BONUS H-Game 40

SCREENSHOTS

Version: 1.2.1

The game is similar to a lot of the browser-based games where your choices influence your success as you progress in the game, but it plays like a first-person RPG with interactive game models, characters, and physics, like the aforementioned Leisure Suit Larry. My inclination is to take these games in a much more raunchy direction than the LSL series however. The games will be ripe with foul language, nudity, and sex, but hopefully be just as funny and engaging. There isn’t much of a story to play though right now, just a few objectives to complete while I work on the gameplay mechanics. There are multiple story-paths though and different outcomes based on your decisions.

Changelog

1.1.9.1
(Beta Release 05/19/2023)

  • Resolved some Halloween DLC related null reference exceptions.
  • Updated autoimmersive dialogue system to show responses. Responses can now function as “Skip” buttons when the AutoImmersive system is in use and dialogues are continuously playing.
  • The camera can now be moved while listening to dialogues and before selecting responses by clicking and dragging with the left or right mouse buttons.
  • Added 3 Hammer swing sfx and impact and other sfx to various items.

1.1.9
(Beta Release 05/12/2023)

  • In the Original Story: Updated handling for certain objects so they can taken without consequence, depending on the story situation
  • In the Winter DLC: Updated story content to enable and disable with the DLC
  • Added changing cutscene
  • Added hotspots to Liz Katz to make her grab-able and be able to be used with the legacy sex system
  • Added a bra and panties for Liz Katz’s casual outfit
  • Added Tron outfit for Liz Katz
  • Added a new movetarget: SpareRoomMiddleNearWall
  • Added missing inventory icons for various images
  • Changed the hot tub tentacle water effect to have a slower color shift
  • Fixed the Liz Katz LOD issues
  • Re-added the Christmas clothing
  • Added the Snow Particle to the Main Menu for when the Winter DLC gets selected
  • Added some, but not all VA for the Liz Katz Murder Mystery Pack
  • Added a new model for Hammer2

1.1.8
(Alpha Release 05/05/2023)

  • Added mysterious masked killer
  • In the Original Story: Added new functionality for handling the vents throughout the house
  • In the Original Story: Added new items to be found around the house and Compubrah
  • Changed lighting in Compubrah environment
  • Added a virtual romantic interaction cutscene

1.1.7
(Beta Release 04/28/2023)

  • Added an elf outfit for Liz Katz
  • In the Original Story: Updated handling for unlocking Compubrah
  • In the Combat Training Story: Fixed an issue with the radial that was affecting translations
  • The Penguin can access a new appearance via its ItemFunction EnableMaterial1
  • InteractiveItems can now be flagged internally for use as 1H Weapons. As of now only the Hammer2 Item is flagged as such. When a Weapon Item is Mounted to the RightHand of a Character and that Character attempts to use an attack that would normally utilize their hands, they will instead swing the Weapon. Higher skill/kick based attacks will still function as normal. Attacks with a weapon will always break the Block of a CombatTarget, and will always deal maximum damage based on the attacking Character’s Strength. NOTE: the Player “carrying” a Weapon will not make use of this mechanic. The Weapon Item must be Mounted
  • The Broom can now be set to lean against…a thing
  • Added notepad model
  • Added Blueprint model
  • Added 3D printer ad model
  • CSC: Added the ability for the CSC to check if the ScreenFade effect is active or not. “Active” meaning that the screen is in the process of fading in or fading out, or is already completely faded out)
  • CSC: Added two new event triggers based on ScreenFade behavior: one each for determining when the ScreenFade effect is done Fading In, and when it is done Fading Out

1.1.6
(Alpha and Beta Release 04/21/2023)

