House Party 0.16.5 (THE GAME GRUMPS UPDATE) is released!
Well, well, well. It’s about time. Arin Hanson, Dan Avidan, it’s time to PARTY. The Game Grumps update is here.
Let’s start with some backstory: We held a contest back in 2018 in hopes of finding a few lucky souls to appear in House Party, nominated and voted on by fans. Real folks from the real world to be thrown into this fictional madness, what could be better. Our female winner was Lety Does Stuff (link to her update post), and the male winner(s) were the Game Grumps, who won the male vote by a large, large majority. Cut to: March 2020. The Grumps have finally made it.
In this feature packed update, you’re going to see the Game Grumps in a brand new original adventure that changes with every playthrough. And every line of dialogue, all 300+ lines of it, has been voiced by the Grumps themselves.

As mentioned above, the GG storyline is dynamic and your playthroughs may contain interactions and experiences someone else has yet to see in their playthroughs. The Grumps serve in an extended cameo role, meaning you’ll see them pop in on existing content with that trademark commentary they’re so well known for.
There’s nothing you can’t try with these guys. Well, except for the sexier parts of House Party. We dare not sully the image of thy Grumps. Other than that, we’ve designed this experience to be really expansive. Dan and Arin will have something to say about a lot of things you can do in House Party.
And in addition to all of that, the Grumps have an actual storyline! Once you get the Grumps to the party, there are 2 major, unique routes of escape you can help them reach. There’s even a little mini shitty one too! Game development! While their primary storyline can be finished in a short amount of time, revel in the interactions the Grumps can have with you and other party guests while they’re desperately searching for a way to GTFO.

From a technical standpoint, this update has so many improvements, the changelog alone is gonna make your eyes melt. From animation tweaks to graphical enhancements, we’ve been in quarantine long before the rest of the world to make this update shiiiiiny. Want a few examples?
Read the changelog for more, but remember to come up for air every once and awhile.
If you’re coming to House Party by way of Grumps fandom, we hope you feel we did your boys right. If you like what you see, perhaps mingle with the other party people and see what kind of ridiculous shit you can get yourselves into. And if you’ve been a HP player long before this content drop, thanks for playing as always. You guys are awesome. Don’t die from coronavirus, we would miss you all dearly.
NOTE: With all these new changes, players will need to start a new game. Old saves are incompatible with this new update. It's well worth it-we promise.
Thanks,
-Eek! Team
Twitter | Instagram
For a full changelog, take a look here.
0.16.5 (Stable Release)
3/24/20
Let’s start with some backstory: We held a contest back in 2018 in hopes of finding a few lucky souls to appear in House Party, nominated and voted on by fans. Real folks from the real world to be thrown into this fictional madness, what could be better. Our female winner was Lety Does Stuff (link to her update post), and the male winner(s) were the Game Grumps, who won the male vote by a large, large majority. Cut to: March 2020. The Grumps have finally made it.
In this feature packed update, you’re going to see the Game Grumps in a brand new original adventure that changes with every playthrough. And every line of dialogue, all 300+ lines of it, has been voiced by the Grumps themselves.

As mentioned above, the GG storyline is dynamic and your playthroughs may contain interactions and experiences someone else has yet to see in their playthroughs. The Grumps serve in an extended cameo role, meaning you’ll see them pop in on existing content with that trademark commentary they’re so well known for.
There’s nothing you can’t try with these guys. Well, except for the sexier parts of House Party. We dare not sully the image of thy Grumps. Other than that, we’ve designed this experience to be really expansive. Dan and Arin will have something to say about a lot of things you can do in House Party.
And in addition to all of that, the Grumps have an actual storyline! Once you get the Grumps to the party, there are 2 major, unique routes of escape you can help them reach. There’s even a little mini shitty one too! Game development! While their primary storyline can be finished in a short amount of time, revel in the interactions the Grumps can have with you and other party guests while they’re desperately searching for a way to GTFO.

From a technical standpoint, this update has so many improvements, the changelog alone is gonna make your eyes melt. From animation tweaks to graphical enhancements, we’ve been in quarantine long before the rest of the world to make this update shiiiiiny. Want a few examples?
