XaiJu
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FarmD v1.6.3 (changelog)

VR anthro partner interactivity features, and a bunch of quality-of-life improvements and bugfixes.

[desktop/vr]
ADDED
-  Restored support for using the belly rig while in the indoor scenes  instead of only being available outdoors. Also, when in indoor scenes  your partner will now stand still and buck their hips, instead of trying  to walk to the normal route that's outdoors and getting stuck in the  corner.
- Added icons for some sex positions that just had generic  star icons, to make it a little easier to identify them in the radial  menus.
- The Big Cat Male model now has cosmetic options for toggling the large sabre teeth.
- Added a "Copy to Clipboard" button to the debug console for easier bug reporting.

CHANGED
-  Reworked some backend handling for the IK animation setup on  characters, to fix issues like feral characters' spines and necks being  twisted if changing their species in a lying-down pose, characters'  wrist twist giving inconsistent results, and error/warning spam in the  logs about quaternion rotations. These changes also resulted in the  default open pose of anthro characters' hands being a little different  than before, but should give more consistent finger poses across  character models.
- Adjusted the leg length scaling for anthro  characters, which should give better results with digitigrade characters  to not have such bent legs all the time.
- Replaced the "Simple"  fluid particle system with a third-party asset (ThiccWater) for some  nicer results. You may need to adjust the color and opacity of fluids in  the Character Menu to look correct with the new setup.
- Another one of the crates in the stable is now interactable, for the anthro/anthro "Bend Over" pose like the kitchen counter.
- Tweaked some color tone / post-processing settings for a nicer look.
- Adjusted the breast size range of the Big Cat Female to be more consistent with the other female models.
- Tweaked the breast physics settings on characters to help limit the amount of clipping into the chest.
-  If your partner is walking to an interaction and the character menu is  opened they will stop moving, in order to prevent an interaction from  starting that may no longer be valid if their body is changed before  they reach the interaction.
- Updated the Legacy models to have  explicit "None" options for genital types where applicable instead of  needing to deselect the current type, for consistency with the Standard  models.
- The validation check for the names of custom skins is now  more permissive than just alphanumeric, and will accept Cyrillic and  other characters when creating a new skin.

FIXED
- A number of  tweaks to most anthro character models to polish up some blendshapes,  bone weights, and minor texture issues. If you had made custom skins for  any anthro characters, edit them and click Save Changes to update with  the fixed versions of the texture layers. You may also need to adjust  the colors on "flesh" layers on all models, and on all layers on the  Wolf models, since some opacity issues on those texture layers were  fixed so colors may look different.
- Your partner's walking  animation speed now changes based on their body orientation, to prevent  foot-sliding with anthro partners.
- Fixed a bug where the partner AI  could enter poses alone but then would never get "bored" and decide to  exit the pose to do something else.
- Fixed an issue with partner AI  not recognizing certain interactable objects (living room floor, grotto  stalagmite) and so never suggesting interactions with them.
- Fixed  some issues where changing between poses within an interaction could  cause the partner to be misaligned or not move to the correct spot.
- Fixed some animation issues in the belly-riding poses and the anthro/anthro "bend over" pose.
- Fixed some eye target handling that could cause characters to be a bit crosseyed in some scenarios.
- Fixed a bug where some of the "freeform" interaction options would not be available when first launching the game.
- Fixed a bug where some interactable objects would not be highlighted in interact mode in some scenarios.
- Fixed a bug where changing between species with breasts was not applying the default breast size properly.
-  Fixed errors that could pop up in some poses when using an imported  character that had a sheath but was not using Customizable mode for its  Configurable Parts.
- Fixed some physics issues with the Gryphon's cock clipping through the sheath when unsheathing.
- Fixed a bug with the Gryphon not applying material settings to the tail fur tuft.
- Set up missing arousal surfaces on the Kobold's breasts and Gryphon's teats.
-  The player character now has the correct default cosmetic options  assigned when creating a new save file instead of having none.

[desktop]
CHANGED
- You can no longer start an interaction while jumping or falling, to prevent animation errors.
-  Most interactable objects now have specific trigger zones to start  their interaction when walking up to them, rather than being able to  start it from any point near the object.
- Interacting with an object  that has multiple interactions available (showing a radial menu) and  then walking away will now close the radial menu automatically.
-  Radial menus now only close after a short right-click (or the esc key),  to allow the camera to still be rotated with a right-click and drag  while the menu is active.

FIXED
- Fixed the player's head alignment in the "throat swabbing" pose to prevent some clipping issues with the partner's cock.
-  Fixed some issues with interactable object highlighting/selecting being  finicky when walking up to some interactable objects that had multiple  colliders, especially doors.
- Fixed some scenarios where the tooltip  text for interacting with an object would still be on screen after  starting or ending an interaction.

[vr]
ADDED
- You can now  pick up anthro partners by grabbing their hips with both hands, and  carry them around. Note that this is only allowed when they're standing  idle and not interacting with other objects. If your partner is  significantly smaller than you, you can pick them up with one hand.  While carrying an anthro partner, you can place them into valid pose  triggers to have them transition automatically into that pose.
- You  can now push anthro partners' heads slightly, and they now close their  eyes in reaction to your hands being near them, similar to feral  characters.
- Added a slight haptic rumble on valid pose triggers when your hand enters the trigger zone.

