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House Party - Porn Games

Year: 2019 Censorship: No Developer/Publisher: Eek! Games Platform: Windows, Mac, Linux Version: v0.18.1 Language: English System requirements: OS: Windows 7+ RAM: 4 GB DirectX 11 VRAM: 2 GB HDD: 1.83 GB
Description: 
  This game is a real 3D simulator of a brothel under the roof of your old friend Frank.   A whole crowd of interested snouts crammed into a huge house. Drink, dance, eat, walk - do what you want.   However, only bored women and rumpled black guys wander around, as young Gosha Kutsenko is sitting in the living room, who has locked all the alcohol in the buffet. As you know, in his youth, Yuri Georgievich was for good, so he himself does not drink, and does not give to others. House lives by its own laws, something constantly happens, someone comes, someone leaves, and you can influence anything.   And also, if you press the Latin "P" on the keyboard, you can get a dick.
Additional Information: 
Changelog   v0.17.3 With all new updates, there are some release caveats. Firstly, due to a large number of story scripting and engine changes, old saves will not work with update 0.17.3. The saves will not be deleted and Steam users can roll back to an older version to use these saves via the "Betas" tab in the game's properties. Additionally, not all of the menus have been translated, and not all of the minor hard-coded system text has been translated either. We will address these known issues in future updates.     v0.16.5 Tweaked drinking animation for all characters Changed cowgirl animation Fixed all discoloration for drawers and cabinets Added custom stories menu Increased texture size for characters close to the player Fixed green flickering near the firepit on low settings The Vape item will now be properly aligned to the Player’s hand if picked up Using the Vape will no longer close ALL UI elements when the Player Blazes with it, just the inventory UI Grabbing an Item from your Inventory will now also close only the Inventory UI Added extra protections to prevent the Command Console from breaking Unity’s text render limitations Fixed an issue that could cause the Background Chatter onscreen text to not update if a Character was using casual/”non-important” BGC and then, while still speaking, fired a TriggerBGC/”important” BGC The Pose console command will no longer require that the user provide a pose ID in order to disable a Character’s pose The Values console command will now only accept Keys (value names) that are already defined in the specified Character’s story data or that were populated into the Character’s value list by the engine, but is also no longer case sensitive. The second input for the command (the value string, integer, or float) itself is still case sensitive Fixed an issue that could cause Characters to have an unintendedly long cooldown timer before dancing again if they were recently in combat, engaging in intimacy, or had been knocked out Aligned certain Pause Socialize behaviors to be more granular in how random they are, but also conform to set ranges of randomness. I am using random words NPCs will briefly Pause Socializing when they reach a motion/MoveTarget, which will prevent certain odd occurrences of NPCs rolling up on another NPC and talking before their movement animation stops The Command Console will now be more forgiving towards using either commas or periods for floating number separators Characters will no longer try to Change Location due to having the WantsToBeAlone state if they have a combat target or if they have been knocked out Roaming – Change Locations triggered by a Game Event or the Command Console will now always fire after 1 second, instead a slightly random range between 2-3s In the Original Story: added minor thought bubble assistance to clarify Stephanie’s request for a big ol’ cup of water for the “Meltdown” opportunity, for those players that actually believed us when we used words like ‘cup’. Silly you! In the Original Story: Ashley will briefly be unable to socialize with other NPCs immediately after the Player unties her top In the Original Story: changed Ashley’s “find a place to change” behavior after her top is untied to rely on a customized event trigger rather than a hard coded item function, which could have resulted in her going to places that were…temporarily inadvisable In the Original Story: Kat will actually make use of the laptop when texting Vickie to come to the party, just like she does when the Player starts sending dares to Rachael. This may only be noticeable if the Player got Katherine out of the study prior to making the request In the Original Story: fixed an issue that could cause Ashley to walk away from the Player and cause a number of issues with the ensuing conversation with Patrick, the Player, Ashley, and Madison, if the Player gave Ashley the “Lit Joint” item and THEN asked her about Madison’s “sky animals” In the Original Story: if Stephanie attempts to get to Madison but Madison is locked in the Master Bathroom for any reason, she will stop trying to get to Madison solely based upon the back-end motion control system In the Original Story: Madison will not go with Stephanie to reset the downstairs music if Madison is occupied with important content In the Original Story: Stephanie will also now put a few key pieces of content before her need to go to Madison to fix the music situation In the Original Story: standardized formatting of “Continue”-type response texts across the game. Yeah I had time for this, fuck you In the Original Story: fixed an issue that could cause Frank to become “un-lootable” when he ran into the downstairs bathroom door to let Katherine in; if he got nudged inside that bathroom, he’ll be “freed” shortly after In the Original Story: fixed an issue that could cause Frank to attack the Player erroneously when giving Ashley one specific Natty Lite bottle In the Original Story: fixed an issue that could prevent the Player from being able to obtain Madison’s “Smooth Operator” opportunity if Madison hadn’t met the Player yet and won the fight against Ashley during Ashley’s “Drunk and Disorderly” In the Original Story: Fixed an issue that could prevent the Player from seeing an intended Leah reaction to Ashley and Madison’s fight during Ashley’s “Drunk and Disorderly” finale In the Original Story: added some additional protections that should prevent the Ashley and Madison fight during Ashley’s “Drunk and Disorderly” from playing out before the girls get outside In the Original Story: made minor tweaks and improvements to Frank/Leah’s behavior immediately prior to them meeting up to discuss the snake at the beginning of “Snake in the Grass” In the Original Story: clarified some thought bubbles related to untying Ashley’s Top, groping her, and Player progress through “Humiliate Ashley”. The Player will also now be able to untie Ashley’s Top after completing “Humiliate Ashley” as intended In the Original Story: Ashley and the Player must now both actually be IN her room (spare room) in order for the Player to prompt her about removing her clothes prior to moving forward with “Change of Heart” or “Humiliate Ashley” In the Original Story: if the Player approaches Ashley while she is not sick and waiting for her clothes during “Change of Heart”/”Humiliate Ashley”, she will confront him about having heard Lety showed up at the party In the Original Story: cleaned up minor dialogue order issues with a couple other NPCs that could lead to some initial reactions when speaking to the Player that weren’t quite what was expected given recent events In the Original Story: Stephanie will now also accept the Cabernet as a valid wine option In the Original Story: the Player will have to wait a bit longer to send Ashley directly to Madison if Madison and Lety are about to bond over Sancho the Sleazy Suckerfish In the Original Story: made minor criteria tweaks to Lety and Derek’s conversation starter that should make their ‘groping’ sequence start a bit more smoothly In the Original Story: Lety and Patrick starting their conversation for “Disrupt the Disruptor” should be a bit smoother In the Original Story: fixed an issue that could cause Lety to become unresponsive after Patrick was attacked at a specific time early on in “Disrupt the Disruptor” In the Original Story: general cleanup of some dialogue and emote timing throughout Lety’s content In the Original Story: if the Player unties Ashley’s top in front of Madison before speaking to Madison in any way, they will no longer be flagged as having “met” Madison, which was locking off some content that depending on what actions the Player took next In the Original Story: Ashley will wait to beg for her clothes back from the Player until any currently open dialogue from her is closed In the Original Story: Ashley will now always attempt to walk to the sofa in her room after being given her clothes back after “Humiliate Ashley” is completed, instead of sometimes doing a little half-juke movement towards the master bedroom and walking back to her room anyway. Decisiveness + 100! In the Original Story: Ashley’s “Untie” top action has a bit more freedom to it now, but she will also react much more…aggressively to it being untied if the Player has greatly upset her over the course of the party In the Original Story: fixed some dialogue and criteria issues related to Lety and Brittney’s possible threesome scene with the Player In the Original Story: fixed an issue that could cause Frank to not be on top of the roof (albeit otherwise functional) during the “nice”/”honorbound” finale of Leah’s “Broken Code” opportunity In the Original Story: fixed an issue that could occur if Frank was KOd at specific moments before or during the Lety/Rachael “easter egg” In the Original Story: general cleanup of minor NPC behaviors during the Lety/Rachael “easter egg” In the Original Story: fixed an issue that could cause Rachael to continue pleasuring herself AFTER the Player caught her, if the Player saved, loaded, and then surprised Rachael at a specific time during one of her dares In the Original Story: fixed an issue that could cause Rachael, upon load of save games with specific timing, to not properly catch the Player if she sees them while pleasuring herself, and to not unlock the door after her self-pleasuring ends In the Original Story: Ashley will no longer get her panties back if the Player took them during “Change of Heart”/”Humiliate Ashley” or during one of her intimacy rewards In the Original Story: fixed an issue that would allow Players to give Ashley her clean clothing while she was sick from the Tampered Soda, which could cause a wide variety of scripted AI issues In the Original Story: fixed an issue that