House Party

House Party

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erasmus  [开发者] 2018 年 4 月 4 日 下午 4:04
Update Info, Loose Roadmap, and Patch Notes Compendium
What are the Changes in the Next Update?

If you are curious about what will be in an upcoming release prior to it becoming available, you can always check our most recent news post(s), or get the notes for the testing versions we've worked on most recently using this link[housepartygame.com]. Pay careful attention to the update versions listed within, and compare them directly to the most recent Steam build. This should give you good idea of what to expect in the next release. We will also post site-specific release notes shortly after updates go live.

Do you have a roadmap?

Here is a loose roadmap of what we're working on for House Party. Note that this list is NOT exhaustive/all inclusive, and is NOT representative of order of update delivery:

  • Lety's content (extended cameo's worth of content)
  • Leah's content (to bring her content to parity with other NPCs)
  • The Game Grumps content (extended cameo's worth of content)
  • Expanded content for Derek (update size TBD)
  • Expanded content for Frank (update size TBD)
  • Expanded content for Vickie (tie-in of other stories, then add enough content to wrap up her post-hut tub "finale")
  • At least one technical/bug fix/polish update prior to jumping into female playthrough. Need to greatly improve controller support, tweak a variety of mechanics, fix other bugs reported by the community
  • Seek to obtain an official content rating for House Party to address several existing regional locks
  • Female playthrough (large update, possibly more than one required). Will include expanded content for Brittney and a couple other Characters, and lots of minor tweaks to set the female playthrough apart
  • QA & Polish. Fix bugs reported by the community and consider the following: have we provided enough of a toolset for modders/custom story creators? Are all miscellaneous mechanics like mini-games and Easter Eggs working well? Do we need to add any additional "highly demanded" features? Are there any plot holes that need plugging? Are animations, UI, graphics, etc. where we want them to be?
  • Exit Early Access
  • Review translation requests and push for finalization of as many languages as can be completed and proofread as possible
  • Work on new DLC
  • Additional (free) polish and QoL updates
  • Do a thing in VR, work on more surprises
  • ...Profit?

This link[games.eekllc.com] provides an approximate, date-based roadmap that encapsulates those high-level goals. Below are some of those dates:

  • November 2021 - Vickie Finale Update
  • December 2021 - Polish Update and Full Controller Support
  • April 2022 - Female Playthrough First Public Look
  • Early Summer 2022 – Polish Update and Final Implementation of Female Playthrough
  • Summer 2022 – House Party Exits Early Access
  • Fall 2022 – Mystery Guest DLC
  • Early 2023 - Mystery Guest DLC 2!

Finally, you can also check out our high-level "Eek! Development Roadmap" that pertains to House Party and our follow-up title, Office Party, in this link[games.eekllc.com].


