House Party Updated to 1.0.0 (Galaxy & Offline Installer) Latest changelogs from the developer's website: PART 3 / 3 1.0.0
(Stable Release 7/15/2022)
- 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”
- Fixed the neck seam of the female player
- 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”
- Fixed an issue that could cause the Story Selection Dropdown to misbehave if a Custom Story was built using an older version of the CSC. Instead, a Debug Warning will be logged
- Fixed an issue that would prevent users who had DebugMode on and were playing a corrupted/broken story from exiting to the Main Menu, Restarting, or Loading a Game
- 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
- Fixed an issue that was causing controller-based interactions with Items in the Inventory (that did not result in the Item being destroyed or removed from the Inventory) to immediately select the first Item in the Inventory, as opposed to trying to re-focus on that same item
- Fixed an issue that would let the Player throw a punch while their UI Radial was open or in the midst of being closed, which could lead to inadvertent and extremely unfortunate (usually, for the Player) violent situations
- 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
- Fixed a few minor issues with Player Character head/eye motion in niche situations
- Fixed an issue that could prevent Player : LookAt : NPC CutScene GameEvents from targeting the correct Character if the CutScene Actors were customized via CSC/Custom Story
- Enabled Steam Cloud Sync
- The Pantry Doors in the Kitchen will now auto-close in a fashion very similar to the Fridge Door (if the Player is too far away after a number of seconds, or quickly upon detecting nearby combat)
- Fixed an issue that would prevent NPCs from trying to immediately Evade in cases where that Evasion attempt is classified as VeryImportant. This should address situations where a speaking NPC without State DontMoveForOthers set to True would still not move out of the way for other Characters
- Fixes for scrolling in inventory, load game, and dialogue menus
- Minor garbage alloc and CPU optimizations to interaction (crosshair system) manager
- Fix for radial menu highlighting and selecting incorrect option
- Various input configuration fixes as a new menu layout was implemented
- Fixed bug in inventory menu where player could still scroll when the inventory radial menu is open
- Fixed bug in inventory menu where player could make an inventory item selection when holding inventory hotkey and another button
- When a player makes a save, the Player Gender is automatically added to the end of the displayed save name
- Fixed issue where the female player was see through
- Changed female players hair tie UV’s to be a single color/fabric
- Added hair physics to player female
- Fixed issues with the player female’s head having no shadows, her hair material, skin material and clipping clothing
- 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
- Fixed some minor cutscene related visibility bugs
- Updated the company logo on the MainMenu
- 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