"Домашняя вечеринка" — это открытый симулятор вечеринки, смешанный с приключением в стиле «укажи и щелкни», вдохновленным классическими комедиями 90-х. Каждое решение меняет вашу историю, и каждому персонажу есть что раскрыть. Также есть кнопка, чтобы снять штаны.
"House Party" is an open-ended party simulator mixed with a point-and-click adventure inspired by classic comedies of the 90’s. Every decision changes your story and every character has something to reveal. There’s also a button to take your pants off.
Changelog
v1.3.0 RC22
Improved lighting issues in the apartment, in the intro cutscene.
Clothing clipping fixes.
vSync turned on, on loading/credit scenes.
Text boxes added to the graphics UI so that players can enter a number in manually if they’d like for FPS caps.
Fixed Loading Screen and Customizer Group popup menu to scale correctly with resolution changes.
Fixed a bunch of bugs.
Updated V-Sync and Max Foreground FPS to be usable at the same time. If V-Sync is enabled, it will override a Max Foreground FPS cap.
Improved shadow system that reduces noticeable pop in and increases quality
Memory and performance optimization
New cutscene reaching for MP3 player
New cutscene in the Liz Katz DLC when a head falls out of the freezer
New loading screen
Upgraded the engine to Unity 2022 and HDRP – Huge graphics and lighting and underling engine upgrades!
Added loads of character customization options – we’re excited to see what you all come up with!
Broke lots of things. So many have been fixed, but many still need to be fixed.
v1.1.6.2
Fixed an issue that caused the washer, dryer, and microwave to sink when loading a saved game.
Fixed an issue that broke Steam achievements.
v1.1.6
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
House Party v1.0.9 Stable Release
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.)
House Party v1.0.8
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)
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
House Party v1.0.7 XMas
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
House Party v1.0.1
Stable Release
Major optimizations to draw calls, shadow caster counts, and culling behavior(s) while the Player is in the back yard, and to a lesser degree, in the house. This should result in a noticeable performance gain for most users
Significantly decreased the amount of VRAM the game uses by cleaning up numerous scene objects, fine tuning the light bake, and combining HQ light map compression + HQ light map encoding
Very minor optimizations of certain game load code
Per their request Arin and Dan (Game Grumps) will not be available for use in Custom Stories
Greatly mitigated the chance that a Character can inadvertently get warped off of the NavMesh if they were warped to another Character that was in certain corners of the yard, against fences, walls, etc. This fix also cuts down on the chance that Characters can get warped into a room where the target Character cannot see them, or behind a door dividing the two Characters
Fixed the Eek! Games intro being stretched awkwardly when using ultrawide resolutions
Prevented a NullRef Exception that could occur if a CSC user tried to use certain Item-related GameEvents without adding an entry for that Item to the Main Story script/file
NonPlayerCharacters will no longer instantiate anywhere other than in the LoadingDock. Any Custom Stories that relied on NPCs starting at their Default Locations somewhere in the house/outside will need a WarpTo added in order to position them as intended. This incidentally fixes an NPC placement issue with our Vickie Vixen Valentine story
Certain Console Commands that were already impacted by, or are newly impacted by, Asexual Character settings have had various pieces of feedback text updated
Certain NPCs will now have a Default Emotive Blendshape Configuration that they will use, should they be idle, not socializing with others, speaking, moving, etc.