Below you'll find a full archive of release notes for House Party.
最后由 erasmus 编辑于; 2022 年 12 月 19 日 上午 11:23
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erasmus  [开发者] 2021 年 5 月 26 日 下午 5:35 
  • 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.
  • 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: 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 ♥♥♥♥ 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”
erasmus  [开发者] 2021 年 5 月 26 日 下午 5:39 
  • In the Original Story: fixed a minor typo in the “Te Amo Lety” Achievement Description
  • In the Original Story: the Player will get a one-time “warning” before drinking from the Flask. Cause, you know…you need it for that thing <nudge>
  • In the Original Story: Stephanie will now do a much better job of keeping up with the Player when following them before the intimacy reward for “Special Tutoring”
  • In the Original Story: loosened up some restrictions on certain Vickie behaviors that were previously locked off if “Sibling Warfare” was In Progress. These will now look at “Runner Runner” and “Matchmaker” being In Progress instead
  • In the Original Story: the Player will get feedback explaining why they cannot start certain content with Vickie if they are currently RechargingOrgasm
  • In the Original Story: cleanup of a couple Vickie response behaviors for when the Player tries to start certain content with her in the Hot Tub
  • In the Original Story: Leah will not get up to leave the Hot Tub prior to the intro to “Screw Like a Bee” if she is already using a Hot Tub Seat
  • In the Original Story: improved clarity of a thought bubble used to inform the Player that “Matchmaker” content cannot move forward when talking to Derek due to the Master Bedroom not being available
  • In the Original Story: neither Frank nor Leah will attempt a last-minute attack against the Player once the Player and Katherine complete their shot of rum together as part of the intro content for “Game Jam”
  • In the Original Story: minor cleanup/tweaks to the events that bring Derek into the Master Bedroom for Madison’s “art show” during “Artsy Fartsy”
  • In the Original Story: the Player can no longer get accidentally locked inside the Master Bedroom just after Madison’s “art show”
  • In the Original Story: the Player will need to Inspect the laptop a bit more dutifully in certain circumstances before inviting Lety to the party
  • In the Original Story: added a safeguard to prevent various back-end mechanics from forcing Stephanie’s mood to get so low that she would stop dancing entirely
  • In the Original Story: Stephanie can now temporarily reject the Player’s request for a Petition signature if her socials are too low
  • In the Original Story: the Player must be caught at least once being intimate with a member of the opposite sex in order to convince Frank to give them the condom for “Scavenger Hunt”
  • In the Original Story: improved a hint given after a Derek dialogue related to obtaining the condom from Frank
  • In the Original Story: minor improvements to emotive Behavior in a few Vickie Dialogues
  • In the Original Story: being on the roof is now a valid location for jamming the Game Grumps in their Balloon
  • In the Original Story: like their female counterparts, Frank and Derek will now pause “climax progress” while the Player talks to them during their POV Intimacy scene(s)
  • In the Original Story: Madison will not immediately approach the Player to talk about Sky Animals after the intimacy finale of “Magnum Opus”/”The Muse”
  • In the Original Story: minor cleanup of the Dialogue Start and Close Events when Amy stubs her toe near Steph
  • In the Original Story: miscellaneous cleanup and minor tightening up of various Game Grumps scenario events. The tighter, the Grumpier, after all…
  • In the Original Story: fixed a bad bad no good dumb duplicate response associated with Amy stubbing her toe near Stephanie
  • In the Original Story: fixed an issue where Frank could be seen briefly without the Snake on his shoulders during the finale of Leah’s “good” “Broken Code” route
  • In the Original Story: general cleanup of some of the Game Events in the finale of Leah’s “good” “Broken Code” route
  • In the Original Story: Frank’s looped BGC to the Player just before they spar during the “good” finale of Leah’s “Broken Code” will now actually have him look at the Player. That’s a nice thing to do before applying fist-to-face
  • In the Original Story: fixed issues with incorrect Criteria in Leah’s POV mid-Intimacy Dialogue
  • In the Original Story: sped up delivery of Combat Help texts
  • In the Original Story: fixed an issue where Rachael could briefly focus more on what has happened between her and Patrick than the imminent sexening that was about to occur between her and the Player
  • In the Original Story: many of the more “casual” Game Grumps Background Chatter exchanges will not fire if the Player is in the middle of an Intimacy Cutscene
  • In the Original Story: fixed an issue that could cause a Rachael response just before “Benedict Brahrnold” is supposed to start to drop out and break the Opportunity
  • In the Original Story: fixed an issue that allowed the Player to seemingly add infinite amounts of Death Mix from Rachael’s Thermos into the Flask…whomp whomp, this was always just a text bug. Sorry, degenerates
  • In the Original Story: fixed an issue that allowed Rachael to react unexpectedly to being offered the Flask, most notably during the events of “Benedict Brahrnold” when the Player received the Thermos back and, you know, could use their own two hands to get that work done
  • In the Original Story: Patrick will be a bit more likely to actually be able to explore the yard with the Death Mix. Along the way maybe, just maybe…he’ll find his diamond in the rough
  • In the Original Story: clean up of the start events for Madison’s “art show”, as well as the closing events
  • In the Original Story: fixed various issues that could cause major behavior problems for Madison and minor behavior issues for other NPCs if “The Muse” was failed in certain ways just as the “art show” had gotten underway
  • In the Original Story: there are now social meter repercussions for telling Madison that she sucks at art