would allow fast Players to get Ashley’s top off again immediately after an oral encounter, which would result in Ashley behaving otherwise normally…minus her top In the Original Story: Vickie will have a bit more help getting up to the Master Bedroom closet area prior to the finale of “Sibling Warfare”; it was a bit too easy for pathing or NPC blockages to prevent her from making it up in time, which could cause the Player to inadvertently fail “Runner Runner” and the subsequent content In the Original Story: to more accurately portray their ongoing drama, Madison and Ashley will no longer directly Roam to each other, although they will still be able to end up in close proximity due to other Roaming events or random Change Locations In the Original Story: fixed some Madison Dialogue : Overhear events so that she would not overhear and punish the Player if she was not In Vision of the participants in the conversation In the Original Story: there is now a minor social meter penalty for throwing beer on Madison’s top In the Original Story: Madison will get the Angry state (affects NPC-NPC interactions and emotes only) in a few additional key content moments In the Original Story: Fixed an issue that could cause Ashley to permanently carry the Upset state (affects NPC-NPC interactions and emotes only) if the Madison got Ashley’s top wet (“Ashley’s Wet” opportunity) but the Player skipped that content and instead finished “Sibling Warfare” In the Original Story: there is now a moderate social meter penalty for embarrassing Madison via Ashley’s “Sibling Warfare” finale In the Original Story: Madison will need to be over 40% closer to the Player to catch them inspecting her Phone, and the Player will need to be in front of her (so…no more being caught nearly halfway across the yard while walking away)…HOWEVER, she will catch the player faster when the new conditions ARE met, and looking at her contacts (to get Vickie’s number) or her Calendar will now also count as inspecting her Phone In the Original Story: there is now a heavy social meter penalty for being caught plotting against Madison with Ashley In the Original Story: there is now a heavy social meter penalty for being caught inspecting Madison’s Phone…not that it’ll matter, even if you survive her minions… In the Original Story: getting caught inspecting Madison’s Phone incurs many of the same Opportunity penalties as getting caught plotting against her with Ashley In the Original Story: fixed an issue that was preventing Ashley’s rejection of a certain Player “proposition” from reducing both friendship AND romance socials In the Original Story: the Player must have at least a small modicum of friendship socials built with Madison before she’ll feel like congratulating you on meeting everyone and acknowledging what a swell, social, and not-at-all terrible Player you are In the Original Story: fixed an issue that could cause Frank to not be…present, exactly, for his special participation during one ending of “The Muse” In the Original Story: if the Player goes off the deep end and pisses off Madison (lowering her socials) before they prompt the finale of her “Smooth Operator” opportunity, her reaction during the finale will be…a bit different In the Original Story: there is now a minor social meters boost for the Player when successfully completing Madison’s “Smooth Operator” opportunity In the Original Story: the Player will not be able to ask Madison for her phone back if the Player is currently holding it in their hand. Because you aren’t stupid. …We think In the Original Story: made improvements to Leah and Frank’s confrontation on the roof as part of “Broken Code”m when the Player opts to negotiate with/distract Frank so Leah can flank him In the Original Story: fixed an issue that can cause Frank to lose his ability to socialize and return to his chair, should the Player fail the negotiate with/distract Frank ending of “Broken Code” in a certain way In the Original Story: fixed an issue that would allow the Player to take off Stephanie’s panties very late into a purely oral intimacy act with her, when there was no longer any gameplay benefit to doing so (i.e. seconds before she put them back on) In the Original Story: clarified the “Panties Off” option with Stephanie so that Players know that it is not a means of obtaining panties for Amy’s “Scavenger Hunt” In the Original Story: made minor tweaks to the “Throw One” Actions for the PopperBox and StarbombBox to prevent minor bugs In the Original Story: fixed an issue that could cause the Spare Room 2/Art Room closet doors to repeatedly and rapidly close in the face of a Player who rushed in and grabbed the Spray Paint Can In the Original Story: fast Players who grab the Spray Paint can before Leah can catch up with them can opt to give it to her immediately, skipping literal seconds of dialogue. Was it really worth it? Really? In the Original Story: Madison walking to Ashley in order to finish up the Opportunity “Humiliate Ashley” will not be interfered with as much by other events involving Madison In the Original Story: fixed an issue that could cause Patrick to lose his AbleToRoam state after certain choices were made in VR with him In the Original Story: fixed an issue that allowed the Player to Rummage through the Orange Bin in the garage again, even after giving the only relevant item in the Orange Bin away In the Original Story: fixed an issue that would allow the Player to activate the intimacy reward from Ashley’s “Smooth Operator” opportunity while she was waiting on the Player to help her with cleaning her clothes. This could cause a wide variety of dialogue, clothing, and behavioral issues. The reward will open back up once the Player actually helps her (not Humiliating her) In the Original Story: fixed an issue that could occur if the Player got the appropriate “Trust”/prerequisites to start Ashley’s prank against Madison, gave Ashley Madison’s Phone but NOT Madison’s Diary, then went and got Patrick beat up or otherwise occupied, and then returned to Ashley and gave her the diary before Patrick could become unoccupied, which could prevent the Player from being able to advance in Ashley’s prank later on…can’t you people just play the game the way we intended and splooge on everyone?! In the Original Story: cleaned up some very old state handling for Amy that was tied to Derek-Ashley dialogues used towards the end of Ashley’s “Smooth Operator” opportunity In the Original Story: the Player will now get a very minor social boost for successfully asking Madison about the Goodbye Kitty underwear, and a minor penalty for asking or saying stupid things about it In the Original Story: fixed an issue that could cause a confusing thought bubble to pop up when the Player did certainly Ashley content in a certain order; this was suggesting that the Player was at fault for undoing Ashley’s top, when in fact the Player had never done so In the Original Story: removed old distance checks from Amy’s “Where can I hook up with the Player?” logic; she will now no longer reject the Player in corners or odd niche spots of the “allowed areas”, and as long as both she and the Player are in the same room/space, they can get down In the Original Story: fixed an issue that could cause Ashley to remain unable to roam for large periods of time if the Player had Derek congratulate them for getting Ashley to trust them (“Smooth Operator – Ashley”) but the Player did not follow up with Ashley In the Original Story: throwing the dildo at the Closed Briefcase now rewards your athletic sacrifice with a small combat strength boost       v0.16.4 Added hand “hot spots” and better aligned all sex animations The Player now has 19.6969% (repeating, of course) increased hand-eye coordination, as we fixed an issue that could occasionally cause the Player to be the colliding object that forced them to drop an item they were currently holding Improved lighting in gazebo area Tweaks to Dancing behaviors in order to standardize Dance Badly vs. Dance animations/events, as well as prevent seemingly unexplained, long gaps between attempts to Dance Characters will not attempt to Dance the moment they wake up from being passed out, and will also very briefly wait to begin dancing once they arrive at a Motion/WalkTo target Improved Goodbye Kitty underwear clipping through Amy’s shirt Fixed Leah and Rachael LOD1 and LOD2 skinning issue Improved Frank shirt clipping and Arin having transparency issue in his neck Changed Starbomb packaging and bathbomb for better story consistency Added missing inventory icons Improved light probes in living room Fixed LOD flickering, objects disappearing and lighting artifacts on several objects In the Original Story: Frank will be a more considerate dood and lock the front door when he leaves the house to confront the carnies. If you didn’t understand this patch note, L2P In the Original Story: fixed an issue in which the Ashley prank quest line could stall if the Player managed to get Patrick Knocked Out at a very specific time while progressing through dialogues prior to Family Time without giving Madison’s Phone back to Madison In the Original Story: mitigated an issue that could cause Patrick to walk away from Ashley during their pre-Family Time dialogues In the Original Story: at various points after Family Time (Ashley’s Prank content path) it will now be possible for Madison to overhear Ashley and the Player plotting against her. This will cause the Player to fail out of that content In the Original Story: fixed an issue that could cause Patrick’s positioning to break if the Player was doing any content that occupied Patrick and then pursued the finale of Ashley’s “Sibling Warfare” opportunity In the Original Story: fixed an issue that could cause Madison’s “art show” (during “The Muse”) to break if the Player managed to KO/attack Patrick as NPCs were walking up to the master bedroom to start the show In the Original Story: Mitigated an issue that could cause Rachael’s phone to knock objects out of the Player’s hand while she slapped Patrick around In the Original Story: Cleaned up minor Frank and Leah behaviors related to Ashley and Madison’s fight during Ashley’s “Drunk and Disorderly” opportunity. Leah and Frank now have their priorities straight In the Original Story: if the Player helps Brittney out by getting Stephanie naked without ever meeting Ashley, Ashley’s subsequent approach and dialogue to the Player will start her “Smooth Operator” opportunity In the Original Story: Katherine’s “cell jammed” reaction will no longer play if the Player is being actively spoken to via main dialogue, but in turn the reaction will attempt to trigger a teensy bit faster In the Original Story: Frank will no longer attempt to socialize