BONUS H-Game 40

Version: 0.20

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 (v0.20)

0.20.0
(Alpha Re-deploy 9/16/2021)

  • In the Original Story: fixed an issue that could lead to Derek acting embarrassed about his cute little sundress under certain circumstances after being intimate with him during “Memory Lane”
  • In the Original Story: tweaked the motion events surrounding the untying of Ashley’s Top and Madison seeing it, to make it more likely that both sisters will behave as expected and decrease the likelihood that Madison could accidentally wander away
  • In the Original Story: additional minor tweaks and consistency alignment to the criteria that determine when certain NPCs can be sent to check on/talk to other NPCs
  • In the Original Story: fixed an issue that could cause the intimacy finale weirdness of Lety and Rachael’s Easter Egg to not occur as intended
  • In the Original Story: added some additional preventative measures against NPCs being in the Art Room/Spare Room 2 during “Like A French Girl”
  • Improved consistency of the results of an AddForce Game Event so that differing frame rates exhibit less of an impact
  • Fixed an issue that could cause Characters to not have AddForce…erm, Force, applied to them if they were not visible to the main camera
  • The effects of an AddForce Game Event will now apply equally to NPCs and the Player when said Character is moving. Previously, only the Player could have Force applied to them while moving around
  • Reduced the frequency and severity of delays that can occur when an NPC that is Navigating off-camera or is occluded suddenly finds themselves stuck for a few moments
  • Narrator text no longer animates for each message/hint (only the first and last). This also prevents NPC dialogue from being spoken between messages.
  • Fixed an issue that could prevent the ClosedEyes Emote from working on demand
  • Fixed an issue that could permanently lead to the ScreenFade FadeIn/Out functionality to transition at a noticeably higher speed after taking at least one picture with the Camera item

0.20.0
(Alpha 9/2/2021)

  • Added new threesome cutscenes
  • Added 5 new threesome animations
  • In the Original Story: Vickie’s content has been restructured. First, you must undergo her rigorous Training. Then, and only then, may you proceed with…more. Wink. Nudge. Squirt.
  • In the Original Story: after inviting Vickie to the party, or after completing Rachael’s dares (through intimacy or content failure), there will finally be some closure as to why no more dares, phone call spoofing, or Vickie-Rachael content mixing can occur. Oh, and if you’ve been nicey nice to Katherine, she will give you Pat’s phone back instead of keeping it
  • In the Original Story: Added a wide variety of Tutorials. These will only show up once when playing, and only if opted into via a check box in the Game Menu or Title Screen UI. The Tutorials can also be reset/shown again using a button in the Game Menu
  • In the Original Story: added new Background Chatters for most NPCs
  • In the Original Story: consolidated “Hey, change location”/”Hey, go over there”-type dialogues for many Characters. This may lead to minor changes in when and how these options present themselves based on ongoing content and Player decisions
  • In the Original Story: Frank getting KOd during the first Derek Smash! fight will no longer result in the Player having to go through the rest of the Derek Smash! content. Get in there and help your buddy!
  • In the Original Story: the biggest, thiccest, most arousing rewards for Vickie’s content have been added
  • In the Original Story: improved feedback text the Player receives when trying to open the Bike Lock or Safe with various keys that just don’t care
  • In the Original Story: a handful of responses for Vickie now require the Player to have actually met her before being used
  • In the Combat Training story: Frank and Leah will no longer attempt to roam away once spawned
  • In the Original Story: flat out refusing intimacy, lying to Vickie prior to her intimacy scene, and certain other highly offensive acts will fail out of her main Opportunities
  • In the Original Story: polished the text and delivery timing of various existing Tutorials related to Combat, Beer Pong, etc.
