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Dev Blog

House Party 0.15.3 Released to Beta Testers

If you are already a Beta Patron or would like to learn how to
become one click here.
Awww yeahhh, BETA TIME.
What’s the only thing that could bring this new Leah content up to its true fighting weight? The only answer: VOICE ACTING. (And a shit load of bug fixes, but that doesn’t sound as good.)
This newest beta release includes VA for (nearly) all of Leah’s new storyline. We’re not kissing our own ass here, but we think this includes some of the most entertaining voice acting you’ll hear all year. Frank and Leah’s VAs absolutely killed it. You’ve gotta give this beta a play so you can see the light. I guess you’d be hearing the light.
Also, if you complete Patrick’s storyline and unlock the VR space, you’ll also be able to use that space for combat training! Mind you, you’ll have to reach the garage sparring session in Leah’s new content to unlock this feature as well. Just think of all the endless virtual assbeatings you can serve up…
And there are a lot of bug fixes too. Things are really coming together! Enjoy Patrons!
-Eek Team
(Beta 9/24/19)

Added voice acting for all new content
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
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


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Our old friend Billy Bob Bodine, former proprietor of the Buxom Beaver, has served out his six months jail sentence for an illegal moonshine operation. After getting out of the joint, Billy Bob has gotten right back to his old ways, except he’s laundering money through a beaten-down gas station. Moonshine production is up and business is booming. And by a happy coincidence, Bob is the only man within 100 miles that has all the necessary parts for Tilda’s old motorcycle! So she has two options: either she takes a long walk, blow a taxi driver for a free ride, or she sucks Bob’s fat prick and swallow a mouthful of his jizz and gets necessary parts for her bike…

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Dev Blog

House Party 0.15.2 Released to Beta Testers

If you are already a Beta Patron or would like to learn how to
become one click here.
Beta? I hardly know her! 
Damn, that joke was BAD. But hey, on a day such as this, nothing can bring me down. It’s time for our beta release of Leah’s new story! 
This one is a very special release because there’s some gameplay additions that’ll change the way House Party is played. No longer are you just a meatbag for Frank to pummel. Because starting today, you can FIGHT BACK! 
Combat has arrived to House Party! On top of being able to just throw hands, you’ll also have a health meter and a level of strength (not shown as a meter). All the other party goers have their own unique levels of strength, from wimps to heavy hitters. Sure, you start out weak, but there are ways to improve your fighting ability–specifically by completing Leah’s newest content. 
And speaking of content, there is a LOT dropping with this beta release. Inspired by KILL BILL and other stories of revenge, Leah’s story will take you on a journey of redemption or vengeance. And boobs. And it all starts by finding a secret pet that’s been living in the house…and unleashing it. 
Lot’s of fun stuff here! Have fun playing it, and breaking it! You guys are awesome. 
-Eek Team
(Beta 9/10/19)

Tweaked and optimized fighting mechanics
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…
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


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