  • In the Liz Katz DLC: Started implementation for a new opportunity: “Smoke ‘Em and You Got ‘Em”
  • In the Original Story: Updated handling for when Stephanie loses her top during the party
  • The Chocolate Syrup Item…sorry, I meant “Choclate Syrup”, now auto-highlights when dropped in the grass
  • The Tablet Item now has a collision sound effect
  • Added an Airvent System, which can be used to do stuff with… well, Airvents
  • A certain digital device, one that was definitely not mentioned in prior release notes, can now be used to view the real-time status of the Airvent System
  • Added a new type of InteractiveItem that can take multiple forms/appearances, and can auto-adjust its Inventory Icon based on its current form. These behavior(s) persists through save/loads without the need for handling via the CSC
  • Various Items around the house are now of the type “Burnable”. The main ItemFunction-based behaviors of this new type persist through save/loads without the need for handling via the CSC
  • Additional Items can be mounted to the Broom. This behavior for these Items persists through save/loads without the need for handling via the CSC
  • The Chicken will now be highlighted if it falls into the outside grass
  • The FoamFinger now has access to ItemFunctions
  • The FoamFinger now has a collision sound
  • Added new and improved chocolate syrup model
  • Added models for some mysterious clues
  • Fixed the dent on the fridge door by moving it to the freezer door
  • Added a burnt version of the penguin
  • Added a splishy splashy cutscene for an AC unit interaction

1.1.5
(Alpha Release 04/14/2023)

  • In the Liz Katz DLC: Started implementation for a new opportunity: “Will and Testament”
  • In the Liz Katz DLC: Started implementation for a new opportunity: “Invitation”
  • Added a new laundry room Cut Scene
  • Added a new “stuck in an object we can’t really divulge because spoilers” animation
  • Added a new hole and shaft to the house
  • Added blood appearance for the aforementioned hole. And shaft. Yeah we added a bloody hole and shaft, you heard us
  • Added WIP UI elements for a previously rarely used digital device…
  • Doors that can be set to Partially Open via ItemFunction can now also be set to Partially Open slowly, instead of immediately
  • Added a new movetarget: OutsideNearAirConditioner3
  • The Airvents in the house are now InteractiveItems, and have some special ItemFunctions/behaviors assigned to them
  • The AC Unit, upon demand, can now exert some automatic control over the Airvents in the house
  • The effects of an Item’s SwitchToAlternateTexture ItemFunction(s) will persist through save/loads without the need for handling via the CSC
  • The volume level of the Eek! Games Intro/”splash” scene has been slightly reduced, and now also takes into account the user’s Audio volume setting
  • Added HotTubSeat5
  • Fixed an issue that could prevent Amy from being able to make use of StartPeeing/pee-related behavior(s)
  • Updated project from Unity 2020.3.46f1 to Unity 2020.3.47f1

1.1.4
(Beta Release 04/07/2023)

  • In the Liz Katz DLC: Started implementation for a new opportunity: “Too Hot to Handle”
  • In the Original Story: Vickie Vixen will now arrive to the party through the front door instead of jumping over the fence
  • In the Original Story: Updated functionality for the microwave and dryer
  • In the Liz Katz DLC: Adjusted the arrival of Liz Katz to have more flourish
  • In the Liz Katz DLC: Added Liz Katz’s casual outfit
  • Added disembodied head
  • Added tentacle peeking animation
  • Added tentacle cutscene
  • Added new microwave model
  • Added super gross microwave interaction with disembodied head
  • Added a new bin in the Garage…and maybe the outline of something else?
  • Slightly tweaked the position of a beer so that it wouldn’t topple over as frequently on game start
  • Added a new movetarget: UpstairsHallwayNearLaundryRoom
  • The effects of SwitchClothingTexture CharacterFunctions will persist through save/loads without the need for handling via the CSC
  • The effects of SwitchBodyTexture CharacterFunctions will persist through save/loads without the need for handling via the CSC
  • Some previously broken/inaccessible AlternateBodyTextures are available for a few Characters (e.g. Ashley, Patrick)
  • SwitchToOriginalBodyTexture CharacterFunction will now correctly restore all texture settings when used (only relevant for newly exposed/added Alternate Textures)
  • Fixed a bug that could allow development notes or other specially-tagged text into Translation Templates
  • Fixed an issue that could cause the Rule 34 Achievement to not be earnable for customers playing via the Epic Games client
  • Added a new movetarget: GarageNearWallVent
  • The Freezer Door now has a particle effect that can be triggered using ItemFunction EnableScriptObject2
  • The AddPhysicsRigidBody ItemFunction will ensure that collider detections are enabled, on the off chance they were ever disabled
  • InteractiveItems now have access to the ItemFunction: RemovePhysicsRigidBody, which can be used to disable their Physics behavior(s)
  • Various new ItemFunction integrations were added for the Microwave
  • Minor housekeeping (removal of long unused and disabled objects, etc.) and bundle rebuilds