  • In the Original Story: no matter how the Player gets into a fight with Frank at the end of Leah’s “Ronin”/evil finale, Frank’s combat stats will be the same
  • In the Original Story: fixed an issue that could cause some Characters to not immediately award “Flash Score” points (for Katherine’s content) if they caught the Player doing something involving genitals other than just…standing around
  • In the Original Story: fixed an issue that could cause Derek to spam threats at the Player after the Player had hit too many other guests at the party
  • In the Original Story: minor cleanup of Ashley and Patrick pre-“Family Time” Game Events, and their timings
  • In the Original Story: added a helpful thought bubble to confirm for the Player when Frank changes his mind about giving them the condom, after catching the Player being intimate with a female NPC
  • In the Original Story: tweaked various TriggerBGCs and related events to more appropriately reflect their importance in the story, give them more (or less) emphasis, and somewhat reduce the chance that certain important TriggerBGCs will result in an NPC trying to move and talk at the same time
  • In the Original Story: fixed an issue that could cause Derek to repeat his Dialogues when approaching Madison at the Gazebo just before the events of “Runner Runner” take place
  • In the Original Story: masturbating in front of Stephanie will no longer risk Frank thinking you are actually drunk and beating you to a pulp
  • In the Original Story: cleaned up some of Vickie and Ashley’s behaviors related to the start of “Runner Runner”. They should more reliably get to the Master Bedroom Closet area in a timely fashion and not have other NPCs try to approach them
  • In the Original Story: converted a number of CaughtMasturbating and CaughtHavingSex reactions from various NPCs to the Player into TriggerBGC, instead of popping up main dialogue
  • In the Original Story: added a thoughtbubble and cleaned up a response or two to better impart the finality and importance of the choice between spoofing a text to Rachael vs. spoofing a text to Vickie, while also making it clearer the Player can back out and ruminate over this epic decision
  • In the Original Story: minor tweaks to the criteria for Katherine giving the Player back Ashley’s Tiny Key. She must be at least friends with the Player; this is a +1 friendship requirement increase, so don’t whine about it, thanks
  • In the Original Story: Katherine will try and approach the Player in order to give them Ashley’s Tiny Key slightly more frequently. See? It’s all okay
  • In the Original Story: slight tweak to the Opportunity description for “Vickie Vixen” to better align with the actual goals of the Opportunity
  • In the Original Story: minor polish to a few “WalkToPlayer”-type periodics for a handful of Characters
  • In the Original Story: minor polish to the Criteria that define whether Vickie is “Occupied” by major content or states
  • In the Original Story: the “Vickie Vixen” Opportunity is now a two-part Opportunity. The Player must get her number first, and then the Opportunity completes upon successfully inviting Vickie. This will only have minor impacts on certain hint/response availability and “fluff” behaviors
  • In the Original Story: fixed a couple Derek dialogues within “Memory Lane” that could still reference Frank/Leah/”booze security”, even if Frank had left the party
  • In the Original Story: as part of their “training” for Vickie, the Player will get more feedback regarding how close they are to meeting the requirements for passing her final “test”
  • In the Original Story: tweaked a Compubrah dialogue response that implied the Player could unzip their pants before going into VR…even if their pants were already unzipped! Aahhh yeah, that fruit couldn’t hang any fucking lower booiyzzz…bois? Shit I’m old af
  • In the Original Story: Rachael can now catch the Player asking Katherine to spoof texts during a handful of additional key Dialogues
  • In the Original Story: tweaked the Criteria for Rachael being able to overhear any dialogues involving the Player somewhat
  • In the Original Story: fixed an issue that could cause Katherine to overhear and respond to an Ashely Dialogue through walls
  • In the Original Story: further polish to a handful of other Rachael, Ashley, and Madison-related Dialogue overhear situations
  • In the Original Story: tweaked the delivery of a hint thought bubble regarding Vickie’s phone number that could be a tad spoilery
  • In the Original Story: various other polish and tweaks to hints, hint text throughout Madison, Vickie, Katherine, and Rachael’s stories
  • In the Original Story: added additional mitigating criteria to Rachael’s “confront and slap Patrick” behavior to prevent a few “unfortunate” niche situations
  • In the Original Story: slight cleanup of Rachael and Patrick’s confrontation to reduce the chances that Patrick might continue walking to Rachael afterward
  • In the Original Story: Patrick will try to approach Ashley one Dialogue earlier just before the events of “Family Time”
  • In the Original Story: fixed an issue that could prevent buggy behavior to occur if the Player repeatedly tried to sit in Frank’s chair after he left the party
  • In the Original Story: fixed an issue with Vickie’s cutscene that could cause it to fail to play if the Player was a tryhard fastclicker jerk. Just kidding, it’s cause we don’t know how to program things. It’s us, not you
  • In the Original Story: fixed an issue that could cause Madison’s “Drunk and Disorderly” to stall completely if Frank leaves the party. Even when he’s gone, it’s that fuckin dood’s fault!
