We’ve got a redeploy for House Party, bringing us to update 0.15.5! This time round, we’ve made sure the loading issue that many House Party players were experiencing is gone for good. No more staring at the screen as Brittney stares back, eating away at your soul.
We’ve also done some other touch ups to our massive 0.15.4 update, but more than anything it was about getting this loading issue resolved. Alright, have a good weekend fuck-os!
Leah’s time has come! It’s the official release of 0.15.4 and with it a whoooole bunch of additions to House Party. Seriously, we’re getting wild in this update.
If you’ve been following this release, you know that Leah’s new story includes around 400 lines of new dialogue and some very new, very unique items. Leah’s story includes 2 major branches that play to the good and the evil that boils inside every asskicker. Which side will you lead her towards?
And speaking of asskicking, combat is now a feature in House Party. From the moment you walk in the door, you can raise your fists and show Patri--I mean people what you’re made of. There are several items and activities that you can do around the house to increase your strength, stamina, and speed-but completing Leah’s story is the best way to ensure you’re the heavyweight of the house.
If you’re finding yourself in need of some combat training, we’ve added a brand new story that takes place entirely in Compubrah’s VR space. There, you’ll be able to train in the dojo of a deranged fratboy AI, and honestly, there can’t be a better place to learn how to throw a punch. You’ll find this story in the drop down on the main menu.
Other highlights of this update include directional sound, new models for Frank and Leah, and awesome new additions to the Custom Story Creator. If you’re a CSC user, you’ve got some incredible new tools at your disposal, so check them out!
Check out our full changelog below, but more than anything, get in there and play this update. We’re really proud of it and we hope you enjoy how House Party has grown.
Next update...oh yeah...I guess there were these two guys that won a contest to be in our game? Guess we’ll let them out of their cages now.
Thanks! -Eek Team
CHANGELOG
Added a new story-line based around Leah
Added new player combat mechanic
Added a new “Combat Training” story
Added Katana and Spray Paint Can interactive items
Added Terrarium as a usable Interactive Item
Added two new snake models
Added Red, Grayscale, and DisableAll visual filter Character Functions; will allow users to enable/disable red or gray (black and white) post processing filters mid-game
Added bike lock and bike lock key as usable interactive items
Added color filters (grayscale + rage)
Added smartphone flashlight
Implemented Quick Save Feature (F9 by default)
Added Combat Instructions to F1 screen
Upgraded Leah to have some kick-ass fighting animations
NPCs now have several new walking onset and avoidance animations
NPCs now more readily avoid one another and get out of each others way when they have a destination
Combat can no longer interrupt main dialogues unless the NPC is knocked out
Fixed an issue with translated background chatters not loading properly Standardized and finalized combat moves, damage dealt, and energy requirements for them
“DoesNotFightBack” state now disallows the player to enter or exit combat mode
NPCs no longer fidget when they are holding an item (prevents clipping)
NPCs no longer play conversation animations when certain interactive items (that are marked internally) are being held (prevents clipping)
Fixed a navigation issue where Patrick could get permanently stuck on the couch (until warped)
Recalibrated the “drunk effect”. I.E. The player is no longer a lightweight
Fixed some issues with the speakers syncing up with each other.
Changed the way all voice acting is loaded. Should be faster and require less loading up front.
Fixed an issue where you could quick-save on game over
The Property, Personality, Roaming, State, and Value commands will not be flagged as ‘Cheated’ (i.e. will not disable Achievements) if they are used with the “list” subcommand. SEND US YOUR DEBUG INFO WITH PEACE OF MIND!
The CharInfo command will no longer flag the Player as ‘Cheated’ (i.e. will not disable Achievements). GIVE US YOUR DATAZ
You can now Add float values (as opposed to just integers) to a Character Value in the CSC, and the ModifyValue – Add event option will take floats into account
The GameMsg console command will no flag the Player as “Cheating” (i.e. will no longer disable Achievements)
Tweaks to Keychain itemfunctions to improve look of Keychain on Patrick’s manhood
When using the Values command with the “list” subcommand, the output of values will now be sorted alphabetically
The Charinfo console command will now also show what other characters can be seen by the specified/target character
Added male and player “talking on phone” animation
Fixed an issue where the speakers would sometimes lose sync with each other
Fixed an issue where objects would not regain their textures after being lost in the grass and being illuminated
Fixed an issue where warp-locations to move targets could get corrupted on a reload or loaded saved game
The stairs no longer use one very tall collider that blocks obvious line of sight for the first 8 steps or so. The angle of the stair railings and geometry is now followed…be careful there!
Added new Vision Blockers around downstairs curtains to prevent obnoxious NPC sight checks when trying to hide
Added a Vision Blocker to part of the kitchen sink window to prevent sight checks passing from around the Outside Move Target in through the front hallway(!)
Added Vision Blocker that loosely follows the OUTER/firepit-side edge of the bushes outside the living room. This (and the curtain Blockers) will prevent NPCs looking in through the densest portions of the bushes AND through the window blinds to be unable to see other Characters, but will leave gaps on the widest viewing angles into the living room. It will also allow creepers to more effectively hide in the bushes away from Characters at the fire pit, etc.