- Several previous storylines now have more pathways to add to more organic progression.
- Inventory management has been completely revamped. No more scrolling to find what you need!
- The Custom Story Browser is now available in-game, allowing you to download and play user-created stories from directly within House Party.
- Intimacy animations and hand placement on objects now look more natural. Hold dem beers, boiiii.
Read the changelog for more, but remember to come up for air every once and awhile.
If you’re coming to House Party by way of Grumps fandom, we hope you feel we did your boys right. If you like what you see, perhaps mingle with the other party people and see what kind of ridiculous shit you can get yourselves into. And if you’ve been a HP player long before this content drop, thanks for playing as always. You guys are awesome. Don’t die from coronavirus, we would miss you all dearly.
NOTE: With all these new changes, players will need to start a new game. Old saves are incompatible with this new update. It's well worth it-we promise.
Thanks,
-Eek! Team
Twitter | Instagram
For a full changelog, take a look here.
0.16.5 (Stable Release)
3/24/20
- Added new characters: Dan and Arin
- Added six new achievements
- Revamped the player inventory menu as well as the Give To/Use With window. It should now be much easier to work with items.
- Added Inventory thumbnails for most items that are able to be picked up in game
- Inventory can now be sorted by Order picked up, reverse order picked up, or Alphabetically
- Reduced polygon count in all characters’ hair, more than halving it in some cases (performance optimization)
- Added hand “hot spots” and better aligned all sex animations
- Paired Emotes system
- Added usable bath tub seats in the Upstairs Bathroom and Master Bathroom
- Fixed an issue with the Enters Zone functionality that could cause the Enters Zone reaction to break
- Further optimization of the Debug Log. General memory management improvements and more aggressive pruning of old events from the UI interface. Debug Log should still provide visibility in-game to upwards of 760 events
- The laugh emote will now affect NPC mood, depending on their Nice and Happy personality traits
- The CharFunc command, when used with the ‘list’ subcommand, will show the number of alternate body or clothing textures available to a Character, if they allow the usage of either character function
- The CharFunc command can now be used correctly with the SwitchToAlternateBodyTexture and SwitchToAlternateClothingTexture character functions
- Additional uses of the ‘list’ subcommand within Commands like CharFunc, Item, etc. will not flag the Player as having Cheated (i.e. will not disable Achievements)
- The CharFunc command also supports using ‘list’ with a Character name, which will show just that Character’s character functions, as well as any supporting function info like texture IDs and their names
- The Player will now only have the State “Running” if: they are not held in place by game mechanics or UI, if they are actually visibly using a movement animation, AND are holding the Run key. This should ensure that the “Running” state is far more usable via the CSC
- Automatic/backend Emotes should be more expressive outside of TriggerBGC and Dialogues
- Emotes triggered via Game Events/CSC or Console Command can now blend simultaneously with other emotes, and can be given an
- Emote Strength to manually set how strong the facial component of the Emote should be when executed
- The SendEvent console command can now make use of the Point event
- Added Character Stand Spots to the game, for now in the basket of the hot air balloon only. These spots function similarly to chairs in that they are “used” by Characters and impose certain restrictions and behaviors, but do not pose them
- Added the WarpOverTime Game Event to the game and CSC. This will allow you to move a Character, with very much magic, through the game world towards a MoveTarget or Item at a speed (in seconds) of your choosing
- Added the WarpOverTime Console Command
- Added various new SendEvent options to the SendEvent Console Command
- Falling Characters will no longer “teleport” directly to the ground, and will now fall with grace, aplomb, and humility
- An error in the CSC that could appear when the stars aligned and Unity’s EditorUpdate noticed you were mousing over Window with no title or not mousing over any Window will no longer appear
- NPCs will now accept a wider array of emotes via CSC Game Events (PuckeredLips, ClosedEyes, Eyebrows Up/In). If an NPC does not have an emote/expression (BlendShape) available for the event, it will not process
- Fixed an issue that could cause disabled Characters to erroneously receive Game Events and SaveLoad behaviors
- The SendEvent console command will now accept many more events for the Player, such as jumping, drinking, etc.