  • In the Original Story: minor cleanup of other Madison behaviors during her “Drunk and Disorderly” to make her just a tad less…pushy
  • In the Original Story: the Player must now be closer to Derek in order to play the part of “backup” when he talks to Madison just before “Runner Runner” starts
  • In the Original Story: the notification the Player gets warning them that Madison and Derek are coming up the stairs during the events of “Runner Runner” is a bit more finely tuned based on the Player’s location
  • In the Original Story: Rachael will no longer attempt to follow Patrick to confront him in the event that he barges into the Master Bedroom during the finale of “Sibling Warfare”
  • In the Original Story: the Player climaxing during the finale of “Sibling Warfare” will now count towards Vickie’s “training”
  • In the Original Story: fixed a number of bugs that could occur if the Player climaxed during the finale of “Sibling Warfare” while also undergoing Vickie’s “training”
  • In the Original Story: fixed a very…poorly worded dialogue that Vickie is able to use during the finale of “Sibling Warfare”
  • In the Original Story: fixed a handful of VA-Dialogue Text mismatches across the story
  • In the Original Story: fixed a handful of typos in various Dialogue and Response texts across the story
  • In the Original Story: fixed an issue that could possibly compromise two different Combat-related Game Grumps Background Chatters
  • In the Original Story: the Player will get a little extra boost towards their OrgasmRechargeRate after they complete Vickie’s “training”
  • In the Original Story: Rachael will no longer attempt to confront Patrick while the Player is racing up to the Master Bedroom Closet during the closing events of “Runner Runner”
  • In the Original Story: the Player will also get hints about the status of their uh…throbbing loins as they drink more and more booze (assuming that’s the Player’s thing) during Vickie’s “training”. Just say “throbbing” out loud. Not like “the-robbing”…really accentuate the ‘th’ and ‘-b’ sounds…yuck. Is no one talking about this?
  • In the Original Story: the Player no longer has to meet social (like/love) conditions to select an NPC to approach with Vickie for their threesome. The Player must select an NPC that is not occupied, and then that NPC can be approached to see if they’re interested in a threesome
  • In the Original Story: reverted a change from eons ago – the Player can now Slap Awake Frank if Vickie’s “Training Day” Opportunity is In Progress
  • In the Original Story: Vickie’s “Training Day” Opportunity will now Complete just after the Player is intimate with her in the Hot Tub, instead of before actually doing it
  • In the Original Story: after successfully finishing Amy’s “Scavenger Hunt” and using one of the two finale responses that leads to her removing clothing and getting an Achievement, the Player will also receive a very small socials boost with her
  • In the Original Story: fixed issues that could prevent a handful of Vickie and Lety’s Background Chatters from playing as intended
  • In the Original Story: various tweaks made to improve the presentation and timing of “mid-Dialogue” emotive Game Events
  • In the Original Story: added a few additional protections against Characters trying to reach Frank at various times the Player could get intimate with him
  • In the Original Story: added a handful of Social penalty events for Derek and Frank when the Player does something they are not a fan of
  • In the Original Story: the Player will get a very minor Romance boost with Katherine the first time they are intimate with her. Not as much as when you give her the booze she wants, of course. You think you’re THAT good?
