Changelog:
0.7.6.10 - 2025-10-30
New
The update contains updated functionality, other new features, and bug fixes.
Scarlet Countess :
The functionality of the "Scarlet Countess" boss on the Slaver Camp map has been restored.
Behavior Update :
The Countess can counterattack if you attempt to tether her while stealthed.
The Countess will counterattack if you aim at her at close range.
The Countess will close the distance faster if the distance exceeds the medium range.
The Scarlet Countess's disable pattern has been updated :
The boss's health is restored to maximum if she is grabbed.
The boss's health begins to gradually regenerate after the bolt effect ends.
When the boss's health reaches zero, she becomes vulnerable to bolt effects. Use the necessary weapons to tranquilize and disable her, or to direct her power against the enemy.
You can still use any bolt to consume the boss's HP.
The punishment scene when caught by the boss "Scarlet Countess" has been restored.
Ropes :
The "Cleave Gag" functionality has been restored when using a rope (create a gag).
The "Collar" functionality has been restored when using a rope (create a collar).
Game Guide :
The Game Guide has been updated with information on the latest innovations.
The Game Guide has been updated with information on some existing systems and game features.
Abilities :
The "Sonar" ability, which was previously reserved for cats, has been made passive. It now automatically activates when you enter Crouch mode.
About Panel :
An "About" panel has been added to the game's main menu. This panel contains information аbout:
Developers
Recruits
Beta Testers
Honorary Sponsors (Coffee For Nanney role).
Sponsors (Tea For Nanney role).
Powered by (tools, runtimes, community content, etc.).
Scene Statistic :
A "Intelligence" statistic field has been added to the player panel. This allows you to determine the hostage races present on the scene, as well as their number.
Save / Load Sandbox Session :
The sandbox mode save and load system has been completely rewritten.
What data is currently saved :
Objects in the scene.
Items in storage.
Location / Character rotation.
Clothing on characters.
Clothing in the character inventory.
Items equipped on characters.
Hostage pose (the pose the bound character was in when the save was made).
Items in the inventory.
Character races.
Player assistant.
Player assistant resources.
Player assistant's personal quest status (only progress).
Buildings (hostage furniture).
Buildings (other player-placed objects, such as anchors, traps, etc.).
Leashes.
Hostage furniture status (characters in cages and other devices + the selected pose).
Passenger (Character in a carrying device).
Item in hand.
The purpose of the item held in the player's hands.
Scene data (game time, scene image, game mode, scene name, team status).
A decorator has been added - you cannot save the game if you are being led to an anchor on a leash.
A decorator has been added - you cannot save the game if the player character has an external executor key recorded (when any actions are performed on the player character, such as bindings or other actions related to executing AI behavior patterns).
Session Personalization :
Use Non-Canon Races: Mix a selection of non-canon races into the mix. Races such as Arachnid, Chrysalis, Dragonid, and Fallen will replace character races at a rate of 30% of the map's population.
Random Races: Shuffle the character races on the map. Otherwise, character races will follow the default pattern.
The "Include Bosses" toggle has been restored in the Sandbox session customization panel.
Now, when selecting a role in Sandbox mode, session customization options are automatically presented based on their support (When selecting a role, you only receive the settings supported by that role).
Sandbox Roles :
The "Scarlet Countess" role has been added to the sandbox mode on the Slaver Camp map. This is essentially a Slaver mode with Scarlet Countess as a playable character. You get her default outfit and a number of abilities included in her profile.
Engine :
Tools for assembling a level based on its loading state have been implemented. This is a fabricator and task pipeline, all in one. It allows for the preparation and application of all parameters of a loaded scene in a predefined order, eliminating most errors associated with changing or redefining the parameters of all actors in a scene.
Used in :
Sandbox Session System: Saving the game state to a single file and unpacking it.
Level Sequence: The basic system for unloading changed scene parameters at startup.
Level Personalizer: Unloading the preferences you specify when selecting a level in sandbox mode.
Will be used in :
Contract System: The main system for story missions, which will appear in version 0.8.
Creative Mode: A creative mode with complete freedom of action (coming in versions 0.9 - 0.9.5.0).
Character Optimization:
GPU usage has been reduced by disabling unnecessary or fine meshes at detail levels below medium.
Transfer of materials from the character build profile has been accelerated (slightly speeding up character builds in the loading level).
Some unnecessary, high-demand materials have been removed from the character model hierarchy (materials responsible for the tearline and eye shell shading have been removed due to their low visibility in most cases and significant rendering overhead).
Draw calls have been reduced by converting four skin materials into a single universal material.
Texture pool usage has been reduced by baking four body skin textures into a single universal texture with a slight loss of quality.
Temporary changes :
When selecting a character in the Race Selector, the randomizer may generate new character profile properties (eye color, eye shader type, skin tone, etc.). Until the character editor is available, click the character button until you get the desired result.
Temporary reskin of some races (Due to changes in character structure, the textures of some races have been redrawn. This is a temporary solution until I start working on the character editor).
Mesh Isolation :
Along with skin material optimization, a texture masking buffer has been added. This is a powerful tool for removing unnecessary geometry. What it does:
Hides unnecessary character body geometry under clothing.
Eliminates intersections between body and clothing geometry at high detail levels (some animations, often involving large joint bends or non-standard animations, could unevenly distribute body and clothing geometry, resulting in protruding body geometry through clothing).
Eliminates intersections at lower detail levels (switching the character mesh to a lower detail level could cause unwanted intersections between the character's body and clothing. At the lowest detail levels, character geometry could completely overlap clothing geometry).
Eliminated geometry intersection with vertex keys (some tight-fitting clothing could cause unwanted geometry intersection due to changes in the vertex keys of the body and clothing geometry, for example, when the geometry was deformed under the pressure of ropes. This was most noticeable on stockings, gloves, tight pants, and other tight-fitting clothing).
Bug Fix :
Fixed staircase colliders in the "Blacksmith Village" map (NPCs or player characters could sometimes get stuck on them).
Fixed an item exclusion issue when packing a hostage into furniture (hostage seats could exclude some torso items from the build).
Added a trigger that resets the Struggle action when caught by the initiator (works in both directions).
Fixed an issue preventing the rope from being removed manually.
Added a decorator preventing the use of Struggle while walking on a leash.
Fixed an issue where starting restraints were not applied for some Sandbox mode roles.
Fixed an issue causing breast physics to overload when changing the level of detail (enabling breast bones at a detail level higher than medium caused uncontrolled breast behavior).
Fixed an issue with the Search Items action (the action could appear in the context menu every time you removed an item from a target).
Fixed bugs in the "Clothes Swap" action (this could move and equip clothes to the player character even if there were items on the body that prevented this).
Fixed errors in the current target naming in the context actions menu.
Fixed an empty pop-up notification when attempting to invoke the Assistant control panel.
Added decorators that ignore the Assistant control panel for character classes that do not support this feature.
Fixed animation montages that caused the body to stretch into unnatural poses.
Fixed a bug causing incorrect animation when Struggling while standing with certain item combinations.
Fixed a memory leak related to applying session customization settings in Sandbox mode.
Fixed a memory leak related to applying default level settings in Sandbox mode and the Spy Hideout.
Slightly adjusted the default hair color profile when selecting a race (overly saturated and unnatural colors have been removed).
Fixed a bug where the profiler could assign materials to incorrect slots.
Corrected facial hair materials (High Poly eyebrows had a different color than the Low Poly representation. Reset to default black).
Changed the parameters of some eye materials (under various conditions, characters' eyes could emit excessively intense light).
Fixed a bug where the field agent in the "Wild Forest" map did not receive the Semi-Auto Boltgun at the start of the level.
v0.7.6.8
GUI :
Fixed widgets for functions included in sandbox mode.
Fixed ability display for some races on the race selection panel.
The position of the "Apply race" button was moved under the race selection grid (navigation could fail to detect the transition to the button when using a gamepad).
AI:
Fixed a bug where AI could incorrectly determine the distance to the player character if he was outside the navigation grid, or in a place where it is impossible to plot a direct route (if the player character was standing on balconies, narrow spaces or other places where the AI could not go - they took the last point reachable to him as his final coordinate, which allowed them to tie him at any distance).
Fixed a bug in the behavior of the NPC class "Slaver" causing the leash to break.
Fixed some bugs related to task performers (in some configurations, control of the player character could not be blocked during the execution of NPC tasks).
System :
Fixed the leash usage behavior pattern (AI in some configurations could continue to perform the leash behavior after putting the player character in jail).
Fixed the "AI Can Put You Jail" behavior pattern (NPCs could not perform the behavior pattern due to unrelated disabled options in the game settings).
Fixed a bug where the player could save himself with the "Player Can Self Rescue" option disabled on the Slaver Camp map.
Context Actions :
For context actions related to changing pose, a cooldown is set for the duration of the animation (The player could set the desired pose for the npc before it makes the transition and takes on a new state).
Restraints :
The cable component responsible for the "Hogtie" connection could be displayed when packing an NPC into a carrying device - fixed.
Audio :
Fixed a bug with the detection of sound banks of voice actresses (the noises emitted by characters in reality may not correspond to the selected options in the settings menu).
Game Settings :
Removed the Low option in the View Distance parameter ( Game Settings ), as it could significantly affect the performance of post-process animations (gags, clothing, and other skeletal meshes that use the character's pose as a basis could exclude some bones and transform space components from processing, which led to either no animations or visual artifacts).
Physics :
Fixed breast simulation overload when using the pose change function in "Stand" mode.
Fixed breast simulation overload when unpacking a carrying device (npc breasts could be deformed when unpacking).
Fixed breast simulation overload when teleporting to a carrying device (breast physics simulation could be overloaded when moving an npc to a carrying device).
Items :
Some items in the character's hands have been fixed (resin, torches, etc. could remain in the hands after changing the item).
Player :
Disabled Sight Tracking when using a weapon (while aiming, the player's character could look at another character, which would throw off the aim).
Weaponment :
Fixed aiming animation for Crossbow
Fixed aiming animation for Semi Auto Boltgun
v0.7.6.7
Assistant System :
Assistant System - replacement of the previously known "Team Manager" system. Now the recruited character will follow you around, carry out your direct commands and personal tasks.
The complete replacement of the previously existing system is that it introduced significant problems in the structuring and further design of systems, namely everything related to the player character. Since NPCs cannot act as AI and Player Character at the same time, both at the project level and at the level of the UE5 structure, it was decided to rework some functionality and bring it to a more sane direction.
Recruitment still happens through the "Recruit" action in the radial menu. You just need to find any character who is neutral towards you and release him.
Target Commands :
You can call up a special panel with which you can point the camera at a target and get an available list of tasks that your assistant can perform. This is almost a direct sequence of "Context Actions" for the player character, except that the assistant's tasks directly depend on "resources". Here is a list of available commands:
Personal Task - opens the personal tasks menu.
Change Role - You change roles with the assistant (a kind of alternative to switching the game character).
Tie me up - the assistant will tie up the game character according to the rules of the fifth wanted level.
Give out ammunition - the assistant will give out the missing ammunition (bolts) in exchange for resources.
Rescue from furniture - free the specified target tied to the furniture.
Rescue - remove all restraining devices from the specified target. In this case, the resources will be returned to the assistant (1 unit of resource for each removed item).
Apply leash - create / remove a node for applying a leash. Creating a chain from leashes is also available. The function is available only if there is a collar on the target.
Put on collar - Put a collar on the selected target.
Neutralize target - sneak up on the target, tie their hands and gag them.
Behavior Control :
There are also several functions that you can use to control the assistant's behavior:
You can order to hide in the shadows. In this case, the assistant will disappear from the game scene until you call him.
You can order to stay close. In this case, the assistant will stay at a medium distance from you.