- Emote Console Command can once again trigger puckered lips, closed eyes, and eyebrows up or eyebrows in emotes
- Fixed an issue that was causing Phone4 and the Chili Pepper items to register as being “held” by the Player upon Game Start, which could prevent them from being used with the
- WarpItemTo event
- Improved minor aspects of default naming conventions within the CSC for Event Triggers
- The State Console Command will no longer automatically apply/remove States from the Player when used with the ‘all’ subcommand
- Fixed an issue in the CSC that could cause the BGC Responses interface to break if the user selected a Character Responder first, then swapped back to ‘Anybody’
- Background Chatter can now have emotes attached to them. These emotes will behave similarly to back-end/automatic emotes in that they are for “flavor” only and cannot have a defined emotive strength
- If a CSC user has renamed a Character, that Character’s Display Name (new name) will appear in the Combat UI when they are struck, instead of their default Original Story name
- The Charfunc Console Command will no longer seemingly omit newly added character functions
- CSC users can now call events against environmental impacts via the ImpactsGround and ImpactsWall Event Trigger types
- Responses to Important Background Chatters that have specific SpeakingTo targets are now automatically treated as ImportantBGCs as well. This should allow easy configuration of “chained” TriggerBGC conversations or sequences
- Background Chatter that does not have an associated voice clip (i.e. would be seen via text only) will now display, terminate, and transition to another response properly. This will ensure that custom, unvoiced BGCs can be used in custom stories
- The loading of .character files will now properly show the Character name for these .character files, instead of the Story Name for every file
- Characters that fall from a certain height or more will automatically enter an “idle falling” animation
- Important/Triggered BGC audio and text will be audible/remain visible at longer ranges than standard BGC audio and text
- Fixed a minor formatting issue in the Roaming Console Command
- Fixed an issue that was allowing the Debug Log to include line breaks or new lines instead of properly truncating them
- Fixed an issue that was preventing the full selection of Move Targets from appearing in the CSC
- When the MP3 Player is freed from the shitty ceiling light/glorious chandelier of victory, it will now do a graceful little tumble so that it doesn’t land in an awkward, hard-to-see vertical position
- Fixed a null reference issue that can be triggered if a CSC user uses the Combat.Die event (CSC users: use “Pass Out” instead…always)
- Fixed an issue in the CSC that could allow recursive event protection to take effect on events that were not of type “Event Trigger”
- Fixed an issue in the CSC that could prevent WarpItemTo from functioning correctly
- Fixed an issue that could cause the Player to enter combat mode and be unable to leave if the Player was attacked while the Property
- DoesNotFightBack was enabled
- The Camera item will now play the shutter close effect, shutter SFX, and register via story values that a picture was taken and if that picture is a naked picture of an NPC, all BEFORE it attempts to perform any screenshot saving or I/O operations. This should further minimize issues when using the Camera item
- Added the AddForce Console Command. WEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
- Fixed an issue in the CSC that was adding an erroneous string to Item : ItemFunction Game Event names
- The Values Console Command will now properly accept “None” as a Value for the specified Key (e.g. CombatTarget = None)
- Fixed Leah’s teeth
- Fixed Katherine bra skin mask
- Created extra emotes for all characters (Laugh, Ecstatic, Scared and Surprised)
- Optimized Stephanie model
- Fixed Vickie’s clipping nipple rings
- Updated Combat UI
- Changed sizes of some UI elements
- Fixed offset on the flamingo LOD
- Remake of the main menu scene
- Added starbomb model
- Added a big balloon model
- Added multiple colored particles for several occasions
- Added some phoenicopterus ruber animations
- Added sound effects to ‘ finale’ scene
- Avatar images for Dan and Arin
- New story quest images
- More optimized method for realtime mirrors
- Fixed fridge discoloration
- Fine-tuned and polished NPC eye-contact, facial expressions, and awareness of the player when the player is in conversation with them, and when they are in conversations with other NPCs.