  • In the Original Story: minor tweaks to the consistency of Katherine’s roaming behavior
  • In the Original Story: minor tweak to the events when the Game Grumps jump out of the balloon to increase the chance that Katherine is around to participate
  • In the Original Story: Katherine will tolerate one more very minor grievance before locking the Player out of her default greeting and responses entirely
  • In the Original Story: the Player will get a minor Romance boost with Leah the first time they are intimate with her
  • In the Original Story: the Player will get a very minor Romance boost with Leah when they give her the Chocolate Bar, in addition to the existing small friendship boost
  • In the Original Story: minor cleanup of the events surrounding Lety and Madison’s bonding after their “Queen in the North” gift discussion
  • In the Original Story: added a few very minor social penalties where appropriate for existing Madison-Player exchanges that were already negative in nature
  • In the Original Story: fixed various issues with Lety and Rachael’s Easter Egg related to Frank, Derek, and Vickie that could lead to the content stalling or breaking
  • In the Original Story: Amy will no longer leave the party if groped during the short window between Lety and Rachael’s Easter Egg starting and suffering her inevitable fate
  • In the Original Story: slight updates to the game intro narration
  • In the Original Story: added additional, minor social increases and decreases throughout Stephanie’s story where appropriate
  • In the Original Story: simplification and tweaks to when the Player gets a reminder about checking on the Game Grumps
  • In the Original Story: certain content limitations or modifications that were dependent solely upon Brittney having displayed one of several negative Dialogues are now more broadly tied to her social meters
  • In the Original Story: minor tweaks to other Brittney response and Dialogue behaviors based on her socials… mostly in cases where the Player had been mean. Like, super mean and stuff
  • In the Original Story: Derek can now walk near the Gazebo instead of near the Hot Tub. Since he already has a movement option for getting himself into the Hot Tub, standing around outside it just seems silly. Oh so silly
  • In the Original Story: most Characters can be asked to find somewhere to Dance, as long as the Player has not turned off all of the available music sources
  • In the Original Story: fixed an issue that could cause Patrick to wander away from the Player awkwardly during certain finale dialogues for “Patty’s Striking Resemblance”
  • In the Original Story: fixed an issue that could cause Madison’s motion to Frank to not be canceled correctly in niche situations
  • In the Original Story: fixed an issue that could cause the Player to be permanently locked out from asking Britt about Pat’s phone, even if the Player had tried to make use of Madison’s “Fix Relationship”/Relationship Boost perk
  • In the Original Story: Amy can now be asked about Patrick’s phone
  • In the Original Story: added a few additional minor motion-related safeguards to the Events that Warp a handful of NPCs into Compubrah/DongVR
  • In the Original Story: addressed a DLG for Patrick where he could imply Frank was still guarding the liquor, even if Frank left the party
  • In the Original Story: standardized a number of Derek’s social behaviors around the same criteria that decides his level of anger towards the Player for dialogue purposes
  • In the Original Story: fixed an issue with a Derek dialogue that could lead to a Derek attacking the Player when the VA/text did not imply that would happen
  • In the Original Story: consolidated many of the ‘help’ responses that the Player could use with Derek into a single response separated from his greeting Dialogue, in order to prevent him from having an absolutely fucktacular number of responses available when just trying to say ‘Hello’ to the guy