CutScenes that do not include the Player will behave much more fluidly now. Automatic UI toggles, movement/input restrictions, and the removal of other misc. constraints should make them more easily enjoyable
Touched up the NavMesh to remove a number of gaps and slightly expand walkable areas where reasonably possible
Removed a number of duplicated bushes and small plants from the yard and garden area that were essentially invisible to the player, yet were still being rendered
After NavMesh and Yard object cleanup, refreshed Occlusion and Light Bakes
Various existing (and new) items are now grabbable by the Player
Added Debug Logging to track successful change of, loading, and unloading of scenes
Fixed an issue that was causing VA bundles for stories to erroneously duplicate themselves in asset folders for other stories
Cloth Components will start fading out their simulations at lower, more reasonable distances
Eliminated or mitigated several per-frame or frequently called sources of Garbage Allocation
Added a new ItemFunction to InteractiveItems that allows Disabling or Enabling of a ScriptObject referenced by appropriately configured InteractiveItems
Made a number of performance-related tweaks to Occlusion Culling-related settings and behaviors
Slightly increased crossfade time in default animations
Tweaks to look at durations and timings to create more realistic lookat behavior, particularly in dialogues
Added Polish as an official entry to the Languages list on the Main Menu
For RayCast/layering purposes, certain parts of the Front Door and the Garage Doors (more specifically, the big fucking parts that block stuff) will count as “Walls” instead of whatever the shit “Default” means. They just want to be like their other door brethren
The windows in the front of the house, facing out to the street, will now function as a “Wall”, similar to other suspiciously window-like objects
Added a MoveTarget near the windows in the DiningRoom that face the Front Yard (DiningRoomNearFrontWindow)
Added a MoveTarget (KitchenNearFruitAndMicrowave) in the Kitchen near the new pile of fruit. Fruit smorgasbord? Fruitapalooza?
Added a second MoveTarget outside near the Air Conditioner, daringly named OutsideNearAirConditioner2
Adjusting in-game font/font size now applies to InventoryUI item name, UseWith header, ResetCSCPrefs button, and FOV value in Graphics
Added translation functionality for DialogueUI social meters and Opportunity popup messages
Added translation functionality for Gender Tags in Load Game tooltips
Added translation functionality for default NPC “doesn’t want that right now” texts and item added-to-inventory text
Asexual NPCs will be prevented from being included in any sex cutscene that do not explicitly designate them as involved by default (as a default Star or NPC1, etc.). At this time this only applies to the Game Grumps, but additional Characters in the future may also be affected by this change
Added a very slight delay before allowing Player Input to progress through queued Narration. This should help curb any accidental skipping of Narration Pop-Ups
In the Combat Training Story: removed old references to “F1” for viewing keybinds/help
CSC: added PlayerTookCameraPhoto Event Trigger. This will fire after the Player successfully takes any picture with the Camera item and all “Photos”-related Player values are incremented
House Party v1.0.0
In the Original Story: added the following Achievements: “A Friend in Need”, “Love Conquers All”, “The Crush”, “The Crush(es)”, “Host Hijinks”, and “Hijinks Averted”
In the Original Story: Ashley will try to leave/roam out of her room after her Clean Clothes are given to her, in the event she was not Humiliated/made sick
In the Original Story: standardized the Social threshold for a few additional Derek dialogues that were meant to refer to him having a Friendship level of “Friends” with the Player, rather than “Acquaintances”
Added additional Debug Logging in case of certain StoryData Load failures
Removed the MaxLights setting from the game’s Graphics UI, as this setting was deprecated some time ago and no longer exerted any control over the game’s graphics
Standardized controller/keyboard UI navigation loop behavior across several menus
Added a MoveTarget in front of the bushes outside/nearest the Living Room window
Implemented a minimum input deadzone. The amount of movement on a controller/gamepad needed before actually moving is otherwise unchanged. This will fix an issue that could cause controller/gamepad users to move backwards if they used very slight motions on their analog stick, or get very easily kicked out of a chair, bed, etc. with the slightest touch of the analog stick
Made the processing of motion and the setting of the Running state more consistent for the Player. This will prevent the Player from being considered as Running if they are standing still, etc.
The Female Player will now use the same movement mechanism as the Male Player, which should only slightly affect movement speed and prevent diagonal running from doing anything nice for you fucking cheaty cheats out there
When the Player picks up/grabs an item (via RightHand action or grabbing from inventory/Holding in Hand), hand collider size will be adjusted somewhat to better ensure that the Player can still Interact with that item while it is held
LookAt GameEvents that instruct a Character1 to look at another Character2 will no longer instruct Character1 to look at Character2’s scripted object, but rather Character2’s eyes, whenever possible
Minor optimization of Character instantiation time by removing old and now unused class members, initializations, transform searches, etc.