Assistant Resources :
To make the management of the necessary items for the assistant's tasks less problematic, the assistant uses resources that are displayed both on the main panel and on the target command panel. The assistant's resources do not depend on the class of items that he intends to use, the progress of the tasks depends on only one indicator.
Personal tasks :
You can give your assistant a personal task that will be completed within a certain period of time. During the task, the assistant will be absent from the playing field, and upon completion of the task, he will wait for you in one of the safe places nearby. List of available personal tasks :
You can send your assistant to extract resources that he uses to complete "target instructions".
You can send your assistant to find resources needed for crafting. The list of extracted resources may vary in quantity and type.
You can send your assistant to search for items not related to crafting.
You can send your assistant to search for storages (chests, boxes, barrels) that contain items. After completing the task, the storages will be marked with special markers.
You can order your assistant to identify enemy forces nearby. After completing the task, all negatively disposed characters nearby will be marked with special markers.
You can order your assistant to go in search of weapons and mark their coordinates.
Context Actions :
New features for the context menu that make interactivity a little easier.
Functions from the context action menu related to changing the target's pose - now interrupt his current tasks (if any). Now the character finishes resisting and immediately goes into the specified pose.
Added an additional action "To Stand" to the context actions panel. The action can be called if the target is sitting on his butt and his arms and legs are free.
Added an additional action "To Stand" to the context actions panel. It appears in cases when the target is sitting on his butt or in other poses lower in level. *There are no tools for paired animations yet - everything happens through the curtain.
Added the action "To Stomach" to the context actions panel.
Added the action "To Lying Down" to the context actions panel.
Added the action "To Sit" to the context actions panel.
Actions :
Added the "Search Target" action, which allows you to take all items from the target.
The action pops up automatically (in the context actions menu) only if the character has items.
The action is applicable to the "Slave Trader" class with the condition that they will be helpless.
The action is applicable to the "Slaves" class without individual conditions.
A decorator has been added to the rotation of the character's capsule during the use of an item or action - The character will not rotate in any poses except "Standing".
The function of applying a bondage item now automatically takes the performer out of the "Crouch" mode.
Scene Storage :
The index of the selected item in the item collection panel will be reset to the first one when reopening the scene storage.
Scene storages (chests, barrels, boxes, backpacks) are now automatically closed after the camera stops overlapping the object's interaction area.
Ability :
All classes of player character assistants are given a full list of abilities included in the race.
Components :
The "Slave" and "Slave Trader" classes have a "Starter Items" component attached to them - with a 30% chance of giving out some game items randomly when starting a level.
AI :
Restored the functionality of Self Bounds components (characters move apart when colliding with each other).
Experimental feature: Increased responsiveness of capsule rotation by using an individual component without threshold limits. This eliminates the unpleasant effect when NPCs matched their own movement and the capsule rotation, which resulted in too "oversized" (long) a turn.
Player Capabilities :
Added the ability to do a slide. Another way to fix the movement a little, making moving to cover less painful.
The slide can be performed during a sprint.
The game character automatically switches to "Crouch" mode after the animation is complete.
During the slide, you can press the key responsible for sprint to seamlessly switch to sprint after the animation is complete.
Added the ability to hold your breath while shooting a crossbow.
The action can be performed while aiming.
The action slows down the game time by 70%.
The action reduces the FOV by 10 units.
The action has a separate resource scale, which is displayed during the action call.
The action is available to all races without restrictions.
Hairs :
I'm mastering the new plugin for Hair Cards. Don't judge me too harshly, there will be a bunch of new hairstyles later....
Important information: The key for applying hair color to the game character's profile has been changed. If the hair color in the salon does not change, change or select the same race in your personal dossier.
All old hairstyles have been replaced with new ones, with a more optimal grid and support for visualization based on Nanite.
Added hairstyle "Short 1".
Added hairstyle "Short 2".
Added hairstyle "Short 3".
Added hairstyle "Very Short".
Added hairstyle "Wild".
Added hairstyle "Iroquois".
Added hairstyle "Hunter".
Added hairstyle "Fiona".
The salon in the spy hideout has been fully restored to normal operation.
Added mixing of colors into the hair material. This does not allow them to go beyond the permissible limits of pastel shades (Previously, it was possible to make them too saturated or too dark, which overlapped the main texture).
Changed the basic hair shader.
Disabled synchronization of the character mesh complexity and the hair attached to it. This makes the calculation of the hair LOD independent of the character LOD, which improves performance.
GUI :
Added assistant statistics widget on the stage.
Added the "Assistant" tab to the player panel. It displays all the properties of the character hired by you as an assistant (similar to the tab with the properties of the game character). If the assistant has not been hired, additional information will be displayed.
Added a hint for the "Assistant Control" control to the base Canvas.
Added an assistant profile widget. It displays the current race and status, the widget becomes visible after hiring an assistant.
Added a game character profile widget. For now, it only displays the current race and status, in the future it will be used together with the pumping indicators.
Game Settings :
Added "Headbag Animation" switch - this parameter enables/disables the animation of the head bag, as well as the accompanying sounds of labored breathing.
Added "Assistant Can Self Rescue" switch to the Sandbox tab
Added the ability to select the sorting of in-game notifications (In turn / only the last).
Added the ability to disable the display of assistant statistics on the stage (in the player panel).
Bug Fix :
Fixed a bug that would return resin to the inventory when using the "Rescue" action.
Fixed a bug causing a T-pose when the character goes into a sitting pose from a standing position if only their hands are tied.
Fixed memory leaks in the Gameplay Task Tree System (failed tasks could remain in the background and not be removed).
Headbag heavy breathing sounds could continue to play even after the bag was removed - fixed.
Fixed a bug causing sound assets to fail to spawn with a headbag (heavy breathing sounds could respawn).
Fixed the inability to reapply the Rope Bolt hit effect.
v0.7.6.5
Bondage System :
Rescue Mode - You can now switch between normal mode and rescue mode. Prerequisites:
Nothing should impede movement (legs free).
Nothing should impede interaction (arms free).
The transition can be done from the default pose (standing pose).
Added "Doggy Walk" state. Additional conditions:
Entry is performed via the "On Knee" pose.
Entry is only possible if the hands are free ( Mittens are an exception ).
You cannot use items with the "Arms", "Legs", "Knees", "Thigh" assignment while the target is in the "Doggy Walk" pose.
Struggle head is banned in Lying Down Left / Right pose.
Struggle head is banned in On Stomach pose.
Struggle head is banned in On Spine pose.
Struggle arms is banned in On Spine pose.
Added animation for exiting "Rescue" mode from the "On Knees" pose.
Added animation for exiting "Rescue" mode from the "Doggy" pose.
Added animation for exiting "Rescue" mode from the "On Sit" pose.
Added animation for exiting "Rescue" mode from the "On Spine" pose.
Added animation for exiting "Rescue" mode from the "On Lying Down Left" and "Lying Down Right" poses.
Added animation for exiting "Rescue" mode from the "On Stomach" pose.
Added animation for exiting "Rescue" mode from the "Hogtie Left / Right Side" pose.
Added Struggle Legs animation in On Stomach position with "Tied Arms + Tied Calf Knee and/or Tied Thigh Knee" combo
Added Struggle Legs animation in On Stomach position with "Tied Arms + Tied Legs" combo
Added Struggle Legs animation in On Lying Left Side and On Lying Right Side position with "Tied Arms + Tied Legs" combo
The power bar will not be consumed when the "Player Can Self Rescue" option is disabled.
Aid items will not be consumed when the "Player Can Self Rescue" option is disabled.
Items used by the "Resource bar" fall under the "Non-returnable" category, which means that regardless of whether the item was removed from an NPC or a player character, it will not return to the inventory.
Added the "Resin" component. The component is available when playing as "Chrysalis". List of available assignments:
Hands
Lowerarm Elbows
Upperarm Elbows
Ankles
Calf Knees
Thigh Knees
Gag
Collar
Mittens
During the struggle, the active element attached to the item will play an animation.
Equipped items displayed on the screen in "Rescue Mode" will also display which aid items affect their removal (icons are displayed in the upper right corner of each item).
Added a component that tracks the resource of a unique item for bondage (mana bar).
All unique items like "Resin" or "Web" will act as actions that consume a "resource bar" when used, instead of the usual items with N-quantity.
The resource bar is replenished automatically, and the replenishment rate may depend on external factors.
The resource bar is displayed in the upper left corner of the screen.
AI :
The number of cycles of iteration of a potential target in rage mode has been increased from 3 to infinity. This means that an NPC under the effect of a rage bolt will perform a behavior pattern until the effect ends or is interrupted.
AI will automatically switch to the "On Knees" pose from the "Doggy Walk" pose if it was previously in the corresponding pose and the leash was removed or destroyed when too far away from the target.
AI on a leash will use the "Doggy Walk" behavior if it was previously in the "On Knee" pose and the distance between the owner is more than 200 units (2 meters).
Context Actions :
Added "To Knees" context menu option if the target is previously in the "Doggy Walk" pose.
Sight Tracking System :
A major rework of the system structure has been carried out, significantly reducing the consumption of GPU resources.
Animation override scheme call reduced from 23 to 1 (Animation scheme moved to a more efficient solution).
Added "Look at camera" option in game settings (Player character will try to look at the camera when in Rescue Mode).
The system is forcibly disabled if the character is far from the camera or outside its visibility range.
Sight Tracking Update Rate option in game settings - removed, due to the transition to a more optimal execution scheme.
Visual contact field radius for slavers changed from 350 units to 650 units (6.5 meters).
Updated the conditions of the target detection decorator for slavers. Now they will establish visual contact with the player character only if he was defined as a "target" in the AI incentive registry (was seen or heard).
Optimized the target selection method based on priority (Selecting the closest character from the priority list during the target search call, instead of constantly detecting every game tick).
The gaze tracking component is now attached to a socket, instead of tracking coordinates (performance improvement).
Added an external target search manager, now processing occurs once per second instead of constantly searching at a lower frequency.
Game Settings :
New game settings option "Item Popup Type" - compact or detailed popup of interactive items.
New game settings option "Show Blindfold Effect" - enable / disable the blindfold effect (Only works in Sandbox mode and personal hub).
New game settings option "Auto Rescue Mode" - enable / disable automatic entry into Rescue Mode. If disabled - the player's character will enter Rescue Mode only in cases where something objectively limits movement or the ability to interact with objects.
Actions :
The "Sit / Stand" action has been removed from the radial menu and from the context menu as a possible option. Instead, the actions are split into "To Knee" and "To Stand", which appear as possible actions in the context actions panel.
Game User Interface :
Added a hint about changing the type of projectile for weapons (reload offer).
Added a hint on input, when exactly you can switch to liberation mode and vice versa.
Added a hint widget, informing about the disabled option "Player Can Self Rescue". You can disable the widget in the game settings in the "GUI" tab.
Radial Menu :
Added hovering over an item relative to the cursor direction when using the keyboard and mouse. Now there is no need to hover over an item completely to select it.
There is no longer a need to hover over an item completely to add it to favorites.
Context Actions Panel :
Added animations of elements when updating the list of available actions in the context actions panel
Workbench :
A simplified assembly instruction for a semi-automatic crossbow from a regular crossbow and several components has been added to the workbench panel.
Default Cloth :
Storage areas with basic clothing for all character classes have been added to the Spy Shelter.
Weaponment :
Changed animations for holding weapons while sprinting.
Ability :
Removed the "Mule" ability for the "Refugee" mode on the "Wild Forest" map.
Added the "Taboo" effect for the Fallen race (Using non-magical bondage items also costs mana).
Added the "Martyr" ability for the Fallen race (The more items you have on your character, the less energy you spend when trying to remove them).
Added the "Stone Bonds" ability for the Chrysalis race (You generate resin that can be used to disable targets).
Added the "No Limit" ability for the Chrysalis race (When using sprint, you use flight).