NPCs can now also see out the laundry room and art room windows if another Character is on the roof
Standardized all height checks in the codebase to 1.8 units
The TriggerBGC command will now close the console so that the user can see the specified NPC more clearly as well as any chatter text that might come up
Added a global AddSmallForwardMomentum ItemFunction that can be used to throw many different items
Made more small items “extra” visible if dropped outside in the grass
Added a new event, WarpItemTo, that will allow CSC users to warp items (not chairs, beds, etc., just regular interactive items) to a movetarget or character. This will not work cleanly with all interactive items due to certain object or prefab structures, and is therefore a work in progress
Added WarpItemTo subcommand for the Item console command
Added a couple more sound effects that can be used with the InvisAudioPlayer via ItemFunction
Re-added a sex spot to Compubrah VR bed that could cause issues when Characters tried to use it
Fixed an issue that could potentially have caused the Dining Room TV’s screen to not update when the MP3 Player was used with the Aux Dock
Added a GlobalizationManager (for future extension) and modified handling of certain time localization code to avoid exceptions being thrown for specific regions
Fixed a hardcoded typo in SearchEditor that could prevent “Anybody”-targeted searches from functioning correctly in the CSC
Fixed DisplayGameMessage events showing two “Delay” texts when configuring the event in the CSC
Started adding some “auto cleanup” functionality within the CSC that will clear out event data that is not needed by a given event. For example, DisplayGameMessages do not need an e.Key (event Key), and leaving it populated can lead to confusing search functionality and bloat, or even user errors when making heavy use of the CSC’s copy-paste feature
CSC users can now rearrange the order of Event Triggers within Character Stories
CSC users will now get specific Interaction and Use With information when CSC Search results are found within the Main Story file
CSC users will now be told when CSC Search results found within a Dialogue are tied to a Start Event, Close Event, or Response Event
The pink dildo now has a collision sound. TOP PATCH NOTE RIGHT HERE Added collision sounds to a few more interactive items that matter way less than the dildo
Fixed the way certain console commands (WarpTo, WalkTo, LookAt, and more) interpret DialogueOnly characters like Compubrah and PhoneCall. These will now be ignored in commands or as parameters for subcommands that should not or cannot make use of them
Ashley’s Top, or as it is known colloquially, “Ashley’s Goddamn Motherfucking Upper-Shitpiece of a Left Mouse Gravity Well”, will no longer have its “Untie” option on the right, where “Talk” normally is for NPCs. Rejoice fam
Exposed various combat-related parameters to the Custom Story Creator
Fixed an issue with items mounting in weird positions when they are mounted twice in a row to the same NPC
Fixed an issue with NPCs not being able to open the closet doors in the art room
Added combat movement animations to the player
Tweaked the combat UI
The IKReach game event and IKReach Console Command can now be used to direct a character’s hands, hips, or feet towards a movetarget or character, in addition to interactive items
When a character IKReach-es for another character, they will target the secondary character’s chest
TriggerBGCs that are initiated while an NPC is ALREADY knocked out will now play as long as that NPCs “pass out” sound effect is not currently playing
The Player character now has its own KnockBack Character Function(edited)
When using the Player : Inventory : Remove game event, the item that is removed/drops will now use the Continuous Dynamic collision detection mode, similar to other events on the backend like throwing, etc. This more aggressive collision detection mode should help some with certain items being kicked through floors, etc.
Refactored a number of items’ collision detection modes and code to prevent kinematic rigidbody and collision detection mode error spam and small number of standalone warnings
Added another Phone item to the game
The vibrator now has a very-relevant-and-not-at-all-made-at-home-with-things-the-developers-touch sound effect available InteractiveItems can now have their Audio playback stopped via the StopAllAudio ItemFunction
Pretty sure you all wanted this: added the PokedByVibrator Event Trigger. Right? Hello? AM I ALONE IN THIS HIVE OF BEES?
Enabled the vibrator’s “Clitpocalypse” setting…
Made male player’s shoes and sleeves higher-poly and improved rig
Updated interactive items and grabbable body parts with new player rig hand(s)
Fixed player’s head and body skin tone not matching
Phones and other small items now highlight when they are dropped in the grass so the player can easily find them again
Fixed an issue where collision sounds are sometimes played when some items are in the player’s inventory
Inventory and Opportunity buttons are now mappable in the control/controller map
Fixed an issue with GameStart events not firing correctly sometimes
Player.Sit and Player.Laydown events will now have the target bed/chair shown in the logs and in the CSC
Added Throw Punch SendEvent option to the CSC
Tweaked the dropdowns in the CSC for State Events and State Criteria to be alphabetically sorted, and the order of the dropdowns within the GUI element to be more in-line with the game event and criteria naming structure
Gave Leah an Earpiece she can reach for. For security reasons
Added the “PhoneBlindedMe” reaction event for CSC users. This will trigger when a Phone Light is visibly on and a Character enters a roughly character-sized capsule that extends outward from the Phone Light
Added a new Move Target/Sex Spot in the garage, behind the ping pong table. Watch out…balls from above!
DisplayGameMessage events will now have their GameMessageTypes option displayed in the CSC and when logged in the Debug Log
Added a TriggerBGC console command
Individual TriggerBGC events are now much more responsive under almost all circumstances
DialogueOnly characters (Phone Call, Compubrah) can no longer be selected for an IKReach event
Further standardization of Game Event naming and logging conventions with CSC dropdowns
WalkToTargetOption “Cancel” will no longer show up in various places in the CSC where having a “Cancel” option was inappropriate Further standardization of Criteria naming and CSC dropdowns (against Game Events where appropriate), with exceptions for criteria such as “Distance”, “Vision” and “Is In Front Of”, etc. which are more readable with slightly different formatting.