with other NPCs while he is doing his bestest to headbutt down the bathroom door when Katherine is sick In the Original Story: fixed availability of minor Stephanie and Katherine-based responses and thought bubbles towards the end of “Meltdown” based on prior Player decisions or actions In the Original Story: fixed an issue that would allow the Player to indefinitely let Steph hang out in the spare room 2/art room during “Meltdown” AFTER giving her all the items she needed and being told to leave her alone. She will now eventually get high and fail the content just like all the other possible routes through the finale of “Meltdown” In the Original Story: minor adjustments to existing unimportant/”casual” Background Chatter criteria In the Original Story: fixed an issue that could cause Katherine to claim that the Player saw her naked for her photo shoot…when in fact the Player did no such thing Fixed an issue that could cause thin/tiny items like phones to be uninteractable/unable to be grabbed if they were dropped near the front of the beer pong table Tightened the collider sizing and positioning on the two downstairs couches/sofas so that it is harder (but still not impossible) for small items to be thrown, dropped, or kicked underneath them in a way that prevents them from being grabbed or interacted with Fixed an issue that could cause characters to teleport into the garage when transitioning from a wall sex position to a non-wall sex position while against the rear-left side of the house (near the A/C unit) Fixed various additional issues with the speaker system CSC Users: Speaker2 (the speaker to the right of the fireplace) is no longer hardcoded to start playing upon game start. You may need to account for this in your stories The speaker system will now remember which track the Player was playing when saving, as well as the music loop setting, and when loading that game will play the appropriate track and maintain the music loop mode CSC Users: there are now “MusicTrackNum” and “LoopAllMusic” Player values you may use within stories to create NPC events/behaviors based on a song that is playing. These values are directly controlled by the speaker system CSC Users: the total number of criteria for an event trigger will now be shown, similar to how it is currently shown for individual game events CSC Users: fixed a couple typos in the UI CSC Users: the total number of game events within an event trigger will now be shown CSC Users: the total number of game events within an item’s Use With interactions will now be shown CSC Users: the total number of game events performed for an Item Action will now be shown CSC Users: the total number of game events for item On Accept and On Refuse interactions will now be shown CSC Users: the total number of criteria for a character to accept an item will now be shown CSC Users: the total number of criteria needed for an Item Action to become visible will now be shown CSC Users: the total number of criteria needed to enable an item’s Use With interaction(s) will now be shown CSC Users: we standardized a bunch of criteria and game event text displays. HMU if you want more copy-pasted shit CSC Users: fixed an issue that could cause an ArgumentException if a Character did not a valid BGC count as high as a previously selected Character Turn game events (Turn Around, Left, Right, Toward) and equivalent console commands will now be more responsive, with the exception being if another game-event driven, animation-centric event was very recently used or is already “playing out” CSC Users: the InvisAudioPlayer can now also play a zipper (the player “unzip to expose”) sound Fixed an issue that could allow emote sound effects to very briefly play right before the VA/voice for a dialogue that called the emote using an On Start Dialogue event CSC Users: Background Chatters will still show their number/ID when fully collapsed CSC Users: you can now check if two Characters are in the same zone Added the ‘Cheer’ SendEventOption to the SendEvent console command CSC Users: added the IsInHouse criteria, which uses the Zoning system to quickly determine if a Character is inside the house or not CSC Users: added an Item Comparison to the Item criteria, “IsVisibleTo”, which will allow you to determine if a Character can see an InteractiveItem. In addition to doing a line of sight check, the InteractiveItem must be active and not hidden via any ItemFunctions CSC Users: fixed an Argument Exception that could occur when a user typed in a string for a “Value” criteria check and then swapped that criteria CompareType to “State” CSC Users: fixed an Argument Exception that could occur when you selected a game event event and assigned the Character as Player, Compubrah, or Phone Call, and then changed the game event type to TriggerBGC CSC Users: added a warning message when changing from a game event that allowed the selection of the Player as the Character to the game event type “Event Trigger” to prevent the trigger dropdown from populating with triggers for an NPC CSC Users: you can now either add a new Game Event to the beginning (Order 0) of a set of Game Events, or at the very end, which should help somewhat when adding to large sets of Game Events CSC Users: when adding a new Game Event via the two “Add Game Event” buttons, they will now automatically be expanded, instead of being defaulted to a collapsed state CSC Users: you can now either add a new Criteria to the beginning (Order 0) of a set of Criteria, or at the very end, which should help somewhat when adding to large Criteria sets CSC Users: when adding a new Criteria via the two “Add Criteria” buttons, they will now automatically be expanded, instead of being defaulted to a collapsed state CSC Users: standardized certain commonly adjacent button sizes across the UI       v0.16.3 In the Original Story: fixed an issue that could allow Katherine to potentially remain in Madison’s bedroom while the Madison-Derek intimacy scene went down during the finale of Ashley’s prank In the Original Story: fixed an issue that could break one of Patrick’s “masochism test” choices and cause much of the following dialogue to be thrown off, toward the finale of “Patty’s Striking Resemblance” In the Original Story: fixed an issue that could allow Patrick to keep a couple inconvenient States if the Player convinced him to hug Rachael during “Patty’s Striking Resemblance” In the Original Story: looting beers back from an unconscious Frank is now possible assuming the Player has given Frank three (down from 6) beers or more. The Player is guaranteed one beer back, but can receive up to three In the Original Story: general cleanup of events related to Patrick sobering up once given the hot coffee In the Original Story: if the Player sobers Patrick up with the Hot Coffee before doing any of his Phonegate/Fuck Tuesday content, they will be able to skip ahead to Patrick simply getting his phone back from Brittney instead of having to go through redundant dialogues and Walk To events In the Original Story: if Patrick is walking to Brittney and sobers up on the way, the ensuing conversation will skip to simply being given his phone back by Brittney In the Original Story: fixed an issue that could cause Rachael and Patrick to be unable to Talk with the Player if Frank KO’d Patrick right as Rachael was confronting Patrick and opening her dialogue with him In the Original Story: Madison will react to the Player untying Ashley’s top somewhat faster, however, she must also be able to SEE Ashley instead of just be relatively close to her In the Original Story: corrected an issue that would cause Amy to use a confusing line about “getting Steph to help Katherine” when in fact it was mostly the Player’s doing. Amy will only use this line in the niche situations where Steph automatically goes to help Katherine in the bathroom after some time In the Original Story: fixed an issue that could cause certain Patrick alternate dialogues and minor behaviors related to losing his Merlot to be ignored In the Original Story: fixed an issue that could cause Brittney to stand up and approach the Player after being flashed at times she should not do so In the Original Story: fixed an issue that could cause an Amy response related to the hot tub finale of her “Scavenger Hunt” opportunity to become available a little bit too early In the Original Story: the Player is no longer trapped in oral with Amy once they start oral with her, assuming they did not ask her to take her pants off In the Original Story: fixed an issue that could cause Leah, in niche situations, to not attack the Player should the Player grope her more than once. When called for, she will now ALWAYS attempt to ruin your shit In the Original Story: fixed an issue that would prevent the Player from getting “FlashScore” credit (counting towards Katherine’s ‘flash everyone’ request) from Leah if “Snake in the Grass” was started but had not reached a certain progression point yet In the Original Story: fixed an issue that could cause Katherine to be unable to return to the Master Bedroom/Bed if the Player got to the finale of Stephanie’s “Drunk and Disorderly” while Katherine was already waiting on the bed for the Player In the Original Story: fixed an issue that could cause Katherine to lose her Glasses temporarily if the Player combined her intimacy finale with Stephanie’s “Drunk and Disorderly” opportunity In the Original Story: fixed an issue that could cause Katherine’s phone to be temporarily invisible (especially while in Stephanie’s hand) if the Player combined her intimacy finale with Stephanie’s “Drunk and Disorderly” opportunity In the Original Story: fixed an issue that could cause Patrick to get stuck in an immobile state and both he AND Rachael to be unable to talk to the Player In the Original Story: fixed an issue that could lead to Amy being warped to the Player at inopportune times if the Player combined certain content and then rapidly failed out of Stephanie’s “Meltdown” opportunity by failing to give her her…”breathing apparatus” In the Original Story: fixed an issue that could cause Katherine to retain some minor behavior-altering states if the Player completed Stephanie’s “Drunk and Disorderly” opportunity while Katherine was sick in the downstairs bathroom In the Original Story: fixed an issue that could lead to some out of order responses from Frank regarding Rachael’s thermos, if the Player gave Frank all of the beers before starting “Hunt for Red’s Thermos”, then obtained the opportunity, then spoke to Frank In the Original Story: fixed an issue that could cause Patrick to never approach the Player and stall out his “sober up and get his phone” content if he was knocked out in the middle of talking to Brittney about being