  • In the Original Story: made tweaks to Leah’s Event Triggers where she reacts to various NPCs getting KOd at various times. These should be much more responsive to the context of each KO
  • In the Original Story: Derek and Pat will be a bit more understanding of ‘friendly fire’ should the Player hit them during the Derek Smash! fight(s)
  • In the Original Story: choosing to help out with the Derek Smash! fight will net you a minor social reward with either of the boys you helped. …If you survive, that is
  • In the Original Story: Frank will now appear a little ‘beaten up’ if he suffers enough attacks from any Character. His mostest special appearance(s) are still saved for certain story scenarios, however
  • In the Original Story: fixed an issue with a Vickie dialogue where she would always reference the events of Derek Smash! even if Derek Smash! had never been Completed
  • In the Original Story: updated the Opportunity texts for Vickie’s Opportunities
  • In the Original Story: aligned the response criteria for when the Player can send Frank to fight Patrick as part of Frank’s introductory “A Ball of Mystery” dialogue to the criteria used to determine when Frank can normally be sent to beat up Patrick
  • In the Original Story: if the Player’s socials with Stephanie drop low enough, her intimacy reward will become unavailable
  • Fixed a bug that could cause a Character to attempt to spam Surprised Emotes just before being engaged in Combat. They will no longer attempt to spam this reaction, or attempt to do so from quite as long a distance. This also fixes an issue that could cause the Mood value of the Character being attacked to plummet so low that it was unlikely to ever recover without CSC intervention
  • The game will not accept Attack inputs for one frame after the game has been un-paused. This will help prevent left-clicks/Attack keypresses made while Narration and other critical UI is open from inadvertently triggering an Attack if the Player was already in Combat Mode
  • The Player can now react to their own Combat Mode Toggled Event Triggers
  • Fixed an issue that would cause the ‘Censor Nudity’ check box label to use the same label text as ‘POV Intimacy’ when translated into another language
  • In order to slightly mitigate possible cramped combat situations, NPCs will no longer roam to another NPC that is currently fighting or moving to fight the Player
  • Fixed an issue that could allow an In-Combat NPC to fire a ReachedTarget Event (and related back-end behaviors) when they were not in fact able to see their Character Target
  • Tweaked ForumText on MainMenu to invite users to simply visit our forums. All CSC/Custom Story-related forum language will remain and/or be expanded upon in the Custom Story
  • Manager and Custom Story Uploader-related areas of the UI
  • Added MainMenu Language Dropdown translation for Italian
  • The Player can now react to their own PlayerGrabsItem Reaction/Event Triggers
  • The Player will now be able to make use of their own ExposesGenitals Reaction/Event Triggers. This is handled differently than when an NPC reacts, in that the Event Trigger will fire everytime the Player’s Genitals are toggled (on OR off), and there is no built-in cool-down limiting how often this can occur
  • The TriggerBGC Console Command will now accept an optional, second integer as part of its input that can be used to define a TriggerBGC’s level of Importance. This integer must come after the bgcID
  • Re-integrated the SocialMod/RelationshipType “Scared”, which was left partially unimplemented in the previous release. This also fixes an issue that could cause the use of the Scared
  • SocialMod to freeze or even crash the game.