Decreased OCD variance matrix by -0.2207 chodivars
Added missing dropdowns for the Criteria/CompareType when selecting IsCurrentlyUsing or IsCurrentlyBeingUsed
Can no longer select the Player or DialogueOnly Characters (Phone Call, Compubrah) as the CharacterToReactTo in a ReachTarget Event Trigger, as this event is only handled by standard NPCs
Moved the Initialization of certain variables and references in a few scripts that mount or use items in conjunction with character models to earlier in the loading process, and otherwise performed minor cleanup on similar scripts If the “None” criteria is selected in the CSC, the user will be able to select another criteria from the dropdown, instead of having to remove that criteria and choose a new one
CSC users can now directly compare two values, whether they are “owned” by the same character, or two different characters Characters will no longer be able to attempt to warp to themselves via the WarpTo console command
Important/TriggerBGC will now be shown even if an NPC is not within direct line of sight of the Player, or is a full floor above the Player
DialogueOnly Characters like PhoneCall and Compubrah can no longer be set to receive GetsHitByProjectile event triggers in the CSC
In the CSC, an Event Trigger can now call itself via a PerformEvent game event IF its Delay is greater than zero. Previously, this was restricted due to the possibility of recursively firing an infinite number of events with a delay of zero, which could freeze the game
Various accuracy and reliability improvements to the GetsHitByProjectile event functionality
Fixed an issue that was causing beer pong to be unplayable, especially if the Player grabbed the “starter” ball first and then tried to Practice
Fixed the alignment of the vibrator item when viewed in the Player’s inventory
Fixed an issue that was preventing the Turn console command from turning characters toward a move target
Added several new move targets around the outside fence, and further standardized height positioning of some outside move targets
Aligned the Player’s hand and fingers to better grip the joint item. You know, for inhaling the leaves on most of the days
Aligned the Player’s hand and fingers with the Box of Poppers/PopperBox item
Aligned and adjusted a number of indoor colliders in order to better prevent niche cases of items falling through floors
All bathroom floor types should use the same footstep sound
Fixed an issue with the “Player” console command’s “inventory” subcommand that could also cause items to sometimes fall through certain floors
For CSC users: implemented a new ‘zoning’ system that allows you to check if a character is in a room or ‘zone’ inside or outside of the house, OR fire an event trigger/reaction if a character enters a zone/room
Adjusted the NoLoitering system so it will no longer try to fire whenever any and/or all of a character’s ragdoll colliders enter a NoLoiter/Redirect area; firing once per “character entry” now results in a more reliable NoLoitering changelocation
All phone-type items now have access to default item functions as well as the new EnablePhoneLight and DisablePhoneLight itemfunctions, with cellphone-style “flash lights” aligned to their rear camera flashes
All phone-type items now have a text message sound available as either their Sound Effect 1 or Sound Effect 2 sound, for more flexible usage in custom stories
All phone-type items now have the same starting physics/Rigid Body settings
All phone-type items now have the same sound effect when thrown or dropped
All phone-type items now use the same interaction distance value
All phone-type items have had their inventory positioning, carry/grab positioning, and rotations standardized
All phone-type items have had RaisePhone and LowerPhone itemfunctions added so that the phone lights can be aimed in front of the player and have their position reset
The charinfo console command will now show the specified character’s current zone
The CSC can now trigger events based on who was attacked
In the Original Story: fixed an issue that could cause Patrick’s “private keychain” to be misaligned in some circumstances
In the Original Story: fixed an issue that could cause the entire Rachael-Patrick “Benedict Brahrnold” finale to break if the Player inspected Patrick’s “private keychain” before a Rachael dialogue appeared
In the Original Story: the Player can now drink the El Escorpion Mezcal
In the Original Story: Leah will now correctly react to the Player drinking any alcohol in front of her
In the Original Story: fixed an issue that could cause Frank to beat up the Player prematurely, had the Player drank the Tampered Rum near him. Frank will now approach the Player to enjoy the rectal festivities
In the Original Story: fixed an issue that could cause Leah to beat up the Player prematurely, had the Player drank the Tampered Rum near her. Leah will now approach the Player to enjoy the rectal festivities
In the Original Story: tweaked the behavior of Derek stepping in to stop Frank from beating up the Player, if the Player unlocked Derek’s “Combat Perk” during The Muse: Derek will not step in if the Player has initiated content which occupies Derek, and Derek will not stop Running at inopportune times due to his “Combat Perk” dialogue
In the Original Story: drinking the contents of the flask (after Rachael has filled it for you) now incurs the same benefits and repercussions as drinking any other alcohol
In the Original Story: drinking Natty Lites will now have a minor effect on the Player’s “Sensitivity”, to give them another reason to be drank during the “Training Day” opportunity vs. the other alcoholic items in the game
In the Original Story: drinking the Merlot will now have the same benefit to the Player’s “Sensitivity” for the “Training Day” opportunity as drinking any other alcoholic item would
In the Original Story: drinking the Chardonnay will now have the same benefit to the Player’s “Sensitivity” for the “Training Day” opportunity as drinking any other alcoholic item would
In the Original Story: completely overhauled the logic that awards the “Duck N’ Weave” Achievement. It is still earned in essentially the same way, but cannot be circumvented as easily, and does not arbitrarily lock out earning the Achievement during specific NPC fights
In the Original Story: minor cleanup of Ashley and Vickie’s behaviors during and after the “Sibling Warfare” finale
In the Original Story: fixed an issue that could cause Leah’s Roaming to be permanently off as part of the events leading up to “Screw Like a Bee…”
In the Original Story: fixed an issue that would allow Rachael to use normal dialogue/greetings to the Player while in VR at certain times
In the Original Story: fixed an issue that could cause Patrick/Rachael’s “Benedict Brahrnold” finale behaviors to break if the Player had saved in the middle of Patrick’s oral scene
In the Original Story: slight tweaks to timing of Keychain/HangingKeys itemfunctions to improve look of Keychain/HangingKeys on Patrick’s manhood
A Vickie vixen Valentine: added a response for Vickie that will have her step aside, should the Player somehow get stuck behind her while she is in Madison’s closet or Ashley’s bedroom
Date Night With Brittney: fixed an issue that could cause redundant thought bubbles to appear when walking away from Patrick after speaking to him for the first time
A Vickie vixen Valentine: fixed an issue that could cause duplicate door open events to occur when opening the door to Ashley’s room/Spare Room
In the Original Story: Frank will no longer help Katherine with the downstairs locked door if he is Occupied with something else that is critical and Player-driven
Date Night With Brittney: fixed an issue that was causing Opportunity icons to be blank
In the Original Story: added some minor protections against Katherine ending up outside the Downstairs Bathroom after Frank opens it for her and she closes that door
In the Original Story: fixed an issue that could cause Rachael to be given more than one dare instruction at a time when loading a saved game
In the Original Story: fixed an issue that could allow Rachael to attempt to execute the events of her…”self pleasure” dare twice
In the Original Story: fixed an issue that could cause Ashley and Patrick’s inspect texts to break between the end of “Family Time” and the Player talking to Ashley
In the Original Story: Steph will not “see” knockouts/fights (this precipitates some of her “Follow Your Calling” content) if she cannot actually see anyone else, and she will not count various temporary NPC or Player knockouts (which are not combat related)