  • In the Original Story: fixed an issue that could sometimes allow Brittney to follow Stephanie and the Player as they searched for a spot to do the deed. Not like a house deed or some paperwork ♥♥♥♥. And not one that’s dirt cheap…ugh, you’re with me on this, right?
  • In the Original Story: an Event Trigger that could be used to re-enable the “Simon Says” Opportunity has been removed
  • In the Original Story: Frank/Leah will not periodically check to see if the Player is holding booze if the Player is Knocked Out. Dead doods drink no booze, after all
  • In the Original Story: fixed a minor continuity issue where the Player could continue into “Family Time” with Ashley by trying to give her Madison’s Phone back, despite her raging about being humiliated, when the ‘parent’ Opportunity “Sibling Warfare” was destined to fail anyway
  • In the Original Story: slight corrections to two Rachael pre-intimacy responses that should better align with specific, Player-related intimacy requirements
  • In the Original Story: fixed an issue that could cause an appropriate response to not appear when Ashley was given Madison’s Diary after “Sibling Warfare” was failed, in addition to other conditions
  • In the Original Story: fixed a dialogue-response issue that could cause Ashley’s pre-“Sibling Warfare” content to break if the Player got Madison’s Phone, but dropped immediately prior to giving it to her
  • In the Original Story: fixed an issue that could cause a response about Ashley’s Snake to remain available even after the search for it (Leah’s content) was no longer necessary or accessible
  • In the Original Story: added a handful of extra protections against Leah attempting to repeat her “Ronin”/evil intimacy reward with the Player
  • In the Original Story: fixed a possibly confusing thought bubble pop-up that could occur just before the events of Rachael’s final dare unfolded
  • In the Original Story: minor tweaks to the events surrounding Frank’s epic demise during the “Lety-Rachael Easter Egg” to adjust for the removal of a previously used CharacterFunction
  • In the Original Story: fixed an issue that could allow certain semi-random events to interrupt the last few dialogues before failing “Broken Code” if the Player decided to fight Leah instead of fighting Frank
  • In the Original Story: NPCs that are being intimate, are In Combat, or are Knocked Out will no longer appear as valid options when asking Madison about her Friendship Restoration Perk reward that you get from her “Smooth Operator” Opportunity. The NPCs will be options again once they cease and desist that nonsense
  • In the Original Story: minor improvements to texts and responses associated with asking Madison about her Friendship Restoration Perk reward that you get from her “Smooth Operator” Opportunity
  • In the Original Story: Amy will not walk to Stephanie or stub her toe near Stephanie if she is currently Being Spoken To
  • In the Original Story: added a safeguard to ensure that fast moving, very eager, or…easily confused Players cannot get trapped in the Upstairs Master Bathroom by quickly following Madison inside during the finale events of “Sibling Warfare”
  • In the Original Story: the player can fail out of “Benedict Brahrnold” if Rachael is going down on Patrick and the Player strays too far away
  • In the Original Story: if she is recharging her Orgasm meter, Stephanie will ask that the Player give her a break before repeating her intimacy reward
  • In the Original Story: the Player will get a bit more feedback if intimacy with Stephanie is delayed due to the Player themselves recharging their Orgasm meter
  • In the Original Story: tweaked periodic event timing and added redundant checks to some Game Grumps scenarios to prevent niche occurrences where more than one could activate (or attempt to activate) simultaneously
  • In the Original Story: fixed an issue that could allow Frank to try and walk back to his chair while the final “Derek Smash!” fight was ongoing
  • In the Original Story: Frank, Patrick, and Derek will no longer be as reactive to the Player exposing themselves if they are in the middle of the final “Derek Smash!” fight
  • In the Original Story: minor tightening and cleanup of certain Vickie Roaming events/behaviors
  • In the Original Story: Ashley will no longer retain the Upset InteractiveState if the Player makes her feel better by completing her “Smooth Operator – Ashley” content instead of pursuing “Humiliate Ashley” etc.
  • In the Original Story: Added a number of protective measures to the motion events tied to NPCs catching the Player having sex. If they are currently occupied with other important content or have had their roaming ability forcibly removed, they will no longer be forced to change location/walk away
  • In the Original Story: the reaction cooldown for the Player exposing themselves to Leah will be reset at the start of “Just in the Kick of Time”, in case the Player recently exposed themselves in order to earn a “flash” point for some of Katherine’s content. This will ensure that the Player gets a desired reaction if trying to complete “Just in the Kick of Time” through such means
  • In the Original Story: minor touch up of the criteria for Katherine walking to the Player to give away the Tiny Key after the Player unties Ashley’s Top. Katherine will not be as likely to interrupt the Player with this approach during combat, will not walk to the Player if being spoken to, and will attempt to walk to the Player a bit more frequently. However, the social/friendship requirement for Katherine to approach the Player has been increased by 1. Just talk to her nicey-nice one more time, k?
  • In the Original Story: fixed an issue that could allow the Player to move forward with the finale of Sibling Warfare even if they were in clear view of Madison and Derek when they hook up, or had failed Runner Runner and/or Sibling Warfare just before that moment
  • In the Original Story: cleaned up bulk-quest failure scenarios for a few Characters
  • In the Original Story: cleaned up a variety of behaviors for Lety and Leah in regards to the events leading up to their conversation in “Just in the Kick of Time”
  • In the Original Story: cleaned up a variety of behaviors for Lety and Madison in regards to the events leading up to their conversation in “Queen in the North”