  • The Social Console Command will no be allowed to try and configure a Social relationship between a character and themselves. We’re all for self-love and all that shit, but do it on your own time
  • Fixed an issue that could cause false positives to occur when verifying Vision/CanSee properties between two Characters, most notably if one Character had recently moved away from a wall or other sight-blocking object that divided them
  • Fixed an issue that would allow voice-acted audio to continue playing while a Narration UI canvas was open
  • Fixed an issue that would cause the in-game music to be inconsistently paused when a “major”/pausing UI canvas was open. The in-game background music will now never be paused by
  • Player-accessible UI functionalities
  • Fixed an issue that could allow background/Speaker-based music to clash with Cutscene music. Cutscene music will now always take precedence while a Cutscene is playing, and after ending, background music/Speaker-based music will return to the level specified by the Player in the game options
  • Fixed an issue that could cause a Player who was masturbating and then got attacked to be stuck masturbating and unable to fight back or move
  • Fixed an issue that could cause a Player who was engaged in an intimacy act and then got attacked to be able to attempt an attack while still engaged in said intimacy act. This attack attempt would almost always fail to hit the target NPC and not result in an IsAttacked Reaction, yet it would still use up Player Energy and force the NPC to attempt to block. TLDR: In order to fight back or even attempt an attack, stop having sex or touching yourself, if you can…
  • Cleaned up and standardized how “Internal Stories” are managed/deleted when a server story update is triggered. As part of this, the very old “Tutorial” story is now looked for when the application is evaluating “Internal Stories” and this story is now automatically deleted if found, since support for it was deprecated years ago
  • Added various PlayerPref-related functionalities that are used to facilitate Tutorials for first-time Players (or those who opt in via the Game Menu), and that can also be used in Custom
  • Stories to enable cross-story content tie-ins, and more. PlayerPrefs and their current values are stored in your system’s registry
  • Modified the Narration canvas so that it can be opened in a wider variety of circumstances without impacting other canvases
  • Characters that are in the same Zone as each other will no longer fail to see one another other just because they are separated by approximately one or more CharacterHeights (1.8 units).
  • E.g., Characters at the bottom of the stairs will no longer be unable to see Characters at the top of the stairs
  • Male genitals can now be toggled on/off via SendEvent : ToggleGenitals Game Events during cutscenes. The Player : TogglePenis Game Event will now also work
  • The CSM/Custom Story Manager registration process will now accommodate slightly shorter e-mail addresses
  • Fixed an issue that could cause a Values criteria check to fail erroneously for international users under certain circumstances
  • Fixed an issue that would result in NPCs moving throughout the game world much faster when off-camera compared to when the Player could actually see them
  • Fixed an issue that would prevent NPCs running to a Combat Target from registering that they were, in fact, Running
  • Fixed an issue that could cause the player to use the drunk walking animation while very drunk and sprinting. They will now merely use the run animation while swaying, like NPCs
  • Buttons in Input Configuration menu are now functional
  • In Input Configuration menu, added message to user saying if the binding is already being used (need to add action it’s being used with).
  • Pressing Back leaves the Input Config menu.
  • Renamed JustOutSideUpstairsBathroom to JustOutsideUpstairsBathroom to match naming convention used by other Objects and MoveTargets
  • Fixed an issue that would allow the Inventory UI to be opened or remain open while the Player was in Combat Mode
  • Made it a bit easier for the Player to transition out of Dancing (State: ForcedToDance) if they choose to engage in combat
  • Added some helpful pop-ups to indicate to the Player why certain controls or actions are not allowed under certain circumstances (e.g. opening the Inventory in combat, etc.)
  • When forced into Combat Mode due to being attacked, the Player will no longer stay crouched. They will stand up as if they had toggled Combat Mode via their hotkey
  • Fixed an issue that would prevent assigning a Value of ‘None’ to a CharacterValue via the Values Console Command
  • Fixed an issue that would cause the logging of RandomizeIntValue Game Events to take up unnecessary space in the Debug Log
  • Fixed an issue that could lead to an erroneously closed Narration window if enough Narration events had fired in a play session
  • Minor improvements to auto-cancellation of randomly timed Roaming ChangeLocation-based motion in order to reduce chances of randomized ChangeLocations interfering with higher priority Character behavior(s)