- Added support for Completed, Failed, and Step-Based Opportunity descriptions to help guide the players more
- Changed the look and feel of Opportunity notifications
- Added censored versions of Madison’s photos on her phone for when the player has the censor nudity option checked
- Revamped the Opportunity Window (More changes coming)
- Added a couple of new states to put characters in a very basic idle with no fidgeting
- Fixed an issue that could sometimes cause the speakers to lose sync
- Implemented new logic around the way Dialogues are processed which should prevent the game ever getting “stuck” in rare circumstances
- Tweaked alignment of certain anatomy in some intimacy positions
- Implemented a new clothing system that can support multiple outfits better
- All females are now equipped with “Strap Ons” that can be enabled via clothing commands
- Minor tweaks to size and position of UpstairsBathroomZone collider
- Set up right hand mounting and misc item settings for the Toaster
- Criteria Groups can now be re-ordered in the CSC via up and down arrows, similar to the re-ordering functionality recently added to Event Triggers
- The “throw” animation no longer rotates the character
- Fixed an issue that was disabling Dialogue Only Characters on loaded games
- Added a highway billboard + sound
- New credits entries
- New design for opportunity pop-ups
- New design for opportunity log
- Added “small versions” of avatars
- Added censored versions of madison’s phone pictures (for when censorship is enabled)
- Fixed discoloration between LOD versions of characters
- Updated Amy’s clothing
- Fixed Rachael’s LOD2 skinning
- Improved allignment and clipping all strapon’s
- Add Arin and Dan to the main menu
- Fixed clothing skipping on main menu
- Fixed LOD flickering, objects disappearing and lighting artifacts on several objects
- Fixed Ashley LOD sandals and Arin LOD spikes
- CSC: Criteria within Criteria Group sets will now automatically sort based on their Order, like they do in Game Events, Event Triggers, etc.
- When adding new Criteria within the CSC, Criteria are no longer auto-ordered by the total count of Criteria that exist in the collection/list of Criteria. They will now automatically be given an order number that is one greater than the order of the previous/last Criteria shown. Anyone else OCD much? How are your fingernails?
- When moving Event Triggers up or down in the CSC, the name of the event being moved will now properly be displayed even if it was not given a custom name
- Fixed two null reference exceptions that could occur in the CSC and cause the interface to break when copy pasting an event that had “Player” as its Character, and then swapping to an event type that did not support a Player-type character
- Added a second Move Target behind the table in the Garage
- For those CSC users who really, really love Event Triggers (you should) but didn’t think the Move Up/Down arrows were enough, you can now insert Event Triggers at a specific place in the
- Event Trigger list
- Background Chatter criteria in the CSC will now auto-sort based on their order number
- The Search functionality within the CSC will now properly return event and criteria search results from within Character Story Item Interactions (On Accept and On Refuse)
- The Search functionality within the CSC will now return Criteria results from within Criteria Groups
- Shrunk the size of the outside No Loiter colliders so that they do not encroach as much on a handful of outside Zoning colliders or several more recently added MoveTargets
- The dildo (DoubleDildo) from Ashley’s room will now look appropriate when mounted to either of an NPC’s hands. Dildo. Dildo hands. Sorry, I just like putting ‘dildo’ in updildate notes. HAH. Adaptdildification
- Corrected inventory offsets for various food items
- The Achievement ID (not the name) will now be logged in the Debug Log when an Achievement is earned
- “Export Pending” in the CSC will now correctly export Story Item DisplayGameMessage events
- Forward lunge-type combat attacks (default W + Attack) now have a slightly longer range than other attacks
- Attacks by the Player at the outer edge of their combat radius and swings made to the far sides of an NPC will not be as likely to accidentally trigger combat with said NPC
- Added the OnAnyItemAcceptFallback and OnAnyItemRefuseFallback Event Trigger/Reaction types in the CSC. These can be used to assign an Event Trigger to execute when any item is refused or accepted by an NPC, IF no other item was refused or accepted first
- Reconfigured the sizing of the Foam Finger and set up “optimal” mounting offsets for left and right hand mounting to Characters
- The Tablet (tab_2) item will now be highlighted if it falls into the grass
