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Click on dev's link for more info. You are a new headmaster in a school. Your main task is to try to bring students up to a maximum stage of depravity. To do this you will have to convince the PTA to agree on changes that through time will help you achieve this goal. Several quests exist to help you achieve your goal. It is a good idea to do this because there are so many settings you can refine to your liking.

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Recent Posts Re: What are we all working on? s: [ 1 ] 2 Go Down. This thread belongs to an older version of the game. For the latest version, check the thread that's currently pinned in the forum. Note: Posts in this thread after the last release announcement have fixes for issues attached that were found after the release.

Transferring multiple items is now more intuitive the dialog remembers the selected amount. Fixed bug preventing multiple objects with the same properties to be added to Object Lists in events. Fixed comments of TODO marker operations not getting saved anymore. For real this time! Added Font Awesome icons to more places in the UI.

They can now also be added to Button Events. Autosaving is now enabled by default every 3 days and shows an indicator in the UI when it takes place.

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Fixed text in events sometimes showing scrollbars even though it fully fits in the UI. Nothing is hardcoded anymore, and more buttons can be added by event authors if needed. They also support Font Awesome icons. Fixed settings not being saved in certain circumstances. Fixed undocumented WPF feature aka bug where closing window would send the parent window to the background.

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Fixed some VEE operations not having correct links after being duplicated. Remote Events now inherit the "Text Replace Person " dictionary of the event that called them. Changing the content of the dictionary in the remote event will also affect the caller. Fixed exception when using an invalid Sound Manager configuration.

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Now it will simply mute the sound. Fixed errors in winmm.

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This could explain sound issues that users with Japanese locale reported. General code cleanup that could result in a small probably not measurable performance gain. Events Game Help: Restructured and updated help including ability to replay intros General homes: Allow Sleep once you have the key Gym Depo: New principal masturbate option with pics and a little depravity Hooter: Add Relationship development to the corruption story addresses anomaly reported by fvuuv Lydia Swan now differentiated as a Personal Assistant with new skills Reworked game intro sections as dovetails in with Lydia's changes Smartphone: Improved menu structure Reduced the rather extreme overusage of ellipses and interrobangs in the TradeItems event dialog.

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Medical Club: Fixes not wearing club outfit when club upgraded reported by Sir Edward Ross Hooter: Fixes bug that stops progress on one path of the story highlighted by Lulu le Gland Bedroom Work Out: Added weights which you now buy at the Fitness Studio Missing Girl: Successfully trained ex slaves will now wear slave outfit to school if you want them to Penis and Breast pumps: Removed from sale at Sex shop as doesn't fit description or story. Also removes divide by zero issue.

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Smartphone: Fixes issue of contacts disappearing after you have more than 20 reported by kkai Theater Club: Fixes progress stopping exception reported by aweriel Adding a new Rule topic: Uniform Flexibility just the skeleton variant ATM. Gives the player ability to limit how undressed students are allowed to be while at school. No other consequences for now, it was just requested by some players. Keller was teaching sex ed. Many sexual events in classrooms have been updated and merged into one, to have more consistent stat requirements and make use of GetPhysical. Their content filter tags have also been corrected.

Skipping directly to Chemistry skill will no longer lock people out of Chem Lab usage. Corrected erroneously making Ameli president of non-maid clubs Womens Razor now does something i. It's recommended to start a new game to be on the safe side, since I don't know how existing saves will coup work if you reload all events without having the other changed files in your playthrough like Lydia Swan's new role. This fixes the following issues : Fixed a lot hentai high game related to inventory items that got their properties modified after being added to an inventory.

Maybe fixed a bug causing the game to use the OS culture instead of the one defined in the configuration file, leading to some UI elements being displayed in the user's language instead of English. Couldn't reproduce this in the first place, so not sure if I fixed it Disabled debug event in hospital reception that was constantly triggering.

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Original post: Another two months have passed and we are glad to present the first release of the 1. The new minor version marks this as a release that is definitely incompatible with savegames from versions. Furthermore, it also means that events from existing mods may require some minor adjustments to work correctly with this version. For discussion about the v1.

Hentai high school+ / ver: (update 39 / #42)

Q: What is new? The major changes since the version are: The required. NET framework version has been raised from 4. This means that this is the first release that's officially incompatible hentai high game Windows XP! Benefits from this update may be slightly improved performance and more accurate stacktraces in error logs from asynchronous function calls, as well as omitting some auxiliary DLLs that were provided with past releases.

This is an additional window that shows all image and sound assets of the game in a grid view. Each asset comes now with an additional metadata file that has the same filename as the original asset but with an added ". The metadata stores information like author, content rating, content filter settings and search tags in a centralized place. ly this kind of information was stored in the "Show Image" operation of each event, making it inconsistent if the image was reused and lost if the image got removed from the event. All metadata information especially the search tags can be used to filter the displayed assets in the Asset Browser, making it easier to find a specific image later on, if the asset library is well curated.

In the toolbar of the Asset Browser is a dev tool to export all existing metadata from VEE operations to asset files. This may help mod authors with the migration, although directly editing the data in the Asset Browser is probably easier if you don't have a lot of images.

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They can create and modify tables and view, insert arbitrary row data and query the. Inserts and queries have access to VEE variables by mapping the comment name of the variable to a placeholder in the SQL statement. All database content created through the VEE is persisted in the savefile.

Font Awesome has been added to the game. You have probably seen it before in many places, though perhaps without realizing it. Several places in the UI now have some fancy new icons to go along with them, giving the game a little more visual appeal. At the moment, it is not available for use in Visual Events, though.

All error, debug, info and warning messages are now routed through the framework and handled according to the configuration.

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If you know what you're doing and really wanted to, you could tweak the config file to get more or less logging data or to redirect it to different channels. The default should work just fine, though: Errors will cause the exception reporter dialog to pop up. Same as always. Warnings or higher are silently logged to a log file in the "logs" directory.

This is new, but there are not many things that will just be considered a "warning" and not a full blown "error". Info messages or higher are also logged to a system or IDE console. This is mostly irrelevant, unless you start the game from a command prompt… but why would you? Debug information or higher from the Event Runner ends up in the Event Log an ingame console window accessible through the Debug menu. This is the same as always, but the Event Log is now more compact hentai high game memory overhead and the log entries are easier to read when multithreading is enabled.

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In case of an unhandled exception, the game will now in some cases offer to ignore the exception and continue. Use this at your own risk, as the error may cause follow-up errors or the game may already be in an irrecoverable state.

Author comments

The underlying data structure of the inventory system got a facelift and is a lot less complex and prone to errors now. This fixes some nasty bugs in the inventory UI, such as being able to use an item unlimited times while its on the ground. The UI for transferring items from and into your inventory has also been modified slightly to be less error prone, for example when shopping. I did my best to make sure it's working properly, but if you find any problems with the new system, please report them.