacy reward will become unavailable
  • Fixed a bug that could cause a Character to attempt to spam Surprised Emotes just before being engaged in Combat. They will no longer attempt to spam this reaction, or attempt to do so from quite as long a distance. This also fixes an issue that could cause the Mood value of the Character being attacked to plummet so low that it was unlikely to ever recover without CSC intervention
  • The game will not accept Attack inputs for one frame after the game has been un-paused. This will help prevent left-clicks/Attack keypresses made while Narration and other critical UI is open from inadvertently triggering an Attack if the Player was already in Combat Mode
  • The Player can now react to their own Combat Mode Toggled Event Triggers
  • Fixed an issue that would cause the ‘Censor Nudity’ check box label to use the same label text as ‘POV Intimacy’ when translated into another language
  • In order to slightly mitigate possible cramped combat situations, NPCs will no longer roam to another NPC that is currently fighting or moving to fight the Player
  • Fixed an issue that could allow an In-Combat NPC to fire a ReachedTarget Event (and related back-end behaviors) when they were not in fact able to see their Character Target
  • Tweaked ForumText on MainMenu to invite users to simply visit our forums. All CSC/Custom Story-related forum language will remain and/or be expanded upon in the Custom Story
  • Manager and Custom Story Uploader-related areas of the UI
  • Added MainMenu Language Dropdown translation for Italian
  • The Player can now react to their own PlayerGrabsItem Reaction/Event Triggers
  • The Player will now be able to make use of their own ExposesGenitals Reaction/Event Triggers. This is handled differently than when an NPC reacts, in that the Event Trigger will fire everytime the Player’s Genitals are toggled (on OR off), and there is no built-in cool-down limiting how often this can occur
  • The TriggerBGC Console Command will now accept an optional, second integer as part of its input that can be used to define a TriggerBGC’s level of Importance. This integer must come after the bgcID
  • Re-integrated the SocialMod/RelationshipType “Scared”, which was left partially unimplemented in the previous release. This also fixes an issue that could cause the use of the Scared
  • SocialMod to freeze or even crash the game.
  • The Social Console Command will no be allowed to try and configure a Social relationship between a character and themselves. We’re all for self-love and all that shit, but do it on your own time
  • Fixed an issue that could cause false positives to occur when verifying Vision/CanSee properties between two Characters, most notably if one Character had recently moved away from a wall or other sight-blocking object that divided them
  • Fixed an issue that would allow voice-acted audio to continue playing while a Narration UI canvas was open
  • Fixed an issue that would cause the in-game music to be inconsistently paused when a “major”/pausing UI canvas was open. The in-game background music will now never be paused by
  • Player-accessible UI functionalities
  • Fixed an issue that could allow background/Speaker-based music to clash with Cutscene music. Cutscene music will now always take precedence while a Cutscene is playing, and after ending, background music/Speaker-based music will return to the level specified by the Player in the game options
  • Fixed an issue that could cause a Player who was masturbating and then got attacked to be stuck masturbating and unable to fight back or move
  • Fixed an issue that could cause a Player who was engaged in an intimacy act and then got attacked to be able to attempt an attack while still engaged in said intimacy act. This attack attempt would almost always fail to hit the target NPC and not result in an IsAttacked Reaction, yet it would still use up Player Energy and force the NPC to attempt to block. TLDR: In order to fight back or even attempt an attack, stop having sex or touching yourself, if you can…
  • Cleaned up and standardized how “Internal Stories” are managed/deleted when a server story update is triggered. As part of this, the very old “Tutorial” story is now looked for when the application is evaluating “Internal Stories” and this story is now automatically deleted if found, since support for it was deprecated years ago
  • Added various PlayerPref-related functionalities that are used to facilitate Tutorials for first-time Players (or those who opt in via the Game Menu), and that can also be used in Custom
  • Stories to enable cross-story content tie-ins, and more. PlayerPrefs and their current values are stored in your system’s registry
  • Modified the Narration canvas so that it can be opened in a wider variety of circumstances without impacting other canvases
  • Characters that are in the same Zone as each other will no longer fail to see one another other just because they are separated by approximately one or more CharacterHeights (1.8 units).