CPU usage optimization of various core game loops and method calls by removing calls to InteractiveStates.Alive, which is always True. CSC users should not be manually changing this State
Implemented several protective checks to limit the number of unintended LookAt behaviors that might fire during a CutScene, as well as if a Character is already near another Character they are looking at
LookAt behavior for all Characters entering a CutScene will be “reset” just prior to the CutScene Playing
Improved Ashley’s hair physics to reduce clipping
Updated MainMenu’s Ashley and female player hair physics, also changed all characters their size to be the same as during gameplay
Improved the big gaps between Brittney’s teeth
Added female player threesome cutscenes for Vickie and Brittney’s content.
Added female player voyeur cutscene
Added female player variant of the intro cutscene
Added female player master bedroom (lesbian) scene
Added female player Vickie finale cutscene
Added female player garage (lesbian) scene
CSC: the Speakers no longer have a LoadOriginalTrack ItemFunction available to them, as it is no longer necessary
CSC: Global Responses will also be searched when inputting text into the Search Response Text field in a Character’s Dialogue Filter
CSC: added an ItemFunction to some doors that can be used to immediately “snap” them partially open
CSC: as forewarned in the update notes for 0.20.0, the IsAloneWithPlayer criteria has been deprecated from House Party. CSC users should now make use of IsOnlyInVisionOf as a replacement criteria, as it performs the same check and can be used between any two Characters. IsOnlyInVicinityOf and IsOnlyInVicinityAndVisionOf can be used to further supplement proximity/vision-based logic
CSC: several more GameEvent types will “self clean” erroneous data in case of copy-pasting, etc.
CSC: the selected Filter Character can now be searched for within CutScene GameEvents
Improved lighting issues in the apartment, in the intro cutscene.
Clothing clipping fixes.
vSync turned on, on loading/credit scenes.
Text boxes added to the graphics UI so that players can enter a number in manually if they’d like for FPS caps.
Fixed Loading Screen and Customizer Group popup menu to scale correctly with resolution changes.
Fixed a bunch of bugs.
Updated V-Sync and Max Foreground FPS to be usable at the same time. If V-Sync is enabled, it will override a Max Foreground FPS cap.
Improved shadow system that reduces noticeable pop in and increases quality
Memory and performance optimization
New cutscene reaching for MP3 player
New cutscene in the Liz Katz DLC when a head falls out of the freezer
New loading screen
Upgraded the engine to Unity 2022 and HDRP – Huge graphics and lighting and underling engine upgrades!
Added loads of character customization options – we’re excited to see what you all come up with!
Broke lots of things. So many have been fixed, but many still need to be fixed.
v1.1.6.2
Fixed an issue that caused the washer, dryer, and microwave to sink when loading a saved game.
Fixed an issue that broke Steam achievements.
v1.1.6
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
House Party v1.0.9 Stable Release
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.)
House Party v1.0.8
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)
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
House Party v1.0.7 XMas
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
House Party v1.0.1
Stable Release
Major optimizations to draw calls, shadow caster counts, and culling behavior(s) while the Player is in the back yard, and to a lesser degree, in the house. This should result in a noticeable performance gain for most users
Significantly decreased the amount of VRAM the game uses by cleaning up numerous scene objects, fine tuning the light bake, and combining HQ light map compression + HQ light map encoding
Very minor optimizations of certain game load code
Per their request Arin and Dan (Game Grumps) will not be available for use in Custom Stories
Greatly mitigated the chance that a Character can inadvertently get warped off of the NavMesh if they were warped to another Character that was in certain corners of the yard, against fences, walls, etc. This fix also cuts down on the chance that Characters can get warped into a room where the target Character cannot see them, or behind a door dividing the two Characters
Fixed the Eek! Games intro being stretched awkwardly when using ultrawide resolutions
Prevented a NullRef Exception that could occur if a CSC user tried to use certain Item-related GameEvents without adding an entry for that Item to the Main Story script/file
NonPlayerCharacters will no longer instantiate anywhere other than in the LoadingDock. Any Custom Stories that relied on NPCs starting at their Default Locations somewhere in the house/outside will need a WarpTo added in order to position them as intended. This incidentally fixes an NPC placement issue with our Vickie Vixen Valentine story
Certain Console Commands that were already impacted by, or are newly impacted by, Asexual Character settings have had various pieces of feedback text updated
Certain NPCs will now have a Default Emotive Blendshape Configuration that they will use, should they be idle, not socializing with others, speaking, moving, etc.
