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Hello everyone. THEg 0.1.6.7-hotfix is now available to subscribers!

みなさん、こんにちは。THEg 0.1.6.7-hotfixが、サブスクライバー向けに公開されました!


This update is to mainly address the annoying/game breaking issues that still could happen in 0.1.6.7 with a few worth mentioning changes.

今回のアップデートは、主に0.1.6.7で依然として発生する可能性のある、煩わしい問題やゲームプレイに支障をきたす問題に対処するとともに、いくつか特筆すべき変更点も含まれています。


- The blindfold effect has been changed to make it harder on higher levels.

「目隠し効果」が変更され、高レベルになるほど難易度が上がりました。

- You are now able to change the input for debugging tools menus and tools such as the developer console, debug HUD (performance stats) and toggle HUD.

デバッグツールメニューや、開発者コンソール、デバッグHUD(パフォーマンス統計)、HUDの表示/非表示切り替えなどのツールの入力を変更できるようになりました。


I hope this update makes the game more enjoyable for you while I will be working on the next update (0.1.6.8).

今回のアップデートで、皆さんがゲームをより楽しんでいただけることを願っています。私は次のアップデート(0.1.6.8)の開発に取り組みます。


Have a good week-end and see you in the next devlog.

素敵な週末をお過ごしください。次の開発ブログでお会いしましょう。


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 "fps" parameter to "debug" dev command to manually set maximum fps limit

- Added cycle debug hud, toggle HUD and toggle dev console input in controls settings menu


Improvements

改善点

- Improved blindfold effect to make the effect distance shorter

- Improved investigate state to ignore an OK object/character after checking the source

- Improve sitting interaction and sitting state should now immediately kick the character trying to sit over another

- Improved and Fixed create leash / take leash interactions sometimes were not creating or taking the leash but cancelling it instead corrupting links data too

- Improved how patrol state was handling access points between areas resulting in having NPCs go through doors properly instead of using stuck callback

- Improved how NPCs were getting door targets in order to move through them

- Improved sound check when an NPC heard a sound coming from an OK character


Fixes

修正点

- Fixed NPC was colliding with the captive while placing them in hogtie resulting in having them on top of the captive

- Fixed character wasn't fully checking if they were the one leading the follow group in a goto task

- Fixed character wasn't checking the held leash correctly

- Fixed NPCs now won't leash their captives after capturing them if they need to take the elevator

- Fixed NPCs could watch and ask a captive struggle when it wasn't supposed to

- Fixed NPCs wasn't checking if an hostile character was already lead with a leash correctly by a friendly character

- Fixed Goto task should now properly detect and handle doors

- Fixed updating state wasn't checking if the character was sitting

- Fixed and improved how NPCs were applying the wanted position to a captive when placing them

- Fixed chair in break room was causing NPCs to walk to it forever instead of sitting on it

- Fixed crash caused by stack overflow issue when a character attempts a chase and is checking the wrong one

- Fixed get_reachable_position wasn't getting the movement state of control states for checking resulting in wrong targets for NPCs

- Fixed goto task wasn't getting the correct target position if the target was a character

- Fixed hogtied state wasn't updating breathing

- Fixed laying camera offset was too close to the ground

- Fixed ongoing missions from saves weren't always checked properly resulting in restarting game start dialogue sometimes

- Fixed sitting state was removing sitting character reference on the chairs while a character was still seated on it making it possible to have multiple characters sitting

- Fixed spanking state not setting position correctly

- Fixed tooltip, context menu, drag holder and character hud speeds weren't scaled properly and could go crazy when the game was lower than around 10 fps

- Fixed the suspended state in the main menu somehow breaking depending on the engine's animation system mood

- Fixed temporarily goto task alerted signal was still getting processed despite it's parent state not being active

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