If you are already an Alpha Patron or would like to learn how to become one click here.
House Party Patrons,
Happy Holidays! We come bearing gifts in the form of a brand new alpha!
We’re heavy with the content this time around. Nearly every Game Grumps storyline is in place, but there are still some areas that need finishing. As the focus on the Game Grumps’ storyline is to be a cameo more than anything, we really wanted them to be dynamic in the way they interacted/commented on existing content. As you explore the house and cause a ruckus, you should notice that the GGs will usually have something to say about your nefarious/angelic behavior.
Other improvements include:
- Opportunity log improvements
- Amy’s clothing rework
- Backend AI and system tweaks
- Strap-on implementation
- No, really, we implemented strap-ons
We hope you enjoy this new content drop. We’re getting closer and closer to VA from the Grumps. It’s really gonna bring all of this together. Until then, BREAK OUR SHIT!
Thanks and ho ho hos,
Eek Team
0.16.1
(Alpha 12/20/19)
- 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
Nuhch
French
Ok