Added the "Thorn" ability for the "Dragonid" race (Items you have on your character consume their durability twice as fast).
Added ability "Warm-up" for the race "Dragonid" (You do not spend stamina while running).
Added ability "Mule" for the race "Dragonid" (You can use sprint while carrying a passenger on your back).
Added ability "Inner Kernel" for the race "Dragonid" (The strength scale is spent half as much during the struggle if you exceeded the main strength limit).
Fixes :
AI :
Fixed a bug due to which some NPCs could not walk or execute commands.
Fixed a bug with native movement (NPCs used native acceleration if they were outside the camera area, which gave a significant increase to their speed).
Removed irrelevant items from the starter sets for NPCs of the "Slave" class.
Fixed some errors in the assignment of items in the set of starting restraints.
Removed irrelevant clothing from the starter sets for NPCs of the "Spy" and "Slave" classes.
Fixed navigation locations that created problems when unpacking NPCs from hostage furniture.
Fixed a bug due to which an NPC could get stuck in the ground during an emergency unpacking from a carrying device.
Fixed a bug with the "Horn" item function (AI could use Horn by starting an animation in the game character, which broke the controls and animation).
Fixed a bug causing accelerated sliding for some NPC classes in rage mode.
Fixed a bug due to which NPCs after the end of rage could only move by running for no apparent reason.
Added a decorator to the AI behavior in "Rage" mode. Now the AI will check for paths to the character and exclude it from the list of potential targets in case of failure (A common problem associated with this - NPCs could perceive the closest position to the player character as the actual one, which did not prevent them from tying it, even out of reach).
Fixed a bug where tied NPCs after being hit by a rage bolt could slide and tie the target.
Audio :
Removed obsolete audio assets when applying the "Rescue" action.
Game User Interface
Fixed display of abilities for some races on the player panel.
Slaver Camp :
Post-processing global illumination in single-person cameras has been replaced with Lumen (Unnatural shading of characters).
Increased threshold for auto exposure compensation in single-person cameras (some characters could be difficult to read in a too-dark room).
Post-processing global illumination in all underground complexes has been replaced with Lumen (Unnatural shading of characters).
Systems :
Fixed navigation through the pop-up menu of context actions (when using a gamepad - the keys for scrolling through the list were mixed up).
Fixed an error in the state of aid items (Knives and lockpicks could have a full state of durability, even if these items were not in the inventory).
Fixed an error that provided the ability to free yourself using pocket knives and lockpicks when the "Player Can Self Rescue" option was enabled.
Fixed icons of items removed from the body that were not displayed.
Fixed the problem with stacking clothing items (You could only have one copy of clothing and any manipulations with its movement could cause a stack and loss of this very clothing).
Fixed an error where the game character could sometimes fall under a collision when using the "I'm stuck" function.
Bondage :
Fixed navigation assistance for some poses (when using a gamepad, some keys were swapped).
Fixed a bug related to incorrect determination of the force expenditure during struggle for some abilities.
Fixed the condition for applying shackles (the item decorator did not allow it to be applied if the legs were tied only at the knees).
Fixed the displacement of the skeletal mesh during playback of the Struggle animation in the Hogtie pose (On Stomach)
Fixed the displacement of the skeletal mesh during playback of the Struggle animation in the Hogtie (Left Side) and On Hogtie (Right Side) poses
Fixed the blending of the animation transition (From the pose "On Knees + hands tied" to the pose "Standing + Hands tied".)
Fixed the bug causing T-Pose when moving the character to the "On Knees" pose without objects on the arms and legs.
Fixed a bug with the "Sit / Stand" context option (the option did not appear in the context menu if the target's legs were tied).
Fixed the skeletal mesh offset during the Struggle animation in the On Stomach pose.
Fixed the skeletal mesh offset during the Struggle animation in the On Spine pose.
Fixed the skeletal mesh offset during the Struggle animation in the On Lying Right Side and On Lying Left Side poses.
Fixed the transition from Sit to Lying Left Side and Lying Right Side not working with the "Tied Arms + Tied Calf Knee and / or Tied Thigh Knee" combo.
Fixed a bug causing T-Pose in the On Stomach + Tied Arms + Calf Knees and / or Thigh Knees combo.
Sight Tracking :
Fixed a bug due to which the character's eyes could set several transformations per frame, which led to excessive rotation.
Fixed a bug due to which the character's eyes incorrectly determined the point to which they should be directed.
Fixed an animation error due to which the eyes could only rotate horizontally.
The Sight Tracking system could not follow the parameters specified in the game settings - fixed.
Settings :
Fixed navigation errors for some menu items.
Fixed a bug causing the wrong type of scrolling of the ribbon when using a gamepad.
Fixed a bug causing a failure in navigation through tabs when using a gamepad.
Fixed a bug causing a failure in navigation when using a gamepad.
Animation :
Fixed blending of weapon holding animations during montage playback (weapons in hands could take unnatural positions in hands when the player character played animation montages).
Fixed a bug with blending of leash holding animations for some character classes.
Fixed a bug with blending of leash holding animations with weapons in hands (Blend could be ignored).
Fixed bugs causing weapon reload animations to be missing.
Scenes :
Fixed collision of watchtower supports on the "Wild Forest" map.
Fixed decals on the "Blacksmith Village" level.
Captive :
Fixed a bug that caused hair to be rendered with a bag on the head after the NPC was unpacked from the carrying device.
Movement :
Fixed a bug due to which it was possible to use sprint in a bound state (the method of rotation of the character's capsule could change, which caused control problems).
Fixed incorrect animation mixing when switching from sprint to walking or running mode.
v0.7.6.1
Game :
Theoretically fixed a critical error that caused the game to close when launched.
Systems :
Fixed a bug causing repeated instantiation of the hooded breathing sound.
Fixed a bug that did not stop the hooded breathing sound from playing.
Fixed a bug causing strange behavior of the leash.
Fixed the display of the "Sit / Stand" function on the context action panel (Previously it was displayed only when the target's legs were tied).
Removed irrelevant assignments for the "Unbound" action.
Removed irrelevant sounds when using the "Untie" action.
Fixed animation retargeting when trying to undress a character using the "Undress All" action.
Fixed a bug giving NPCs a full list of abilities.
Fixed a bug due to which traps set by wood elves put outdated items on the target.
Fixed icons of necessary items not displaying on the hostage pose selection panel.
Fixed zero gravity for hostages in furniture (Hair could float in the air).
Fixed a bug where hostage places could use outdated items.
Fixed the position of the nodes on the leashes used in hostage furniture.
Fixed character animations for the "Chair" (The character could shake or jump).
Fixed a script error for forcibly unpacking a hostage from a carrying device (The game character could not remove the device when he was caught).
Fixed a bug for forcibly unpacking the carrying device (Unpacking could fail to determine the landing site, as a result of which the hostage was teleported to zero coordinates on the map).
Fixed a bug where the carrying device could not hide equipped items.
Characters :
Fixed animation retargeting in danger mode (animation typical for slaves who see traders).
Fixed animation retargeting in rage mode.
Fixed montage playing when applying an action or item to an object (montage could end before the task was completed).
Removed retargeting of outdated AI animations after the scenario was completed.
Fixed animation retargeting error (the character raises his hands up indicating that he surrenders).
Fixed animation retargeting in sleep state.
Fixed incorrect retargeting of idle animation when opening the "Captive Place" panel.
Fixed a script malfunction that issued starting clothes in "Spy" mode on the Slaver Camp map (the character was naked).
Fixed a bug causing some hairstyles to disappear depending on the character's position.
Fixed temporal anti-aliasing of hair shader and other hair surfaces (Hair or other elements containing hair could be transparent in some graphics configurations).
Fixed temporal anti-aliasing of character eyebrow shader (eyebrows could be transparent).
Fixed compilation error of simplified character skin shader (Character's body was not displayed at medium and long distances).
Game Settings :
Fixed a bug due to which AMD settings items did not apply their values when starting the game.
Fixed a bug where Fidelity FX Super Resolution was enabled by default (only applies to the first launch).
Fixed a bug where Frame Generation was enabled by default (only applies to the first launch).
Fixed a bug with a non-working "Player Can Self Rescue" switch
Fixed a bug with a non-working "Fixed Shoulder" slider in the game settings.
Fixed a bug with a non-working "Field of View" slider in the game settings.
Fixed bugs related to non-working switches responsible for the screen shaking effect.
Fixed a bug displaying the control layout on the Key Mapping tab
Maps :
Fixed a bug that caused characters to freeze on the "Kuznetsov Village" map (Characters did not follow the route or did not move at all).
Removed the remaining obsolete items from the "Kuznetsov Village" map.
Fixed the starting outfit for hostage spies on the "Kuznetsov Village" map in "Slaver" mode.
AI :
Fixed a bug where AI could use a leash if the player character was in an inaccessible pose.
Fixed a critical error related to the removal of performer keys (AI could not complete the task for various reasons, after which the player character became uninteresting to other AI).
Fixed a bug where AI exited rage mode after completing the first cycle of tasks (AI stopped searching for targets and automatically exited rage mode).
Fixed a bug where AI under the effect of rage could get a soft lock after the effect ended during the execution of tasks.
Fixed a bug where AI did not exit rage mode when they were grabbed.
Fixed a bug with determining the target in a rage state (AI under the effect of rage could not determine the target).
Fixed a bug in the task sequence for AI in rage mode (AI could get a soft lock after one of the tasks in the sequence failed).
Fixed a bug with deleting context keys (the trader could remember where the game character was and follow his location after exiting sleep).
Fixed a critical error blocking the input of the game character if the trader for some reason could not complete the binding sequence.
Fixed a bug where the trader could continue performing tasks after going into sleep mode.
Small Changes :
The "I'm stuck" utility in the main menu now frees you from all restrictions, restores the player character's default values, and also moves you to an accessible location within a 50 meter radius.
The task performer key recording has been moved to the gameplay task execution flow, which ensures safe information exchange between the performer and the target (A common error in recording keys was that the key might not be deleted for some reason, which made the player character unavailable for using items or actions).
Since native input blocking is now used - blocking is carried out only for the duration of the task application to the character, this ensures safe enabling and disabling of user input (A common error in input blocking was that the AI might not complete the task sequence between turning off and on the input, which could ultimately lead to a soft lock of the game character).
v0.7.6.0
Temporary difficulties:
Some elements, systems, services, etc. remain at the stage of processing and are not ready for full inclusion in the game. Everything that was available (except items) in previous versions of the game will be adapted to current requirements in the next updates, consider this temporary difficulties...
Arachnid abilities are unavailable.
Dragonite abilities are unavailable.
Chrysalis abilities are unavailable.
Fallen abilities are unavailable.
Team Manager is temporarily unavailable.
Clothing mannequins are temporarily unavailable.
Hairstyle mannequins are temporarily unavailable.
Bosses are temporarily unavailable.
Cutting and sewing system (Cloth Palette) is temporarily unavailable.
Saving and loading progress system is temporarily unavailable.
Movement :
Custom input call pass for using Rootmotion movement has been replaced with native functions using capsule acceleration. In theory, this should solve most of the issues with NPCs getting stuck, pathfinding, and using native AI functions.
Updated walking mode movement animations.
Updated running mode movement animations.
Added addictive layers for sprint mode movement animations.
Changed item holding animations
Changed leash holding animation.
Bondage Animation :
Changed the animation of rest in the "Standing" position.
Changed the animation of struggle for the hands in the standing position.
Changed the animation of struggle for the head in the standing position.
Changed the animation of struggle for the head with the help of hands in the standing position.
Added the animation of removing mittens in the standing position.
Changed the animation of rest in the kneeling position.
Changed the animation of struggle for the hands in the kneeling position.
Changed the animation of struggle for the head in the kneeling position.
Added the animation of removing mittens in the kneeling position.