  • In the Original Story: the conversation in the garage between Lety and Madison will not be forced on the Player if the Player is in combat or about to be attacked
  • In the Original Story: to compensate for changes to the content, the conversation in the garage between Lety and Madison for “Queen in the North” will attempt to fire slightly faster
  • In the Original Story: the Player will get more feedback about not being able to get intimate with Vickie if she or the Player are recharging their Orgasm meters
  • In the Original Story: the Player will need to wait for Vickie to recharge her Orgasm meter before repeating intimacy with her
  • In the Original Story: fixed an issue related to determining Madison’s distance from the Upstairs Master Bathroom that could return false positives
  • In the Original Story: fixed a minor inconsistency in Katherine’s pre-repeatable intimacy scene behavior in which she would indicate to the Player that she was ready to get down…but the Interaction Radial suggested otherwise
  • In the Original Story: Rachael overhearing Katherine and the Player’s conversation about spoofing texts won’t be quite as easily triggered, but will properly fail out of her “Dare Interference” Opportunity
  • In the Original Story: when Rachael is sent a Dare Text, NPCs will be less likely to attempt to move to her for a short time, or locations relevant to where that Dare might take place
  • In the Original Story: asking Rachael for Vickie’s number after asking for her own number will officially/visibly fail “Dare Interference”, instead of just locking it off via an invisible Character Value
  • In the Original Story: minor improvements to the timing and clarity of the help/hint text associated with jamming the Game Grumps before they fall out of their Balloon
  • In the Original Story: Madison will now more reliably catch the Player giving Ashley her diary in a wider variety of circumstances. As expected, the repercussions of this are…unfortunate
  • In the Original Story: fixed an issue that could cause Madison’s behaviors to break down if she was groped under certain circumstances during “Like a French Girl”
  • In the Original Story: the Player no longer has an infinite amount of time to find and give Stephanie the Paper Bag during her initial freak out as part of “Meltdown”. Waiting too long will result in kinda-not-optimal things!
  • In the Original Story: Patrick will no longer be temporarily sobered as part of following the Player to Stephanie during the events between Madison’s “art show” and the beginning of “High and Dry”
  • In the Original Story: Ashley’s lines that serve as an introduction to Lety’s “Just in the Kick of Time” content no longer count as having met her, for Players that manage to get Lety to the party without ever having actually talked to Ashley
  • In the Original Story: tweaked the restrictions on Frank’s Chair so that it is a bit easier for the Player to experience the joy and majesty of using such a throne
  • In the Original Story: tweaked the restrictions on Frank’s Chair so that it is also a bit easier for the Player to Inspect
  • In the Original Story: Lety and the Game Grumps will now also have…a reaction, if they witness the Player drink a tampered beverage and blow their ass out. Yes, that phrase is in a patch note. You’ll live
  • In the Original Story: if the Player is already in the process of sacrificing their smelly sphincter to the laxative Gods, NPCs will no longer continue beating on them, and will prefer to just observe the absolute state of the Player
  • In the Original Story: the events fired when combining the Rum and Laxatives or vice versa are now always identical
erasmus  [开发者] 2021 年 5 月 26 日 下午 5:40 
  • In the Original Story: the Player will get more feedback about not being able to get intimate with Leah if she or the Player are recharging their Orgasm meters
  • In the Original Story: Leah will no longer try to walk repeatedly to Frank or the Microwave in some situations after the Player summons her to Compubrah VR
  • In the Original Story: the Player will get a bit more info as to why they cannot secure Ashley’s Top after Untying it, in the event that they Untied her top before ever securing it in the first place
  • In the Original Story: Untying Ashley’s Top before securing it will fail “Smooth Operator” explicitly, instead of relying on an invisible value being flagged
  • In the Original Story: during the oral scene for “Benedict Brahrnold”, Patrick’s “sensitivity” will not be reset until certain important dialogues are closed
  • In the Original Story: cleanup and standardization of some of the events shared between Failing and Completing the “Benedict Brahrnold” route of “Patty’s Striking Resemblance”
  • 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 ♥♥♥♥ 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 ♥♥♥♥ 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
erasmus  [开发者] 2021 年 5 月 26 日 下午 5:41 
  • 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 ♥♥♥♥ 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
  • 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!”
  • 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…
erasmus  [开发者] 2021 年 5 月 26 日 下午 5:41 
  • 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
  • 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.
  • 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
  • CSC: users can now Expand or Collapse Game Events within a collection/block of Events, with additional options for only Expanding or Collapsing Events that do or do not have Criteria
  • CSC: Frank now has a CharacterFunction to increase and decrease the size of his already considerable hangers
  • CSC: the MountFireToChest Character Function is no longer available for Frank. It’s now recommended to use State IsOnFire whenever a Character needs (“needs”?) to be on fire
  • CSC: Allowed importance to be specified for background chatter to better control volume levels and priority to display BGC UI
  • 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
  • CSC: Added the ability to set reactions/event triggers for the player in story data
  • CSC: Added the ability to auto-sort collections/blocks of Game Events by their Delay, in either Ascending or Descending order