given his phone back In the Original Story: Madison will attempt to change her location immediately after the Player completes her “Smooth Operator” opportunity, which should help free up the Master Bedroom/Bathroom more quickly for certain other pieces of content In the Original Story: the Player can no longer give items to Leah during a brief window in which she is running away from the party after being “Poppered” during her conversation with Lety In the Original Story: added an extra, minor protection against Leah roaming away during the “Garage Search” during “Snake in the Grass” In the Original Story: fixed an issue that could cause Leah to briefly continue to follow the Player after they arrived in the yard and started the “fence search” during “Snake in the Grass” In the Original Story: fixed other minor behavioral issues for a few NPCs within “Snake in the Grass” In the Original Story: fixed an issue that could cause Frank to keep his phone in his hand if he was knocked out during “Broken Code” at certain times In the Original Story: Lety will now try to be a little more respectful of what the Player has going on in their life when she approaches them after the events of “Queen in the North” In the Original Story: fixed an issue that could cause Katherine to walk away from pending intimacy with the Player and be unable to resume In the Original Story: if the Player has deeply angered Madison and she’s sent Frank or Derek after them, she won’t be as easily deterred from…ejecting you from the party In the Original Story: added the Achievements: I Know Grump-Fu, Do Not Burn, IRL Let’s Player, D-Club Certified, Casanova, Casabrova In the Original Story: Rachael is no longer absolutely guaranteed to approach Patrick at hard-coded intervals when a new game is started. The encounter will now happen somewhat more randomly In the Original Story: Amy is no longer absolutely guaranteed to approach Stephanie at hard-coded intervals when a new game is started. The encounter will now happen somewhat more randomly In the Original Story: fixed an issue that could cause the “Unlock” action on the Bathroom Door to do nothing while Katherine was sick In the Original Story: mitigated an issue that could cause Madison to walk away from Derek and the Player during her intro dialogue to “The Muse” In the Original Story: Lety will no longer try to avoid Leah if their conversation during “Just in the KICK of Time” goes poorly, IF Leah is knocked out In the Original Story: added a single hint for the Player to reinforce that Stephanie needs a LOT of water in order to progress through Meltdown and that the Player might have to get creative… In the Original Story: fixed another issue that could cause Stephanie to not be in the Spare Room2/art room if the Player was doing Ashley’s “Drunk and Disorderly” at the same time as the finale of “Meltdown” In the Original Story: Rachael and Patrick’s pre-“Patty’s Striking Resemblance” fight will not unfold on its own if the Player is far enough away from both of them In the Original Story: tweaked some labeling for the music control buttons on the downstairs TV In the Original Story: fixed an issue that could cause Derek to repeatedly attempt to walk to Madison after the finale of “Sibling Warfare”, which could potentially interrupt other content involving him In the Original Story: fixed an issue that could cause Derek to be “occupied” and unavailable for certain pieces of content if the Player was in the introductory stages of the “Sibling Warfare” Opportunity. He will still be “occupied” once he is actually needed for that content For CSC Users: you can now check if the Player is holding (via right-click/grab) an item via a new Item-based criteria, “IsHeldByPlayer” For CSC Users: the GrabFromInventory game event has had its functionality moved to the Player game event – via the GrabFromInventory option. If it helps to find and update this in your stories, search your script files for: “EventType”: 165 For CSC Users: you can now force the Player to drop the item they are currently holding via the Player game event using the DropCurrentlyHeldItem option. If currently holding an item, the Player will drop it to the ground using minimal forward force Fixed an issue that would allow Players to pick up/grab the Popper or Starbomb after they had thrown it to the ground For CSC Users: the AddPhysicsRigidBody itemfunction will work on items that do not have a rigidbody, and will ALSO now work on items that have a rigidbody, but whose rigidbody has been set to kinematic (i.e. floating in the air or unable to be affected by collisions or force) The Starbomb and Popper will now correctly collide with/pop when hitting another Interactive Item/Action Item/etc. Fixed an issue that could cause certain Phones to be misaligned in a Character’s hand after loading a game Fixed an issue that would allow the Player to partially go through with an attack while they were stunned (lose energy points, prompt an NPC to attempt a block, etc.) Added two more valid WallSexSpots: one in the Laundry Room, and another on the opposite side of the Master Bedroom from where the existing WallSexSpot is in that room Added thin sightblockers roughly the height and width of the Player against the far edge of each of the smaller shelves of bins in the garage, which prevents NPCs from seeing the Player if they are directly obstructed by the shelf framing and bins themselves (TLDR: no more getting punished for taking the cell jammer if Madison or Derek are all the way in the dining room or kitchen) Forced movement of an NPC to a Mandatory Move/Motion Target due to that Target being formerly inaccessible will now be logged in the Debug Log Standardized the timing for the execution or execution limitations of various pre-game start behaviors Fixed an issue with the Speaker/Music system that could result in a KeyNotFoundException and would cause Music in-game to be completely disabled General cleanup and optimization of Speaker code and transition of track loading to external script Fixed Arin’s eyes and Dan’s blendshapes Changed all characters animation update mode Fixed Arin, Brittney, Lety and Madison using wrong clothing material on Main Menu Tweaked sex offset data and made Derek’s balls a bit more floppy Added more missing inventory icons Improved flamingo animations Improved particle effects Added ingame achievement images Added voice acting for most characters and partial voice acting for some. Added a base system for “hot spots” in sex scenes for better syncing (not live in this build, but coming soon) Fixed an issue where event delays were not firing appropriately on loaded games Set up a system so Interactive Items can now support “hand hot spots”. Fixed an issue with some interactive states not correctly suppressing emotes Tweaked the inventory hover functionality for cosmetic enhancements Fixed an issue where mandatory targets would not be cycled through until the first one was reached Reworked seat/chair/bed/action items system for better internal setup-Fixed failed opportunities not showing up correctly in the Opportunity window Tweaked the physics of some new content animations so they work better Updated IK functionality in some sex acts Changed NPC movement to move on FixedUpdate to better sync with animations and other movement Fixed an issue with null ref exceptions in navmesh obstacles Added a “thrusting” mechanic to sex animations where appropriate NPCs should be less likely to try to open doors that are not in their way Fixed an issue with “drifting characters” while DontMoveForOthers state was on Added code to better sync hip movements during sexual acts Fixed an issue where some UI audio was not playing correctly Reworked the pacing of the display of “Obtain on Start” Opportunities so they don’t pop up before the fade in Fixed an issue with characters sometimes “stuttering” when walking Fix for some stories not correctly showing up in the dropdown Fixed an issue with weird-looking skin on the main menu on the lowest quality settings       v0.16.2 Revamped the player inventory menu as well as the Give To/Use With window. It should now be much easier to work with items. Added Inventory thumbnails for most items that are able to be picked up in game Inventory can now be sorted by Order picked up, reverse order picked up, or Alphabetically Reduced polygon count in all characters’ hair, more than halving it in some cases (performance optimization) Fixed doors clipping when player camera was too close Added “UnableToEmote” and “UnableToAnimateEmotes” states Tweaks to NPC Navigation to stop them from sometimes stuttering, and to prioritize important targets Revamped the mirrors to look a bit more realistic Fixed an issue with clothing change commands in the CSC NoLoitering ChangeLocation behaviors will not be applied to NPCs that have a pending Important/Triggered Background Chatter The Paper Bag (Crunched) can now be properly mounted to a Character’s hand Text within brackets ( [ and ] ) will also be automatically pruned from response texts to match the automatic behavior of dialogue texts Fixed left and right hand mounting offsets for the Penguin Made slight adjustments to the GarageZone in order to more accurately reflect when a Character enters the zone The ApplyForceTowardCharacter ItemAction is no longer a brainlet, and is now “ApplyForceToward”. Now with 200 more IQ, it can apply a force to an item towards a Character, MoveTarget, OR another interactive item. We knew you could do it, ApplyForceTowardCha-…you! For CSC users: Patrick no longer has any hardcoding in his own Character Script to force his drunk level to 10 The body (not specific body part) Shrink, Grow, and Reset Character Functions that were previously only available to Patrick and Lety are now available to use for all Characters For CSC users: CriteriaGroups now have a True/False attached to their usage within a Criteria. This will ensure maximum flexibility and prevent the need to make a “returned true” and “returned false” version of the same CriteriaGroup In the CSC, you can no longer assign a CriteriaGroup to be a Criteria for itself within one of its Criteria Sets Intimacy will be able to occur in the Laundry Room now Fixed an issue that was preventing the score from showing when playing Beer Pong Fixed an issue that was preventing beer pong balls from self-limiting their spawn quantity For the CSC: there is now an Event Trigger/reaction that can fire when a Character scores a point in Beer Pong The Player Inventory Add command/subcommand will now also accept the ‘All’ subcommand, which will add every single non-door, non-chair, etc. item to your inventory. With zero grace. TLDR: we pack you full of dildos and break your game Fixed an issue that would cause “Anybody : Is Attacked by : <Character>” Event Triggers to fire any time any Character was attacked Player “Photo” values modified by the Camera item will now be treated as Game Events, and will also be logged in the Debug Log accordingly(edited) In the Original Story: added various emotive events across the story where appropriate In the Original Story: Madison, Ashley, and Patrick are far less likely to casually talk to other NPCs while the drama of Madison’s Smooth Operator (pre-finale) is unfolding In the Original Story: mitigated/reduced the chance of a niche issue occurring that could cause Madison to briefly roam away from the Player towards the end of her “Smooth Operator” opportunity In the Original Story: refactored the “emotive dialogue minigame” at the finale of Madison’s “Smooth Operator” opportunity to simply make use of the Player’s thought bubble replies as responses, bringing this sequence in-line with all other dialogue mechanics in the story In the Original Story: asking Madison to use the perk gained from her “Smooth Operator” opportunity (relationship ‘fix’) will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Derek In the Original Story: asking Madison to use the perk gained from her “Smooth Operator” opportunity (relationship ‘fix’) will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Patrick In the Original Story: fixed an issue that could result in Stephanie immediately getting high and running downstairs, with main dialogue still on the screen, during her “Meltdown” opportunity, if the Player left her field of vision after talking with her about the ingredients in the art room In the Original Story: Stephanie will not use certain BGCs that directly reference her dancing if she is laying down In the Original Story: Stephanie will no longer infinitely stay outside in the yard once she gets over her “Stargazing” moment, should the Player not speak to her. She will eventually understand that other NPCs need to make use of that area and decide that dancing is better than getting walked all over In the Original Story: Stephanie won’t be interested in being given Items during the time she starts approaching Katherine to grab her phone, until after she wakes up after the finale of her “Drunk and Disorderly” opportunity In the Original Story: Katherine will no longer appear to be on her phone after Stephanie grabs it from her In the Original Story: Katherine won’t have any interest in casually BGC while Stephanie has her phone during Stephanie’s “Drunk and Disorderly” opportunity In the Original Story: if Stephanie still has the crunched Paper Bag in her hands during her “Drunk and Disorderly” finale, she’ll move it to the other hand so that she can really give it to Mort on the phone without looking like a weirdo In the Original Story: added one more intimacy position to Stephanie’s radial choices as part of her “Special Tutoring” reward In the Original Story: fixed an issue that could cause Ashley to accuse the Player of untying her top when progressing through her “Drunk and Disorderly” opportunity, even if the Player had never done so In the Original Story: fixed an issue that could cause Derek to deliver a confusing line about having just spoke to the Player about a certain substance, when in fact Derek and the Player had never had that conversation In the Original Story: in the event that the Player gives Ashley the Lit Joint when the “Redemption” opportunity has not been started, her dialogue will not reference being “square” with the Player In the Original Story: improved control over Madison and Ashley’s socialization during the finale of Madison’s “Drunk and Disorderly” opportunity In the Original Story: Madison will now wait 60 seconds between each “beer given” dialogue before accepting another beer during her “Drunk and Disorderly”, rather than 60 seconds between each individual GiveTo action in the radial menu In the Original Story: mitigated an issue that could sometimes cause Madison to run into the slider door without passing out in a timely fashion during the finale of her “Drunk and Disorderly” opportunity In the Original Story: fixed a canon discrepancy between one of Brittney’s answers given in the hot tub with Amy and a Brittney-Stephanie Background Chatter exchange In the Original Story: cleaned up the arrival of Madison into the Art Room prior to “Like a French Girl” so that she will not need to abruptly warp into position, unless you (yes, YOU) did something crazy to break her positioning In the Original Story: fixed a couple issues that could cause Derek and Madison to both react in a rather over the top manner to the Player’s predictable nudity during the opening sequences of “Like a French Girl” In the Original Story: the Player will be briefly locked in place while posing during “Like a French Girl”, so that they may fully enjoy kneeling majestically, or displaying their star fish without risk of accidentally ruining the pose In the Original Story: fixed an issue that could allow Amy to try and discuss Stephanie’s potential and behavior far after any relevant “Apply Pressure” or “Meltdown” opportunity content was completed or failed In the Original Story: clarified a couple alt dialogues/dialogue criteria in a few Ashley lines that led to confusing responses in niche situations In the Original Story: fixed an issue that could cause the events leading up to the Lety/Leah conversation to spam the Debug Log unnecessarily In the Original Story: tweaked Madison and Lety’s ability to fidget, be distracted by items, and animate conversation during their garage conversation, in order to clean up some clipping/item issues that can occur In the Original Story: Derek will now at some point attempt to actually eat some Sweeties at a certain point in the story. NOMNOMNOM In the Original Story: Derek will also Change Location after stuffing his face, if he is able to, to avoid causing Kitchen traffic jams In the Original Story: tweaked Brittney’s throw of Sancho the Sleazy Suckerfish so that it appears to be more like an actual throw In the Original Story: Amy will not attempt to socialize with other NPCs while walking to the upstairs bathroom for her “new underwear” selfie, nor will other NPCs attempt to talk to her or roam/hangout with her In the Original Story: Katherine will no longer awkwardly try to cover up prior to or immediately after her intimacy scene with the Player In the Original Story: removed an erroneous/duplicate VA for a Derek DLG related to the Player asking for his shirt during Amy’s “Scavenger Hunt” opportunity In the Original Story: slightly tweaked Amy’s “cover self”/exhibitionism behavior during the hot tub-finale of her “Scavenger Hunt” In the Original Story: Brittney and Amy will no longer react to each other in quite so awkward a fashion when they start taking clothes off near each other during the hot tub-finale of Amy’s “Scavenger Hunt” In the Original Story: Lety and Rachael will be considerably stronger during their “Easter Egg” romp, which should help to prevent combat against Derek and Leah from taking too long In the Original Story: during Lety and Rachael’s “Easter Egg” romp/finale, Lety will not be quite as animated with her hands during conversation or standing around, which should cut down on the handsanity In the Original Story: added one new, non-violent way to get the Camera item back from Frank, and tweaked minor behaviors related to that and related to getting Frank to “trust” the Player In the Original Story: attacking Frank outside of Leah’s “Broken Code” combat finale(s) will now incur a social penalty In the Original Story: repeatedly annoying Frank via various dialogue/action choices can now lead to a minor penalty to his social meters In the Original Story: telling Frank the truth about Rachael’s thermos will no longer automatically fail “Hunt for Red’s Thermos”…although of course, you’ll have to find another way to get the thermos In the Original Story: began refactoring certain events around the use of CriteriaGroups instead of “evaluator” events In the Original Story: fixed an issue that could allow Ashley to use her “Threw Beer On Madison” dialogue with the Player twice, which could cause various issues related to her “Smooth Operator” opportunity In the Original Story: the Player will now get a one-time Combat Stat (speed) boost if they score two points in any one beer pong game In the Original Story: minor tweaks to the event that has Madison walk to the Player to talk about her Sky Animals after meeting the other party goers; she will not wait until the player is a certain minimum distance away before trying to approach him, but also is less likely to bug the Player during other “Global NPC Events” or if the Player is about to fight another Character In the Original Story: fixed an issue that would allow the Player to Throw Beer on Madison at a few highly inopportune, unintended times In the Original Story: fixed an issue that would allow the Player to fill up the empty flask, give it to Patrick, and start the Derek Smash! fight without Derek Smash! being In Progress, which could bug out several characters In Date Night With Brittney: fixed a few VA-text mismatches In Date Night With Brittney: fixed a few issues that could cause the Player to not be warped to Brittney after the Player chooses what to do with the Stove/Brittney’s meal In Date Night With Brittney: fixed an issue that could cause Brittney to get up from a couch/be unable to “Talk” after the Player chooses what to do with the Stove/Brittney’s meal In Date Night With Brittney: addressed an issue that could allow Brittney to get stuck, just a little, inside an outdoor patio chair before being intimate with the Player In Date Night With Brittney: Patrick will no longer laugh like an insane person right before waking up with a raging headache should he be close to the Player and Brittney being intimate In Date Night With Brittney: patient Players who want to start pleasuring themselves between Brittney’s closing dialogues and the Game Over screen(s) will no longer be punished for doing so. They won’t be rewarded either. They just won’t see a dumb dialogue that makes no sense, given the liberal usage of floppy bits that recently occurred In Date Night With Brittney: sprinkled some extra emotes throughout the story, where appropriate In A Vickie Vixen Valentine: general cleanup to comply with recent engine changes and tighten certain old behavior timings up In A Vickie Vixen Valentine: sprinkled some emotes throughout the story, where appropriate In A Vickie Vixen Valentine: fixed an issue where very, very fast Players could turn the corner to trigger Vickie’s intro dialogue BEFORE her “intro texts” played, potentially breaking their playthrough In A Vickie Vixen Valentine: fixed an