In the Original Story: Stephanie must also be conscious in order to “see” a knockout/fight
In the Original Story: fixed an issue with Ashley’s NoUntieYet value handling that could cause inspecting her top to generate redundant inspect texts, and possibly prevent her top from being untied ever again after certain events in her stories
In the Original Story: Frank will not overhear the Player admitting to Derek that he has feelings for him if Frank cannot see the Player
In the Original Story: added Jump Up/Down events into existing moments when a couple characters leave the party via the yard
In the Original Story: the Player can no longer use the Gutter to climb onto the roof when they are in Combat or ANY character has the Player as their CombatTarget
In the Original Story: Added the following Achievements: “The Harder They Fall…Dood”, “The Bride”, “Ronin”, “Sucker Punch”, and “Money Shot”
In the Original Story: added another Log Off option a bit earlier in Compubrah’s dialogue options
In the Original Story: fixed a text-VA discrepancy in Leah’s line to Frank, after Leah is “Poppered” successfully by the Player during “Just in the Kick of Time”
In the Original Story: fixed an issue that could allow the Player to access Lety VR rewards without meeting the prerequisites, which could lead to a break in Lety’s VR behavior
In the Original Story: VR/Virtual Lety will no longer use non-VR Lety’s Orgasm events
In the Original Story: the Player will now un-expose themselves before returning to the party after Lety VR intimacy, if they managed to have all their clothes on but still keep their tasty bits out
In the Original Story: fixed an issue that could cause Stephanie to appear in the hallway with her paper bag during “Meltdown”, instead of being in the Spare Room
In the Original Story: Steph will no longer get distracted and talk to other NPCs or try to dance if she committed to following the Player while he finds a private spot for intimacy after “Meltdown”
In the Original Story: added provisions that should prevent the Player from accidentally disabling certain dialogues and responses that lead into Steph’s “living room” intimacy scene that rewards the player with $50
In the Original Story: fixed an issue that could cause Ashley to go to the outside dark corner after being given the lit joint, even when it made much more sense for her to go to her room to continue her story
In the Original Story: NPCs will not roam to Ashley or engage her in background chatter while she is naked in her room and waiting for the Player to wash her clothes. Ashley will also not socialize with NPCs until the Player decides whether he is a jerk or not
In the Original Story: Ashley will be slightly more adamant about trying to get back to her room while naked and waiting for her clothes
In the Original Story: tweaked some events around the time Stephanie, Katherine, and the Player are talking about Katherine’s stomach issues to better ensure Amy’s presence with the group
In the Original Story: tweaked some event and dialogue behavior that could lead to the Player experiencing duplicate back-to-back dialogues when talking to Stephanie about being intimate in a secluded “swanky spot”
In the Original Story: the option to “Slap Awake” Frank will be visible during the “Training Day” opportunity, but will now offer some explanation as to why it shouldn’t be used
In the Original Story: made some tweaks to Leah’s “See a KO” or “See a Fight” reactions that should make them feel a bit less out of place
In the Original Story: More NPCs will check against their Occupied values before reacting to the finale of Ashley’s “Drunk and Disorderly”
In the Original Story: miscellaneous minor tweaks to pre-0.15.x event timings and usage of redundant/preventative criteria
In the Original Story: Patrick now has to be able to see Stephanie before he will thank the Player for bringing him to her after the events of the Art Show in “The Muse
In the Original Story: added a preventative check to ensure that Derek doesn’t permanently get his shirt back after he gives it to the Player during Amy’s “Scavenger Hunt” opportunity
In the Original Story: giving Ashley an untampered soda while she is waiting for her clothes to be returned to her will result in the failure of the :Humiliate Ashley: opportunity
In the Original Story: the Player can no longer skip through Madison’s conversational opening delay by giving her her phone and then selecting from global responses
In the Original Story: fixed an issue with duplicate thoughtbubbles appearing when the Player tries to unsuccessfully sit in one of the Hot Tub seats
In the Original Story: made changes to the radial options for Madison’s Phone to accommodate new mechanics and story content
In the Original Story: minor tweaks to responses and events within a couple Patrick dialogues in the event that the Player failed his “Phonegate” opportunity
In the Original Story: cleaned up and made corrections in the Help text for the Player Beer Pong Practice spot
In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
In the Original Story: Ashley will not be as likely to use standard dialogue when in the closet during “Sibling Warfare” if the Player exposes themselves
In the Original Story: Amy will be very, very considerate about stubbing her toe, and will not do so if the Player is in combat or has an intimacy partner. She will also miraculously avoid injuring herself if she is being spoken to, or if Stephanie is being spoken to. Thanks Amy!
In the Original Story: Rachael will no longer confront Patrick and try to beat him up if the Player is already in combat. Who wouldn’t want to watch that?
In the Original Story: the Player can skip through the Rachael-Patrick fight/confrontation more reliably. Yawwwwnnnn…amirite?
In the Original Story: added new Opportunities for Leah: “Causing a Ruckus”, “Guiding Light”, and “Snake in the Grass”
We teased some big stuff coming to House Party last week and it’s time to show you exactly what we’ve been working on for our 0.15.4 release. It’s big. Real big.
Let’s start with a trailer of what 0.15.4 has in store, shall we?
Mind you, these new additions aren't quite IN House Party yet. But we thought this was worth showing off while we polish the new content for 0.15.4's upcoming release.
Creature Feature
Some of you may have already noticed a new addition to the house in the form of an...unconventional pet.
The snake’s name is Julius Squeezer, and he’s the main mover and shaker (squeezer) of Leah’s new storyline. Expect this snake to cause a ruckus, as well as cause a change in some usually very level-headed individuals. Who are we kidding, none of the people in House Party are level-headed.
You’ll also notice some new features, like using a cell phone flashlight to illuminate dark corners. We wouldn’t have added this kind of feature unless there was something you have to find hidden in the darkness, right?
As with all House Party content drops, Leah’s story is all tied together with an expansive, hilarious storyline crafted by Eek’s best and brightest. Mind you, they’re idiots, but they’re our company’s best and brightest. This update will contain nearly 400 lines of dialogue to the House Party, and that’s not even including the additional moans of pleasure/death!
Combat
Combat is coming to House Party. No longer will you exist only to have your eye sockets fingerbanged by Frank! Well, he’s still the strongest character, so expect some fingerbanging.
Seriously, in addition to now surviving more than one hit (and dishing out hits yourself), by pursuing Leah's upcoming content you'll also be able buff your stats, block hits, or even learn several different sets of moves that you can choose to activate in real-time. There can be only one. Make sure it's you!
SALE SALE SALE
To celebrate House Party’s next chapter, we’re putting our dear little game on sale. It's time to skip laundry day because House Party is 40% off starting the moment this is posted.
Our newest House Party release, 0.15.4, is looking real good. Re-he-eal good. And while we haven’t reached full completion, we’re definitely at the climax of getting this release ready for Steam.
Not only is there a crap-load of more story, this may be our most feature-rich addition to House Party since, well...a looong time 0.15.4 brings several new mechanics to the table that will quite literally change how the game is played.
This coming Monday, Sept 16th, we’ll have a much more detailed announcement on House Party’s evolution, but for now...how about a taste? Yeah, we think so.
