Год выпуска: 2017 [b]Жанр:[b] ADV, SLG, Anal, Animation, BDSM, Corruption, Footjob, Forced, Futanari, Hypnosis, Mind Control, Public, Pregnant Student, , Trap, Yaoi, Yuri [b]Цензура:[b] Включается и отключается в настройках игры [b]Разработчик:[b] www.henthighschool.com [b]Платформа:[b] PC/Windows [b]Тип издания:[b] Оригинальная (официальная) [b]Таблэтка:[b] Не требуется [b]Версия:[b] v.1.9.3-1991 [b]Язык игры:[b] Английский [b]Язык интерфейса:[b] Английский [b]Размер:[b] 780,6 Мб
[b]Системные требования (минимальные):[b] Операционная система: Windows 7 и выше Программное обеспечение: .Net Framework v4.0, Microsoft Visual C++ Свободное место на ЖД: 1gb
[b] CHANGELOG:[b] v.1.9.3-1991 Added some new girl names (handpicked from the mod of 22mice) Statistics tab is now separated into individual sub-tabs for the different statistic topics
Bug fixes: All item bugs believed to be now fixed (please report any items issues you still encounter) Lots of typos fixed, thanks to Positron (still more to do here) Fixed adult Education and Lust values ignoring the values defined in the config Various other minor bugs fixed (thanks to all the reporters) Fixed bad performance during event execution (caused by too detailed execution logging) Improved general startup time in release versions (by pre-compiling XML serializers)
Developer/API changes (only relevant for mod authors): All school location event folders moved into single main folder "School" Various new functions added, existing ones amended (with descriptions added/updated) and some moved to appropriate category sub-folders VEE operations that change a person's inventory now have link variations that determine how many items are affected: Single item instance from a stack of items (Object variable); entire stack of items with the same properties (Object variable); all items with the same name (Object List variable). Stacks can be turned into a list of individual instances via flattening operation. "Remove Item from Inventory" operation can no longer be used to remove an item from the inventory of its owner while executing its own item event. Instead, set the Item parameter passed to the event to "Nothing". The "Search for Operation" function in the VEE's DevTools has been improved, so it's now possible to search for operations with a combination of specific names, comments and variable links. The "Find Unused and Missing Images" function in the VEE's DevTools has been improved and is a lot more reliable now. Item descriptions can now use placeholders like {Counter}, {Data}, {Uses}, {RemainingUses} and {MaxUses} to insert the respective property value into the text when showing it in the UI. The "Text Replace Dictionary" now behaves the same way as the "Text Replace Person Context" in terms of scope. It is no longer persisted with the owning event but instead valid for the duration of the current execution. The values are propagated to called remote events and changes made by those events are fetched back to the calling event. Removed hardcoded random assignment of club president from code. The logic has been recreated in UpdateClubPresidents.ve.xml. Added some operations to control which school classes are available and how students are assigned to them. Added mechanic to let mod authors add and override ingame locations in a non-destructive manner via "World Extensions". World Extensions are XML files that contain only a property "Locations" with a list of location data as it would be included in the actual base scenario file. At game start, these additional locations are merged into the existing world (allowing to override existing locations with the same name) before proceeding to load files as usual. The World Editor has a new option to save the current locations as World Extension. Added new VEE operation to add connections between locations at runtime, so you can hook up locations from World Extensions to the main game locations in an initialization event. Added new StatusEffectModifier "FollowUpEffect", which applies a new StatusEffect as soon as the existing one expires. Useful to chain different effects together if you don't need to fine-tune them with an actual ExpirationEvent. Reversed sorting logic in Initialize event: now events with a numerically "higher" priority value are run before those with a "lower" value. The Initialize events that were relying on this have been adjusted accordingly. This also matches the explanation of the "Priority" property in its tooltip.
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