CutScenes that do not include the Player will behave much more fluidly now. Automatic UI toggles, movement/input restrictions, and the removal of other misc. constraints should make them more easily enjoyable
Touched up the NavMesh to remove a number of gaps and slightly expand walkable areas where reasonably possible
Removed a number of duplicated bushes and small plants from the yard and garden area that were essentially invisible to the player, yet were still being rendered
After NavMesh and Yard object cleanup, refreshed Occlusion and Light Bakes
Various existing (and new) items are now grabbable by the Player
Added Debug Logging to track successful change of, loading, and unloading of scenes
Fixed an issue that was causing VA bundles for stories to erroneously duplicate themselves in asset folders for other stories
Cloth Components will start fading out their simulations at lower, more reasonable distances
Eliminated or mitigated several per-frame or frequently called sources of Garbage Allocation
Added a new ItemFunction to InteractiveItems that allows Disabling or Enabling of a ScriptObject referenced by appropriately configured InteractiveItems
Made a number of performance-related tweaks to Occlusion Culling-related settings and behaviors
Slightly increased crossfade time in default animations
Tweaks to look at durations and timings to create more realistic lookat behavior, particularly in dialogues
Added Polish as an official entry to the Languages list on the Main Menu
For RayCast/layering purposes, certain parts of the Front Door and the Garage Doors (more specifically, the big fucking parts that block stuff) will count as “Walls” instead of whatever the shit “Default” means. They just want to be like their other door brethren
The windows in the front of the house, facing out to the street, will now function as a “Wall”, similar to other suspiciously window-like objects
Added a MoveTarget near the windows in the DiningRoom that face the Front Yard (DiningRoomNearFrontWindow)
Added a MoveTarget (KitchenNearFruitAndMicrowave) in the Kitchen near the new pile of fruit. Fruit smorgasbord? Fruitapalooza?
Added a second MoveTarget outside near the Air Conditioner, daringly named OutsideNearAirConditioner2
Adjusting in-game font/font size now applies to InventoryUI item name, UseWith header, ResetCSCPrefs button, and FOV value in Graphics
Added translation functionality for DialogueUI social meters and Opportunity popup messages
Added translation functionality for Gender Tags in Load Game tooltips
Added translation functionality for default NPC “doesn’t want that right now” texts and item added-to-inventory text
Asexual NPCs will be prevented from being included in any sex cutscene that do not explicitly designate them as involved by default (as a default Star or NPC1, etc.). At this time this only applies to the Game Grumps, but additional Characters in the future may also be affected by this change
Added a very slight delay before allowing Player Input to progress through queued Narration. This should help curb any accidental skipping of Narration Pop-Ups
In the Combat Training Story: removed old references to “F1” for viewing keybinds/help
CSC: added PlayerTookCameraPhoto Event Trigger. This will fire after the Player successfully takes any picture with the Camera item and all “Photos”-related Player values are incremented
House Party v1.0.0
In the Original Story: added the following Achievements: “A Friend in Need”, “Love Conquers All”, “The Crush”, “The Crush(es)”, “Host Hijinks”, and “Hijinks Averted”
In the Original Story: Ashley will try to leave/roam out of her room after her Clean Clothes are given to her, in the event she was not Humiliated/made sick
In the Original Story: standardized the Social threshold for a few additional Derek dialogues that were meant to refer to him having a Friendship level of “Friends” with the Player, rather than “Acquaintances”
Added additional Debug Logging in case of certain StoryData Load failures
Removed the MaxLights setting from the game’s Graphics UI, as this setting was deprecated some time ago and no longer exerted any control over the game’s graphics
Standardized controller/keyboard UI navigation loop behavior across several menus
Added a MoveTarget in front of the bushes outside/nearest the Living Room window
Implemented a minimum input deadzone. The amount of movement on a controller/gamepad needed before actually moving is otherwise unchanged. This will fix an issue that could cause controller/gamepad users to move backwards if they used very slight motions on their analog stick, or get very easily kicked out of a chair, bed, etc. with the slightest touch of the analog stick
Made the processing of motion and the setting of the Running state more consistent for the Player. This will prevent the Player from being considered as Running if they are standing still, etc.
