Home Creators Posts Import Register Favorites Logout

Videos

  • THEg_0.1.6.7_player_captive_control.mp4
  • THEg_0.1.6.7_following_orders_crotch_groped.mp4
  • THEg_0.1.6.7_failing_orders_spanked.mp4
  • THEg_0.1.6.7_strappado_spanked.mp4
  • THEg_0.1.6.7_leash_being_pulled.mp4

Downloads

Content

Hello everyone. THEg 0.1.6.7 update is finally released for subscribers!

みなさん、こんにちは。THEg 0.1.6.7のアップデートが、ついにサブスクライバー向けにリリースされました!


After a pretty long development time, this update is finally out, bringing new features, a lot of small improvements and much needed fixes.

かなり長い開発期間を経て、このアップデートがついにリリースされました。新機能や数多くの細かい改善、そして待望の修正が盛り込まれています。

Most of the time spent on the developement of this update was mostly on the new animations, new systems and the much needed fixes so I really hope the game feels smoother, more polished and less buggy than before.

今回のアップデートの開発に費やした時間のほとんどは、新しいアニメーションや新システム、そして待望の修正に充てられました。そのため、以前よりもゲームの動作がスムーズになり、完成度が高まり、バグも減っていることを心から願っています。


Since there has been a few changes, let's do a quick summary of the most notable ones

いくつかの変更があったので、特に注目すべき点について簡単にまとめてみましょう


- New voice sounds for the player character (Clara) with breathing, edging, orgasm and pain noises.

プレイヤーキャラクター(クララ)の新しい音声効果を追加。呼吸音、絶頂直前、オーガズム、痛みの声などが含まれます。

- Captive control was added in the game, grab a bound NPCs from behind to be able to start, this includes being able to grope breast and crotch but also spank a character standing or in strappado. Also used by NPCs for rewarding and punishing the player character.

ゲームに「拘束操作」機能が追加されました。拘束されたNPCを背後から掴むことで操作を開始できます。これには、胸や股間を触るだけでなく、立っている状態やストラッパードの姿勢にあるキャラクターのお尻を叩くことも含まれます。また、NPCがプレイヤーキャラクターに報酬を与えたり罰を与えたりする際にも使用されます。

- Willpower was added for characters, which for the player is represented as a purple bar that slows down stamina regen.

キャラクターに「意志力」が追加されました。これはプレイヤーには紫色のバーとして表示され、スタミナの回復速度を遅くします。

- You and NPCs now can hit and make some noise when inside the locker.

ロッカーの中にいるとき、プレイヤーやNPCがロッカーを叩いて音を立てられるようになりました。

- NPCs will now seek an needed item around and even ask other friendly NPCs if they have the item or not.

NPCは、必要なアイテムを周囲で探し回るようになり、他の味方NPCにそのアイテムを持っているかどうかを尋ねることもあります。

- NPCs are now able to leash the player character when they have a collar and will wait for you to follow them, pull the leash to them when they become impatient.

NPCは、首輪を装着している場合、プレイヤーキャラクターをリードでつなぐことができるようになり、プレイヤーが後をついてくるのを待ち、待ちきれなくなるとリードを引っ張ってプレイヤーを呼び寄せます。

- NPCs and your character are now able to pull the leash you have in hand in order to unstuck or force them closer in case they get too slow for your taste.

NPCや自分のキャラクターは、手持ちのリードを引っ張ることで、動きが鈍くなりすぎた場合に、その場を抜け出したり、無理やり近づけたりできるようになりました。

- NPCs can now give orders to the player such as "get closer", "face me", "stay here" and "follow me". This is a beggining of the obedience system of the game and will get more content, more orders in future updates for your submissive needs!

NPCがプレイヤーに対して、「近づいて」「こっちを向いて」「ここにいて」「ついてきて」といった命令を出せるようになりました。これは本作の「服従システム」の始まりであり、今後のアップデートでは、プレイヤーの「服従」への欲求に応えるべく、さらに多くのコンテンツや命令が追加される予定です!