Tonight at 9PM CST, the original creator and CEO of Eek Games will be going live with the team at Bammsters for a livestream/Q&A/interview that'll explore all the nooks and crannies of House Party's development. If you guys didn't know, our development has faced some challenges along the way. You didn't know that, right?
Lots to talk about! Come and ask any questions you've got!
Steam users, we'll be streaming this interview directly via our Steam Broadcast. Check it out here!
Bammsters will also be streaming the interview on Mixer and Facebook.
We may not be always quickest on the draw with these Steam announcements, but we always make them count, right? Please, stop by and ask any questions you may have about our lovely little game. See you there!
For those of you who haven’t heard, 0.14.4 is centered around LetyDoesStuff, who was the winner of our “Be in the Game” contest along with the Game Grumps. We worked really closely with Lety to tell an awesome, fully-fleshed story that adds a crap-load of new content.
Expect hundreds and hundreds of new dialogues split between 10 characters, several new interactive items, a UI redesign (that looks sharp as shit), and new animations--both in and out of the bedroom.
One other awesome addition to this update is that saves between versions of House Party will no longer be deleted, meaning you can load and continue your previous playthroughs. However, for the most stable experience, and to gain future Steam Achievements, a new save is still recommended.
And to that end... HUZZAH! Steam Achievements are working again! Rejoice, you completionist weirdos!
Seriously, we’re real damn proud of this new House Party chapter. For a full list of changes and additions, check out our changelog below. If you’ve got questions or feedback, you can find us at the usual spots--Discord, Official Forum, or Steam boards!
Alright, it’s Miller Time. Enjoy this new content drop while we take a breath. Then, party people, it’s right back to working on Leah’s upcoming story!
-Eek Team
P.S. For our German and Spanish players, translations for this newest update are coming soon. We’ll post an update when they’re added.
CHANGELOG
Added new character: Lety
Implemented new story, quests, and achievements for Lety
New updated “selfie” pictures for Madison’s phone
Lighting improvements and color corrections
All sex animations are now synced better
Merged the thought bubble and system messages into one compact HUD
Added icons to distinguish thoughts from system messages
Lighting tweaks and adjustments
Implemented three new sex positions: Wall Sex, Wall Sex 2, and Wall Sex 3
Added front yard and navigation areas for NPCs
Player can now grope male chests
Added talking fish with animations
Added Scorpion Tequila bottle
Added Lety to the main menu
Added Chili Pepper Bottle
Added a new IK animation where NPCs will open doors before walking through them instead of the awkward “bump into the door and step backwards” mechanic
Revamped disclaimer screen
Revamped credits screen
Added Whizbanger Firecracker Poppers box
Added Popper model
Added Popper explosion effect + SFX
Added new front door
Added graphics to throw meter
Added (upstairs) laptop login screen and desktop
New design for thought bubbles
Condensed dialog UI
Added BGC UI
Added Leah’s sound effects
Tweaked various animations
Fixed offset on narrator UI
Painkillers can now be grabbed
Tweaked and enhanced navigation system
Tweaked and enhanced combat system
Tweaked and enhanced lighting and post processing
You can now have up to 69 save games. Heh.
NPCs can no longer be shoved into closets and left for dead
Adjusted some areas of the map so NPCs can’t get stuck in select areas
Removed lamp colliders on stairs
Fixed an issue with non-important move targets getting set as important when an NPC runs into a locked door
MakingOut can now always be started regardless of orgasm state
Sexual acts and roles that do not increase the orgasm meter now cool it down
Starting a sexual act no longer cuts off main dialogues
Fixed Madison LOD2 shirt clipping with her body
Tweaked Lety’s reflectiveness
Fixed Lety’s eyelids clipping and improved skinning shirt right shoulder
Tweaked Amy’s hair highlights
Fixed main menu Lety clothing disappearing
Improved Ashley’s hair, less clipping
Tweaked the automatic closing of the Fridge Door: will now only automatically close when the player is too far away or on a different floor for more than approximately 12 seconds
NPCs will now not be as likely to choose a new Roaming ChangeLocation object within the same room, most notably in the larger rooms like Madison’s/Master Bedroom, and the Living Room-Dining Room-Kitchen area
The Item command’s “itemfunction list” functionality will no longer list items for which itemfunctions are not enabled/cannot be used
The Item command’s “itemfunction list” functionality will no longer duplicate list entries, and the formatting of the list has been cleaned up slightly
Added the CharFunc console command in order to allow testing/use of Character Functions
Fixed an issue with the CharInfo command that was preventing the correct distance to a character’s closest movetarget from being displayed correctly
Added the DontReleasePoseAfterSex state, which will prevent characters from automatically releasing their pose the moment an intimacy act is ended
Changes to the help and example feedback text of the Achievements console command, to better reflect the potentially disastrous consequences of using it correctly
Fixed the height of a handful of outside move targets, which was causing characters to float if they were used as sex spots
Other very minor tweaks to move target or sex spot heights
Added two wall sex spots in the Compubrah environment/DongVR FUCKDOME V3.Blazeit
Very, very slightly relaxed a few specific character limitations when saving a game
Fixed an issue with NPCs trying to navigate to items that the player may have picked up or put in his inventoty
Fixed an issue with Display messages sometimes breaking the radial menu
Added low level “headlight” light to camera for better viewing in dark areas
Aligned the grab hand for a few items around the house that were not implemented yet
Increased the camera speed for transitioning to sex acts
Orgasm meter now “cools down” during making out
Fixed an issue with items sometimes being able to fall through the floor
Loading games now preserve NPC movetargets more gracefully
AllowLocation and ProhibitLocation can no longer have duplicate items added to them
Warping now takes precidence over Action Items
NPCs can no longer be “distracted” when making out
Fix for Gamma slider not working correctly
Lowered fence colliders so players can throw items outside the fence
Fixed an issue where characters wouldn’t swing if they were too close to each other in combat
NPCs will no longer randomly pick another NPC as a roaming target if that NPC is currently headed towards a hot tub seat. Should help mitigate seeing NPCs randomly standing knee-deep in the hot tub
Added the ForcedToDance state, which will allow characters to dance while away from a music source. This new and non-consensual (bool false MEANS FALSE DAMMIT) form of dancing can only be interrupted by movement-related events, intimacy, and a few other story-driven events
Fixed an issue where characters could receive PassOut events when they were already passed out
Added a system to prevent NPCs from being able to get stuck anywhere on the map. This should now auto-correct itself in most cases
Characters will no longer roam to NPCs in the hot tub, which would cause them to stand around the hot tub clothed
Characters should no longer be able to lock NPCs in the closet in Ashley’s room
Characters no longer dance if they are not in the same room as the speaker
Characters now react to WalkTo and ChangeLocation events much more quickly
Untagged the armchairs as movetargets. This was causing NPCs to walk into them until they were issued another directive
NPCs can no longer have their orgasm meter go past 100 while in sixty-nine position
Fixed Lety’s shirt/jacket clipping and transparency issue in doggie style
Fixed Lety jacket disappearing from a distance
Shrunk several colliders associated with the No Loitering system to further prevent accidental changelocations. NPCs will also no longer count as “Loitering” if they are currently being groped, currently speaking, currently posing, or have an inaccessible/queued mandatory target they are trying to reach.