    END 0.19.4
最后由 erasmus 编辑于; 2021 年 5 月 26 日 下午 5:42
erasmus  [开发者] 2021 年 6 月 8 日 上午 9:43 
0.19.4 Story Hot Fixes for All Customers and Platforms: 6/8/21 - Downloaded once each time House Party *First* Reaches the Main Menu - Exit and Restart House Party application to Download

If your system is unable to communicate with our server for any reason, you will not get these hot fixes. You will need to manually download the mods file from various troubleshooting posts we have up, or wait for us to push a Steam asset update

In the Combat Training Story:
  • Fixed an issue that could cause the Combat Training story to fail to load and result in an empty house

END 0.19.4 STORY HOT FIXES 6/8/21
最后由 erasmus 编辑于; 2021 年 6 月 8 日 上午 9:44
erasmus  [开发者] 2021 年 11 月 21 日 上午 9:42 
https://steamcommunity.com/games/611790/announcements/detail/4492898491000916562

  • Fixed major issues with NPC navigation when approaching or trying to navigate through doorways
  • Added new threesome cutscenes
  • Added 5 new threesome animations
  • 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
  • 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
  • Fixed an issue where referencing the Achievements log could interfere with loading Story Data.
  • Completely removed in-game advertising
  • Fixed an issue that could cause TriggerBGC with a specified Importance to play at an unintended, elevated level of Importance
  • Ending a Cutscene via the Command Console will now close the Console in order to let the Cutscene terminate immediately
  • Cleaned up and corrected a few issues with the response/help text within the Cutscene Console Command
  • Characters no longer moan during cutscenes in censored mode
  • The Cutscene Console Command will now list all Characters that will be taking part in the specified Cutscene
  • Configured the AlwaysCensored behavior for certain Characters. This will force that Character to have mosaic censors applied at all times, force any Cutscene involving that Character to become a Censored Cutscene, and force any Legacy/POV intimacy act involving that Character to use mosaics and censor bars on all participants. As of this update, this behavior only applies to Lety, and only within the Steam and Demo versions of the game
  • Made improvements to how line of sight and relative position are used for calculating the enabling/disabling of black censor boxes. This will greatly reduce the frequency of seeing “detached” or “floating” censor boxes when not actually in line of sight to Character(s) that should be censored
  • Improved the accuracy of Character-to-Transform CanSee calculations. This should further contribute to accurate usage of black censor bars and remedy some niche issues with mirrors
  • The following actions cannot be used in censored mode: P to Whip Out Penis and 1 to Masturbate. The rebinding options for these actions have also been disabled in censored mode.
  • The game can no longer attempt to AutoSave while Fading Out or IN (black screen transition effect), or in certain game-pausing conditions
  • Improved feedback text for certain error messages related to autosave or save game prevention
  • The game can no longer be saved in any way if a Cutscene is playing
  • Fixed an issue that could allow Game Events tied to a cancelled Cutscene to carry over into Save Data and continue to fire erroneously after that Save Data was loaded
  • Fixed a bug that prevented narrations from being continued during cutscenes.
  • The Combat Mode UI Text can now be translated
  • The Graphics Quality presets/dropdown text will now translate properly
  • Cutscenes can now be run with NPCs as the star rather than the player, and no longer disrupts the camera or player mechanics.
  • The Load Game Header Text can now be translated
  • Players will now be alerted that they are loading Save Data from an older version of the game and that content may not function as expected. Additional info will also be logged in the Debug Log
  • Fixed an issue that was preventing the Save to Log button within the Debug Log from translating properly
  • Loading Screen Hints specific to the Uncensored versions of the game will not be shown in the Censored version
  • Fixed volumetric issues on the main menu
  • Tweaked UI placement and consistency
  • Added achievement image for vickie content
  • Fixed misc cutscene bugs
  • Fixed credits scene misalignment
  • Tweaked lighting in the main menu
  • Fixed UI misalignment in the main menu for ultra wide monitors
  • Improved evasion behaviors related to NPCs moving out of the way for other NPCs who have nearly reached a MoveTarget they are navigating to
  • Characters that are evading another Character or an environmental obstacle will much more reliably perform evasion behaviors when off camera/occluded
  • Characters that are evading another Character will have more consistent LookAt and Rotation behaviors
  • The Radial Menu will now dynamically update the available options displayed to the Player while still open. This will prevent
  • Players from clicking on options that should be locked off within the story at a given time, and also ensure that the Radial does not have to be toggled off and on in order to see newly valid options
  • NPCs will no longer perform small, unnecessary pivots or sidesteps after reaching a Target
  • Further improvements and consistency balances to on and off-camera navigation and evasion behaviors
  • Minor optimizations to how String Comparisons for internal Names and IDs are handled
  • Improved handling of “conversation moods” generated by Dialogues. This will result in a more accurate depictions of emotions while a given Dialogue is still on-screen
  • Emotes/BlendShapes will be reset as Characters enter Intimacy Acts or CutScenes. This will allow for more accurate portrayal of
  • Intimacy Emotes in the opening few seconds of such acts
  • Other Male NPCs will not automatically become erect when another Character begins Intimacy despite not being in vicinity or vision of that Character
  • Made other general, minor tweaks and improvements related to Emotive accuracy while Characters talk or are transitioning between talking behavior(s)
  • If a valid custom DisplayName for a Character was defined, Relationship Status Change pop-ups will now use that instead of the default Character Name
  • The start of a cutscene and its camera transitions will now be logged in the Debug Log (edited)