  • Fixed an issue that could prevent the Roaming.StopMyRoamingMotion Game Event from successfully preventing an NPC from Roaming if the NPC did not currently have a Motion Target
  • Fixed a bug where dialogue responses could not be navigated with controller
  • Fixed an issue that would allow the Player to open their Player Actions radial at inopportune times, most notably over/on top of the Inventory UI and any Item that they might have been interacting with in the Inventory
  • Any time the Inventory is opened or closed, the radial for the current Item being interacted with (or the Player Actions radial) is also closed
  • The Inventory and Opportunity UIs can no longer be opened while various game-pausing System/Setting UIs are also open
  • Added option for text resizing and different fonts in Game Menu
  • CSC: the text feedback returned regarding Search results (when none are found, too many are found, etc. has been improved and will no longer alternate between putting feedback text in the
  • Unity Debug Console and in the Inspector Tab; all text feedback will now be in-line directly below the Reset and Search buttons
  • CSC: minor UI consistency tweaks when using the Search aspect/functionality
  • CSC: the tooltip for deleting elements within the CSC has been updated to show the appropriate name of the element about to be deleted/being hovered over
  • CSC: miscellaneous cosmetic cleanup, consistency improvement, and tweaks needed to offset some issues introduced by the update to Unity 2020.3
  • CSC: the tooltip for inserting elements at specific positions (depicted by < INS) has been updated to show the appropriate name of the element that is about to have a new element inserted before it
  • CSC: added the PlayerInventoryOpened and PlayerInventoryClosed Event Triggers
  • CSC: if an Event Trigger uses a Key and that Key is valid, it will no longer be omitted in the default Name that gets automatically applied to the Event Trigger
  • CSC: added the PlayerOpportunityWindowOpened Event Trigger
  • CSC: added the PlayerInteractsWithCharacter and PlayerInteractsWithItem Event Triggers
  • CSC: added the FinishedPopulatingMainDialogueText Event Trigger
  • CSC: the text representation of a Character Value can now be ‘injected’ into Dialogues, Alternate Dialogues, Responses, DisplayGameMessages, and BackgroundChatters. In order to this you must encapsulate a Character:ValueName in curly brackets within the text entry field for one of these elements, e.g. {Amy:TestValue1}. Do not add whitespace, special symbols, or more colons than are needed to delimit a character from their Value or to depict special system Values such as {Player:madison:GotPhoneCode}
  • CSC: translation templates will now purge more brackets and custom formatting automatically when exported (specifically in translatable events and responses). This is an extension of what was already being done for Dialogues and Background Chatters
  • CSC: the Dialogue criteria can now also check to see if a specific Dialogue is currently showing
  • CSC: Restored the ability to add custom names to DialogueOnlyCharacters (Compubrah, Phone Call). Configuring interactions for these Characters, however, has been disabled due to the fact they cannot be interacted with in the game world
  • CSC: the UseWiths behavior section will not appear for Characters in the Character Interactions page/aspect, as GiveTo is the intended functionality for exchanging items with Characters
  • CSC: the IsAloneWithPlayer criteria will eventually be deprecated. For now it will remain unchanged in the CSC and engine. It will eventually be replaced by the IsOnlyInVisionOf criteria, which better reflects what it checks. (IsAloneWithPlayer checks to see if the target Character is visible to only the Player, it does not check to see if the Player can see other Characters nor if other Characters are close to the Player)
  • CSC: added the IsOnlyInVicinityOf, IsOnlyInVisionOf, and IsOnlyInVicinityAndVisionOf criteria, which should help to greatly simplify certain proximity and/or vision-restricted checks
  • CSC: the distance Criteria can now accept and interpret Characters, Items, MoveTargets, and GameObjects via text injection, which should simplify scripting logic in situations where dynamic calculation of Distance(s) is required. For example, to check the Distance between Derek and his Current Move Target, you can use Distance : Derek : {Derek:CurrentMoveTarget} and then define your remaining parameters. If your injected text does not result in a usable reference object, the Criteria will return false
  • Fixed Leah LOD2 issue causing dark spots
  • Updated PlayerFemale with facial blendshapes
  • Updated Cloth Physics for Ashley, Katherine, Lety and Stephanie
  • Added a flashing top to the PlayerFemale and added an animation where she lifts the top up
  • Fixed MaleCouchSex animation
  • Improved PlayerFemale neck seam and fixed her casting no shadows
  • Tweaks to previous cutscenes
  • Overhaul to the volumetric lighting system
  • Fix to billboard material bug

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