- Self-bondage (self leashing) for strappado and suspension is now possible without doing a dev command.

ストラッパードやサスペンションのためのセルフボンデージ(セルフリーシュ)が、devコマンドを実行しなくても可能になりました。


Here are a few preview videos to showcase the some of the new stuff added:

以下に、追加された新機能の一部を紹介するプレビュー動画をいくつかご紹介します:



I'm going to take the week-end off before working on a hotfix if needed and the 0.1.6.8.

週末は休んで、必要に応じてホットフィックスとバージョン0.1.6.8の作業に取り掛かるつもりです。

Enjoy and see you in next devlog to talk about 0.1.6.8 and RC versions.

それでは、また次のデブログでお会いしましょう。その際は、0.1.6.8 および RC バージョンについてお話しします。


Get the download link and password.

ダウンロードリンクとパスワードを入手する。


Changelog

変更履歴


Additions

追加事項

- Added locker hit interaction and sound.

- Added willpower that affects the stamina regeneration rate, the lower the willpower, the longer stamina will regenerate.

- Added Captive control for groping breasts, crotch and spanking captives. Interaction available for the player while grabbing a bound character, available in when the character is standing and in strappado.

- Added NPCs will now either carry or leash a captive to bring them where they need them depending if the captive has a collar or not.

- Added new self interaction so the player can leash themselves to anchor points

- Added leash pulling interaction for both the player and NPCs full. (won't fall for now)

- Added CharacterAction that will be used for different purpose. Right now used for Grope and Spank action.

- Added Fetch item order to make a character fetch a specific item.

- Added FollowGroup to have a common logic for multiple characters to go somewhere in group, knowing when they are being followed, when they need to wait for one character and other behaviors that might be useful with it.

- Added face order when a character watches a captive

- Added NPCs can now grope the breast or the crotch depending on it's satisfaction from the captive

- Added NPCs will say something when spanking and groping a character and will depend on how many times they caught them or been satisfied

- Added ReplySpeechData for cases when a character is waiting for another to answer with a positive, negative or neutral answer

- Added a character without enough willpower won't struggle their restraints

- Added a state to resume directly in the character's brain data in case they need to finish a specific AI State

- Added ability to hear speech from other characters or possible actors such as speakers

- Added an NPC checking the player after a while will now spank the player character if they don't follow orders after watching them

- Added breathing, edging, orgasm, pain, spanking finally hiting sounds

- Added different save version warning for last save continue button in main menu

- Added distance condition that requires a character to be at a specific distance

- Added GameAction, TwoCharacterAction to streamline the process of making and reusing actions data for multiple purposes.

- Added give, impatient, good and fail order text speech for better feedback from NPCs when giving another character such as the player character an order and reacting to them

- Added heard speech default reaction to relaxing state and goto task for now

- Added hitting container multiple times animation

- Added interaction HUD is now showing possible inputs from the current state

- Added max follow distance on a leash to have an offset from the real max length to avoid mainly the player to get stuck in corners

- Added more pulled animations depending if being pulled from the neck or crotch

- Added waiting for other characters, the character can get impatient and say something

- Added what the player character is saying on the HUD in case any speech is spoken by the player character.

- Added yes and no mode for confirmation screen in case it fits better

- Added information request screen

- Added short animation to popups appearing and disappearing

- Adding ChangeRestraintsTask to allow NPCs to change restraints of a character anywhere and anytime when needed

- Added "wrists", "arms", "legs", "head", "hips" as a parameter for the restraints remove dev command

- Added new game icon for stable and a variant for RC versions

- Added NPCs should execute pending orders after completing a scheduled task. (unused in this update)

- Added controller default button for the (currently unused) secondary action


Improvements


- Upgraded to Godot 4.7.1

- Added occupiable_changed signal on CharacterController to know when the character has changed occupiable (chair, locker, etc...)

