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House Party 0.18.2 Stable Release



House Party Stable Release 0.18.2 is live!

We’ve ironed out a bunch of bugs and added a lot of polish in this update. We hope you all enjoy the extra smooth gameplay experience!

Two of the biggest changes we introduced are Brittney and Katherine’s outfit reworks. Brittney has an updated patriotic bathing suit, a cute new top for Date Night With Brittney, and her regular in-game shirt has also been reworked with a sexy new look! Katherine’s outfit rework includes a black tee, red skirt, choker, and fishnets! If you haven’t checked out any of the social media screenshots we’ve shared of those two yet, go take a look at them in-game and let us know what you think!



In addition to the usual load of bug fixes, this update also brings some great visual/UI changes such as a brand new radial menu for player choices. Now, when you click on an NPC in the game, it’ll have a new look when selecting your interactions. We also reworked and updated intimacy rewards for several characters, updated the House Party loading screen, and improved our save and load system.



The changes included with this release greatly improve the look, feel, and quality of life of House Party. We’ll catch up on unvoiced lines and translations in our next content update sometime soon after the new year.

There is so much more exciting stuff we’re working on that we can’t wait to share with all of you. For now, enjoy the polish release, check out the hot new Brittney and Katherine outfits, enjoy those new repeatable intimacy rewards, and get hyped for our upcoming updates!

Reminder Note: Though we try our best to preserve them, sometimes it’s inevitable that we have to make changes to the save system, so old saves are not compatible with this update

Thanks!

-Eek Team

Twitter. Instagram. Facebook.

For a full changelog, take a look here.

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 images
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

0.18.1 is available for testing on Steam!

Prepare yourselves for a more polished version of House Party, because Beta 0.18.1 is playable on Steam now!

Our team has worked through several bugs to get this new build looking good. We look forward to hearing your thoughts on the beta so we can fine-tune it even more for release!

To access the beta, right-click House Party in your Steam Library, navigate to the “Betas” tab, use the drop-down menu to select the test you’d like to opt into, and click close. Betas are not free of bugs, so if you'd like to play a cleaner version of the game you can always wait for our stable release to go live.

If you missed the latest alpha, the content to check out is the hot new Brittney outfit update, the radial menu for player interactions, updates to intimacy rewards for Amy and Rachael, a modified loading screen, and an improved save and load system.

Additionally, the beta build brings with it more intimacy scene improvements, tons of existing bug fixes, and makes Leah's "evil route" intimacy reward repeatable. If you love getting steamy with Leah, you'll enjoy this build.

And if you see Katherine around the party, you'll notice she's dressed in a kickass new outfit. If you haven't checked it out, scroll through our social media posts on Twitter, Facebook, and Instagram and take a look at her awesome new clothing. Let us know how you think she looks in-game when you check out the beta!

If you have any feedback for testing versions, please see the discussion here.

You can find the changelog for this update and any previous
updates here.

Enjoy partying!

-Eek Team

House Party Testing Builds Are Coming to Steam!



We have awesome news for everyone on Steam who owns House Party: Testing builds are coming to Steam! If you’re eager to check out exciting new in-progress House Party content, you’ll no longer have to wait for a Stable release.

The most recent Testing build will be made available on Steam within two weeks of it being released on Patreon. To access them, you will need to right-click House Party in your Steam Library, select "Properties", then navigate to the “Betas” tab, use the drop-down menu to select the testing - Testing Branch option, and click close. Steam will download and install the testing version. After that, just sit back, grab a Natty Lite, boot up the game, and enjoy the new content. However, keep in mind a few things: the Testing builds are not polished or free of bugs, may not have finalized voice acting, and you may run into issues with save games breaking between versions. Finally, while we'll be keeping a close eye out for feedback, we won't have a lot of time to provide technical support for these testing versions. Please contribute any feedback you have on Testing versions in our Testing section on the Steam forums. If you’d prefer to avoid all this and keep enjoying the current Live version, we'd like totally get that, brah.

If you're ever curious about what changes were added within a specific version, those notes will always be here: https://housepartygame.com/release-notes/

We are super excited to share access to our in-progress builds and receive feedback from all of you, and we know many of you will love playing the builds pre-release. Enjoy!

P.S. You can find the latest testing build, available now, by following the instructions above. If you want to read about it, check out our dev blog post here, https://housepartygame.com/house-party-0-18-0-released-to-alpha-testers/.

Thanks, - Eek! Team

House Party 0.17.3 (The Derek Update) Is Released!



It's time, buddy. The new Derek update is here! House Party Version 0.17.3 is now live and in it is a ton of new content to explore and enjoy. This update is packed with some sweet new game mechanics and plenty of polish to keep your game experience clean and enjoyable.

This new release is all about spreading some love to our buddy Derek. We've expanded his storyline with awesome new content and added two brand new Opportunities and Achievements, one of which results in a full, repeatable, and very steamy intimacy reward.

We've also added more opportunities for getting your hands on booze around the party. Frank and Leah have had a major rework of their alcohol behaviors and we made it so all the booze in the liquor cabinet can now be interacted with.