  • E.g., Characters at the bottom of the stairs will no longer be unable to see Characters at the top of the stairs
  • Male genitals can now be toggled on/off via SendEvent : ToggleGenitals Game Events during cutscenes. The Player : TogglePenis Game Event will now also work
  • The CSM/Custom Story Manager registration process will now accommodate slightly shorter e-mail addresses
  • Fixed an issue that could cause a Values criteria check to fail erroneously for international users under certain circumstances
  • Fixed an issue that would result in NPCs moving throughout the game world much faster when off-camera compared to when the Player could actually see them
  • Fixed an issue that would prevent NPCs running to a Combat Target from registering that they were, in fact, Running
  • Fixed an issue that could cause the player to use the drunk walking animation while very drunk and sprinting. They will now merely use the run animation while swaying, like NPCs
  • Buttons in Input Configuration menu are now functional
  • In Input Configuration menu, added message to user saying if the binding is already being used (need to add action it’s being used with).
  • Pressing Back leaves the Input Config menu.
  • Renamed JustOutSideUpstairsBathroom to JustOutsideUpstairsBathroom to match naming convention used by other Objects and MoveTargets
  • Fixed an issue that would allow the Inventory UI to be opened or remain open while the Player was in Combat Mode
  • Made it a bit easier for the Player to transition out of Dancing (State: ForcedToDance) if they choose to engage in combat
  • Added some helpful pop-ups to indicate to the Player why certain controls or actions are not allowed under certain circumstances (e.g. opening the Inventory in combat, etc.)
  • When forced into Combat Mode due to being attacked, the Player will no longer stay crouched. They will stand up as if they had toggled Combat Mode via their hotkey
  • Fixed an issue that would prevent assigning a Value of ‘None’ to a CharacterValue via the Values Console Command
  • Fixed an issue that would cause the logging of RandomizeIntValue Game Events to take up unnecessary space in the Debug Log
  • Fixed an issue that could lead to an erroneously closed Narration window if enough Narration events had fired in a play session
  • Minor improvements to auto-cancellation of randomly timed Roaming ChangeLocation-based motion in order to reduce chances of randomized ChangeLocations interfering with higher priority Character behavior(s)
  • Fixed an issue that could prevent the Roaming.StopMyRoamingMotion Game Event from successfully preventing an NPC from Roaming if the NPC did not currently have a Motion Target
  • Fixed a bug where dialogue responses could not be navigated with controller
  • Fixed an issue that would allow the Player to open their Player Actions radial at inopportune times, most notably over/on top of the Inventory UI and any Item that they might have been interacting with in the Inventory
  • Any time the Inventory is opened or closed, the radial for the current Item being interacted with (or the Player Actions radial) is also closed
  • The Inventory and Opportunity UIs can no longer be opened while various game-pausing System/Setting UIs are also open
  • Added option for text resizing and different fonts in Game Menu
  • CSC: the text feedback returned regarding Search results (when none are found, too many are found, etc. has been improved and will no longer alternate between putting feedback text in the
  • Unity Debug Console and in the Inspector Tab; all text feedback will now be in-line directly below the Reset and Search buttons
  • CSC: minor UI consistency tweaks when using the Search aspect/functionality
  • CSC: the tooltip for deleting elements within the CSC has been updated to show the appropriate name of the element about to be deleted/being hovered over
  • CSC: miscellaneous cosmetic cleanup, consistency improvement, and tweaks needed to offset some issues introduced by the update to Unity 2020.3
  • CSC: the tooltip for inserting elements at specific positions (depicted by < INS) has been updated to show the appropriate name of the element that is about to have a new element inserted before it
  • CSC: added the PlayerInventoryOpened and PlayerInventoryClosed Event Triggers