issue that could cause Players to get temporarily stuck at zero “O” sensitivity until they took another intimacy action or saw a dialogue under specific circumstances In A Vickie Vixen Valentine: prevented a dialogue spam issue that could occur if the Player for some reason clicked the Play radial option multiple times prior to playing “Never Have I Ever” with Vickie In the Original Story: the Player has to know Amy/know a bit more about Amy before he has any reason to ask Amy for info about Derek In the Original Story: fixed an issue that was preventing a select few Inspect Texts for Patrick to not show up during “Palectrick Feel” In the Original Story: fixed an issue that could permanently prevent Patrick and Rachael from roaming to each other, even if the Player got them to bond as a result of the events of “Patty’s Striking Resemblance” In the Original Story: fixed an issue that could cause Patrick to become visibly drunk again after the events of Madison’s “art show” via a Social event, even if he had already sobered up In the Original Story: the Player can now choose to opt back into the “nude Frank” ending of “The Muse” if they opted out once, while Derek is still blocking the door to Madison’s bedroom. This will provide a choice so that players can continue completely unrelated content (character/plot-wise) that required an item from the bathroom In the Original Story: Derek’s walk to the kitchen while searching for Purgalicious during “High and Dry” will now take a tiny bit longer In the Original Story: adjustment to an Amy-Derek overhear Dialogue regarding Derek’s brother, if Derek is blocking the door during “High and Dry” In the Original Story: fixed an issue that could cause duplicate dialogue to Play after kicking open the Spare Room 2/Art Room door to stop Stephanie from huffing if the Player was fast and ALSO used the “Take Bag” option. Will prevent accidental duplication of the Meltdown ending In the Original Story: mitigated additional minor walkto/positioning issues associated with niche Player decisions during the finale of Stephanie’s “Meltdown” opportunity In the Original Story: sprinkled a few more emotes where appropriate throughout Stephanie’s “Meltdown”-related content In the Original Story: slightly tweaked how long the Derek Smash! fight involving Patrick and Derek vs. Frank can take, as it was taking a bit too long most of the time In the Original Story: fixed an issue that could prevent the Player from seeing Ashley’s commentary about getting Brittney “out of her cave” In the Original Story: Ashley will not break away from certain other critical story moments in order to talk to the Player about getting Brittney “out of her cave” In the Original Story: Amy will no longer be forced to interact with Stephanie, Katherine, and the Player during the events that precede “Meltdown” In the Original Story: Stephanie will no longer be restricted from helping Katherine for her “Meltdown” content just because Madison’s art show is ongoing In the Original Story: if Stephanie is in the art room/Spare Room2 as the Player is about to use the Voice Recorder on the Window, the Player will need to deal with Stephanie’s presence first In the Original Story: tweaked Rachael’s “Occupied” behaviors during the finale of “Palectrick Feel” In the Original Story: cleaned up some behaviors related to Katherine’s auto-failing of “Meltdown” if the Player already got Steph drunk/naked and THEN gave Katherine the Tampered Rum In the Original Story: miscellaneous cleanup of minor behaviors related to the events of “Palectrick Feel” In the Original Story: made behavioral tweaks related to Frank’s return to his chair in relation to his “sting operation” and reaching the player, getting into fights, being knocked out, etc. This should somewhat help to minimize incidents in which Frank reaches the Player, but then quickly walks away back to his chair In the Original Story: fixed an issue that could cause Patrick to become stuck behind the gazebo towards the end of “Patty’s Striking Resemblance” if the Player decided to betray him at that time In the Original Story: fixed an issue that affected Patrick’s AbleToBeDistracted state and behavior with other NPCs if the Player failed out of his “masochism test” behind the gazebo near the finale of “Patty’s Striking Resemblance”       v0.16.1 Fine-tuned and polished NPC eye-contact, facial expressions, and awareness of the player when the player is in conversation with them, and when they are in conversations with other NPCs. Added support for Completed, Failed, and Step-Based Opportunity descriptions to help guide the players more Changed the look and feel of Opportunity notifications Added censored versions of Madison’s photos on her phone for when the player has the censor nudity option checked Revamped the Opportunity Window (More changes coming) Added a couple of new states to put characters in a very basic idle with no fidgeting Fixed an issue that could sometimes cause the speakers to lose sync Implemented new logic around the way Dialogues are processed which should prevent the game ever getting “stuck” in rare circumstances Tweaked alignment of certain anatomy in some intimacy positions Implemented a new clothing system that can support multiple outfits better All females are now equipped with “Strap Ons” that can be enabled via clothing commands Minor tweaks to size and position of UpstairsBathroomZone collider Set up right hand mounting and misc item settings for the Toaster Criteria Groups can now be re-ordered in the CSC via up and down arrows, similar to the re-ordering functionality recently added to Event Triggers The “throw” animation no longer rotates the character Fixed an issue that was disabling Dialogue Only Characters on loaded games Added a highway billboard + sound New credits entries New design for opportunity pop-ups New design for opportunity log Added “small versions” of avatars Added censored versions of madison’s phone pictures (for when censorship is enabled) Fixed discoloration between LOD versions of characters Updated Amy’s clothing Fixed Rachael’s LOD2 skinning Improved allignment and clipping all strapon’s Add Arin and Dan to the main menu Fixed clothing skipping on main menu Fixed Ashley LOD sandals and Arin LOD spikes CSC: Criteria within Criteria Group sets will now automatically sort based on their Order, like they do in Game Events, Event Triggers, etc. When adding new Criteria within the CSC, Criteria are no longer auto-ordered by the total count of Criteria that exist in the collection/list of Criteria. They will now automatically be given an order number that is one greater than the order of the previous/last Criteria shown. Anyone else OCD much? How are your fingernails? When moving Event Triggers up or down in the CSC, the name of the event being moved will now properly be displayed even if it was not given a custom name Fixed two null reference exceptions that could occur in the CSC and cause the interface to break when copy pasting an event that had “Player” as its Character, and then swapping to an event type that did not support a Player-type character Added a second Move Target behind the table in the Garage For those CSC users who really, really love Event Triggers (you should) but didn’t think the Move Up/Down arrows were enough, you can now insert Event Triggers at a specific place in the Event Trigger list Background Chatter criteria in the CSC will now auto-sort based on their order number The Search functionality within the CSC will now properly return event and criteria search results from within Character Story Item Interactions (On Accept and On Refuse) The Search functionality within the CSC will now return Criteria results from within Criteria Groups Shrunk the size of the outside No Loiter colliders so that they do not encroach as much on a handful of outside Zoning colliders or several more recently added MoveTargets The dildo (DoubleDildo) from Ashley’s room will now look appropriate when mounted to either of an NPC’s hands. Dildo. Dildo hands. Sorry, I just like putting ‘dildo’ in updildate notes. HAH. Adaptdildification Corrected inventory offsets for various food items The Achievement ID (not the name) will now be logged in the Debug Log when an Achievement is earned “Export Pending” in the CSC will now correctly export Story Item DisplayGameMessage events Forward lunge-type combat attacks (default W + Attack) now have a slightly longer range than other attacks Attacks by the Player at the outer edge of their combat radius and swings made to the far sides of an NPC will not be as likely to accidentally trigger combat with said NPC Added the OnAnyItemAcceptFallback and OnAnyItemRefuseFallback Event Trigger/Reaction types in the CSC. These can be used to assign an Event Trigger to execute when any item is refused or accepted by an NPC, IF no other item was refused or accepted first Reconfigured the sizing of the Foam Finger and set up “optimal” mounting offsets for left and right hand mounting to Characters The Tablet (tab_2) item will now be highlighted if it falls into the grass Added the ApplyForceTowardCharacter ItemAction for use with the Item Event in the CSC and Item Command in the Command Console. Will apply a physics force to an item that moves said item toward where the target Character’s Head is at the moment the event is called Fixed an issue that could cause the List subcommand to not show all of a Character’s values when used with the Values console command Fixed an issue that could cause NPCs to fail to ChangeLocation due to an unnecessary and redundant distance check Fixed an issue in the CSC that was preventing Compubrah and PhoneCall from appearing in the Character dropdown for the Dialogue Criteria/CompareType NPCs will no longer receive a ChangeLocation request if they are executing any Important/Very Important animation(s) or events while standing in a NoLoitering area Forced ChangeLocations (via Game Events, for example) will cause the target NPC to initiate movement more consistently, instead of waiting a random period of time between 2-5 seconds before moving Dialogue Overhear events will now follow the same height rules as every other height check in the game CSC: started adding tooltips to various smaller buttons CSC: the Copy button will no longer only be shown when an event is fully expanded CSC: users can now Paste an Event using a button that will appear in-line with the events using one of two methods: Paste Using Same Order (the event will appear just below the copied event), or Paste as Last in Order (the event will become the last event in the collection of events) CSC: to improve readability, a couple of pixels are added after each event in a collection of events, unless that event is the last in