- Added the ApplyForceTowardCharacter ItemAction for use with the Item Event in the CSC and Item Command in the Command Console. Will apply a physics force to an item that moves said item toward where the target Character’s Head is at the moment the event is called
- Fixed an issue that could cause the List subcommand to not show all of a Character’s values when used with the Values console command
- Fixed an issue that could cause NPCs to fail to ChangeLocation due to an unnecessary and redundant distance check
- Fixed an issue in the CSC that was preventing Compubrah and PhoneCall from appearing in the Character dropdown for the Dialogue Criteria/CompareType
- NPCs will no longer receive a ChangeLocation request if they are executing any Important/Very Important animation(s) or events while standing in a NoLoitering area
- Forced ChangeLocations (via Game Events, for example) will cause the target NPC to initiate movement more consistently, instead of waiting a random period of time between 2-5 seconds before moving
- Dialogue Overhear events will now follow the same height rules as every other height check in the game
- CSC: started adding tooltips to various smaller buttons
- CSC: the Copy button will no longer only be shown when an event is fully expanded
- CSC: users can now Paste an Event using a button that will appear in-line with the events using one of two methods: Paste Using Same Order (the event will appear just below the copied event), or Paste as Last in Order (the event will become the last event in the collection of events)
- CSC: to improve readability, a couple of pixels are added after each event in a collection of events, unless that event is the last in the collection
- Fixed an issue that could prevent DialogueOnly Characters like PhoneCall and Compubrah not to make use of On Dialogue Start Dialogue events
- The BGC text UI will now prioritize NPCs playing Important BGC (Trigger BGC or direct responses to Trigger BGCs) over NPCs casually using conversational BGC
- Fixed an issue that could cause smaller items like Phones, Natty Lites, and more to get stuck under the Dirt Mound/Rockpile. The Player should now have a much easier time grabbing items “through” the dirt. Get in there…oink oink!
- Fixed an issue that could allow items to roll underneath the cushions of the outside patio furniture. All that’s under there now is loose change. And our tertiary dildo storage
- Added two more AddForwardMomentum-type ItemFunctions that will be usable for any physics-enabled Interactive Item
- Fixed doors clipping when player camera was too close
- Added “UnableToEmote” and “UnableToAnimateEmotes” states
- Tweaks to NPC Navigation to stop them from sometimes stuttering, and to prioritize important targets
- Revamped the mirrors to look a bit more realistic
- Fixed an issue with clothing change commands in the CSC
- NoLoitering ChangeLocation behaviors will not be applied to NPCs that have a pending Important/Triggered Background Chatter
- The Paper Bag (Crunched) can now be properly mounted to a Character’s hand
- Text within brackets ( [ and ] ) will also be automatically pruned from response texts to match the automatic behavior of dialogue texts
- Fixed left and right hand mounting offsets for the Penguin
- Made slight adjustments to the GarageZone in order to more accurately reflect when a Character enters the zone
- The ApplyForceTowardCharacter ItemAction is no longer a brainlet, and is now “ApplyForceToward”. Now with 200 more IQ, it can apply a force to an item towards a Character,
- MoveTarget, OR another interactive item. We knew you could do it, ApplyForceTowardCha-…you!
- For CSC users: Patrick no longer has any hardcoding in his own Character Script to force his drunk level to 10
- The body (not specific body part) Shrink, Grow, and Reset Character Functions that were previously only available to Patrick and Lety are now available to use for all Characters
- For CSC users: CriteriaGroups now have a True/False attached to their usage within a Criteria. This will ensure maximum flexibility and prevent the need to make a “returned true” and “returned false” version of the same CriteriaGroup
- In the CSC, you can no longer assign a CriteriaGroup to be a Criteria for itself within one of its Criteria Sets
- Intimacy will be able to occur in the Laundry Room now
- Fixed an issue that was preventing the score from showing when playing Beer Pong
- Fixed an issue that was preventing beer pong balls from self-limiting their spawn quantity
- For the CSC: there is now an Event Trigger/reaction that can fire when a Character scores a point in Beer Pong
- The Player Inventory Add command/subcommand will now also accept the ‘All’ subcommand, which will add every single non-door, non-chair, etc. item to your inventory. With zero grace.