Changed the animation of rest in the sitting position.
Changed the animation of struggle for the hands in the sitting position.
Changed the animation of struggle for the legs in the sitting position.
Changed the animation of struggle for the legs with the help of hands in the sitting position.
Changed the animation of the struggle for the head in the sitting position.
Changed the animation of the struggle for the head using the hands in the sitting position.
Added an animation of removing mittens in the sitting position.
Changed the animation of the struggle for the hands in the lying on the side position.
Changed the animation of the struggle for the legs in the lying on the back position.
Added the animation of the struggle for the hands in the lying on the stomach position.
Changed the animation of the rest in the "On the back" position.
Changed the animation of the rest in the "Lying on the side" position.
Changed the animation of the rest in the "On the stomach" position.
Added the animation of the struggle for the arms and legs in the piglet position on the stomach
Added the animation of the struggle for the arms and legs in the piglet position on the side.
Changed the animation of the transition to the "On the knees" pose.
Changed the animation of the transition to the "Standing" pose from the "On the knees" pose.
Changed the animation of the transition to the "Sitting" pose from the "Standing" pose.
Changed the animation of the transition to the "Sitting" pose from the "On the back".
Added the animation of the transition "Lying on the left side" from the "Sitting" pose.
Added the animation of the transition "Lying on the right side" from the "Sitting" pose.
Changed the animation of the transition "Lying on the side" from the "On the back" pose.
Changed the animation of the transition "On the stomach" from the "Lying on the side" pose.
Changed the animation of the transition "Lying on the side" from the "On the stomach" pose.
Added movement with tied knees in the "Standing" position.
Changed the animation of jumping with tied legs in the "Standing" position
Removed the ability to turn in the "Lying on your side" position
Removed the ability to crawl in the "On your stomach" position
Removed the ability to turn and crawl forward in the "Sitting" position
New Visual :
Updated the appearance of the Mittens.
Updated the appearance of the Cloth Blindfold.
Updated the appearance of the Cloth Gag (Cleave Gag).
Updated the appearance of the Bit Gag.
Updated the appearance of the Ball Gag.
Updated the appearance of the Panel Gag.
Updated the appearance of the Leather Head Bag.
Updated the appearance of the Ropes.
Updated the appearance of the Shackless.
Updated the appearance of the Steel Collar.
New Items :
Added "Fabric Headbag"
New Conditions :
In the test mode, the bondage specification "Hogtie" has been added. There are 3 positions available - "On the stomach", "Lying on the left side" and "Lying on the right side". Again, this is still an experimental function and is only available for use in the Selfbondage panel.
The transition to the "Hogtie" state is carried out from the positions "Lying on the stomach", "Lying on the left side" or "Lying on the right side".
Added the "Hogtie" assignment to the assignment raster for the rope.
The exit from the "Hogtie" scenario is done with struggle arms or legs, after which you move to one of the nearest poses.
You can use the "Hogtie" scenario by selecting a rope and applying it with the appropriate purpose. You can use the scenario provided that the character will be in certain poses, as indicated above ( When using the Selfbondage Tool, the scenario works similarly ). The scenario works on all characters with tied hands and feet.
Aid items :
Added items that accompany the release from restraints.
Pocket Knife : The presence of a pocket knife significantly increases the reduction in strength of non-metallic limiters.
Master Key : The presence of a master key significantly increases the reduction in strength of metal limiters or other limiters with a lock.
Additional animations :
Added breathing animation and sound effects to all head bags
Mittens :
The mittens are no longer a means of limiting changes in the state of other restraints and can be removed independently.
Execution queue :
Assignments (leg binding): The assignments "Bind knees" and "Bind thighs" are highlighted for using rope.
The order of freeing the legs has been changed. Since it is now possible to move on foot with bound thighs or knees - the removal of objects occurs from the bottom to the top (from ankles to thighs)
The order of releasing legs for the "Untie" action has been changed. Removing leg items occurs from the bottom to the top (from ankles to thighs).
New races:
Dragonid (Subclass "Demon").
Chrysalis (Subclass "Creature").
Fallen (Subclass "Celestial").
Game Settings :
A completely new system of game settings. The changes were mainly aimed at the maximum ability to customize everything for yourself, as well as a more simplified data exchange between the game and the game settings dashboard, which will allow you to implement more dependencies without any problems.
Each menu item displays a detailed description of its properties.
Each menu item displays infographics where possible, visually showing the extent of the change or the context of where it is used.
"Game" Tab : A separate tab containing game preferences with support for all game modes.
Added switches responsible for rendering scene statistics on the character panel. You can select the display state for all elements individually.
Added switch responsible for the operation of short-term time dilation when the game character is detected by the enemy.
Added switch responsible for rendering the widget when the game character is detected by the enemy (Red arrow pointing to the enemy).
Added switch responsible for rendering the effect when the bolt hits the target.
Added switch responsible for rendering the weapon sight.
Added switch responsible for the visibility of weapon dummies (Weapon behind the back).
"Camera" Tab : Responsible for settings related to camera behavior and also controls camera-related effects.
Added support for changing the camera angle (70 - 90), where 70 is the default value.
Added a property that overrides whether the camera angle will change when switching to sprint mode.
Added a switch responsible for the dizziness effect (The dizziness effect appears when you spend strength above the limit).
Added a switch responsible for the operation of the simulation of the camera depth effect.
Added a switch responsible for screen shaking when firing a weapon.
Added a switch responsible for screen shaking when playing a sprint animation.
Added support for changing the deceleration speed of camera rotation.
Added support for changing the deceleration speed of camera deviation.
"Performance" Tab : This tab contains properties that affect performance.
Added the ability to disable Post Process animation for all skeletal meshes.
Added the ability to disable the "Eye Contact" system for a game character.
Added the ability to disable the "Eye Contact" system for all non-player characters.
Added the ability to customize the refresh rate of the properties responsible for the smoothness of the "Eye Contact" system.
Added the ability to change the frequency of leash simulations. A higher value makes it more stable.
Added the ability to enable the leash rigidity property (additional processing gives the leash volume, which makes its behavior more natural with strong bends).
Added the ability to disable the "Eye Contact" system for all non-player characters.
Added the ability to disable hair physics for a game character.
"Sandbox" Tab : Preferences tab that only works on sandbox maps.
All settings sliders responsible for the speed of character release have been replaced with switches. This was done due to misunderstanding of the properties of these options by the user.
Added an option to block changes to the wanted level. When this option is enabled, the wanted level will remain in the current state at the time the option was changed, or at the level selected at the start of the map.
"GUI" Tab : New tab aimed at preferences for individual user interface settings.
Added a combo box responsible for the initial method of sorting the item when opening the radial panel.
Added a slider responsible for the preferred number of elements (Item cells) in the radial menu on one page (from 10 to 16).
"Video" Tab : Primary display settings.
Added support for VSync.
Added support for changing the Anti-Aliasing method.
Added properties responsible for the settings provided by AMD's FidelityFX technology.
"Input" Tab : Secondary settings related to input.
Added support for mouse or gamepad sensitivity in normal mode and in aiming mode separately.
"Graphics" Tab : In general, these are the same graphics settings with minor changes.
Since global illumination is the most power-hungry system, the slider has only 3 points responsible for quality (equivalent to LOW / MEDIUM / HIGHT)
Combo boxes of elements have been replaced with sliders displaying their characteristic properties.
The slider of general graphics settings has been changed. Now you have 3 points "Performance", "Balance", "Quality", when changing which the game will install more suitable settings for their intended purpose.
"Audio" Tab : Manage the volume of individual channels and other sound preference settings.
Added a slider for the volume of noises made by girls during a fight.
Added Combo Boxes for target voice actress settings. Combo Boxes are displayed in separate items and you can set preferences for each character class, such as "Player character", "Spies", "Slaves", "Slavers", "Bosses".
Added Combo Boxes for target voice actress character settings. Combo Boxes are displayed in separate items and you can set preferences for each character class, such as "Player character", "Spies", "Slaves", "Slavers", "Bosses".
Crafting :
Stationary workbench : By default, it is located at several points on the level, has full functionality.
You can repair aid items (Pocket knife, lockpicks)
You can collect items and objects of any complexity.
The fields in the crafting panel now display the number of items you will receive upon assembly.
Hair Color Picker :
The hair color selection panel no longer pauses the game.
The selected hair color is automatically applied to the game character when selecting, there is no longer a need to apply the color to see the result.
The camera shoulder automatically adjusts to the right in hair color selection mode.
Update Camera Setup System :
Updated the operation of camera setups for the game character.
Added camera pitch restrictions in hostage mode to avoid the camera intersecting with the game character and the surface.
Added adaptive camera behavior in hostage mode. Now, in some poses, the camera shoulder will adjust to the screen volume occupied by the character, which eliminates the problem when the character in certain poses could not fit on the screen completely or occupy an unfavorable position on the screen from a compositional point of view.
Level Introduction :
Updated animation of the widget with information about the current location.
Added camera animation for the introductory period during the completion of the map loading.
Update Carrying Device :
Changed the design of the passenger (hostage) carrying device.
Changed the appearance of the packed passenger. Due to the incompatibility of some new systems regarding clothing and new passenger physics - it now looks like a fully packed hostage.
Added support for physical connections for the passenger carrying device. This gives a more natural behavior of the device attached to the back when the character's position changes.
Added a body simulation based on physical assets for the packed passenger. This gives a more natural behavior (deflection, rotation) of the head, torso and legs when the character's position changes.
Weapon Dummy :
Added support for physical connections for weapon dummy (on the back). This gives more natural behavior of weapons mounted on the back.
Skeletal Mesh :
Added support for deformation of skeletal mesh surfaces using curves. At the moment, only headbags support the system (Volume deformation when inhaling and exhaling).
Added support for deformation of the skeletal mesh (restraints worn on the character can deform the surface of the body and clothing).
Groom Components :
Added support for Groom components for skeletal meshes ( Curve-based hair surface simulation ). While ropes support them, these components will be used for clothing in the future.
Bone (Physical) Animation :
Restraints now support bone animation of some elements (laces, belts, fabric parts, etc.)
Now hairstyles support bone animation of some elements (tails, individual strands and curls.)
Now clothes support bone animation of some elements (rings, laces, belts, etc.)
Now chest physics works due to bone animation, which makes the behavior more reliable (previously physics worked only on Spring components and had a number of shortcomings in calculating the position in space).
Photo mode :
Camera pitch angle changed (from -90 to 90 degrees).
Camera now has collision
Maximum camera offset distance set to 1000 units (10 meters)
Player Panel :
The player panel no longer pauses the game when opened.
The Crafting tab has been removed from the taskbar. It will be replaced by another tool in a little while.
Radial Menu :
Panel position moved to the center of the screen
When opening the panel, the cursor position is reset to the center of the screen.
Added item selection filter, now there are 3 of them:
By groups: Default filter (Devices, items, actions).
By purpose: Selection by available purpose (use context).
Favorites: Favorite items that you added manually.
Favorites : Added the ability to add items or actions to favorites: Selection occurs when you press the left mouse button or Right Trigger on the gamepad. You can add any number of items to favorites. Favorites are available in the "Favorites" sorting group. To remove an item from favorites, click the item again with the left mouse button or Right Trigger on the gamepad.
Other changes:
Objects - Storages (Barrels, Chests, Baskets) generate a random set of items (up to 4 pieces) at the start with a 50/50 chance
New condition for using a device for carrying - if the target is hostile by default, it must be pre-linked before packing.
Instructions for assembling items of any complexity are available for all races without exception.
Help items (lockpick / pocket knife) are displayed on the player panel in the (Rescue) section
Added instructions for assembling a stationary workbench.
The default bolt pack contains 6 bolts (was 5).
Actress Voices :
The result of six months of work with voice actresses. Samples were developed taking into account an individual approach to new bondage systems.