  • CSC: if an Event Trigger uses a Key and that Key is valid, it will no longer be omitted in the default Name that gets automatically applied to the Event Trigger
  • CSC: added the PlayerOpportunityWindowOpened Event Trigger
  • CSC: added the PlayerInteractsWithCharacter and PlayerInteractsWithItem Event Triggers
  • CSC: added the FinishedPopulatingMainDialogueText Event Trigger
  • CSC: the text representation of a Character Value can now be ‘injected’ into Dialogues, Alternate Dialogues, Responses, DisplayGameMessages, and BackgroundChatters. In order to this you must encapsulate a Character:ValueName in curly brackets within the text entry field for one of these elements, e.g. {Amy:TestValue1}. Do not add whitespace, special symbols, or more colons than are needed to delimit a character from their Value or to depict special system Values such as {Player:madison:GotPhoneCode}
  • CSC: translation templates will now purge more brackets and custom formatting automatically when exported (specifically in translatable events and responses). This is an extension of what was already being done for Dialogues and Background Chatters
  • CSC: the Dialogue criteria can now also check to see if a specific Dialogue is currently showing
  • CSC: Restored the ability to add custom names to DialogueOnlyCharacters (Compubrah, Phone Call). Configuring interactions for these Characters, however, has been disabled due to the fact they cannot be interacted with in the game world
  • CSC: the UseWiths behavior section will not appear for Characters in the Character Interactions page/aspect, as GiveTo is the intended functionality for exchanging items with Characters
  • CSC: the IsAloneWithPlayer criteria will eventually be deprecated. For now it will remain unchanged in the CSC and engine. It will eventually be replaced by the IsOnlyInVisionOf criteria, which better reflects what it checks. (IsAloneWithPlayer checks to see if the target Character is visible to only the Player, it does not check to see if the Player can see other Characters nor if other Characters are close to the Player)
  • CSC: added the IsOnlyInVicinityOf, IsOnlyInVisionOf, and IsOnlyInVicinityAndVisionOf criteria, which should help to greatly simplify certain proximity and/or vision-restricted checks
  • CSC: the distance Criteria can now accept and interpret Characters, Items, MoveTargets, and GameObjects via text injection, which should simplify scripting logic in situations where dynamic calculation of Distance(s) is required. For example, to check the Distance between Derek and his Current Move Target, you can use Distance : Derek : {Derek:CurrentMoveTarget} and then define your remaining parameters. If your injected text does not result in a usable reference object, the Criteria will return false
  • Fixed Leah LOD2 issue causing dark spots
  • Updated PlayerFemale with facial blendshapes
  • Updated Cloth Physics for Ashley, Katherine, Lety and Stephanie
  • Added a flashing top to the PlayerFemale and added an animation where she lifts the top up
  • Fixed MaleCouchSex animation
  • Improved PlayerFemale neck seam and fixed her casting no shadows
  • Tweaks to previous cutscenes
  • Overhaul to the volumetric lighting system
  • Fix to billboard material bug

0.19.4

(Stable Release 5/26/2021)

  • Added Turkish localization to to the animated UI button
  • In the Original Story: sneaky Players who have made good use of the Keys and various lockable rooms in the House will no longer be considered to have “Pending Combat” for the purposes of many story sequences. Of course…WHO you locked away might still matter. To someone. Probably
  • In the Original Story: Madison will no longer obsess over where her Phone might be if she was very recently hit in the face by the Chili Peppers as part of Lety’s “Queen in the North” Opportunity
  • In the Original Story: fixed an issue that could cause the Player to get Stephanie’s “comfort bag”…or whatever the shit it is, if they moved too quickly through a Dialogue during her “Meltdown” content
  • In the Original Story: fixed an issue where Stephanie could voice an out of place Dialogue after falling down on the way to meet up with Katherine while high during a failure path of her “Meltdown” content
  • In the Original Story: added Item Interactions for the Paper Bag Crunched. It’s just the Paper Bag…but now with more Crunch!