the collection Fixed an issue that could prevent DialogueOnly Characters like PhoneCall and Compubrah not to make use of On Dialogue Start Dialogue events The BGC text UI will now prioritize NPCs playing Important BGC (Trigger BGC or direct responses to Trigger BGCs) over NPCs casually using conversational BGC Fixed an issue that could cause smaller items like Phones, Natty Lites, and more to get stuck under the Dirt Mound/Rockpile. The Player should now have a much easier time grabbing items “through” the dirt. Get in there…oink oink! Fixed an issue that could allow items to roll underneath the cushions of the outside patio furniture. All that’s under there now is loose change. And our tertiary dildo storage Added two more AddForwardMomentum-type ItemFunctions that will be usable for any physics-enabled Interactive Item In the Original Story: fixed an issue that could cause Katherine to keep her “RunWhenCloseToTarget” state after the Player completed or failed the “Meltdown” Opportunity In the Original Story: after the “Meltdown” Opportunity is completed or is failed, Katherine will move back to the Kitchen or Study, depending on what previous actions the Player had taken with her In the Original Story: fixed an issue that could cause Stephanie to not reach the Art Room/Spare Room 2 in a very specific situation within the “Meltdown” Opportunity In the Original Story: fixed an issue that could lead to Frank repeatedly trying to get to the Downstairs Bathroom after headbutting it for Katherine In the Original Story: Various optimizations and minor tweaks to common place events like Patrick being KO’d, the Player stealing items (added a missing distance check or two, etc.) In the Original Story: fixed a Character ownership mixup for the StephFollow criteria In the Original Story: cleanup of minor events in Stephanie’s “Drunk and Disorderly” Opportunity, and added some emotive events to various dialogues in the finale of that Opportunity In the Original Story: fixed an issue that caused Patrick to talk about hiding his wine from Frank as if he still had it, even when he no longer possesses his wine In the Original Story: fixed an issue that could cause Stephanie to walk to Katherine, then walk back to the Living Room or Outside Speaker at least once instead of following her intended route to the Hot Tub during the finale of her “Drunk and Disorderly” Opportunity In the Original Story: various minor tweaks to Stephanie’s dialogue and response behavior(s) related to her “Drunk and Disorderly” Opportunity In the Original Story: fixed various minor text mismatches between dialogues and their VA/SFX In the Original Story: fixed an issue that could cause Stephanie to imply that she might take more beer after her “Drunk and Disorderly” Opportunity is completed In the Original Story: Stephanie will sober up a bit faster after her “Drunk and Disorderly” Opportunity is completed In the Original Story: Katherine will no longer react to the Cell Jammer if she is topless, currently displaying a main dialogue, or in combat In the Original Story: tweaked the warning the Player gets if they leave the Cell Jammer on for too long after jamming Katherine successfully In the Original Story: the Player can now “Take” additional food items into their inventory In the Original Story: Katherine’s behavior is more in line with her willingness to do the photo shoot and will therefore no longer attempt to cover up during it In the Original Story: fixed an issue that could cause Katherine to bump into the downstairs bathroom door repeatedly when she’s clearly, obviously, and indubitably supposed to be sick In the Original Story: Stephanie will no longer permanently chill, awkwardly, outside the bathroom where Katherine marked her territory after the Player completes her “Meltdown” opportunity. She’ll remember that she likes music, and if not busy, will return to said music In the Original Story: NPCs won’t roam to Ashley while she is waiting for the Player to get down with her during the finale of her “Smooth Operator” opportunity, and Ashley will not socialize with any NPCs that walk in on her In the Original Story: fixed an issue that could cause Ashley to become unresponsive in the finale of her “Smooth Operator” opportunity In the Original Story: Katherine will not socialize with NPCs while getting sick after receiving the Tampered Rum In the Original Story: fixed an issue that could cause Katherine to become stuck in the downstairs bathroom and leave Stephanie in the art room, if the Player groped Stephanie during Meltdown       v0.16.0 N/A       v0.15.5 Fixed an issues that was causing long loading times Added code to prevent characters from doing exaggerated animations while holding items, causing them to sometimes clip Fixed an issue that could cause characters with a combat Stamina between 0 and 1 to get hit for more damage than intended Added the MatchValue GameEvent for CSC Users, and a corresponding Console Command. This will allow you to set Character values to be equal to each other (across Characters, or two values for one Character) Fixed an issue that could cause a Character’s zone to not update properly if they were sitting, laying down, or in certain other poses Performance optimization of Zoning system Listening the Quests for a specific character via the Quest console command will no longer count as Cheating Listening the Events for a specific character via the Events console command will no longer count as Cheating Listing the Events for a specific character via the Events console command will now show the name of the event, followed by the event’s type, and finally if it is enabled or not The Events console command will now correctly list Events assigned to DialogueOnlyCharacters (Compubrah, Phone Call). Be aware that DialogueOnlyCharacters can make use of very few Event types, e.g. GameStarts Optimization of the command console to prevent excess garbage collection, memory usage, and mitigate hiccups Corrections to a number of ‘help’ and ‘example’ texts for various console commands In the Original Story: Ashley will not be considered “Occupied” for quite as much of her “Sibling Warfare” opportunity, which will prevent her from being unavailable in some circumstances that did not make sense In the Combat Training story: There is now a Help text on the briefcase. Cause, you know…this is a learning experience and stuff In the Combat Training story: The NPCs that are summoned for combat practice will wait to attack you until you attack them In the Combat Training story: Fixed a few bugs that were causing duplicate messages to display In the Combat Training story: If the Player wins one fight, they can unlock Social Justic…Outrage Mode In the Original Story: Fixed an issue that could cause Leah’s content to break if you did “Just in the Kick of Time” (Leah and Lety’s “talk”) first In the Original Story: Amy’s “Stub Toe” event with Stephanie will no longer trigger during many combat-heavy sections of Leah’s content, and while it was already checking to see if the Player was in combat, will now no longer fire if the Player is about to be attacked by an NPC In the Original Story: Rachael’s confrontation with Patrick will no longer trigger during many combat-heavy sections of Leah’s content, and while it was already checking to see if the Player was in combat, will now no longer fire if the Player is about to be attacked by an NPC In the Original Story: Fixed a missing value in Stephanie’s Value List In the Original Story: The Player can now unlock Leah’s VR reward if they have fully completed her content, have the Open Briefcase in their inventory, and THEN engage in any sort of intimacy…Compubrah can get data this way, for sure In the Original Story: Fixed another issue that could cause Leah to walk to Lety to start their “Just in the Kick of Time” conversation, even if the Player was just starting the Spare Room search stage of the 0.15.4 content In the Original Story: Fixed an issue that would prevent Katherine from opening the downstairs bathroom door herself, if it was locked, in the event that Frank was not available to help her. She’s too crafty to be stopped by a door! In the Original Story: Cleaned up some redundant/confusing values associated with Stephanie’s “Meltdown” opportunity In the Original Story: The Player will no longer be able to simply walk up to Stephanie and complete “Meltdown” if they got the Gut Grip but not a bottle of water In the Original Story: Fixed a few VA-Dialogue text mismatches for Frank and Leah In the Original Story: Frank will be slightly less likely to fall off the roof prematurely when Leah confronts him during one of the “Good” finales to the “Broken Code” opportunity In the Original Story: Leah should more reliably point to the places the Player should look during the Garage Search stage of “Snake in the Grass” In the Original Story: Fixed an issue with Loaded Games (specifically those made prior to 0.15.4) that would allow various versions of the Snake to be visible when they should not have been In the Original Story: Fixed an issue with Loaded Games (specifically those made prior to 0.15.4) that would result in Frank being literally an indestructible killing machine that no skills, blood sacrifice, or thrown vibratrons could ever hope to topple In the Original Story: Fixed an issue that would allow Players to earn the Achievement “The Harder They Fall…Dood” without actually having engaged Frank in Combat. Hey asshole, I see you with that exploit, you’re fucking dead! In the Original Story: Modified the back-end relationship values between Frank and Leah, should the Player take Leah down the “evil” route during “Broken Code” In the Original Story: Patrick will not walk to the Player to talk to them about his VR brahmbat training if the Player betrayed him at any point In the Original Story: Fixed an issue that could cause the Debug Log to be spammed with events that are part of Rachael’s initial confrontation with Patrick In the Original Story: Fixed an issue that could cause the Player to see multiple Achievement pop-ups for the “Caught in the Act” Achievement In the Original Story: Fixed an issue that would cause Leah to not punch towards the Spray Paint Can in the upstairs art room closet during “Snake in the Grass” In the Original Story: Fixed an issue that could cause NPCs to get stuck in the Garage if Leah and Madison/Lety’s Garage-based scenes occurred in close proximity In the Original Story: Fixed another issue that could cause Leah to approach Lety for their “Just in the Kick of Time” conversation while in the middle of Leah’s new 0.15 content In the Original Story: Fixed an issue that was preventing a specific Lety-Brittney BGC exchange from ever occurring In the Original Story: Fixed an issue