- Added default heard speech process in BrainAI

- Added pause_task directly on the state to avoid boilerplate code

- Added paused on AI tasks to be able to pause a task in the middle of it without cancelling it

- Added small delay when an NPC doesn't find a chair to sit on for relaxing

- Added ability to start a mission from it's object instead of it's id, in case it's not registered for custom ones

- Added SpeechData and Improved SpeechComponent to use it to have more informations about what a character is saying and to whom

- Improved main character collision shape to avoid using multiple ones and trigger unwillingly area triggers and other collision checks

- Ensuring that containers in inventory nodes are correctly listened and handled

- Fetch item order should only fetch the item and not bring it to the asked character, unsure about that, might need some experimentation around that particular scenario

- Improved VoiceComponent so it can be disabled in case voice sounds needs to be disabled

- Improved AI States to allow dynamically created tasks

- Improved BaseAIState to now have a simpler and more customized way for AI tasks to block it's process

- Improved Game scene management by making it more explicit and potentially used for future mod support

- Improved Goto task to not recall the task enter function if it's already active in case the goto needs to be updated

- Improved HUD Action to have a short animation when executing the action & Improved it's code and added disabled state for it

- Improved HUDAction to better update it's data and animate it's display

- Improved HUDActions in order to work in different configuration and clear it's actions easily

- Improved Investigate state will start a chase in case the character gets alerted by a another character

- Improved Investigation to be able it's save and load data

- Improved LayeredProgressBar to allow it to hide completely to avoid having it taking space

- Improved LayeredProgressBar value animation when the bar becomes visible

- Improved LookAtComponent for better control on eyes and head influence

- Improved NPCs alert speeds are now much faster (let's be honest, they were a little slow as fuck to react, they still are but less!)

- Improved NPCs hearing a speech from a character won't investigate it if they are tied up and the character is their captor

- Improved NPCs placing captives will now manage leashes and order the captive to come close when they are too far away and punish them caught enough times

- Improved NPCs will no longer ignore characters that have restraints but don't have arms or legs restraints and will ignore them when they are leading them somewhere

- Improved Place and check captive should now reward (untie and grope) and punish (spank for now) a character after checking and watching them struggle

- Improved PlaceCaptive state to place the captive at the target position to avoid issues

- Improved PlaceCharacterAction to have the bring method (for now only carrying and leashing) and information about where to put the captive

- Improved Seek state that should now ask other friendly characters in the vision for the seeking item

- Improved SoundEffect to allow interruption of the sound or respect a given delay before replaying

- Improved SpeechData to know if the speech is gag speak and if the speech is replying to another

- Improved UIManager fading a screen could make them blink if called too quickly

- Improved UserAction to ensure it gets updated when it's text and input action are changed

- Improved ValueComponent to emit a signal when it's regenerating changed

- Improved VoiceComponent to have sound priorities (orgasm > edging > moan > breathing) and different minimum silence times depending on the sound type

- Improved WatchCaptive to be now a Task instead of a full state to be used anytime, anywhere and allow different behavior when satisfied or not

- Improved and Fixed character smooth turning to a direction was wrong or could turn around 180° (classic mistake with tweens)

- Improved animation state machines

- Improved base ai state to always check their owner and if it's ready to avoid pointless awaits and potential issues

- Improved body controls animations updating and blending

- Improved camera get forward direction

- Improved character listening to nearby characters speech should only listen for characters sharing the same root area

- Improved character speech hud to allow different ways of being shown

- Improved character speech say functions

- Improved checking a captive will properly wait a short time to check the captive's state and orders and will give feedback when there were followed or failed given orders

- Improved dialogue character to be able to ignore state changes from restrained positions

- Improved don't disable aiming interactions when the player character has their arms bound

- Improved drag and dropping or transfering items with more than 1 amount in their slot from different inventories will now ask the player how much they want to move

- Improved forced_direction so it applies to both the holding and the held character

- Improved goto task to make NPCs leave doors open if they are currently leading a group

- Improved handled character checks

- Improved how area "roots" are set in the scene to easily get what area makes sense like a building, floor, etc...