Added CharacterFunction mechanic. Will function similarly to Interactive Item ItemFunctions, but are triggered from Characters rather than Items
Fixed an issue that could cause NPCs to select a non-roaming-enabled Action Item, such as the Toilet(s) if they were invited to hang with another NPC and the Action Item in question was in range of the hangout spot
Slightly increased verbosity, viscosity, duplicity, and luminosity of logging for NPC changes of location when they are invited to hang out with a BFF
Minor tweaks to Debug Log formatting to prevent text from being cut off
NPCs that have been renamed in the CSC will now show their customized name over their Orgasm meter when having filthy relations with the Player
Addressed an issue that could cause collisions against characters and ragdolls for some items to not be re-enabled properly after being Unmounted
Addressed an issue that could cause collisions against characters and ragdolls for some items to bug out and be ignored after being thrown or dropped by the “grab hand”
Characters no longer play conversational animations when they are standing, posed, and have an item mounted to either of their hands
Added Game Menu option for Chatter Subtitles
Tweaked and polished door-opening mechanics
Aligned the grab-hand for new items
Added measures to prevent items from being lost and characters getting stuck trying to navigate to items off the navigable area
Fixed an issue with synchronization between the two speakers
Updated and added several new animations
Fixed some issues with the intro timing before input becomes available to the user
Fixed an issue where NPCs would not navigate through a door unless they were on camera
Improvements on getting on and off the bed
Added DoesNotUseIKToOpenDoors NPC Property
Fixed weird shine effect on the wrong side of the gazebo
Fixed Lety wearing double jackets in game and main menu
Fixed an issue with non-important move-targets being saved as important after loading a save game
Fixed an issue with NPCs still having an “In Combat” flag after they’ve been knocked out
Fixed some issues with moving between different sex positions with different NPCs
Fixed an issue that could cause a character being warped to another character to get stuck on surrounding geometry
Slightly modified default (non-scripted) reactions to gropes
Improved and general quality of life enhancements to the CSC export system
NPCs now move to important move-targets more promptly
Updated navigation AI to consider items that may be being held by the player or in the player’s inventory
Fixed an issue with the CharInfo command that could prevent it from showing a character’s list of inaccessible mandatory targets
Charinfo command will now also show combat-related information
CSC users will no longer be prompted to choose a 2nd character when selecting the End or StartMasturbation sexual acts within an intimacy event, as a 2nd character is not needed for these choices
The Debug Log and CSC will no longer attempt to show a 2nd character when displaying event name of the Intimacy StartMasturbation and End sex events
Added an event usable by Story Creators that opens the radial menu for an NPC or item without the Player having to directly interact with the target
Updated Pose console command to work with some newly added poses
The Debug Window will no longer show a duplicate event entry when a system warning, error, or exception occurs. System issues will now properly be timestamped and logged in the Debug Window
The Debug Log will now also log System Warnings
The WhereIs console command has been changed to the CharInfo console command. It now shows the same info as the “WhereIs” command did, but also queued Mandatory move targets, if a pose is being used, if an NPC has an intimacy partner, and additional real-time info about the specified character
Debug Logs will now be saved automatically when quitting to the main menu, restarting a game, or loading a game from the in-game ESC menu
Added in new SendEvent game event that will animate a character to turn towards and then reach for an item (best used with items at knee height or lower)
Fixed issues that were preventing beer pong practice from working as intended with the newly revamped Grab functionality and/or preventing the Player’s practice score from appearing
Added new global Item Function: AddPhysicsRigidBody, which will allow story creators to make any item “physics enabled” (can be pushed, etc.) but not necessarily grabbable
Fixed an issue where the inventory no longer displayed properly after a combat event
Added door sounds that were missing from some doors
Fixed an issue with some of Ashley’s intimacy sounds being too queit
NPCs are now allowed to freely roam and changelocations while they are speaking a main dialogue if the dialogue is targeted at themselves
Optimized and improved the Lighting Manager for better performance
Added new animations for picking items up off the ground with either hand
Fixed an issue where intimacy sounds could sometimes play after an act has finished
In the Original Story: Rachael and Patrick’s fight (intro to “Patty’s Striking Resemblance”) and associated dialogue sequence will not play out while the Player is enjoying a thorough, thorough stroking by Vickie in the Hot Tub
In the Original Story: fixed an issue that could cause redundant events to occur if the Player tried to take the Thermos while Frank was knocked out
In the Original Story: fixed an issue that could allow a “Scavenger Hunt” related response to continue appearing for Amy, even if the Player had voluntarily opted out of the Hunt by starting “Chasing Amy”
In the Original Story: fixed an issue that could cause Vickie’s roaming to remain disabled if the Player opted out of her first Hot Tub “test”
In the Original Story: fixed an issue that could cause Derek to become unavailable for Madison’s Art Show (during “The Muse”) if certain events within “Derek Smash!” were performed at inopportune times
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to initiate intimacy with the Player in very unintended, very compromising spots
In A Vickie Vixen Valentine: minor miscellaneous event timing/polishing tweaks
In A Vickie Vixen Valentine: disabled a handful of items that should have been cleaned up after Madison’s party
In A Vickie Vixen Valentine: fixed an issue that could cause duplicate dialogues to appear when Vickie is waiting for the Player in Ashley’s room, prior to giving the Player the phone or finding the stashbox key
In A Vickie Vixen Valentine: fixed an issue that could cause a temporary loss of intimacy options if the Player saved a game during Vickie’s “cuddle break” and loaded back into it