Characters : Noises are divided into three main categories "Agressive", "Meek" and "Neutral". This allows for more variety, as well as fine-tuning your preferences for the character of a certain group of characters. It also eliminates problems with a sharp change in the character of the characters' sound.
Increased track length : Previously, these were noises 1-2 seconds long, now in the name of more contextually directed tracks - the length of samples can be from 3-7 seconds. Which eliminates the problems of playing noises out of context.
Changed track synchronization method : Since the character of the sound is now contextually divided into 3 categories - samples were created taking into account a smooth transition, which gives a continuous and natural sound throughout the entire animation playback.
Quality : All tracks are created with studio quality recording in mind.
Tara Hinson : Added voice actress for "Stuffed Gag".
Available Personalities:
Agressive
Neutral
Meek
Tara Hinson : Added voice actress for "Without Gag".
Available Personalities:
Agressive
Neutral
Meek
Damia : Added voice actress for "Without Gag".
Available Personalities:
Agressive
Meek
Damia : Added voice actress for "Stuffed Gag".
Available Personalities:
Agressive
Meek
Ruda Vega : Added voice actress for "Without Gag".
Available Personalities:
Agressive
Neutral
Meek
Ruda Vega : Added voice actress for "Stuffed Gag".
Available Personalities:
Agressive
Neutral
Meek
Other Audio :
Added sound effect for difficulty breathing with bag equipped.
Default Clothes ( Spies ) :
Added a blouse with puffy sleeves.
Added a leather corset.
Added tight high-waisted pants.
Default Clothes ( Slavers ) :
Added revealing top with rings.
Added lightweight revealing top.
Added leather suit with open bust.
Added spiked collar.
Added leather gloves of maximum length.
Added thigh-high stockings.
Added thigh-high stockings with open feet.
Added thigh-high stockings with suspenders.
Default Clothes ( Slave ) :
Added tunic with rope belt.
Added tunic with steel belt.
Added ripped pants.
Added ripped mid-length pants.
Added forearm brace.
Added leg brace.
Added shoulder brace.
AI :
Added support for smart links in the navmesh. This allows the AI to use teleportation points (elevator) to navigate routes and follow the target. It is worth considering that the AI will be able to build a route to you and use the elevator if they have clearly noticed you in the place where the path is, for example, on the balcony of a tower or buildings, the path to which is laid through the use of an elevator.
Optimization :
Bondage meshes now only have a single material based on ColorID textures, significantly reducing the number of draw calls.
Added support for dynamic shader complexity for character mesh LODs ( Reduced GPU usage )
Added LODs for restraints meshes ( Reduced GPU usage )
Reduced CPU usage by automatically disabling post processing animations for low detail meshes ( This disables physics, pose correction, and IK animation fixes for mid and long range characters ).
Added levels of detail for skeletal meshes of clothing (Reduced GPU consumption)
Added levels of detail for skeletal meshes of characters (Reduced GPU consumption)
Cut out work with external state machines when using bondage-related animation blueprints. The work of animation graphs has been transferred to local state machines, which significantly reduces CPU consumption.
Data processing for animation graph has been transferred to a safe stream.
Engine :
Added support for AMD's FidelityFX technology in test mode.
Added support for FidelityFX Super Resolution properties in game settings.
Added support for FidelityFX Sharpness properties in game settings.
Added support for FidelityFX Frame Generation properties in game settings.
Bug Fix :
Fixed occasional wheel offset in the radial menu when playing on a gamepad caused by a small dead zone threshold.
Fixed a bug where saved graphics settings were applied every time the main menu was called.
Fixed a bug causing a long loading time in the main menu.
Fixed a display error in "Full Screen" mode (The picture could take a strange aspect ratio).
Fixed a bug where the camera component could register interactive objects behind the player character.
Fixed a bug related to skipping the update of character physics assets (If you point the camera at the spawn point of a certain character, the camera component could register this character as an interactive object, although the character itself may not be there).
Fixed double casting of skeletal mesh shadows on characters.
Fixed a bug where weapons on the back could force the use of a low level of detail.
Fixed a bug where weapons in hands could force the use of a low level of detail.
Fixed a memory leak related to the reproduction of noises made by gagged girls (the component responsible for the reproduction was not removed from memory).
RAM consumption in animation blueprints associated with the component has been reduced to 2.7 MiB (instead of 1.1 GiB)
Memory consumption in widgets referencing the component has been reduced to 1.5 MiB (instead of 717 MiB)
v0.7.2.0
New map for sandbox mode, its size is 2/3 of the size of the map "Slaver Camp".
The map was inspired by medieval Transylvania and a couple of similar places, shrouded in dark fog and mysticism. The map was significantly reworked in visual terms and is very different from what was originally conceived and shown earlier, but I tried to preserve the spirit of the mystical medieval forest with its old ruins on the surrounding roads.
The map is built on the same principle as the slaver camp, and contains several key points and branches with points of interest, as well as game resources. I wanted to make a one-way location that runs along a long road in the forest, which made it a little easier to master and explore.
The map supports all the basic mechanics that are currently in place and has key points, like a prison in a camp, only here the old crypt is responsible for this room. This is probably the darkest room on the map.
The map does not support default bosses in all modes yet, as I did not have time to add a sufficiently developed boss in the short time frame.
The map contains 3 modes, 2 of which are new.
Field Agent :
You start the game as a special forces agent.
Team manager is available.
Bosses are unavailable.
Default character relationships.
Your recruits can recruit other recruits.
Bondage use speed is increased by 2 times. The effect can be combined with other skills that affect this parameter.
You start the game with advanced weapons.
Refugee :
You start the game as a refugee.
Team manager is unavailable.
Bosses are unavailable.
Default character relationships.
You ignore all negative effects associated with carrying heavy weight.
Each item you pick up is doubled (Does not apply to clothing).
Slaver :
Classic slaver mode (No changes)
v0.7.1.1
List of fixes:
Restored the elevator use decorator (You cannot use the elevator or fast travel when you are being chased by an enemy).
The character could fall under the play area if you switch to another team member while you are being tied up - fixed.
Fixed the decorator when moving to another character (You cannot switch characters while you are being chased).
Fixed the decorator when moving to another character (You cannot change characters while an action is being applied to you).
AI moves in a circle if it follows a leash with tied legs - fixed.
A slaver who lost sight of you could trigger an alarm despite the fact that the player character had already been caught by the boss - fixed.
Slavers could continue searching for the player character after he was caught by the boss - fixed.
Fixed the bug where slavers could trigger an alarm even when the player character had already been caught - fixed.
Sometimes slavers could not help their comrades to free themselves - fixed.
Slavers could ignore freed slaves - fixed.
A slaver could switch to searching for a player character in their last location after the player character had already been caught - fixed.
Slavers could stop attacking you after they caught you - fixed.
Fixed an error in determining Z coordinates when chasing (AI could tie you up, ignoring your altitude position).
Fixed pathfinding for AI in places inaccessible to them. Slavers considered the closest valid point from the player as his actual position, which allowed them to tie him up (A slaver could tie up a player character when he was standing on a tower or after going down into a dungeon).
Slavers could stop attacking you after the boss caught you - fixed.
Slaves could stop helping you to free yourself - fixed.
Slaves could stop doing anything after helping you - fixed.
Slaves could stop helping each other - fixed.
Enemy NPCs could stop attacking after you were freed by one of the slaves - fixed.
The player could disrupt the work of the game character if the NPC began to bind the game character with the open radial menu. Now in such a situation the panel closes automatically.
The player could open the radial menu at the time when an action was applied to the game character ( While you were bound, you could equip an item, which could lead to animation breakage or freezing of the radial menu itself ) - fixed.
The player could open the radial menu during playback of animation montages. Using equipment could cause animation breakage ( Bug with freezing the position in the bound state when equipping a crossbow ) - fixed.
Fixed glowing skin material in character preview in Cloth Palette panel.
Changes:
Storage optimization was performed, the project weight was reduced by half.
v0.7.1.0
In this update, a lot of work has been done on the AI, new characters have been added, gameplay expansion and much more have become available.
Game Mode panel:
After selecting a game map, a menu will become available that is responsible for additional gameplay settings. The changes only affect the game in Sandbox mode*
There are a total of 3 game modes, 2 of which change the gameplay to some extent and determine the starting point.
All game modes inherit the logic of the classic mode, and also add new or redefine it. Depending on the mode you choose, you can find something new for yourself, as well as items, Easter eggs, etc., since the game mode can partially modify the map.
Game Mode "Spy":
Classic game mode: You start as an agency spy on the edge of the map near the location of all the necessary items.
Bosses are available.
Team manager is available.
Enemies will attack you anyway.
Your recruits gain the "Special Powers" ability (As a recruit you can recruit other recruits).
Game Mode "Sleeper Agent":
New game mode. You start the game as a sleeper agent, who is in captivity at the time of the game.
Bosses are available.
Team manager is available.
Enemies will attack you anyway.
You gain the "Lamb" ability (The lower your stamina level during struggle, the slower it is consumed).
Game Mode "Slaver":
New game mode. You start the game as one of the slavers operating in the area. You can enjoy your impunity...
Bosses are disabled.
Team manager is disabled.
You gain the passive effect "Threat Root" (Other slavers perceive you as an ally).
Game Mode Addition Settings:
Also, in addition to choosing a game mode, new preferences are available.
Slaver Population % - Determines the population of slavers on the map as a percentage of the maximum available population. Increasing the value may affect performance*
Slave Population % - Determines the population of slaves on the map as a percentage of the maximum available population. Increasing the value may affect performance*
Include Bosses - The option determines whether a boss will appear at the start of the game. It is important to note that the option will only make sense if the game mode you have selected supports bosses.
Scarlet Countess:
The first boss in the game, don't judge too harshly...
The Scarlet Countess was intended to be the main administrator in the slavers' camp, appearing in case of disruption of work or when she needs to do important work herself.
Depending on the chosen preferences of the game mode, the Scarlet Countess appears near one of the watchtowers and will follow the route.
You can decide for yourself whether to engage in open combat or strike from under the sly, in any case, the boss will not give up as easily as her minions.
The Countess will dodge arrows and ignore other means of subduing her when she clearly expects it. The best tactic is to hide from sight to attack from behind, or shoot from a very long distance.
The fight will last until you subdue the boss. After her health bar drops to zero - you can deliver the final blow! With the help of ropes or handcuffs of course...
Scenes Of Punishment:
Basically, it's a massive set of systems I've been working on for the last couple of months that can be used to broadcast controlled cinematic cutscenes with a slight break from the main gameplay. For now, they're only used as punishment scenes, but there will be more expansions based on this later...
There is currently one scene available. By default, they are triggered when you fall into the clutches of a boss.
New AI Perception Service:
I understand that I've gotten on everyone's nerves by redoing the same thing several times, but here we go again...
The perception system and stimulus detection modules for AI have been completely rewritten.
Processing of stimulus update requests - Requests for detection, removal, modification of stimuli, updating of attitudes and threat level are performed automatically by delegating related components. This significantly reduces the load on the processor, since it is no longer necessary to constantly update the information in the Behavior Tree about which stimuli contain sense components.
Vision - Updated the way the vision module detects stimuli. Now any AI will stop perceiving stimuli emitted by another character if that character is out of sight for a few seconds. If you're wondering if this solves the problem of enemies seeing you from miles away through the ground and many obstacles - Yes, it does...
Hearing - Updated the way the Hearing module detects stimuli. Now any AI will stop perceiving noise stimuli emitted by another character if that character does not make any sounds for three seconds.
Visibility Range - AI visibility range increased to 1500 units (150 in meters).
Field of View - AI's field of view is set to 80 degrees (160 degrees in literal terms).