- Improved how characters were resuming a state after seeking, ensuring they resume their scheduled tasks if they weren't doing anything

- Improved how game scenes are loaded and checked. This should also make loading a save a lot quicker if you already have loaded the scene in the same session.

- Improved how previous focus was applied from popups and context menus to hopefully keep the focus at all times for controllers or keyboard centric players

- Improved how the game gets characters in specified areas and added a way to filter them using groups

- Improved input icon holding logic and progress bar

- Improved interaction hud to instantly display instead of forcing a constant display duration

- Improved inventory to avoid keeping old references

- Improved legs control animation nodes for better management

- Improved seek AI state now asks any friendly character for the seeking item and take the item from another character or stop the search if not found

- Improved seeking state to make sure they continue the search after asking and failing to have a reply or have a negative reply

- Improved significantly LayeredProgressBar updating and value animations

- Improved state dev command to show the name of the task the current ai state is doing

- Improved state machine to allow dynamically added states to be registered correctly but also stop the madness of not knowing exactly when a state machine is started

- Improved tutorial notification to allow showing a defined duration instead of automatically getting the average reading speed duration

- Improved vision controller to emit signals when characters are entering/leaving the view

- Improved voice component to better play/handle voice specific sounds

- Improved voice sounds to have a type instead for priority checking

- Improved willpower will regenerate faster on powerful personalities such as brave and dominant

- Improving interaction HUD to automatically clear it's previous action when being hidden

- Improving suspended state to hopefully fix random getting in the ceiling bugs

- Suspicious characters will get alerted faster if the target they are watching is running

- Investigate state should now be able to save and restore it's data

- Make sure that a paused task is unpaused when exiting

- Replaced GagRestraintInfluence by a stamina modifier instead to allow more control over how a gag or anything else on the character affects the stamina regeneration

- Replaced Say node with direct calls to speech component

- Replaced progress bar used in InteractionHUD by the LayeredProgressBar for animations

- Reworked request screens to finally get rid of the old method that was limiting

- Tweaked NPCs alert speeds

- Attempt at improving input prompts size updates


Fixes


- Fixed pending self-bondage restraints was cancelling some movement states that the player isn't in control of

- Fixed NPCs wasn't alerted if their captive was out the container they put them in but was still in the same room

- Fixed AI States weren't changing the process mode of their tasks resulting in some stuff not working properly

- Fixed LinkRestraint (leash) wasn't assigned properly if the holder did not have any equiped item

- Fixed NPC placing a captive could place to the previous container/sittable

- Fixed NPCs weren't checking if their target was handled by someone

- Fixed NPCs weren't groping or spanking a character in strappado

- Fixed SpeechComponent was making character say empty string when no translation were found for it

- Fixed Utils get facing value function wasn't returning the right value

- Fixed a character grabbing another sometime could stay without doing anything or crash the game

- Fixed amount request screen slider wasn't updating correctly it's slider label

- Fixed an NPC dropping items in a container was sometimes stuck doing nothing right after reaching the container

- Fixed an oopsie, pause menu wasn't loading the main menu anymore since the scene manager improvements

- Fixed awful same root area check, what the hell was wrong with me

- Fixed being restrained and undressed states weren't setting character handler correctly

- Fixed being restrained state wasn't resetting the restrained animation states if the character is not in a position to avoid weird poses for now

- Fixed body control interaction was still possible while being controlled (groped)

- Fixed breast physics enabling/disabling wasn't updating correctly

- Fixed camera was still in aiming mode when posing the game while holding the aiming button

- Fixed quick access menu wasn't going away when pausing the game

- Fixed drag and drop or restraints settings menu were immediately locking the restraint and without removing the required item as well

- Fixed drag and drop sometimes wasn't working

- Fixed requests screens were not restoring the last focus owner correctly depending if it was called from a context menu or not

- Fixed restraint settings menu to better handle lock items and harnesses with the recently added restraints actions