In Date Night With Brittney: fixed a handful of issues related to Game Over event handling
In Date Night With Brittney: fixed a few instances where the Player being out of vision of Brittney would cause her to walk toward the Player, putting her in, frankly, ludicrous positions
In Date Night With Brittney: fixed an issue that could cause Brittney to exit the bathroom while naked, become “stuck”, and repeatedly warp the Player to Frank’s chair in a never ending cycle of disappointment and misery
In Date Night With Brittney: disabled a number of newer items to prevent them from being visible in “Brittney’s house that is no shape way or form Madison’s house so do not even fucking ask us about it”
In Date Night With Brittney: fixed an issue that could cause the Player to encounter a blank dialogue with Brittney that essentially “froze” their current playthrough
In Date Night With Brittney: fixed an issue that could cause incorrect narration messages to appear if the Player ate Brittney’s food but did not protect their tummy tum tum
In Date Night With Brittney: numerous small fixes to intimacy event timing and related radial option issues
In Date Night With Brittney: fixed an issue where the Flower item would not show an inspect text
In Date Night With Brittney: fixed an issue that would prevent Brittney from being properly interactable if the Player had saved and loaded a game immediately prior to her master bedroom intimacy scene
In Date Night With Brittney: fixed an issue that could cause Brittney to kneel and simply look at the Player after he approached her, rather than get all oral on his junk
In Date Night With Brittney: fixed an issue that could cause Patrick to be out of place after turning off the speaker in the living room
In Date Night With Brittney: fixed a handful of other spots where save/loading of games could cause continuity/flexibility/fuckability/suckability/stability issues
In the Original Story: fixed an issue that could cause Ashley to be out of place for her “room tour” finale during “Smooth Operator: Ashley”
In the Original Story: fixed an issue that could cause a response to Ashley’s mid-oral dialogue to be lost after using it once
In the Original Story: made adjustments to Amy’s stub toe event so that it plays out a little more smoothly
In the Original Story: a few more of the ‘help’ responses Derek offers the player will require the Player to talk to him slightly more before they become available; aligning with other ‘help’ responses he offers
In the Original Story: fixed a thought bubble conflict that could occur when choosing certain response options while talking to Madison about getting Vickie’s phone number
In the Original Story: the Player can no longer give Ashley Madison’s phone when she is topless. Let’s be real, at this point she is either way, way too busy with you…or she hates you and your face
In the Original Story: the Player can now try to give Madison’s phone to Ashley as long as they know about the drama between Ashley and Madison, rather than ONLY after seeing one specific dialogue
In the Original Story: telling Patrick to go check under the sofa for booze will no longer interfere with his approaching Brittney, talking to her about getting his phone, and then returning to the Player with the good (or bad) news
In the Original Story: fixed an issue that would cause Rachael to cover herself up when flashing the Player…’cause doesn’t that defeat the purpose?
In the Original Story: fixed an issue that could allow Rachael to walk off when flashing the Player in the outside yard corner; applies to partial and full nudity “flashes”
In the Original Story: Rachael will now be immobile the moment she reaches the Spare Room 2/Art Room for her self-pleasuring, and will release this state when she finishes, or is caught doing her thing. Should cut down on any chance of her moving awkwardly before/after
In the Original Story: cleaned up Rachael’s sequence of self-pleasure in the Spare Room 2/Art Room to prevent many duplicate events from being fired off while she fires one off
In the Original Story: addressed a potential save/load issue with Rachael’s solo-pleasure dare that could cause the Spare Room 2/Art Room door to become locked forever
In the Original Story: the Player will no longer be able to give Patrick anything while being intimate with him. Believe us, it wasn’t worth your time anyway
In the Original Story: fixed an issue that would cause Patrick to cover up when he gets super drunk and naked during “Benedict Brahrnold”
In the Original Story: made tweaks to a save/load event that can cause Patrick to not be properly posed when loading a game in which he was laying down naked on the ground during Benedict Brahrnold (more improvements pending)
In the Original Story: fixed an issue that could cause Katherine to walk away to a semi-random spot instead of staying in the study if she caught the Player pleasuring Patrick in a specific location during “Benedict Brahrnold”
In the Original Story: Rachael will no longer use a negative dialogue line if the Player begins “warming themselves up” in front of her once they are about to get intimate with her
In the Original Story: fixed an issue that could cause Patrick to re-use his “Benedict Brahrnold” finale-intro dialogue, even if the Player had already seen the dialogue
In the Original Story: fixed an issue that could cause Patrick to warp to Ashley and the Player in the middle of the “Benedict Brahrnold” finale, should the Player have asked Ashley about Madison’s Sky Animals at a certain point
In the Original Story: added an additional help/hint thoughtbubble or two towards the finale of “The Muse”
In the Original Story: cleaned up minor save/load events for a few characters
In the Original Story: loosened the criteria for Madison being “occupied” during the events of “Sibling Warfare” just a bit, so that certain content is not cut off during the “free moments” of the opportunity
In the Original Story: restricted the use of a dialogue that would send Derek to Amy during “Runner Runner”, which could cause issues during the finale of “Sibling Warfare” and also forcibly cut off this WalkTo event at a couple points
In the Original Story: made a number of small tweaks that should speed up Ashley’s behavior right before she and the Player need to get into the closet during the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause parts of the “Sibling Warfare closet content” to play out even if the Player failed “Runner Runner” and/or “Sibling Warfare”
In the Original Story: fixed an issue that could allow the player to get into the bathroom while Derek and Madison were dealing with the fallout from “Sibling Warfare”…and while Ashley was waiting to hook up with you. Priorities!