  • NPCs will hold off on performing randomized Roaming ChangeLocations for a minimum of approximately two seconds after exiting out of Behaviors that would normally prevent Roaming
  • The Player will no longer be able to be considered as “Running” if Knocked Out
  • Fixed an issue that could cause Cut Scenes to not play if one of the participants was in Combat, even if their attacker was unable to reach them. This will address any problems encountered while trying to execute a Cut Scene while an “attacking NPC” was locked away behind a door, on the roof, or any other similar situation you hooligans somehow managed to create
  • The FPS Warning functionality (the yellow text that could repeatedly appear in the top corner of the screen) has been disabled and its Toggle option in the Game Menu has been removed
  • FPS-dependent calculations for cloth and jiggle physics will now begin updating more accurately very shortly after the “fade in” to a game session is complete (wait time reduced from 10s to 6s). This will generally only affect New Games of Custom Stories and loaded games
  • Fixed an issue that resulted in the Enabled state/setting of Player Event Triggers not being preserved when saving and loading a game
  • Fixed an issue that could result in unnecessary motion events to occur with a frame or two of having successfully loaded a saved game
  • Non-Important motion (i.e. Roaming ChangeLocations) that should be resumed when a saved game is loaded will resume slightly earlier as the game fades in
  • Player can remove clothes during intimacy scenes (edited)
  • Fixed an issue that would cause the Player Character to appear to jerk off uh…”the air” if they were given a Blowjob Intimacy Game Event and tried to blow an NPC whose genitals were not exposed
  • Player can use “Delete” to remove an input binding
  • Fixed an issue that could cause erroneous intimacy, motion, or combat targets to be assigned upon loading a saved game
  • Added SFW versions of the 5 threesome cutscenes
  • Fixed characters flickering in the gazebo
最后由 erasmus 编辑于; 2021 年 11 月 21 日 上午 9:43
erasmus  [开发者] 2021 年 11 月 21 日 上午 9:44 
  • 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 ♥♥♥♥, 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 (work in progress)
  • Improved gazebo lighting
  • Improved volumetric lighting outside
  • 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
  • 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
  • Various tweaks to previous cutscenes
  • Overhaul to the volumetric lighting system
  • Fix to billboard material bug
erasmus  [开发者] 2021 年 11 月 21 日 上午 9:44 
  • In the Original Story: added “The Magic Number” Achievement
  • 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
  • In the Original Story: Lety and Brittney will be considered Occupied by content as they are walking to the Study to have their little moment during “Try Anything Once”
  • In the Original Story: Lety and Brittney’s “Try Anything Once” conversation will not start if Lety or Brittney has been engaged in Dialogue or is being SpokenTo via Dialogue
  • In the Original Story: fixed an issue that could cause Brittney to not immediately/reliably engage with Lety due being “too far” from their “Try Anything Once” conversation spot
  • In the Original Story: fixed an issue that could lead to Lety voicing a line that implied that she still had Poppers to give to the Player, if the Player had stolen from her bag without being caught before ever having met her
  • In the Original Story: additional improvements and consistency tweaks to various Rachael overhear behaviors when she could catch the Player discussing her (or Vickie’s) Phone Number, Dares, etc. with a couple different NPCs
  • In the Original Story: very slightly tweaked the Phone Call behavior during the intimacy finale for “Sibling Warfare” in the case that the Player’s “sensitivity” is high, which will make it a bit easier to Complete, if you’re fast
  • In the Original Story: removed an old dependence on Amy from Ashley’s pre-finale “Smooth Operator” dialogue, and all of the awkwardly configured behaviors associated with it
  • In the Original Story: fixed a bug that would prevent NPCs from moving closer to the Player to observe what was about to happen to the Player’s poor, innocent little ♥♥♥♥♥♥♥. Errr, let me clarify: after the Player drank a Tampered Beverage. …I can’t believe they let me write these
  • In the Original Story: performed some minor cleanup of certain content-related hints delivered through various Ashley “greeting” dialogues
  • In the Original Story: fixed an issue that could allow certain Amy Dialogue Responses to appear at unintended times, like during Intimacy
  • In the Original Story: fixed an issue with a Distance check that could cause the conversation between Lety and Derek during “Hunt the Hunk” stall in certain situations
  • In the Original Story: Lety should line up with Derek more reliably during their “Hunt the Hunk” conversation
  • In the Original Story: Stephanie now uses the same Distance check for determining when Patrick is seen receiving the Pain Killers as she does for witnessing a fight play out, but she will also take into account whether or not she can see the Player as opposed to only whether or not she can see Pat
  • In the Original Story: Amy will now be a teensy bit more likely to stub her toe near Stephanie just a weensy bit more reliably
  • In the Original Story: it should be much less likely that NPCs wander into the Hot Tub in the middle of Vickie’s “Training Day” finale Cutscene with the Player
  • In the Original Story: the Player can no longer attempt to Throw Beer on Madison to get her top wet/force her to wash off if she isn’t wearing her top (this will mostly apply to her sitting in the Hot Tub). An explanatory Thought Bubble will accompany this limitation
  • In the Original Story: fixed an issue that could allow Stephanie to use an unintended “Meltdown”-failure related line before the Player had ever actually met her
  • In the Original Story: eliminated an erroneous, pointless response for Lety
  • In the Original Story: added protections (against certain load game/niche timing issues) to prevent Vickie from accidentally becoming fully dressed just as her “Training Day” hot tub Cutscene with the Player started
  • In the Original Story: if Katherine locks herself in the Downstairs Bathroom after being given the Tampered Rum, and “Follow Your Calling” has not been discovered yet, the hint texts meant to guide the Player towards finding a “Doctor” that can help will be somewhat more specific