1.1.3
(Alpha Release 04/02/2023)

  • In the Original Story: Updated the criteria for when certain rooms are available, preventing content from conflicting with other active content
  • In the Liz Katz DLC: Started laying the groundwork for a new opportunity: “Acts of Asspionage”
  • Added Liz Katz entry CutScene
  • Added new washer and dryer models
  • Added Liz Katz casual outfit
  • Minor cleanup of the AshleyTop InteractiveItem class. Removed an old AshleyFindChangeSpot ItemFunction that has long since been deprecated
  • AshleyTop will now adhere to the game engine’s Radial Interaction distance-based auto-close, and criteria-based auto-update behavior
  • Certain Doors will auto-correct their GameObject layering as-needed, for lighting/misc. purposes
  • Added Dryer Door
  • The Freezer Door can play its TryOpen when locked Sound Effect via ItemFunction
  • Disabled a repetitive debug message that could occur during certain CutScenes
  • Updated a few links on the MainMenu

1.1.2
(Beta Release 03/25/2023)

  • In the Original Story: Added reactions to all characters when hit with a beam of light
  • In the New Guest’s DLC: Started laying the groundwork for two new opportunities: “This Isn’t the Opportunity Name” and “No Spoilers 4 U” (TBD; names being workshopped and massaged by “the Committee”)
  • Fixed a couple issues with Character Motion that were introduced by 1.0.9’s CharacterManagerTick optimization
  • Fixed an issue with CharacterGroups that could cause delayed events using the system to not evaluate their Criteria correctly
  • As a result of some prefab updates, a few more InteractiveItems have had basic ItemFunctions exposed that may have been erroneously “hidden” in the past
  • Added a new particle effect and sound effect to the Microwave, accessible via EnableScriptObject1 and PlaySoundEffect2 ItemFunctions, respectively
  • Added a new movetarget to the Laundry Room
  • Added two new movetargets, KitchenNearSink and BetweenKitchenAndDiningRoom
  • Certain items can now use the EnableMaterial1, EnableMaterial2, and EnableOriginalMaterial ItemFunctions. The effects of these, like many other recent ItemFunction and CharacterFunction additions, carries over through (newly made) save/loads
  • Added UnableToPlayVoicedAudioTriggers InteractiveState, which can be used to prevent an NPC from playing their default voiced (moans, gasps, etc.) sound effects that may be tied to Emotes, Combat, etc.
  • Very minor cleanup of a few settings on decorative GameObjects inside the house
  • The AC Unit is now an Interactive Item

1.1.1
(Alpha/Beta Release 03/17/2023)

  • In the Original Story: Added new interactions and handling for new Interactive Items
  • In the Original Story: Updated the handling for Lety’s arrival at the house to make it more consistent with other characters
  • In the New Guest’s DLC: Started laying groundwork for a new opportunity, “Stop it Stepbro”
  • Added backend DLC bundle handling for our new guest
  • Fixed an issue that could cause the Popper, Starbomb, and/or Snowball throwable items to reappear outside of the Player’s inventory/hand after loading a game in which they had been thrown and popped/poofed/whatever the hell a Starbomb does
  • The effects of ItemFunction : AddPhysicsRigidBody will now carry over between saves, and auto-apply when the game is loaded, provided that the item is enabled and not in use (not mounted, held, or inventoried)
  • Addressed a Steam policy compliance issue in the UI
  • Added avatar images for the new guest
  • Fixed an issue with the mysterious shadow human in the main menu and cutscene
  • Added magnifying glass model
  • Added head placeholder model
  • CSC: saving the game can now be temporarily prevented via the AllowPlayerSave Game Event. The ability to save the game is restored upon the start of every new game session