  • In the Original Story: fixed an issue that could allow devious Players who decided to punch the Game Grumps in the face instead of wave goodbye to get their “Do Not Burn” Achievement and get away with the act as the Game Grumps disappear
  • In the Original Story: when attacked at the wrong times, the Game Grumps will cancel movement toward certain targets that would cause them to leave the party, instead of wailing away on you with their +3 Iron Fists of Fistitude
  • In the Original Story: fixed an issue that could cause the Game Grumps to float around aimlessly after saving and loading while on the Flamingos. The Flamingos too will no longer float around forever
  • In the Original Story: additional fix for Throwing the Dildo at the Closed Briefcase not updating certain Opportunities for “The Muse”
  • In the Original Story: fixed an issue that could cause Rachael’s CurrentDare to reset on Game Load even if she was on the way to the Master Bedroom (or on the bed), about to get nasty with the Player
  • In the Original Story: fixed an issue that could result in NPCs getting shoo’d out of the study as a result of certain events of Lety, Brittney, and the Player’s sexual romp in the study, even if that romp had already ended
  • In the Original Story: Ashley reacting to Patrick getting attacked will no longer happen incessantly…and repeatedly…every…time…Patrick…is attacked. There is also a Distance criteria on this now because let’s face it, she isn’t scanning the horizon for that idiot at all times
  • In the Original Story: Dan will no longer move to Arin during certain “casual” Background Chatter exchanges that the Game Grumps get involved in
  • In the Original Story: When certain Game Grumps scenarios start, a minimum roaming timer will be reapplied to relevant NPCs to increase the chances that they do not try to move away before the exchange is finished
  • In the Original Story: Dan will more reliably face the Player when making fun of him for playing Beer Pong all alone
  • In the Original Story: tweaked timing related to Katherine and the Game Grumps’ “fan” exchange to try and prevent a Katherine Background Chatter from cutting itself off
  • In the Original Story: fixes for various VA-text mismatches
  • In the Original Story: minor tweaks to prevent Dan from making minor, unnecessary movements to Arin
  • In the Original Story: fix for Dan getting stuck in the Master Bedroom Closet under certain conditions that would abandon the Game Grumps’ Master Bedroom “COATS!” scenario
  • In the Original Story: the Player will now have to be In Vision of the Game Grumps to initiate the intro and follow-up/finale portions of their “DClub” content
  • In the Original Story: NPCs will be less likely to attempt to get to Frank during the Laundry Room antics of the Game Grumps’ “DClub” content
  • In the Original Story: fixed an issue where Patrick could fail to roam normally after being given the Laxatives
  • In the Original Story: tweaked the events of the Game Grumps jumping out of their balloon so that they will no longer appear to just fall out of the air like boring boyz. Now they’re the ones who fall! …Unfortunately?
  • In the Original Story: minor tweaks to improve the chances Lety and Madison’s “bonding” Background Chatter will play reliably after completing “Queen in the North”
  • In the Original Story: minor clarifying tweaks to a handful of hint thoughtbubbles
  • In the Original Story: the Player can no longer ask Madison for her phone back if the phone is not held or in their inventory, but is otherwise Active/Enabled (i.e. the Player dropped it somewhere)
  • In the Original Story: performed a fair amount of cleanup on the Lety-Derek conversation that unfolds during “Hunt the Hunk”. This should start more reliably and progress more smoothly, with less awkward bumping around and weird movements
  • In the Original Story: minor cleanup of some events associated with Leah and Frank’s exchange during the first part of her “evil”/”crazy” finale for “Broken Code”
  • In the Original Story: cleaned up issues with currently used Target Types in a number of Turn Game Events in order to reduce current issues and future proof
  • In the Original Story: cleaned up and tweaked events related to the “Hunt the Hunk” failure sequence where Derek gets fixated on…treats
  • In the Original Story: fixed an issue that could compromise Derek’s behavior and responsiveness under certain conditions if “Hunt the Hunk” was failed and he became fixated on…victuals
  • In the Original Story: cleaned up some response-related Criteria and options related to the Player’s possession of Madison’s Phone just before starting “Family Time” with Ashley, if the Player had at some point lost possession of said cellular device
  • In the Original Story: giving Patrick the Laxatives will now correctly result in lowered social meters with him
  • In the Original Story: tweaked the criteria used to determine when/if Sleazy Sancho will whisper sweet, sweet nothings into the Player’s ear orifices. Orificii? …Head vaginas.