  • In the Original Story: most repeatable motion or “reached motion target” behaviors NPCs have that involve them walking TO or NEAR the Player and require direct Player involvement/dialogue will no longer execute if the Player is on the roof or in Compubrah/DongVR. This should cut down slightly on NPCs being in unexpected places after having been on the roof or stopping use of Compubrah/DongVR
  • In the Original Story: fixed an issue with a Thought Bubble that could occur if the Player threw an item into the Fireplace between asking Derek to start their “Dance Off” and finishing it
  • In the Original Story: minor cleanup of some unnecessarily repeatable Dialogue responses that relate to “Sibling Warfare” content
  • In the Original Story: fixed some issues that could prevent “back out”/cancel responses from being repeatable when giving Ashley Madison’s Phone
  • In the Original Story: fixed an issue that could cause Cutscenes to not start for a few NPCs if the Player had been “pleasuring themselves” just before starting the Cutscene
  • In the Original Story: Ashley now has a dedicated line for the Player when rewarding them for completing the “Mission Impawsible” Opportunity as she requested…i.e. lying to Derek and not letting the house burn down. The rewards associated with doing so have been greatly increased (edited)
  • In the Original Story: fixed an issue that could lead to Derek not being considered as too Occupied for other content for a very brief time between the transition from the “High and Dry” to “Like a French Girl” Opportunities (edited)
  • In the Original Story: fixed an issue that could lead to Derek not being considered as too Occupied for other content while stuck on the roof as the Player pursues “Magnum Opus” with Madison
  • In the Original Story: cleaned up minor behaviors and hints related to asking Derek about him and Madison
  • In the Original Story: the Player will now be able to take off their clothing in the Radial Menu prior to receiving oral from an NPC
  • In the Original Story: The Player will be able to toggle their Boxers/Underwear off and on while sitting in the Hot Tub
  • In the Original Story: sitting in a Chair, Hot Tub Seat, laying down in a bed, etc. will toggle off ForcedToDance/stop the Player from automatically continuing to dance when they get up
  • In the Original Story: fixed an issue that could cause Patrick to erroneously use a handful of existing BGCs during his “Disrupt the Disruptor” conversation with Lety
  • In the Original Story: Derek will now be considered too Occupied for other content while approaching the Player to confront them after the Player makes an intimate (or not) choice with Madison at the end of “Magnum Opus”
  • In the Original Story: fixed an issue that could allow the Player to get intimate with Rachael via Cut Scene while the Player was still recharging their…fun bits. This could occasionally result in issues terminating said Cut Scene
  • In the Original Story: fixed an issue that could cause Lety’s ability to Talk to the Player to break completely if the Player finished “Disrupt the Disruptor” and then quickly talked to another non-Lety NPC
  • In the Original Story: aligned behaviors for Frank and Derek in terms of counting “climaxes” towards the Casabrova Achievement. Any climax by either NPC or the Player, as long as the Player and that NPC were being directly intimate with each other, will count towards the Achievement
  • In the Original Story: additional typo, text-VA mismatch, and inconsistent/missing emotive behavior fixes
  • In the Original Story: when the Player throws Beer on Madison, she will stop any queued or current movement to unimportant motion target(s)
  • In the Original Story: fixed an issue that could cause Ashley to leave her room for Madison’s “art show” even though she was supposedly waiting for the Player to help her clean her clothes in “a private area” (edited)
  • In the Original Story: fixed an issue that could prevent Lety and Leah from starting their “Just in the Kick of Time” conversation if Rachael was moving towards or sitting on one of the flamingos
  • In the Original Story: opting into continuing Amy’s “Scavenger Hunt” Opportunity instead of telling her to ditch the Hunt no longer results in a minor Romance penalty
  • In the Original Story: added a small number of additional help/hint interactions with Derek
  • In the Original Story: tweaked a small number of “hint” thought bubbles so that they are somewhat more effective and helpful, especially when reviewed as Memories (edited)
  • In the Original Story: various improvements to DLG route variety for old content based on new choices presented while pursuing Vickie’s finale
  • In the Original Story: fixed a longstanding issue that could cause Ashley’s underwear to not be put back on after completing her “Sibling Warfare” Opportunity, even if the Player never “took” them from her
  • In the Original Story: fixed an issue that could cause “Evil Leah” to erroneously have the snake mounted to her shoulders when loading a saved game in which the Player had defeated her before finishing “Broken Code”
  • In the Original Story: fixed an issue that could cause Patrick’s Exhibitionism rating to be improperly set after various older pieces of content were completed, such as after exiting his Compubrah VR reward, finishing the “Palectrick Feel” Opportunity, etc.
  • 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”
  • 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
erasmus  [开发者] 2021 年 11 月 21 日 上午 9:45 
  • 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 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 ♥♥♥♥♥♥♥ lower booiyzzz…bois? ♥♥♥♥ 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 ♥♥♥♥♥♥ 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 ♥♥♥♥♥♥♥♥♥♥♥ 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
  • In the Combat Training story: Frank and Leah will no longer attempt to roam away once spawned
erasmus  [开发者] 2021 年 11 月 21 日 上午 9:45 
  • 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
  • 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
  • CSC: Importing and Exporting will now perform identical ‘resets’ for the data associated with a Story Object’s CurrentAspect, as well as the DialogueID for each Character Story