Vision Component - The vision component responsible for determining stimuli has been moved to a separate graph and attached to the head. Now the field of view directly depends on which direction the character is looking (This fixes the problem when the enemy did not see you while looking around, although his gaze was obviously directed at you).
Enemy Indication:
The enemy indication scheme has been completely redesigned, or, more simply put, the display of the fact that something (or someone) is threatening you.
Instead of a light bulb above your head in the form of an eye or ear, a field with a pointer has been added that automatically appears when the enemy has seen you and disappears when you are no longer in danger. The indicator also points in the direction of the enemy, so the more enemies see you, the more pointers. Don't worry, the pointers are not displayed if the enemy is helpless.
Added additional danger indication. An aggressively-minded character will create a special widget in the form of an exclamation mark, indicating that he has spotted you. This allows you to accurately understand the location of the enemy who has spotted you, even if he is out of your field of vision.
If you are spotted by an enemy, an animation will play that slows down time slightly.
Save Game Screen:
Updated progress window.
The game mode will be displayed in the progress cell.
Added a "Delete all saves" button - this will erase progress in all cells and automatically delete the save cache.
New Items & Blueprints:
The following items won the last poll and were added to the game.
Added armbinder for forearms.
Added armbinder for forearms ( White Color ).
Added headbag with nose hole.
Added headbag with nose hole ( White Color ).
Added "Dog Mask".
Added "Dog Mask" ( White Color ).
The following drawings have been added:
Added Blueprint ( armbinder for forearms ).
Added Blueprint ( armbinder for forearms ( White Color )).
Added Blueprint ( headbag with nose hole ).
Added Blueprint ( headbag with nose hole ( White Color )).
Added Blueprint ( "Dog Mask" ).
Added Blueprint ( "Dog Mask" ( White Color )).
Experimental features:
Overrides AI threat assessment. The player character remains in the Pay Attention state as long as their hands are tied. When their hands are completely freed, the threat state changes to Dangerous.
Your wanted level will reset after being sent to jail.
Removed area in prisons that prevented the use of team manager.
When using Carrying Device - the task of unpacking the character requires specifying the exact landing location. If the character is packed - the indicator will appear automatically when selecting the device.
When using the Carrying Device, unpacking will be the main action if you are carrying the character.
The "Pack into Carrying Device" task is available in the special actions panel. To use it, the target must be linked.
Bug Fix:
Mouth Gag type gags were not overlapping other gags - fixed.
The overlap layers of some types of clothing were indicated incorrectly, due to which it was possible to wear them repeatedly or with incompatible layers - fixed.
The action key bar when using an item was not displayed after exiting photo mode - fixed.
Fixed gaze tracking in the standby pose for slaves (only the eyes followed the target while the head remained motionless).
Fixed bug with wrong head direction (Characters could look to the side or to the sky, which looked strange...)
When loading progress, characters in cocoons could display enabled items that should obviously be hidden - fixed.
Some items might not appear on the character after loading progress - fixed.
Items in chests and barrels could be duplicated after loading progress - fixed.
A mummified hostage could fall into the ground after loading progress (Only applies to mummification under the ceiling) - fixed.
The hostage may not be in the captivity location after loading progress - fixed.
Items might not be returned to inventory when using the "Rescue" action - fixed.
The carrying device could unpack the character with an error if there was no suitable place nearby (Glitch with characters getting stuck in each other) - fixed.
The hair band might not be hidden during mummification - fixed.
v0.7.0.5
I processed quite a lot of feedback regarding interaction with items, their use and general navigation through the GUI, somehow related to items or actions, and came to the conclusion that their implementation is not entirely successful, and sometimes inconvenient.
I did not reinvent the wheel and moved on to more obvious things that had already been invented for me, which ultimately greatly simplified some things that previously seemed complex, incomprehensible and clumsy...
Radial quick access panel :
The model of communication between the game character and the items and their use has been completely redesigned. The previous quick access panel had good expandability and functionality, but was too inconvenient in terms of its use. A solution was needed that would fix this problem... Let me introduce you to the new quick access panel:
It is a classic radial menu that contains items, objects and actions. The panel is automatically completed and all you need is to simply hover the cursor over the desired item to pick it up.
The panel automatically divides items into tabs, for example, first comes the "Devices" category, which contains weapons, traps, hooks, a device for carrying, furniture for the hostage, etc. Next come bondage items, and then the action tab. Since there may be too many items, the panel creates additional tabs with items if the others are already full.
Item Usage Context Slider :
Added a slider panel that clearly displays a list of available contexts for using an item. The panel is automatically displayed when changing the context, and also closes when you have made your choice. The panel will not be displayed if the item has only one context of use.
Special Actions Panel :
Added a special actions panel. This panel is an extension of the gameplay tasks on which all items and actions are built. The panel provides quick access to the execution of logic embedded in a certain item or action, which usually require that you hold them in your hands.
For example, you can create a knot on a hook by pressing one button, without using a leash. In the same way, you can take an item immediately in your hands, without unnecessary actions.
Available actions are displayed in the lower right panel when you point the camera at a character, item or object that supports these actions. Depending on the conditions, the available actions in the panel can change dynamically.
Installation Rules Panel :
The panel with rules for building or installing objects has been updated. The control help panel has been moved to the bottom context menu, and the rules panel has been moved to the right corner in the center.
Common Item Action :
The field with context actions of the item in hand has been updated. Now the field displays all available actions for managing the item or action, and not just "Apply" and "Remove".
Items with nested construction :
The sonar is activated automatically when you select this action in the radial menu.
The crossbow no longer requires additional activation to be picked up. It is called automatically when you select it in the radial menu or pick it up through the special actions panel.
Buildings and installations :
Re-installation or construction of objects is called automatically after placement. This allows for continuity when installing multiple objects of the same type (No more need to re-select an object in the menu after installing it).
Additional logic components of prepared items :
An item picked up creates a component that performs additional logic if required.
Decoy's effect displays the radius over which the effect extends.
Notification center :
The notification center has been updated. It is now located just above the context panel and its maximum capacity has been reduced to 1 element. This freed up a lot of screen space, and now notifications are always in front of your eyes.
Fonts :
Updated base font in all widgets.
Updated the font of all "Common" elements (Keyboard Input Hints).
Visual :
Added HDRi maps for all available scenes. This improves global illumination, as real-time environment capture does not provide an accurate result.
Camera State Machine :
Changed default camera angle.
Changed angle while using an item.
Changed angle while sprinting.
Added angle for standing while bound.
Added angle for kneeling while bound.
Added angle for sitting while bound.
Added angle for lying while bound.
Dummy weapon :
The new component displays a dummy weapon on the back if it is in the inventory.
The dummy is automatically hidden when the weapon is equipped or in other situations when it is obviously in the way.
Other changes :
Descriptions of some items have been changed.
Descriptions of items have been added where they were not there.
Crossbow stacks in the inventory and radial menu.
Binoculars stack in the inventory and radial menu.
Carrying device stacks in the inventory and radial menu.
The "Devices" section has been added to the player panel in the storage tab. It contains all basic items, as well as furniture for hostages.
The "Consumables" section has been added to the player panel in the storage tab.
The "Actions" tab has been removed from the player panel.
The "Emotions" tab has been removed from the player panel.
Cosmetic update to the action execution progress field.
Cosmetic update to the panel in weapon mode.
The notification panel is now available on the CaptiveHUD canvas.
The "Turn Around" and "Turn Around (Half)" actions have been removed from the plan.
The "Sit / Stand" action included in the "Crouch" action has been added to the special actions panel. The action can be applied if the character's legs are tied.
The "Create / Delete Knot" action included in the "Leash" action has been added to the special actions panel. When hovering over the character, the action will be added automatically if the character has a collar. Stationary and dynamic hooks for tying have built-in support for this action.
The "Put In Hand" action has been added to the special actions panel. To quickly access the action, point the camera at an item or object that supports this action.
Emotions have been removed from the plan.
Bug Fix (AI):
AI sometimes holds the last used item in its hands after completing or interrupting its tasks - fixed.
AI could freeze if you used an item on it during the idle animation - fixed.
AI could start tying you up when you use an item while facing it - fixed.
Enemy AI could ignore the use of bondage if you used it while facing it - fixed.
Bug Fix (Others):
Mittens could be used after arm binder - fixed.
When deleting a save slot, information in other slots could stop being displayed - fixed.
Progress could fail to save in some cells - fixed.
Leather belts could be used beyond the allowed context, which led to a breakdown in AI behavior - fixed.
Leather handcuffs could be used beyond the allowed context, which led to a breakdown in AI behavior - fixed.
After placing an object, an empty object could remain in the hands, which led to a control failure - fixed.
The object could not be removed from the hands when switching the camera, which could lead to a control failure - fixed.
Some usage context items are missing thumbnails - fixed.
Notifications about the inability to resist were not displayed properly - fixed.
The position of objects in the hands is not always correct - fixed.
The character does not hold an object in his hand when he is in a prepared state - fixed.
Fixed hair material so it doesn't have subsurface scattering properties (Hair doesn't change color in the sun).
v0.7.0.0
Let's start with the most interesting thing that fundamentally changes the gameplay. I present to you the skills of the races! Now each of the characters you choose has unique properties that will help you in certain tasks. Although there are no contracts that are in the plans yet - this will just be a warm-up for you before something bigger. So, in order...
Now when choosing a race in the spy hideout, the skills assigned to each race are displayed, you can regard them as hero classes, each specializing in something of their own.
Humans specialize in bondage skills, which allows them to use ropes, gags, etc. much faster. They also have access to the "Human Progress" skill, which allows them to build furniture for hostages, which is part of the new construction system, but more on that later. They also have a negative effect if they are completely naked - this suppresses their concentration, making it difficult to free themselves.
Arachnids are a new race in this update. They are natural predators, which allows them to easily deal with their victims. Their strong point is that they move completely silently for the enemy, even if you run next to the enemy, he will hardly hear you. They also have two more useful skills.One of them is the ability to produce a web, which can be used as a bondage if there are no ropes at hand. You can tie their hands, feet, as well as make a gag, collar or even blindfold them. Also, an insignificant skill is mummification, which allows you to completely immobilize the target, leaving him no hope of salvation.
Cats are very agile and have a number of skills that allow them to remain uncaught more easily. One of the skills allows you to develop a very fast speed, which will help you easily break away from the enemy, if you do not want to fall into his clutches. Also, the stamina that is spent on running is restored much faster.
Their more useful skill is "sonar". You literally see everyone who makes any sounds, the effect lasts as long as you stand still or move very slowly.
Dark elves are very versatile. Their first skill allows them to remove several items from their bodies at once, which speeds up their release.
Also, their weapon skills allow them to attract the enemy's attention in the place where they shot. This will be useful if you want to remove one or more opponents from the road so as not to mess with them.
They are also skilled in handicrafts, which allows them to assemble complex devices like crossbows from improvised means.
Like the forest elves, they have a negative effect, due to which the enemy will tie you up as tightly as possible, regardless of the wanted level.
Demonids' skills are focused exclusively on strength. They get tired less when fighting, and also restore stamina faster (when bound). They also have a 30% chance to completely free themselves from all restraints when removing an item. I hope you'll be luckier than others.
Dryads are virgin forest dwellers, they are completely new to captivity and deprivation of their freedom. Their skills are aimed at simplifying their helpless state.
Their main skill is that all restraints that are used on them have only half the strength of the original.
They also take full advantage of their enchanting properties - the sleep effects that you apply to an enemy last twice as long as usual, and you also have a 20% chance to put the enemy to sleep while he ties you up, thanks to the "Neurotoxin" skill.
In addition to all this, they are not very experienced in bondage practices, which increases the time it takes to use ropes.
Wood elves live longer than others and they did not waste time perfecting their hunting skills, so the traps you set will bind the naughty girls who fall into them much tighter, or rather, they will be tied from head to toe.