The Female Player will now use the same movement mechanism as the Male Player, which should only slightly affect movement speed and prevent diagonal running from doing anything nice for you fucking cheaty cheats out there
When the Player picks up/grabs an item (via RightHand action or grabbing from inventory/Holding in Hand), hand collider size will be adjusted somewhat to better ensure that the Player can still Interact with that item while it is held
LookAt GameEvents that instruct a Character1 to look at another Character2 will no longer instruct Character1 to look at Character2’s scripted object, but rather Character2’s eyes, whenever possible
Minor optimization of Character instantiation time by removing old and now unused class members, initializations, transform searches, etc.
CPU usage optimization of various core game loops and method calls by removing calls to InteractiveStates.Alive, which is always True. CSC users should not be manually changing this State
Implemented several protective checks to limit the number of unintended LookAt behaviors that might fire during a CutScene, as well as if a Character is already near another Character they are looking at
LookAt behavior for all Characters entering a CutScene will be “reset” just prior to the CutScene Playing
Improved Ashley’s hair physics to reduce clipping
Updated MainMenu’s Ashley and female player hair physics, also changed all characters their size to be the same as during gameplay
Improved the big gaps between Brittney’s teeth
Added female player threesome cutscenes for Vickie and Brittney’s content.
Added female player voyeur cutscene
Added female player variant of the intro cutscene
Added female player master bedroom (lesbian) scene
Added female player Vickie finale cutscene
Added female player garage (lesbian) scene
CSC: the Speakers no longer have a LoadOriginalTrack ItemFunction available to them, as it is no longer necessary
CSC: Global Responses will also be searched when inputting text into the Search Response Text field in a Character’s Dialogue Filter
CSC: added an ItemFunction to some doors that can be used to immediately “snap” them partially open
CSC: as forewarned in the update notes for 0.20.0, the IsAloneWithPlayer criteria has been deprecated from House Party. CSC users should now make use of IsOnlyInVisionOf as a replacement criteria, as it performs the same check and can be used between any two Characters. IsOnlyInVicinityOf and IsOnlyInVicinityAndVisionOf can be used to further supplement proximity/vision-based logic
CSC: several more GameEvent types will “self clean” erroneous data in case of copy-pasting, etc.
CSC: the selected Filter Character can now be searched for within CutScene GameEvents
Release date: 2023-12-01
Genre: Эротический симулятор, Adult games, Exhibitionism, Groping, Anal Sex, Creampie, Incest, Lesbian, Masturbation, MILF, Oral Sex, Vaginal Sex, Voyeurism
Censorship: No
Developer / Publisher: Eek! Games
Platform: Windows
Version: 1.3.0 RC22 completed + Doja Cat DLC + Liz Katz DLC
Language: English, German, French, Italian, Spanish, Polish, Turkish, Russian
Size: 4,48 GB
Скачать: Домашняя вечеринка / House Party v.1.3.0 RC22 Completed (2023) RUS/ENG/Multi/PC
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