END 0.20.3
erasmus  [开发者] 2022 年 1 月 19 日 上午 6:35 
https://steamcommunity.com/games/611790/announcements/detail/3097914757942994402

Controller Support Updates:
  • 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

All other Notes:
  • 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)
  • 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
  • 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
  • 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
最后由 erasmus 编辑于; 2022 年 1 月 19 日 上午 6:37
erasmus  [开发者] 2022 年 1 月 19 日 上午 6:38 
  • In the Original Story: In the Original Story: integrated an absolutely ludicrous Lety CutScene
  • In the Original Story: integrated Ashley’s Finale CutScene
  • In the Original Story: integrated Derek’s Finale CutScene
  • 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 ♥♥♥♥♥♥♥ pinchy stingy boi. What the ♥♥♥♥ 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
  • 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
  • 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
  • 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
  • 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

END 0.21.1
erasmus  [开发者] 2022 年 3 月 24 日 下午 12:27 
https://steamcommunity.com/games/611790/announcements/detail/3088913266308502692

  • 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
  • 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
  • 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
最后由 erasmus 编辑于; 2022 年 3 月 24 日 下午 12:28
erasmus  [开发者] 2022 年 3 月 24 日 下午 12:29 
  • 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 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
  • 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
  • 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

END 0.21.2
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发帖日期: 2018 年 4 月 4 日 下午 4:04
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