1.1.0
(Alpha Release 03/10/2023)

  • In the Original Story: Added preliminary handling for multiple characters approaching the front door at the same time
  • In the Original Story: Fixed typos across the original story
  • In the Original Story: Fixed an issue with Rachael in VR not ending correctly
  • In the New Guest’s DLC: Set up initial functionality for our new guest
  • In the New Guest’s DLC: Added a new opportunity “Look What the Guest Dragged In”
  • In the New Guest’s DLC: Added a new opportunity “Blackout”
  • Fixed an issue with Health Regeneration that was introduced by 1.0.9’s CharacterManagerTick optimization
  • Fixed the static flags on the flying yard birb so that it would not be treated as a static object for occlusion purposes, which was causing it to be invisible in 1.0.9. He deserves better, after all
  • Fixed issues with State IsOnFire particle and damage-related behavior(s) that were introduced by 1.0.9’s CharacterManagerTick optimization
  • Minor optimization of the code that calculates whether an NPC can Socialize
  • Fixed issues with time-based Roaming behaviors that were introduced by 1.0.9’s CharacterManagerTick optimization. These behaviors should now be nearly identical to those from 1.0.6 and prior
  • Characters having sex or that have any motion target will no longer even receive Roaming-based invitations to hang out with friends, which may avoid a niche untimely roam on occasion
  • Characters that are in non-roaming zones (LoadingDock, BehindFenceZone, etc.) will never increment their Roaming timer, even if they have State AbleToRoam
  • Minor optimization of the code that verifies if a Character should be forced to StopFalling
  • Minor optimization of the code that delays Dancing if an NPC was moving, being intimate, in combat, etc.
  • Re: the 1.0.8 change “Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters” – added more Zone-Door pairings to allow for performance boosts under certain conditions
  • Implemented a supplemental Zone-Occlusion Portal-based culling solution that, for many outside areas and a handful of indoor spaces, can reduce both CPU and GPU Rendering workloads
  • Updated project from Unity 2020.3.42f1 to Unity 2020.3.46f1, which includes an InputSystem package update to 1.5.0
  • Removed some old code that could cause issues when opening the Fridge door with the Door Console Command
  • Added two new CharacterFunctions for the Player related to Hot Tub water fanciness
  • Added two new MoveTargets near the Fridge
  • Added three new MoveTargets (one of which is a valid WallSexSpot) in the ArtRoom (SpareRoom2)
  • To take into account some minor environmental changes, performed a Lighting, Occlusion, and Navigation re-bake
  • Added two new MoveTargets in the DiningRoom
  • Implemented a supplemental Zone-Light pairing solution that for varying areas inside and outside of the house, can improve performance
  • Implemented a system to cull or completely disable specific objects when no longer needed, to further optimize performance
  • Fixed a long-standing issue that could allow a Character’s CurrentZone to get “stuck” with the wrong value until they tried to transition between zones again
  • Minor cleanup of a some unused Lighting-related objects
  • Added the SwingWeapon1HRight SendEvent
  • Added Trunk InteractiveItem and TrunkLid Door
  • The “PlayerKnockback” CharacterFunction has been fully replaced by the “Knockback” CharacterFunction
  • Cleanup and consolidation of underlying Character Class structure(s)
  • Characters will no longer retain the Crouching State when knocked out
  • Mostly mitigated an issue that could cause the InteractionManager/Crosshairs to fail to highlight/show the name of a Character while the Player is targeting them in Combat Mode
  • Fixed a long-standing bug with CharacterZoners that could result in a Character having their CurrentZone inadvertently changed due to Crouching or a small number of more niche behaviors. Such occurrences could result in issues ranging from slightly inaccurate Zone placement to a Character having a Zone assigned that was beyond an adjacent wall
  • The Freezer door (upper door of the refrigerator) can now be used independently. Interactions for it still need to be scripted into Stories that desire putting it to use
  • Minor cleanup and optimization of Door Auto Close-related behaviors
  • Fixed a couple sources of a minor Coroutine nuisance error that could occur when utilizing certain behaviors with disabled items
  • Fixed a bug with the Item Console Command that would allow for firing of any InteractiveItem public method, rather than just methods tagged as ItemFunctions
  • Fixed an issue that could cause minor inconsistencies in how long it took to begin Throwing an item after it was picked up and the Player started holding the Right Hand input key/button