Just like an experienced hunter, you do not react to traps, not only your own, but also those set by the enemy.
If you want to divert attention to yourself, you can make sounds that will attract attention. The enemy, who does not understand anything, will definitely want to check who made this noise.
Just like the dark elves, they have an identical negative effect.
A section has been added to the race selector that allows you to customize your character by selecting individual parameters. There are almost no assets yet, but they will be replenished in the future.
Added new preferences for sandbox mode, I decided to leave the choice of difficulty in this mode to the user, so that you can customize the key parameters to your style of gameplay.
Behavior Preferences:
AI can use a leash to lead you to a hook.
AI can raise the alarm in the camp (AIs start actively searching for you when you escape from their pursuit).
AI can put you in jail (by default, this happens when you get caught more than four times).
Difficulty Settings:
These settings focus on the amount of force characters use when breaking free from their helpless state. Think of them as a sensitivity slider.
Struggle Player Character
Struggle Kidnapper Character
Struggle Slave Character
Struggle Spy Agent Character (Only applies to characters in the safehouse).
Wanted Level Settings:
This setting affects the initial wanted level when you start a level. It ranges from 1 to 5, remember that the higher the wanted level, the tighter you are tied up. At level 5, you are guaranteed to end up in jail (unless you have disabled this option).
Added saving of progress in sandbox mode.
A journal appeared in the shelter, in which your adventures are recorded. The table on the left is also responsible for selecting the level.
The save data shows the level, the time spent in the current session, as well as the composition of the squad you were in.
You can save your progress at any time via the main game menu; the save and load session button is only available in sandbox mode.
Currently, the save system records the following dаta:
Transformation of all characters, items, objects, and anything that can change its high-level state.
The race of the game character.
Items in the inventory.
Clothing
Binding of items in the hotbar.
Presence of items on the stage.
Presence of items in the stage storages.
Status of the stage storages (open / closed).
Presence of restraints on the character.
Crew members.
Presence of the character in the prisoner's place.
I would like to immediately emphasize that saving only applies to the sandbox mode, all the items you found, all the furniture you built, all the actions you performed, etc. - only apply to the sandbox mode and will not affect the rest of the gameplay. When moving between the shelter and the game location, only the race you selected is transferred. All items, clothing, etc. remain in their places. All this is necessary to separate the progress of the contract mode, which will appear next year, and the free mode (sandbox). It will work as follows, you can take a look if you are interested ...
Added a carrying device.
It allows you to carry a passenger, while your hands are completely free and you can not limit yourself in actions.
It also allows you to transport a passenger when using an elevator and fast travel, which was previously impossible due to some game conventions.
Basically all it does is place the passenger behind you and you can unpack him at any time in the condition in which you picked him up.
Now the skill system can provide additional blueprints for construction. For example, if you play as a human, you have access to all the blueprints for places for prisoners, which you can assemble from new parts found on the map and place them as a static object almost anywhere.
MV requirements have been changed when creating an item instance. Now the panel displays not only the required items, but also the required quantity (Bottom right - how many items are in the inventory, top left - how many are needed).
A number of new items required for crafting have also been added.
Metal tools.
Metal parts.
Leather blanks.
Added a system of stationary placement of places for the captive. The difference from the usual places is that you place a placeholder in the place where the place for captivity will be located. Having brought a hostage, you can assemble it from the required materials. At the moment, the system is supported only by arachnids (you can mummify your captives).
Added tracing of decorator states when constructing objects or placing ready-made objects on the scene. Now, next to the object transformation panel, a panel of all the requirements that you must fulfill to install the object is displayed.
Also added the ability to rotate an object when it is placed on the scene. Hot keys will be displayed at the time when the desired object or drawing is in your hands
Let's talk about some changes in navigation and GUI elements.
The location selection page has been updated, nothing new, just a cosmetic improvement.
Character Team pages have been updated. When selecting a team member, their origin and included skills are now displayed.
Redefined active target highlighting. Interactive objects or characters will now be marked with dots in the center. Less important targets, such as simple interactive objects (hostage furniture, level select, loading save) will only display the default info widget.
Added session time to the upper left corner of the screen on the player panel. This is not the literal time in the game, but the time spent in the current session and when saving - it is recorded automatically.
Added section with information about the character
Race.
Wanted level.
Passive skills.
Activated skills.
Implemented effects.
The player panel size has been expanded to 6 columns.
Compact Quick Access Toolbar - The toolbar now automatically collapses when not in use.
The spy uniform has been updated. It now consists of a durable full-body leather suit, reinforced gloves, and high-soled boots.
Changes to the Slaver Camp map
North Town Hall - Traders use it as a temporary storage facility for prisoners before shipping them out.
East Town Hall - Traders use it as a temporary storage facility for prisoners before shipping them out.
South Town Hall - Main outpost. Here you can find supplies, weapons, components for their manufacture, or you can just find trouble on your ass...
The remains of the still-surviving tunnels that miners used. With their help, you can quickly travel to key points on the level. There are 3 directions available:
Go to the North Town Hall.
Go to the South Town Hall.
Go to the East Town Hall.
You can also move from these points back to the tunnel by going down into the well.
The central entrance to the tunnels is at spawn (Go down into the well).
Added solitary confinement cells. They are very cramped and the only source of light is the sun rays breaking through the cracks in the hatch cover. Also, if you get caught too much, you can be put in one of these...
Changes in the Spy Hideout:
Added a free-use room. This is basically an empty room where you can try out the new build mode or just use it as you wish. It has all the necessary resources if you decide to build cages or chairs.
Added an armory room. All currently existing key items are located here, except for crafting components. All items that will be added to the game in the future will be placed here as well.
Collectable added.
You can find various figurines of characters that refer to other works or authors.
Collectables are an extension of the Ability System and grant abilities when equipped. There are currently two collectables available in the game, which can be found in both the Hideout and Sandbox modes.
Other improvements:
Added item "Chastity Belt".
Added item "Leather Belt".
Added item "Leather Cuffs"
Added Drag&Drop sounds for some old and new types of items.
Replaced UI sounds when opening a scene.
Added ambient and additional sound effects in the spy hideout.
Updated sounds for bolts hitting targets (Hit React)
The work of the skeletal mesh overlap service has been updated, it should eliminate crashes when overlapping bondage items, as well as establish the correct operation of hiding hairstyles, facial deformation, etc.
The camera angle has been changed when using an object (Now it is slightly further away and the field of view is increased)
The camera angle has been changed when using objects that can be placed on the stage (The camera is significantly further away from the character, the field of view is increased).
Changed camera angle in idle mode.
Changed camera angle during sprint (now it is centered on the character).
Lens autofocus switch when using depth of field in photo mode.
Depth of field in binoculars.
Added depth of field while aiming. The focal length of the lens adjusts to the target, in other words - what you aim at will always be in focus.
Added a medium length hairstyle with hair tucked behind the ear.
Added short hairstyle with swept bangs.
Optimization:
Change in grass rendering distance is included in the project.
Optimized static mesh LODs.
Added LODs for all kinds of skeletal meshes.
Added skeletal mesh rendering range.
Added static mesh rendering range.
Optimized terrain tessellation.
Crowd Manager - A manager that controls the rendering and execution of NPC tasks within a certain radius of the game character. This provides a significant performance boost by removing the load from the processor.
*Note: The manager is in experimental mode, since it is not entirely clear how it can affect the behavior of characters...
v0.6.4.1
List of fixes
Particles tied to the Dryad race did not disappear when changing races (Fixed).
Agents in the shelter did not create eye contact with the player when they were tied (Fixed).
The game character did not create eye contact with the shelter agents (Fixed).
When switching to another team member, they took the appearance and race of the game character (Fixed).
Fixed an error in the name of the action when using stockings (Fixed).
Traders went to zero coordinates of the scene when checking the player's location during an alarm (Fixed).
Traders were inactive after the game character reached the maximum wanted level (Fixed).
Fixed a critical error that caused the sequence to freeze when performing a gameplay task.
Fixed a critical error where traders could not pursue the game character until the waiting animation at the patrol point ended.
Traders could become idle when tying up slaves when they saw the player (Fixed).
Traders could become idle after being hit by a Sleep Bolt (Fixed).
Traders could sometimes not trigger the alarm in camp (Fixed).
Traders could tie up a buddy underground while standing on the surface while under the effect of a Fury Bolt (Fixed).
Fixed pathing to the hook (Traders could approach the hook from the opposite side).
Traders did not respond to gameplay preferences when tying up a player character (Fixed).
Traders sometimes did not complete the action sequence when tying up a player character (Fixed).
Fixed a critical bug where AI did not respect the conditions of an item's decorator before applying it (AI could not continue the action sequence when stuck on checking).
Fury Bolt did not work on agents in the hideout (Fixed).
There was no armbinder on the main map in sandbox mode (Fixed).
Fixed masks for the simulation of the game character's hair physics.
Fixed shading of hair roots on short hairstyles.
Fixed UV maps of some hairstyle LODs.
The field distance effect was removed from the main camera, it was displayed incorrectly.
No sound for buttons on the race selector panel (Fixed).
No sound for buttons on the color picker panel (Fixed).
No sound for switches in photo mode (Fixed).
Optimization
Fixed hairstyle meshes to be less detailed without losing quality.
Added a rendering distance for the hairstyle material overlay.
Added a larger number of hairstyle LODs.
Disabled hairstyle physics simulation for LODs (for game characters).
Other
Added an observer that can interrupt the sequence when traders get stuck while they are leading the player character on a leash (You can use the "I'm stuck" button in the main menu - it will also end the trader's task and teleport you to the hook she was moving to).
v0.6.4.0
As my skills develop, I try to update and improve game assets, as well as add various tools to make them more complex. In this update, I seriously worked on the spy hideout.
Let me start with the fact that the main hub that you have seen for a year looked boring and had terrible lighting, although the main map in sandbox mode looks pretty good, something had to be done about it.
Initially, I was inspired by old creaky wooden buildings on the edge of the world, which are illuminated only by the light coming through the window of a dusty room. I did not abandon this idea.
I completely reworked all the assets of this map, and also improved the lighting and post-processing to achieve an acceptable picture.
Also, after making numerous changes to the AI systems, I decided not to leave them idle. Now the shelter has agents who are doing their own thing. I threw out the wooden mannequins, because who needs them if there are a bunch of girls to experiment on.
In addition to visual innovations, I worked on expanding the functional rooms. The game needs customization systems and I wanted the player to explore the rooms and learn about new possibilities, and not just poke at the interface to do something.
The first thing I changed was changing hairstyles, now there is a room available in which you can do this. You just need to go to the mannequin to choose the one you need.
I replaced the old unsightly hair with new models, and I was also helped by a good shader that draws the base of the hair, cutting off the edges of the tips, making them less like tubes, and also draws a small volume of hair on top of the main model, which gives them a little roughness and dishevelment.
This is a pretty good option since I can't afford photorealistic hair with simulation due to the large number of characters on the map.
I tried to put an end to the issue of asset randomization and worked on a new tool that returns the selected color to all systems working with colors. This is what the "Color Dropper" became, for now it is used only for coloring hair, but in the future it will appear in all systems that redefine the color of assets, be it clothes, gags, etc.
You can choose the main color as well as the detailed shade. After choosing a color, it is saved at the top of the panel so that you can use it without manually selecting the color.
Among other things, I started working on the vault card index and personal dossier, which controls the appearance of the game character, as well as everything related to it. The card index can also be found in one of the rooms of the vault.
From the toolbox you have access to a personal dossier, for now it only has a choice of the race of the game character and tells a little about the race you have chosen. Later, all the settings of the characteristics and skills of the character will be available in this panel.
In addition to the functional rooms, a room with all the necessary equipment for hostages was also added.
And also a small interrogation room, for those who like a closer acquaintance...