CHANGED
-  Reworked much of the handling for the "Re-Center" action when in a  pose, to fix some alignment issues particularly when playing in Standing  mode. Additionally, the play area is now auto-rotated for horizontal  poses when playing in Standing mode (similar to how Seated mode works)  if you are standing upright when you use the Re-Center action. If you  are lying down or otherwise have your headset at a mostly horizontal  angle, re-centering will now put your character's head in the  appropriate place for the current pose rather than always positioning it  vertically above your character's hips. There is a new indicator on the  left wrist UI when in a pose and using Standing mode which shows  whether your headset is currently considered in an upright or horizontal  orientation.
- Adjusted the player's collision capsule so you can get closer to objects before colliding with them.
-  When using the Teleport locomotion mode and in a pose, your movement is  now clamped to an area around the pose rather than being able to move  freely, for consistency with Walking locomotion mode.
- Walking,  jumping, and teleporting will no longer have an effect if the hand used  to trigger them is being aimed at a scrollable UI element.
-  Changed/fixed some collider settings with the player's hands, since some  colliders attached to the character model were still active which would  give your hands too much "force" when touching objects. This should  prevent some physics issues when touching movable objects like cocks,  breasts, toys, etc.
- Changed SteamVR input bindings for Vive  controllers to resolve issues with touchpad actions being triggered on  touch instead of click, or having too little deadzone settings.
- Collisions between the player's head and partner's head are now ignored, to prevent physics freakouts when getting in close.

FIXED
-  Fixed some issues related to launching the game in VR mode through the  play-mode prompt screen rather than having that prompt disabled or using  the `-forcevr` argument, including getting errors or stuck on a black  screen when entering a pose.
- Fixed issues related to launching the  game in VR mode for the first time, including the title screen getting  stuck on the desktop display, falling out of the world after finishing  the initial calibration, and the menu tablet not appearing after  finishing calibration.
- Fixed a handful of bugs related to looking  straight up or down with your headset, like animation issues with your  body or incorrect behaviour when re-centering in a pose.
- Fixed the saddle riding interaction not working, and belly riding sometimes putting the player in an incorrect orientation.
- Fixed a bug where the screen fading to black during pose transitions could get stuck and not fade back in, in some scenarios.
- Fixed an issue where the player's hips could end up misaligned with the headset after exiting penetration.
- Fixed issues with the wrist UI sometimes not tracking the hands properly and getting stuck in the floor.
- Fixed a bug with the player's interaction actions becoming unavailable after fast-travelling.
- The "Witness Majesty" interactable on the Clifftops is now properly set up with a pose trigger.
- Fixed the pose trigger for sleeping in the bed which was not activating properly.
-  Prevented some scenarios where activating a pose trigger was having an  effect when it shouldn't, such as the pose trigger not actually being  available for any poses, or when the UI pointer was active and aiming at  a UI element.
- Adjusted grab points for cock grabbing to prevent problems with the hand getting twisted at an odd angle.
- Fixed some animation issues with feral partners when grabbing their jaw to open it while they were in certain poses.
- Fixed animation issues with the feral partner's head in the Oral Play pose in some scenarios.
- Fixed an error popup when exiting the "sitting down" interaction with a character that didn't have a cock.
- Fixed scrollable areas in the menu tablet sometimes still responding to scroll inputs after the UI pointer exited them.
-  Fixed a bug where some buttons and toggles that were non-interactable  could still be clicked and have an effect, such as the Character Menu  elements when changing or reloading species.

REMOVED
- The "Rotate Play Area" action has been removed since the new re-centering functionality makes it obsolete.

KNOWN ISSUES
-  The backdrop collider for scrollable UI elements is still active for  sections of the scrollable area that are not visible in the menu tablet,  which can cause the UI pointer and its effects to still be active when  aiming it above or below the tablet.

[importer]
ADDED
- Added a validation check for trying to export a character that has multiple penetrables with the same penetrable type.

CHANGED
-  Backend changes for handling Materials, Patterns, and Skins to make  things more robust when making changes to patterns. This change should  be seamless for any existing characters that are using the Customizable  materials mode, just click the new "Migrate" button in the  CharacterImporter component to update your characters. Any characters  that use Customizable materials must be migrated and re-exported in  order to work in the game for v1.6.3+.
- Anthro characters can now assign the "Close Left Eye" and "Close Right Eye" expressions like Feral characters.
-  The Manual workflow mode for characters has been deprecated and will be  removed in the near future. All characters should be using the  Automatic workflow.

Comments

Thank you for the new old way to get into positions, espdcially the upside down throat one. Wonderful now, Godsend! Thank you! <3

theDant0r

This is planned, and will be supported at some point with/after the "interaction studio" in upcoming builds.

Softscale

Still on my list to look into a replacement asset, yes.

Softscale

Any thoughts on allowing a 2nt partner in at the same time?

Justin Harms

Been using virtual desktop to play on quest if that helps

Justin Harms

still no belly bulge fix?

blueberryminho

Oh sweet!

Clayton Bailey

It should be possible to play on the Quest if it's connected to your PC now? I don't have a Quest myself but other users have gotten this to work fine as far as I know.

Softscale

Is there any plans for support to work with the quest when streaming from PC? Cause that'd be cool

Clayton Bailey


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