  • Minor optimization of AudioManager to eliminate all garbage allocation and very slightly reduce CPU usage
  • The Front Door can now use ItemFunction PlaySoundEffect1 to play a doorbell sound
  • Minor optimization of misc. sound effect files
  • Another Hammer (Hammer2) has been added as an InteractiveItem. It is identical to, and just as Hammery as, the OG Hammer
  • When a carried InteractiveItem is Dropped, Thrown, or for some reason a Grab attempt is canceled, the “Throw”/Right Hand action strength will be forcibly reset to its minimum value
  • Added the functionality for specific InteractiveItems to override the default RightHand/Throw behavior
  • Added two new movetargets, NearGarageDoor1 and NearGarageDoor2
  • Fixed an issue that would prevent the Player : TriggerRadialFor event from working when the Player was designated as its target. Note that the opening of the Player Action Radial for the Player via this method is subject to the same engine restrictions as trying to open it via the input keybinding
  • Added trunk model
  • Added trunk key
  • Added a hammer animation
  • Added alternative versions for doors, fridge, and thermostat
  • Added a shake flashlight model
  • Added an alternative version of the hot tub water effects
  • Animated the AC unit fans to make it operational and added sound
  • Added alternative body and clothing textures for ashley and madison in certain events
  • [WIP] Added new guest’s character model
  • [WIP] Added new guest’s detective outfit
  • [WIP] Setup cloth physics for our new guest
  • Setup hair physics for our new guest
  • Added red flickering effect for a certain doorbell event
  • Removed wristbands for our new guest and changed position of her hat
  • Added a new smile for our new guest
  • Added a mysterious shadow human with red eyes
  • CSC: When copying an entire Event Trigger and pasting it, any GameEvents within the new EventTrigger will get new GUIDs assigned to them, instead of carrying over the GUIDs used in the original Event Trigger
  • CSC: When exporting a story, built-in error correction will ensure that DisplayGameMessage GameEvents that have been duplicated (either via CSC copy-paste or manual script editing) but do not have identical text to other duplicates will be assigned a new GUID
  • CSC: Characters that cannot be enabled in Custom Stories will display a warning indicating as much within their Character Story entry
  • CSC: Dialogues can now be set to process as “AutoImmersive”. When a Dialogue has this setting enabled, the Response UI will be hidden from the Player and the first Response (or the default “…”/no response) that meets its criteria will be fired, allowing Players to sit back and relax while Dialogue unfolds. Standard Response and Dialogue Close Event behavior still applies. If the Player clicks on/interacts with the Dialogue UI while its text is still populating, this “AutoImmersive” behavior will be canceled and existing Dialogue-Response behavior will take over until a Response is chosen
  • CSC: Fixed a slight alignment issue related to Response entry foldouts
  • CSC: Very minor optimization of the Trigger New Dialogue/Next Dialogue selection code
  • CSC: The Add New Response button will be aligned more closely with the other Response-collection buttons such as Collapse, Expand etc.
  • CSC: The user can now view and manually input Response Order again (which will allow for order customization of Dialogue Response, Global, and Goodbye Responses), but note that Responses will still not auto-sort as they did prior to CSC 1.0.9
  • CSC: Various buttons/functionalities that should have sorted Responses on-demand, but were not, have had this issue addressed. Responses are now sorted any time Response collection order is modified, added to, subtracted from, etc.
  • CSC: A manual Sort Responses button has been added to Response collections for those that wish to play around with manual numbering and Sort later
  • CSC: When changing Response Order via the up/down arrows, the system will now allow for negative Response IDs
  • CSC: Global Response and Global Goodbye Response collections will no longer auto-sort on every Editor frame. They will use the same sorting mechanisms as standard Dialogue Responses. This will further increase performance when working with “Default Greeting”-type or otherwise complex Dialogues
  • CSC: Characters can now be renamed via the Item : Rename GameEvent. Such changes will carry over through saves, and will affect what name is shown for crosshair/interaction text, in the Dialogue UI, BGC UI text, Opportunity Log, Combat Target UI, etc.
  • CSC: Items and Items from ItemGroups can now use RotateItemToward, which will attempt to rotate them so that their “front” (typically Forward on their Z-axis; this may not always result in what is visually expected) points toward their target