Also in this update, Derek, Patrick, and Vickie all have had wardrobe revamps, so if you see them around the party they may look a little snazzier. Enjoy seeing the three of them with some extra style!

Awesome new quality of life changes come with this update, too. If you're tired of getting halfway through the game, forgetting to save, and then getting pummeled by Frank and losing all your progress, then you're going to love this update because we introduced an autosave feature. Enjoy the peace of mind of not losing your progress anymore if you piss somebody off or decide to take some of that sweet, sweet alcohol from Frank's guarded stash.

And let's not forget our favorite new features in this update: Urination and the bladder meter. Yes, you heard that right. Pissing is now a real thing. Wield your new pissing powers and cause all kinds of mayhem, and literally get into a pissing contest with your favorite NPC!

In addition to all the exciting new features, our team has included loads of under the hood performance updates with this new version. One of the first updates you'll notice is that there is a brand new "Memories" tab in the in-game Opportunity Window to help you navigate House Party's complex storyline. There is also a shiny new improved main menu with language selection UI, translated menu UIs, and a very exciting new "Character Select" UI for future use. This update is packed with loads of bug fixes for existing content and older features/mechanics, and numerous tweaks to reduce linearity across existing content paths. And there are new features and improvements in the CSC for Custom Story Creators. But these are just a few of the many improvements, so if you'd like to read the full list of all of the new tweaks, be sure to check out the changelog below. Grab a bottle of booze, too, because it's a pretty hefty read.



NOTE: With all new updates, there are some release caveats. Firstly, due to a large number of story scripting and engine changes, old saves will not work with update 0.17.3. The saves will not be deleted and Steam users can roll back to an older version to use these saves via the "Betas" tab in the game's properties. Additionally, not all of the menus have been translated, and not all of the minor hard-coded system text has been translated either. We will address these known issues in future updates.

Why are you still reading this? Boot up House Party and check out the new update! The new content is a ton of fun and we can't wait to hear your feedback. Enjoy and keep staying safe from the virus. We love all you guys and hope you have a blast playing the new content!

Thanks,
- Eek! Team

Twitter Instagram Facebook

For a full changelog, take a look here.

0.17.3 (Stable Release)
8/31/20

In the Original Story: added new Opportunities for Derek - "Memory Lane" and "Mission Impawsible"
Added almost 300 new voiced lines
In the Original Story: complete "emotional overhaul" of Derek. His behavior is more deeply tied into the social meters system now, and should have more appropriate emotes in a variety of major story moments
In the Original Story: major changes have been made to Frank and Leah's treatment of the Player and alcohol items. In some ways their behavior will be more forgiving and for sneaky Players, more rewarding. In other ways, well...you still need to prepare your soothing butt gel
Added a memory tab in the opportunity UI
Characters can now be set on fire
In the Original Story: the Player can now drink from several more items around the house. This includes the faucet, you unrepentant savage
In the Original Story: the beers that were formerly unusable in the liquor cabinet are now possible to make use of, in all the same ways as the other beers found throughout the house
In the Original Story: to better coincide with many alcohol related changes in this update, looting Frank now does the following - the Player has a 50% chance to get back a beer for every beer they gave to Frank. Any beers Frank already 'destroyed' will no longer be usable in the story
In the Original Story: turning in alcohol items (or rather..."sacrificing them"?) for various Drunk and Disorderly Opportunities, giving them to Patrick, etc. no longer automatically fails content like "Hunt for Red's Thermos" etc., as there's always more than one path to victory...
Add two spots for Characters to sit on the roof outside the art room. Tantalizingly close to the pizza
Enabled more Natty Lites for use as Interactive Items in stories
Added Bloody collar and wearable collar models
Added oil trails/puddle and fire particles
Added peeing effects
Added bladder UI
Changes to orgasm UI
Changes to the opportunity window
Added female peeing pose
Enhanced pee visibility for long distance peeing and splash size
Added explosion fx particle
Added two Wall Sex Spots in the Kitchen
Added a Wall Sex Spot in the Downstairs Bathroom
Added auto-save functionality
Added a standard Sex Spot (is there such a thing?!) in the Downstairs Bathroom
Updated main menu to add a character selection window. When pressing start game players will now be presented with available characters and be able to select one and then play. Currently the male character is the only playable one, but a female character has been added as a preview.
Added support for main menu translation templates and wired them up to the main menu controls.
Added support for pause menu translation templates and wired them up to the pause menu controls.
Added Interactive Items for each of the bathroom mirrors
Characters will no longer be able to see into the dining room/liquor cabinet area if they are not at ground level in the back yard/if their eyesight is blocked by the window blinds of the dining room window. E.g. Leah will not be able to see/punish the Player for holding or taking booze if she is in the hot tub, or still walking out/off of the hot tub stairs
Updated Patrick's clothing
Tweaked penis rotation values to reduce clipping during sex positions
Added 69 animation for male NPC's and the male player
Added male player Cowgirl animation for sex position
Added WallSex hotspot on receiving persons legs
Updated Vickie's clothing

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?
  • 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…