that could prevent the Player from earning “Flash” score with Katherine in certain circumstances In the Original Story: Fixed an issue that could allow the Player to earn “Flash” score with Katherine by flashing the same NPC more than once In the Original Story: Fixed an issue that would allow the Player to continue with Katherine’s content even if they had not flashed all NPCs at the party (Lety and Vickie excluded) In the Original Story: The Player will now hit a bit harder and take a little more damage as part of the “evil”/Ronin finale of “Broken Code”, should they get “trained”/enraged by Leah In the Original Story: Frank, due to being terrified by Leah toward the finale of the “evil”/Ronin finale of “Broken Code”, will be slightly weaker until “Broken Code” is Completed or Failed, even moreso if he witnesses the Player’s descent into Rage… In the Original Story: Certain food items from the fridge can now be eaten for additional Combat Stat increases, and health restoration. Remember that these may or may not be needed for use in other content! In the Original Story: Fixed an issue that could cause the “Signs of Affection” Opportunity to become stuck, if the Player also had “Road to Redemption” active at the same time In the Original Story: Cleaned up a redundant Derek hint response about getting closer to Ashley In the Original Story: Drunk Lety will try to avoid bothering the Player about starting the “Try Anything Once” opportunity if the Player is in combat or about to be in combat In the Original Story: Fixed a couple humiliating typos in one of Rachael’s BGC’s. This is why we don’t have localization for your language…we can’t even use our own correctly In the Original Story: Fixed another issue that could allow Leah to walk to meet up with Lety for their “Just in the Kick of Time”, even if Leah was hunting for the snake in the Art Room with the Player In the Original Story: Fixed an issue that could cause Katherine to ask Stephanie to sing to her, and Stephanie to sing back in reply, even if Stephanie was nowhere near the downstairs bathroom during “Meltdown” In the Original Story: Fixed an issue that could cause Lety to repeatedly walk towards the Player, if an older save was loaded. PERSONAL SPACE, LETY. PERSONAL. SPACE. In the Original Story: Fixed an issue that could cause Ashley’s “Drunk and Disorderly” to break after the finale fight In the Original Story: Fixed an issue that could cause eating a certain item to compromise Katherine’s positioning, permanently In the Original Story: Katherine will no longer wait around forever for the Player to get intimate with her. Since she hates her boyfriend so much, however, she will still be willing to give the Player a shot even if he was slow in tending to her needs. What honor. Such loyalty. In the Original Story: Fixed an issue that could cause Patrick to repeatedly deliver “VR hint” dialogue after Leah’s Garage Search in “Snake in the Grass” In the Original Story: Fixed another issue with Leah/Lety content clashing towards the end of the yard/perimeter search in “Snake in the Grass” In the Original Story: Amy won’t be as likely to trigger her toe stub dialogue while Ashley is confronting Madison during Ashley’s “Drunk and Disorderly” In the Original Story: Rachael won’t be as likely to confront Patrick about his website while Ashley is confronting Madison during Ashley’s “Drunk and Disorderly” In the Original Story: Fixed a few issues that remained in regards to Leah-Lety “Just in the Kick of Time placement and movement event timing, as well as availability of certain Leah dialogue responses right before Leah and Lety’s conversation starts In the Original Story: Fixed an issue that could cause game message spam to occur if the Player was far away from Leah and Lety while they were waiting to talk In the Original Story: Fixed an issue caused by yesterday’s (10/14) Katherine master bedroom “wait behavior” change that could result in her not having her phone or glasses properly mounted or enabled In the Original Story: There is now an apology response available so that the Player can recover from Untying Ashley’s top AFTER having been nice to her all game and completed “Signs of Affection” from Vickie. But pursuing the actual “make up” part with Ashley in this situation won’t require the Blue Flower or even be completable depending on your other previous choices… In the Original Story: Fixed an incorrect criteria in an “apologize to Ashley” line that was preventing the Player from receiving a small social bonus with Ashley In the Original Story: After throwing beer on Madison, Ashley wills till try to walk to the Player, but only if she is not occupied with other content the Player has involved her with, if the Player is not in combat, etc. This will prevent her from disappearing during moments of the “Family Time” opportunity, or bothering the Player mid-fight against Frank, and more annoying crap In the Original Story: Addressed an issue which could cause Madison to approach the Player about her Sky Animal crap at inopportune times In the Original Story: Certain “approach the Player and bother them” or “HEY PLAYER LOOK AT WHAT IS GOING ON HERE!” events like Amy’s “Toe Stub” moment with Steph are now delayed by a brief universal time buffer, to prevent them from all happening at once quite as often In the Original Story: Ashley will no longer react to the Player’s amazing, shirtless body if she is in the middle of “Family Time” with Patrick       v0.15.1 (Alpha 8/30/19)   Added more of Leah’s story Added bike lock + key Added color filters (grayscale + rage) Added smartphone flashlight Implemented Quick Save Feature (F9) Tweaked combat mechanics Added Dead Snake and updated wearable snake for Frank and Leah Made male player’s shoes and sleeves higher-poly and improved rig Updated interactive items and grabbable body parts with new player rig hand(s) Fixed player’s head and body skin tone not matching Phones and other small items now highlight when they are dropped in the grass so the player can easily find them again Fixed an issue where collision sounds are sometimes played when some items are in the player’s inventory Inventory and Opportunity buttons are now mappable in the control/controller map Fixed an issue with GameStart events not firing correctly sometimes Player.Sit and Player.Laydown events will now have the target bed/chair shown in the logs and in the CSC Added Throw Punch SendEvent option to the CSC Tweaked the dropdowns in the CSC for State Events and State Criteria to be alphabetically sorted, and the order of the dropdowns within the GUI element to be more in-line with the game event and criteria naming structure Gave Leah an Earpiece she can reach for. For security reasons Added the “PhoneBlindedMe” reaction event for CSC users. This will trigger when a Phone Light is visibly on and a Character enters a roughly character-sized capsule that extends outward from the Phone Light Added a new Move Target/Sex Spot in the garage, behind the ping pong table. Watch out…balls from above! DisplayGameMessage events will now have their GameMessageTypes option displayed in the CSC and when logged in the Debug Log Added a TriggerBGC console command Individual TriggerBGC events are now much more responsive under almost all circumstances DialogueOnly characters (Phone Call, Compubrah) can no longer be selected for an IKReach event Further standardization of Game Event naming and logging conventions with CSC dropdowns WalkToTargetOption “Cancel” will no longer show up in various places in the CSC where having a “Cancel” option was inappropriate Further standardization of Criteria naming and CSC dropdowns (against Game Events where appropriate), with exceptions for criteria such as “Distance”, “Vision” and “Is In Front Of”, etc. which are more readable with slightly different formatting. Decreased OCD variance matrix by -0.2207 chodivars Added missing dropdowns for the Criteria/CompareType when selecting IsCurrentlyUsing or IsCurrentlyBeingUsed Can no longer select the Player or DialogueOnly Characters (Phone Call, Compubrah) as the CharacterToReactTo in a ReachTarget Event Trigger, as this event is only handled by standard NPCs Moved the Initialization of certain variables and references in a few scripts that mount or use items in conjunction with character models to earlier in the loading process, and otherwise performed minor cleanup on similar scripts If the “None” criteria is selected in the CSC, the user will be able to select another criteria from the dropdown, instead of having to remove that criteria and choose a new one CSC users can now directly compare two values, whether they are “owned” by the same character, or two different characters Characters will no longer be able to attempt to warp to themselves via the WarpTo console command Important/TriggerBGC will now be shown even if an NPC is not within direct line of sight of the Player, or is a full floor above the Player DialogueOnly Characters like PhoneCall and Compubrah can no longer be set to receive GetsHitByProjectile event triggers in the CSC In the CSC, an Event Trigger can now call itself via a PerformEvent game event IF its Delay is greater than zero. Previously, this was restricted due to the possibility of recursively firing an infinite number of events with a delay of zero, which could freeze the game Various accuracy and reliability improvements to the GetsHitByProjectile event functionality In the Original Story: added a preventative check to ensure that Derek doesn’t permanently get his shirt back after he gives it to the Player during Amy’s “Scavenger Hunt” opportunity In the Original Story: giving Ashley an untampered soda while she is waiting for her clothes to be returned to her will result in the failure of the :Humiliate Ashley: opportunity In the Original Story: the Player can no longer skip through Madison’s conversational opening delay by giving her her phone and then selecting from global responses In the Original Story: fixed an issue with duplicate thoughtbubbles appearing when the Player tries to unsuccessfully sit in one of the Hot Tub seats In the Original Story: made changes to the radial options for Madison’s Phone to accommodate new mechanics and story content In the Original Story: minor tweaks to responses and events within a couple Patrick dialogues in the event that the Player failed his “Phonegate” opportunity In the Original Story: cleaned up and made corrections in the Help text for the Player Beer Pong Practice spot
Average: 4 (199 votes)

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Joined: 2018/02/04

The version I downloaded is 0.15.1 when this says it's 0.18.1.

i guess I'll just buy the game legally...

 

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