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BFP v1.3 changelog

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BFP v1.3 changelog
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DESCRIPTION

Wearables and appearance:

Added support for facial hair meshes. Included two example goatees. Facial hair is available for all body types

New... ahem... mesh model. Since it's a public post, let's gloss over this :)

Two new eyebrows models: Resolute angles and Brief arc

New morphs: Egg shaped head, Square head, Pronounced forehead, Lower cheek width, Nose bridge width, Pronounced lips, Jaw forward, Square chin, Pronounced chin

Geometry adjustments for existing morphs: Lip height, Upper lip, Lower lip, Chin height

Expanded the Nose length and Nose bridge morph ranges to allow various other nose shapes

Fine tuned random generation ranges for new and existing morphs

Expanded range for the hair position front/back adjustments

The Crop top and Loose shirt are now available for random character generation

Three new normal maps (10 - 12)

Normal map intensity can now be adjusted along with the rest of the material properties where a normal map is present (e.g. the skin, some anthro' clothing), using a new slider (if available, it shows up with the others, like Opacity, Emission, etc.)

Improvements to the skirt weight painting, resulting in a more natural and smoother, less wrinkled appearance in certain positions

Mechanics:

Win / draw / loss information per character is made more resilient by checking previous match history

Gallery:

Actions can now be edited (their internal timeline comprised of animation variants). They can now be either deterministic (a clear set of variants), or non-deterministic (random - as before - where variant choice and order is determined by the engine). Each deterministic action has its own variant timeline that can be edited. This also means that the match saves are now fully editable. The defaults match the old functionality. But press Edit on an action, and increment the number of turns, or simply use the 'Generate rand. timeline' button to create a deterministic timeline, that can be edited

The Gallery will now allow actors to speak their intent topics, just like when playing a match

The in action topics are now spoken at the same rate as during the match

Other:

Further Character Editor refinements

Assign a random available character name when generating a new character (e.g. on New/Random or on selecting a new body type)

The memory / match history section will be replaced with a message letting the player know they should save this character in order to enable progression (experience accumulation) and memory / context / match history

Incremental updates to the default dialogue that add context awareness. Dialogue updates will continue iteratively, as they are quite time consuming and doing them in one go wouldn't leave enough time for other meaningful updates

Added speaker and listener to the list of supported denominators for dialogue topic conditions

Fixes:

Fix characters not alternating during draw

Fix player model getting stuck in the default position in the Gauntlet mode and Challengers setup screen

Fix random character generation potentially creating characters with no ears

Fixed normal map 1 and 9 causing artefacts on various other meshes

Fix UI mess in the character stats editor when the memory related stats are displayed and the user edits their character's appearance using the editor

Fix no dialogue playing during certain contest actions

Fix eyebrows, eyelashes and other types of hair not being rendered using the hair shader

Fixed character viewport sizes in Challengers mode, so certain positions during animations don't get clipped by the edges

Marked incompatibilities between the Crop top and the Bathing suit (one piece, more leg)

dna PATREON 252 favs
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FILES4 files
POSTEDApr 3, 2026
ARCHIVEDApr 3, 2026