Another major innovation was a complete rework of the photo mode: - Updated appearance of the photo mode.
If you use a keyboard, you can now enter the photo mode directly from the game by pressing "P", no need to go to the menu.
Control of transitions between camera modes has been slightly changed.
Now the "ESC" and "Face Button Right" keys on the gamepad are responsible for the back button, which allows you to exit the interface transparency mode, camera settings mode and photo mode with just one button.
Settings are distributed in the corresponding tabs.
Added the "Lens settings" tab, where you can adjust the focusing distance, as well as enable depth of field.
Added a separate tab for post-process effects with new effects.
I also didn't forget about your wishes. Added an armbinder in two colors (Black/White). It has a purpose for the hands, like regular ropes, but you can't put it on over the ropes on your hands, and also put other restrictions on your hands while the armbinder is on.
Nipple clamps won the vote, but they had to be temporarily excluded from the build, I will add them in the next fixes, sorry.
Fixes:
Fixed collisions of some assets.
Fixed a bug in the grass shader. Sometimes grass could be displayed without a material.
Fixed camera exposure in the hostage location preview.
Fixed registration of gags with new assignments in the hostage location preview. Gags with some assignments could not include themselves in the assembly for no reason.
Fixed gag sounds. Some types of gags could not make a sound when resisting.
v0.6.3.1
Fixes :
Fixed a behavior pattern when tying up a player character, using mittens would cause a glitch, preventing the AI from continuing the sequence and others from tying up the player character.
Fixed a bug that would cause traders to become inactive towards the player character when they should have tied her up.
Fixed all scenarios where traders could not use a leash. They can now...
Fixed "Sleep Bolt". The character will now wake up from sleep if disturbed or the effect ends.
Fixed in-game task failure notifications. They should now only be triggered if the player is the player.
Fixed facing target. AIs will now turn to face the target before playing the animation.
Improvements :
Changed "Fury Bolt". It now triggers a separate behavior tree where the trader pounces on a friendly character within a certain radius. The effect is removed when it ends, when the trader sees the player while the trader was tied up under the effect.
AIs start using chest rope starting at wanted level 3.
AIs start using gauntlets starting at wanted level 4.
Added random animations that play when AI interrupts a task if someone else is already doing it.
v0.6.3.0
Systems:
AI Route: new route system. Now AI can perform tasks attached to a specific route point, such as playing an animation, or waiting, and also change it dynamically.
Services:
Threat Search Service: Searches for potential threats based on a condition. The search is performed on all characters that the AI sees or remembers, so they will choose a target depending on who they saw or heard the last time. The advantage of this service is that it determines the target from the entire list of stimuli, so if they interrupt another task during the first one, they will return to it later.
Behavior Executor Service: Automatically sets a character as an executor at the beginning of work on a task and also removes it after completion. This brings a little order to the work of the AI, now the character interrupts its behavior (for example, tie up a player) if someone else is performing a similar task. This eliminates the mixing of behavior of several AIs, as well as the breakdown of their logic.
AI Dynamic Relationship: Adjusts the priority of the AI in relation to the game character based on a real-time condition. Now the feeling icons above the AI's head will be colored yellow if the AI has noticed you, but you do not pose a threat at the moment, and red if you pose a threat and the AI intends to attack.
AI Item Preferences: Now AI can set their own preferences when tying up. For example, if the task is to put on a gag, then it will choose a random item from the list of gags that it prefers.
Optimization:
AI Subordinate: The component records stimuli and the character who caused them. The component has replaced the old threat recognition system and works much faster.
Trader behavior:
Due to changes in the AI route system, additional tasks have been added that traders will perform while on patrol. For example, a trader may pause to approach a table and craft items, check if captives are tied up securely, check equipment, or search a chest. This adds more variability to their behavior and also provides additional windows for attack.
Traders can now have multiple routes that they can use. Routes change dynamically in real time after the patrol time has expired.
Traders will sound an alarm if you have disappeared from their sight and they have failed to find you. In the event of an alarm, all AI on the scene will check checkpoints where the player is likely to be hiding. The time that the alarm lasts is indicated on the main panel. If you managed to avoid capture during the alarm, the traders will return to basic tasks.
Increased downtime timings at AI route points. Now they use random long animations instead of standing still.
Traders can now use a leash. If there is a hook on the wall nearby, the trader will choose a random one, then take you to it and tie you up. Then the trader returns to basic tasks.
If the trader cannot determine the position of the hook to tie you up, he will switch to classic bondage. It still works on the principle of increasing the level. If the character has reached the maximum level, he will be placed in prison.
Also, traders will not be able to use a leash if you are lying on the ground or in any position except standing. This will be finalized later.
Slave Behavior:
Slaves can now free other slaves in line of sight.
Slaves can now free a player character or non-player agent in line of sight.
Slaves will interrupt someone's freeing if a threat or player appears in their line of sight.
Slaves now have identical behavior to slavers when bound. They can attempt to free themselves, but with a much longer timeout.
Added contextual animations when slaves are idle or see a threat.
General Behavior:
All NPCs on a leash may begin to struggle if the leash master or leash chain leader is inactive.
When attempting to free themselves, NPCs will randomly choose to sit on their butt to untie their legs, or go prone and then kneel if their legs are still bound.
Experimental features:
Added generation of collision events. Now when several characters collide with each other - they automatically try to move away in opposite directions, this will presumably reduce the risk of getting stuck because of other characters. For slaves and game characters, events are generated constantly, for slavers - only when they are tied.
Added a switch to hide all GUI elements in the photo mode.
Added a modifier for the consumption of the bondage item state. For a game character it is 1f (by default), for traders 0.5f, for slaves 0.25f
Improvements:
Added a "Take all items" button to the storage widget.
Traders can use gloves.
Added modifiers to the navigation mesh in places where AI got stuck most often.
Removed collision from dynamic debris constructors (stones, small blocks, bricks, construction waste).
Fixes:
Fixed being attacked again in prison immediately after being arrested.
Fixed a bug where your items would disappear from your chest if you were imprisoned.
Removed messages about returned items from NPCs in the notification panel.
Fixed navigation in widgets related to scene storage.
Fixed dungeon-related sound classes, now their volume is consistent with the settings.
Fixed overlapping glasses on your head if you put on a headband or hood.
Fixed overlapping hair if you use a hood.
Fixed the darkening effect when using multiple items at once that block your view.
v0.6.2.0
Innovations
Restraints:
Added cast iron collar.
Added magnetic handcuffs (level 1/standard bondage technique).
Added magnetic leg shackles (Level 1/Standard Bondage Technique).
Added worn underwear for use as containment items. Linen can be found in the laundry basket.
Characters:
Add new race "Dryads"
Map:
Added a compartment for temporary prisoners. It's down the road away from the council house.
The first (of two) underground prison complexes has been added. You can get into it through a hatch in three places on the map. You can also get there against your will if you behave too badly...
Improved navigation
Added new details to the environment
Some old buildings have been changed
Added several points of interest
Added viewing spots
System:
Added objects/storages. You can now open chests, cabinets and other places where items can be stored.
Added interactive movement points. They will allow you to move between two points. For example, with the help of them you can climb onto the roof using a rope or enter the underground complex through a hatch using a ladder.
Scenario:
Added a scenario for the arrest of a player character. The AI will now place the player character in the underground prison complex upon reaching the maximum bond level.
All captured prisoner items and clothing will be confiscated and moved to storage on the surface.
All prisoners receive slave clothing by default.
Prisoners are moved to a random cell.
The state of the AI located in the underground complex, as well as their route, will be reset after the player character is captured.
Captured prisoners within the underground complex will be tied up and returned to their cell.
GUI:
The interaction plate on "Captive Place" objects has been replaced with a more compact one and no longer blocks the view.
Added project version to the top of the main menu.
Starting from version 0.6.2.0, a Change Log window has been added with information about innovations and bug fixes in the current and previous versions.
Utility:
The ability to remove items in the Self Bondage panel in the main game menu has been removed.
Interactable:
Added a wooden horse as a place for captivity. There is one pose available for use.
Game Mode:
Added “Character Team Manager” exclusion zone. Once in the underground prison complex, you cannot switch characters or recruit characters.
Bug Fix
Fixed captive place. Now the ropes with which they are attached are in their places.
v0.6.0.0 Alpha
Main innovations:
Character Team Service
The service allows you to hire recruits from characters neutral to you and take control of them.
8Direction Movement System
The player character and all AI now move relative to the direction of the camera.
Sprint System
Now you can switch to fast running.
First Person View
First person viewing mode. This is not a full-fledged first-person view, it is needed to inspect the area, objects, or to admire on your captive without interfering GUI elements.
Crossbow
You can now use a modified crossbow that shoots darts with a special effect.
Binocular
Inspect the area, reconnoiter the situation from a safe place, mark enemies or prisoners.
Emotion (Alpha Mode)
A tab with emotions has been added to the player panel, which can be tied to slots and used in game mode.
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Maps:
Spy Hideout
Added shooting range.
Slaver Camp
Added buildings with safe places for recruits to spawn.
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Changes under the hood:
Weaponment System Library
Adds a new library of weapons-related systems. Currently based on this system
The crossbow is working. In the future there will be more weapons and items that can be used.
Advance in Stimulus Sense Registry
New service for recording and storing data about detected stimuli. Now AI adequately processes information about what they see and hear.
New Captive Movement States
New poses for the prisoner. Now you can sit on your knees, lie on your back and roll over.
Movement in some poses is also available.
Stimulus Viewer
New widget above the AI's head that signals that it sees or hears you. Navigating when escaping has become much easier.
Affect Viewer
Displays a widget on the character if an effect is applied to him. Shows the time during which the effect will be active.
Cine Camera Setup System
The new system provides a smooth transition between camera angles, as well as its position and focal length, which gives stunning results and makes the camera behave more cinematically.
External State Machine
New object states service. Ensures the operation of dynamic states, with its help it works changing the camera angle, as well as changing the pose of the hostage.
Cloth Pallete Runtime Instance
Slavers now use random clothing based on a cut and sew system.
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New actions:
Action "Release"
Completely free the target. The execution time will depend on the number of items on it.
Action "Undress completely"
Quickly undress the target. Removed clothing remains with the target.
Action "Change outfit"
Put on all the things of your goal. (analogous to dressing up from Hitman)
Action "Hire"
Recruit a target into your squad.
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New recipes:
Recipe for "Sleep Bolt"
Causes severe fatigue and sleep (temporary effect).
Recipe "Bolt of Rabies"
Causes an attack of aggression, the target can lash out and tie up a friendly character.
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Fixes and improvements:
Base Input
Due to the introduction of new features, the control scheme for some actions has been updated.
To switch to easy running, press Shift. To sprint, press Shift while running.
Changing the shoulder and squatting is now done on Left Ctrl. (Press to change the shoulder, hold to sit down/stand up).
Captive Place System
The sight tracking service has been added to the pose preview panel. Now the girl looks at the camera when demonstrating the pose.
Fixed release. Now, when leaving the place of detention, the character checks the available position matrix,
instead of randomly selecting a position, which prevents false positives.
Fixed release when objects are nearby. When released, the character checks the available position based on the height of his own position, which prevents moments when a hostage could spawn on a box and be blocked.
The implementation of animations associated with this system now uses an overlay. This should clear all errors associated with mittens, gags, etc., as well as related mistakes when freeing a hostage.
Captive Component
The main component that controls objects on the body has been completely rewritten. This was necessary due to with updated moving poses, as well as new bondage techniques.
Now the component allows you to check whether items can be installed and report this in the notification panel.
Captive Panel
Removed the hiding and translucency of the panel.
Added a column with input prompts (change of pose).
Updated handling of struggle states.
Game Menu
Added buttons to go to social networks and other sites related to the game.
v0.5.2.2
Initial release