- Fixed restraints button was allowing locking and adding a restraint that wasn't supposed to be allowed to be added and locked

- Fixed restraints panel not clearing restraints actions from previously inspected character

- Fixed item button item icon was not in it's right color when not focused, hovered or pressed

- Fixed interaction hud was still showing the progress bar even if the progress bar is supposed to be hidden

- Fixed carried, grabbed and hiding states character area was changing too early triggering optimisations wrongly (e.g making characters invisible)

- Fixed carrying states handling target

- Fixed character could sometimes get stuck when capturing a character if somehow it's target wasn't set properly

- Fixed characters weren't going to the correct area to drop their captive properly if they weren't in the vacinity of a captive area

- Fixed create leash/link interaction wasn't checking if the character was aiming

- Fixed dialogue scene character could have a rare null reference if their in-world versions were not found

- Fixed entering a task wasn't exiting the previous one

- Fixed face order wasn't being unset and the character was not getting moving at all when the order wasn't satisfied

- Fixed forgotten inverter in getting characters of a given area which resulted in always returning none

- Fixed goto task wasn't checking it's stuck callable correctly

- Fixed goto was ending earlier because it wasn't checking if it was moving through door

- Fixed groping cancel input prompt showing when it wasn't allowed

- Fixed groping interaction and groping ai state location sometimes wasn't set correctly

- Fixed groping state animations weren't all imported correctly

- Fixed groping/spanking an NPC will leave them in Idle state

- Fixed hiding in a container was hiding characters in the same area

- Fixed laying collision shape applying using the wrong height resulting having a floating laying character

- Fixed leaving a grabbed character could have end up clearing their grabbed state data check

- Fixed loading a save where the player was in a container was hiding NPCs in the same area

- Fixed lock items were not given back when unlocking restraints

- Fixed lockpicking restraints wasn't working as it should

- Fixed look at target wasn't removed when getting out of control state

- Fixed not all states had their names instance name set

- Fixed placing a captive was using the old giving order method

- Fixed player character was getting out of a locker after closing the inventory

- Fixed player could change the focus in the dev console using focus next and prev inputs

- Fixed putting on sex toys on characters are now consumed when it's supposed to

- Fixed rare null reference while getting a parent area too early when loading a save

- Fixed rare null value when saving and a character is investigating a subject

- Fixed relaxing state was forcing a movement state update without checking if it was needed resulting in characer immediately getting out of a grab

- Fixed restoring previous state from pulled was trying to restore states that couldn't be restored such as sitting, hiding, carried and grabbing

- Fixed tired, sitting, being restrained, being undressed states not updating arousal and breathing

- Fixed speech component not getting the translated lines

- Fixed starting missions using the wrong function

- Fixed state machine changing by name wasn't checking if the state was valid correctly

- Fixed state machine previous state was set too early

- Fixed suspended animations weren't looping

- Fixed update the state from current stance when a grabbed character is being controlled

- Fixed updating state from current stance wasn't working anymore due to recent is being handled value being correctly set

- Fixed waiting time in GotoTask wasn't reset properly

- Fixed while hiding the hit interaction was still possible if the character had her arms bound

- Fixed temporarily characters could go through a door in a loop when closing a room

- Fixed temporarily optimisation for characters inside the warehouse ground floor were disappearing when the player goes outside the warehouse

- Fixed incredibly stupid forgotten value assignment

- Fixed potential crashes

- Attempt at fixing character disabling alarm can sometimes and somehow end up doing an infinite recursion causing a crash

- Attempt at fixing characters being restrained kept their previous animation state

- Hopefully finally fucking fixed that main menu preview character of the last save should now behave correctly

- Hopefully fucking fixed again the character going through the ground in main menu

Files

Comments

Leon Bienek

Option for handcuffs(Hogcuffed), straitjacket, and body bag restraints—how feasible is it?

Echo02

Great update... I'm having inventory issues with clothes disappearing after completing the side quest. I found an extra catsuit only to have the original disappear after transferring on to a captive.