- TLDR: we pack you full of dildos and break your game
- Fixed an issue that would cause “Anybody : Is Attacked by : ” Event Triggers to fire any time any Character was attacked
- Player “Photo” values modified by the Camera item will now be treated as Game Events, and will also be logged in the Debug Log accordingly(edited)
- Lots of tweaks and polish to Background Chatter and audio volumes
- Speakers now adhere to audio obstruction logic
- Emoted no longer interrupt important chatter
- Fixed an issue with NPCs talking to themselves or a conversation getting “stuck”
- The Player now has 19.6969% (repeating, of course) increased hand-eye coordination, as we fixed an issue that could occasionally cause the Player to be the colliding object that forced them to drop an item they were currently holding
- Improved lighting in gazebo area
- Tweaks to Dancing behaviors in order to standardize Dance Badly vs. Dance animations/events, as well as prevent seemingly unexplained, long gaps between attempts to Dance
- Characters will not attempt to Dance the moment they wake up from being passed out, and will also very briefly wait to begin dancing once they arrive at a Motion/WalkTo target
- Improved Goodbye Kitty underwear clipping through Amy’s shirt
- Fixed Leah and Rachael LOD1 and LOD2 skinning issue
- Improved Frank shirt clipping and Arin having transparency issue in his neck
- Changed Starbomb packaging and bathbomb for better story consistency
- Improved light probes in living room
- Tweaked drinking animation for all characters
- Changed cowgirl animation
- Fixed all discoloration for drawers and cabinets
- Added custom stories menu
- Increased texture size for characters close to the player
- Fixed green flickering near the firepit on low settings
- The Vape item will now be properly aligned to the Player’s hand if picked up
- Using the Vape will no longer close ALL UI elements when the Player Blazes with it, just the inventory UI
- Grabbing an Item from your Inventory will now also close only the Inventory UI
- Added extra protections to prevent the Command Console from breaking Unity’s text render limitations
- Fixed an issue that could cause the Background Chatter onscreen text to not update if a Character was using casual/”non-important” BGC and then, while still speaking, fired a
- TriggerBGC/”important” BGC
- The Pose console command will no longer require that the user provide a pose ID in order to disable a Character’s pose
- The Values console command will now only accept Keys (value names) that are already defined in the specified Character’s story data or that were populated into the Character’s value list by the engine, but is also no longer case sensitive. The second input for the command (the value string, integer, or float) itself is still case sensitive
- Fixed an issue that could cause Characters to have an unintendedly long cooldown timer before dancing again if they were recently in combat, engaging in intimacy, or had been knocked out
- Aligned certain Pause Socialize behaviors to be more granular in how random they are, but also conform to set ranges of randomness. I am using random words
- NPCs will briefly Pause Socializing when they reach a motion/MoveTarget, which will prevent certain odd occurrences of NPCs rolling up on another NPC and talking before their movement animation stops
- The Command Console will now be more forgiving towards using either commas or periods for floating number separators
- Characters will no longer try to Change Location due to having the WantsToBeAlone state if they have a combat target or if they have been knocked out
- Roaming – Change Locations triggered by a Game Event or the Command Console will now always fire after 1 second, instead a slightly random range between 2-3s
- Fixed an issue that could cause thin/tiny items like phones to be uninteractable/unable to be grabbed if they were dropped near the front of the beer pong table
- Tightened the collider sizing and positioning on the two downstairs couches/sofas so that it is harder (but still not impossible) for small items to be thrown, dropped, or kicked underneath them in a way that prevents them from being grabbed or interacted with
- Fixed an issue that could cause characters to teleport into the garage when transitioning from a wall sex position to a non-wall sex position while against the rear-left side of the house (near the A/C unit)
- Fixed various additional issues with the speaker system
- CSC Users: Speaker2 (the speaker to the right of the fireplace) is no longer hardcoded to start playing upon game start. You may need to account for this in your stories
- The speaker system will now remember which track the Player was playing when saving, as well as the music loop setting, and when loading that game will play the appropriate track and maintain the music loop mode
- Player will drop it to the ground using minimal forward force
- Fixed an issue that would allow Players to pick up/grab the Popper or Starbomb after they had thrown it to the ground
- For CSC Users: the AddPhysicsRigidBody itemfunction will work on items that do not have a rigidbody, and will ALSO now work on items that have a rigidbody, but whose rigidbody has been set to kinematic (i.e. floating in the air or unable to be affected by collisions or force)
- The Starbomb and Popper will now correctly collide with/pop when hitting another Interactive Item/Action Item/etc.