  • In the Original Story: fixed a possible duplicate thought bubble that could appear if the Player beat up Leah during her “evil”/”crazy” “Broken Code” path before talking to her once she returns to the party in the corner of the yard
  • In the Original Story: made some improvements to other situations in which the Player could KO Leah, albeit with some difficulty, during the finale stages of “Broken Code”
  • In the Original Story: added protections to a number of periodic WalkTo : Player-based Event Triggers and ReachTargets to ensure that these did not try to fire if the Player is Falling, temporarily KnockedOut, etc.
  • In the Original Story: additional fixes for Leah following the Player around instead of attacking if she is Peed On or catches the Player making…unwise booze decisions during certain sections of “Snake in the Grass” and “Broken Code”
  • Characters emoting will no longer ‘break’ them out of a Crouching state. They will instead perform only the facial and sound effect portions of the emote, and remain crouched
  • Randomized roaming behavior and certain other automated roaming-related behaviors will no longer attempt to process while a game session is “fading in” after being started from the Title Screen or Load Game menu
  • Fixed an issue from a previous 0.19.x update that could allow various Character Interactive Status and Reaction loops/checks to not process if only 1-2 NPCs had been enabled in a game session
  • Cleaned up a couple of old VA lines for Lety that had leading and trailing noise
  • Configured additional non-static items with AdditionalRenderers so that they will be compatible with the Item : IsVisibleTo Criteria. These include the Scorpion Tequila, TalkingFish, and more
  • Fixed an issue that could occasionally allow Attacks of certain types to “hit twice”
  • Characters will be slightly less aggressive when re-attempting movement to Inaccessible Mandatory Targets
  • PeesOnMe and StartedPeeing Reactions/Event Triggers will no longer overlap as easily. Characters will delay processing of StartedPeeing Reactions very briefly to check for pee impacts, and in addition, each collision between pee and a Character will briefly delay the StartedPeeing Reaction between two Characters
  • Fixed an issue that could cause a Character incorrectly fail a CanSee check specifically when a certain type of Object was supposed to be excluded. This addresses a small number of issues related to swapping to WallSex intimacy positions and when calculating IsRunning if the RunWhenFarAwayFromTarget was Added/True
  • Fixed an issue that the Player could pee and masturbate at the same time.
  • While crouching and trigger running the player does not move at full run-speed anymore.
  • AutoSave doesn’t trigger within a few seconds after loading a save game anymore.
  • Various optimisations to reduce garbage allocation and free up CPU cycles.
  • If multiple BGCs are playing of the same importance around the player, the audio system now prioritizes the one the player is currently looking at
  • Various tweaks to the BGC system to prevent overlap and awkward continuation of unimportant conversations
  • Re-EQ’d various existing and new audio files, and corrected minor volume issues
  • CSC: added back in PlayerBeingSpokenTo Criteria so that Story Creators will not have to manually remove this from their stories. NOTE: this Criteria will be deprecated at a later point in time in favor of using IsBeingSpokenTo, once we make back-end changes to allow this to occur more gracefully
  • Smoothed knees bending sharply while bending legs for Amy, Ashley, Brittney, Frank, Patrick, Stephanie and Vickie
  • Fixed Amy and Ashley strap-on skinning and extended bounding boxes so strap-on’s don’t disappear
  • Improved Stephanie underwear transparency issues
  • Re-positioned pee particle to flaccid penis tip for Derek, Frank and Patrick
  • Tweaked Male SixtyNine animation and character sixty nine hotspots
  • Improved nether region skinning/shader and textures issues for multiple characters
  • Tweaked the shadows on characters with dresses in Main Menu
  • Changed PlayerMale hand offsets during laying down pose to lean on his knee
  • Improved skinning Rachael bikini top straps
  • Tweaks to cutscenes

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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