In the Original Story: added a brief sensitivity toggle that should make getting through the Ashley -> Phone Call sequence during “Voicemail Vengeance” a little more manageable
In the Original Story: fixed an issue that, when the Gastronomy Book and Paper were used together, could cause Madison to walk to the MasterBedroomClosetArea when she was otherwise occupied
In All Stories: removed “Faster”/”Slower”-type events to align with new animation sync system; these no longer have any effect and are now obsolete
In the Original Story: fixed an issue that could cause Derek to become stuck in a pose and permanently lose his ability to socialize with NPCs if the Player misses out on meeting Madison when starting “Like a French Girl”
In the Original Story: added additional response and dialogue handling for Ashley’s Family Time sequence, should Patrick already be occupied
In the Original Story: fixed a few missing state issues that could occur if the Player failed “Sibling Warfare” during its finale
In the Original Story: reduced the change Vickie would act as a movement blocker when trying to get into the closet during the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause Madison and/or Derek to become briefly embroiled in background chatter while/after they went to the master bedroom for the finale of “Sibling Warfare”
In the Original Story: fixed an issue that could cause silly oral nonsense to continue if the Player failed the finale of “Sibling Warfare” while Ashley was…busy
In the Original Story: if the Player pranked Madison and Derek by completing “Sibling Rivalry”, Madison will no longer feel like congratulating the Player about meeting everyone and will not approach him about that or sky animals
In the Original Story: various minor corrections to align dialogue text with certain voice lines
In the Original Story: made minor modifications to a few NPC’s “get outta here”-type responses (that change their location) to make more sense or make them more readily available
In the Original Story: Frank will no longer try to give the Player the condom twice, if he caught the Player getting intimate with another NPC, and THEN was prompted to hook up with the Player
In the Original Story: polished a few events across the story that could cause unnecessary debug log spam or that executed a bit too often
In the Original Story: fixed an issue that could cause Brittney to no longer go near Steph when she should, unless the Player pushed her out of vision of Steph or managed to get her VERY far away
In the Original Story: while being intimate with Patrick in DongVR, there is now a “nevermind” option so that the Player is not arbitrarily forced into a new intimacy act
In the Original Story: fixed an issue that could cause Stephanie to trip while approaching the downstairs bathroom to talk to Katherine (if the Player got high with her), and afterwards become unable to speak to Katherine or continue her story
In the Original Story: Rachael and Patrick’s fight (precursor to “Patty’s Striking Resemblance”) can no longer initiate if the Player is knocked out, or if Rachael and/or Patrick are Currently Displaying Dialogue
In the Original Story: Katherine’s inspect text is no longer a thought bubble. More important news at 11!
In the Original Story: fixed a double-inspect text that could appear when the Player inspected Ashley at the start of a new game
In the Original Story: fixed an issue that allowed the Player to be able to send Rachael away to while they were being intimate with Patrick in the corner of the yard during “Benedict Brahrnold”
In the Original Story: fixed an issue that could cause Patrick to hang around near the outside corner of the yard after the conclusion of “Benedict Brahrnold”
In the Original Story: fixed an issue that could cause talking to Rachael at a specific time and leaving that dialogue open while the Player goes down on Patrick to break Patrick’s “climactic dialogue”
In the Original Story: fixed an issue that could cause talking to Patrick while the Player goes down on him as part of “Benedict Brahrnold” to break his “climactic dialogue”
In the Original Story: NPCs will not be as likely to roam to Rachael while she is going down on Patrick as part of the events of “Benedict Brahrnold”
In the Original Story: added new Achievements: La Coochadora, Derezzed, Te Amo Lety, The Elder Brahs, and Simple Geometry
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to wander outside the bedroom if she warps the Player out of it (after running upstairs) and therefore repeatedly warp the Player to the Kitchen any time sees him
In A Vickie Vixen Valentine: added an event trigger/reaction to handle the Player being KO’d
In A Vickie Vixen Valentine: cleaned up a few minor inconsistencies with item interactions or inspect texts
In A Vickie Vixen Valentine: fixed an issue that could cause the Player to NOT be warped to the kitchen by Vickie if he was pleasuring himself at a certain moment
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to become unresponsive after playing Never Have I Ever with the Player
In A Vickie Vixen Valentine: fixed other Warp To events that could be compromised by the Player’s ravenous need to self-pleasure
In A Vickie Vixen Valentine: made additional tweaks to Vickie’s “bend over and pose” behavior (after the Player climbs the gutter) to avoid positioning issues if the Player is racing through the content. There’s a pod racing joke in here, but I dropped it
In A Vickie Vixen Valentine: fixed an issue that could cause Vickie to not be in the armchair when playing Never Have I Ever with the Player
In A Vickie Vixen Valentine: added some additional emotive behaviors to Vickie as part of a few of her conversations with the Player
In the Original Story: fixed an issue that could cause Patrick to permanently have the Upset state enabled
In the Original Story: the Player can no longer opt out of Vickie’s first Hot Tub HJ and then pleasure himself near her in order to continue along her Opportunity. Yeah that’s right, how you like that 8? nerf bat?
In the Original Story: fixed an issue that could cause Patrick and Rachael to go hang out together (via roaming Invite To Hang) after they fought
In the Original Story: fixed an issue that could cause Brittney to no longer stay near Stephanie if the Player fails out of Amy’s Scavenger Hunt in a specific fashion
In the Original Story: fixed an issue that could cause Frank to use his “recently concussed” dialogue after the player uses the Slap Awake option on him, when Frank had not actually recently been concussed
In the Original Story: Amy will now use the new Front Door + yard exit mechanic(s) if the Player drives her away from the party
In the Original Story: swapped Frank’s throw of the closed briefcase to the new Throw SendEvent
In the Original Story: NPCs will no longer try to roam to Katherine while she is sick in the downstairs bathroom
In the Original Story: the Player can no longer use the gutter while being intimate with another character, as this can break the intimacy act
In the Original Story: corrected additional possible placement and state issues that could affect Derek or Madison during the ending of the High and Dry and Like a French Girl opportunities
In the Original Story: fixed a response from the Player to Derek re: Stephanie that was available a bit earlier than it should have been
In the Original Story: fixed a response from the Player to Derek re: Amy that was available a bit earlier than it should have been
In the Original Story: fixed an issue that could cause Amy to always have her phone in her hand after asking her about Scavenger Hunt items
In the Original Story: Amy will now check her phone when asked about all Scavenger Hunt items, instead of just the first few
In the Original Story: resolved an issue that could cause Rachael to confront the Player about Patrick a bit prematurely
In the Original Story: the distance check that fails the Player out of Screw Like a Bee during the Player’s pursuit of Leah is a bit more forgiving
In the Original Story: Patrick and Rachael should not dance as much prior to and immediately after their fight that starts the “Patty’s Striking Resemblance” Opportunity
For real--our Changelog is putting us over the character limit for this post. If you wanna read the full log, check out our main site!