- Fixed an issue that could cause certain Phones to be misaligned in a Character’s hand after loading a game
- Fixed an issue that would allow the Player to partially go through with an attack while they were stunned (lose energy points, prompt an NPC to attempt a block, etc.)
- Added two more valid WallSexSpots: one in the Laundry Room, and another on the opposite side of the Master Bedroom from where the existing WallSexSpot is in that room
- Added thin sightblockers roughly the height and width of the Player against the far edge of each of the smaller shelves of bins in the garage, which prevents NPCs from seeing the Player if they are directly obstructed by the shelf framing and bins themselves (TLDR: no more getting punished for taking the cell jammer if Madison or Derek are all the way in the dining room or kitchen)
- Forced movement of an NPC to a Mandatory Move/Motion Target due to that Target being formerly inaccessible will now be logged in the Debug Log
- Standardized the timing for the execution or execution limitations of various pre-game start behaviors
- Fixed an issue with the Speaker/Music system that could result in a KeyNotFoundException and would cause Music in-game to be completely disabled
- General cleanup and optimization of Speaker code and transition of track loading to external script
- Fixed Arin’s eyes and Dan’s blendshapes
- Changed all characters animation update mode
- Fixed Arin, Brittney, Lety and Madison using wrong clothing material on Main Menu
- Tweaked sex offset data and made Derek’s balls a bit more floppy
- Added more missing inventory icons
- Improved flamingo animations
- Improved particle effects
- Added ingame achievement images
- Added voice acting for most characters and partial voice acting for some.
- Added a base system for “hot spots” in sex scenes for better syncing (not live in this build, but coming soon)
- Fixed an issue where event delays were not firing appropriately on loaded games
- Set up a system so Interactive Items can now support “hand hot spots”.
- Fixed an issue with some interactive states not correctly suppressing emotes
- Tweaked the inventory hover functionality for cosmetic enhancements
- Fixed an issue where mandatory targets would not be cycled through until the first one was reached
- Reworked seat/chair/bed/action items system for better internal setup-Fixed failed opportunities not showing up correctly in the Opportunity window
- Tweaked the physics of some new content animations so they work better
- Updated IK functionality in some sex acts
- Changed NPC movement to move on FixedUpdate to better sync with animations and other movement
- Fixed an issue with null ref exceptions in navmesh obstacles
- Added a “thrusting” mechanic to sex animations where appropriate
- NPCs should be less likely to try to open doors that are not in their way
- Fixed an issue with “drifting characters” while DontMoveForOthers state was on
- Added code to better sync hip movements during sexual acts
- Fixed an issue where some UI audio was not playing correctly
- Reworked the pacing of the display of “Obtain on Start” Opportunities so they don’t pop up before the fade in
- Fixed an issue with characters sometimes “stuttering” when walking
- Fix for some stories not correctly showing up in the dropdown
- Fixed an issue with weird-looking skin on the main menu on the lowest quality settings
- In the Original Story: reconfigured all existing Background Chatter, where appropriate, to make use of the new Background Chatter
- In the Original Story: Ashley’s reaction to a shirtless Player will now be restricted by the universal time buffer set up in 0.15.x so that it does not trigger alongside other “interruptions”
- In the Original Story: added the proper punctuation to Panic! at the Disco, cause we wouldn’t want the Grumps to make fun of us again.
- For old reasons, at least…