1.0.9
(Stable Release 02/09/2023)

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

1.0.8
(Beta Release 02/03/2023)

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

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

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

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

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

1.0.6
(Stable Release 12/02/2022)

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

1.0.5
(Beta Release 11/21/2022)

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

1.0.4
(Alpha Release 11/07/2022)

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

1.0.3 Redeploy
(Stable Release 10/19/2022)

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

1.0.3
(Stable Release 10/17/2022)

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

v1.0.2

  • Fixed an issue that could cause Achievement Pop-Ups to occur while the Player was enjoying a CutScene, locking them onscreen until the CutScene ended. Achievements Pop-Ups will now wait to appear until all CutScenes involving the Player have ended
  • Added even more polish to the CutScene system, better allowing Player and non-Player starring CutScenes to co-exist, and to support more than one CutScene playing at a time (multiple CutScenes that involve the Player cannot co-exist)
  • Fixed an issue that could cause Achievement Pop-Ups to occur while the Player was already viewing another Achievement Pop-Up, leading to an inability to properly view and progress through both Pop-Ups
  • Added the HappyAlt1 Emote, which may be used later for additional diversification of pleasure portrayals…and stuff. For now, only our newest guest uses it
  • Implemented changes to the item and hot spot system that will allow certain additional Interactive Items to make use of hand hot spots (similar to the Flamingo seats, snake, etc.)
  • Fixed an issue that was preventing Characters from holding onto the Flamingo seats correctly
  • Fixed an issue that could prevent certain red text/error messages from staying on-screen on the Main Menu long enough to be visible to the user
  • Added various new Interactive Items to the game world
  • A handful of Items in the house have had their Item Mounting or Player Carrying/Grab alignments fixed or tweaked
  • Added a base Interactive Item for the “frame” of the Hot Tub, including a Character-only collider that can be enabled via EnableScriptObject1 ItemFunction to block access to the hot tub by Characters
  • Added a number of additional Move Targets outside in the yard…and beyond
  • The CutScene system (for the purposes of 1.0.2 and future CutScenes only) can now support up to 3x NPCs plus the Player
  • Various Interactive Items (new and old) have had Inventory Icons assigned to them
  • Added several poses to the game for bracing up against something, meditating, and using a tablet/large remote
  • Minor improvements to CutScene error logging
  • Updated Unity version and various packages
  • Standardized layering on certain Character Controller blocking objects so that they functioned as motion/nav blockers rather than true walls
  • A few very minor optimizations, improvements, and misc. cleanup to engine code, the navmesh bake, and audio/lip sync behaviors
  • CSC: added the ability to End a specific CutScene via GameEvent
  • CSC: added Event Trigger OnAfterCutSceneEnds that can be used to execute Game Events after a specified CutScene ends, just after it begins to Fade In/perform final scene cleanup behaviors
  • CSC: added ItemFunctions that can be used to manually Enable or Disable an Interactive Item’s ScriptObjects 1/2
  • CSC: Background Chatters can now be flagged to Play Silently (volume for that specific BGC will be set to zero)
  • CSC: The TypingStanding Pose was already available on Character Animators, but, whoopsy, has only now officially exposed to Story Creators. Clickity-clack, bitches!

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