My Pretty Toy [v0.7.30.1] By Nanney Teasford

Nanney Teasford Games released a new game called My Pretty Toy and the version is 0.7.30.1. The game’s story is about This is a stealth game set in an open fantasy world. The basis of the gameplay is bondage and an extensive system of interaction with everything around. You can capture naughty girls and punish them, or you can take the role of a captive yourself, who knows what they will do to you.

Developer
Nanney Teasford
Version
0.7.30.1
File Size
6.48 GB
Language
English
Platforms
Windows

Game Version ChangelogLatest
  • A full reset if you are captured by a boss.
  • A notification is now displayed when your wanted status is updated.
  • Stealth :
    A basic cover system has been added, powered by the recently introduced Staging Director:

    • A haystack with a fence around it is available as cover. To be honest, I based the game on Assassin’s Creed, so it essentially works the same way.
    • To jump into the hay, approach it and press the interaction key.
    • To climb out, use the enter keys. You can jump out of the hay in four directions, and the target direction is the direction of movement relative to the camera rotation.
    • Tall grass provides cover. It’s not yet fully polished, but simply crouch in its growth area, and the camera will shift to a wider angle, indicating you’re moving stealthily.
    • The animations for moving in Crouch mode have been changed, and the basic stance in Crouch mode has been changed to a lower one (someone asked for it, I don’t remember…)

    Maps :
    The following changes will affect the “Slaver Camp” and “Wild Forest” scenes.

    • Scenes have been adapted to accommodate the player’s new stealth capabilities.
    • Enemy routes have been reorganized.
    • Enemy positions have been reshuffled.
    • Some slave positions have been updated.

    AI Behavior Tree :

    • Subsystems responsible for determining the importance of NPCs on the screen have been added. Currently, they regulate the operation of Perception Sense components in test mode (the game will suspend NPC sensors when they are far enough away for their operation to be meaningful, thereby removing unnecessary CPU processing).
    • Additional switches and emergency behavior nodes have been added to improve system stability.
    • Background tasks will be disabled whenever possible (depending on the LOD level).
    • The Stimulus Collector component responsible for storing NPC vision and hearing has been rewritten (it’s simpler and more efficient).
    • The Behavior Variator AI system suite has been added. This makes the Behavior Tree more performant than its predecessor by reloading the entire behavior tree and selecting a behavior based on an event, instead of checking flags, states, and contexts every tick.
    • Behavior libraries and the Behavior Tree system have been updated for optimization.

    Bondage :

    • Dynamic collar removal priority has been established. If a player or NPC is anchored and uses the “Struggle Head” feature, they will attempt to remove the collar first, with everything else following the normal order.
    • More customized bondage patterns have been added. Now, depending on the wanted status, the enemy will use items more specifically, adhering to the set style. This should address the odd visual choices in bondage, which can appear disjointed and unappealing. For example:
    • Leather handcuffs and footcuffs + leather gag + leather blindfold.
    • Rope binding + cloth gag.
    • Handcuffs and footcuffs + steel collar.
    • Leather sleepbag + leather gags or headbags.
    • Cloth sleepbag + cloth headbag.
    • The enemy will now use the Balltie and Hogtie bondage techniques as punishment for attempting to escape from the observation point.
    • The opponent will return you to your place and use the Balltie technique if the player character is bound at the hips.
    • The opponent will return you to your place and use the Hogtie technique if the above pattern fails.
    • The opponent will use the Frogtie technique at a wanted level of 4.
    • The opponent can use the Chastity Belt at a wanted level of 1 if they are using metal restraints (they just needed to be inserted somewhere).
    • The Punishment Priority component, which determines the punishment type (Captive Place / Wall Anchor), now functions within the player character, preventing the same punishment from being repeated multiple times in a row.

    Pose Management :

    • Some hostage pose management actions have been restored to the context action panel, namely:
    • Stand up from kneeling.
    • Stand up from sitting.
    • Stand up (for poses that require multiple transitions, such as lying down).
    • The “Push” action has been added (currently in the context action panel). With it, you can push the target to kneel or fall to their butt. The direction of the fall will depend on which side you push the target from.

    Visual Effects :

    • The effective area when using the “Decoy” action now uses the same effect as when using the “Call For Help” function.

    Animation :

    • In test mode, the “Dead Blending” interpolator is used instead of “Inertialization.” This should completely or at least partially eliminate the negative effects of disconnecting animated interfaces from the main animation blueprint (for example, animations could become strangely distorted after exiting a sprint).

    SFX :

    • A new footstep sound pack has been added, containing over 1,700 sounds.
    • The sounds are divided into three clusters: “Step,” “Run,” and “Sprint” (the sound patterns will naturally vary).
    • 75-100 sound variations are used for each surface.

    Scarlet Countess :

    • The stability of the Bulletproof system for the Scarlet Countess boss has been increased. She is now guaranteed to take no damage when dodging.
    • The stability of dodge animation montages has been increased, and the ability to trigger an animation before the current one ends has been added.
    • If the player is not bound and is caught by the Countess, an interactive animation will play (though currently without sound).

    Plugin :

    • The World Marker plugin has been added. It allows you to add and process dynamic markers on objects, characters, and items, as well as draw them both within and outside the screen space.
      Used:
    • Important interactive objects in Spy Hideout.
    • Pretty Toys.
    • Personal storage.
    • Enemy detection markers.

    Game Navigation :

    • Added the main menu of the game (not to be confused with the game menu, lol).
    • The annoying game policy and terms of use agreement window now stores a confirmation flag (you only need to agree once – subsequent times the window will be skipped).

    Settings :

    • Some sandbox settings affecting player punishment have been moved to a separate “Sub Live” section. And yes, there may also be some locked settings there that will be used in the future, so don’t tell me you can’t enable them lol…
    • The “AI Can Use Leash” sandbox setting has been renamed to “AI Can Use Wall Anchors” to avoid confusion.

    Optimization :

    • The cost of accessing cable components (leads) has been reduced.
    • The tick rate for updating the “break” event (when a lead breaks upon reaching maximum stretch) has been increased to once per second, instead of checking every tick.

    Save Game :

    • Warning: Saved game sessions from version 0.7.20.1 and earlier will be incompatible with this version of the game, as game scenes and some NPC modules have undergone significant changes. This means that saves will load successfully, but will obviously cause conflicts with object addressing and transformations.

    Additionally :
    List of tasks that were present in previous builds but are temporarily absent from this one:

    • Enemies are not yet responding to their buddies.
    • Enemies are not yet responding to freed slaves.
    • Slaves are not yet able to free the player.
    • Enemies are not yet responding to the player’s call for help (the assistant still responds to the signal, as it operates using the old behavior).
    • Alarm functions are temporarily disabled due to incompatibility.

    Bug Fix :

    • Fixed a bug with the “Compromise” ability.
    • Enemies no longer use bondage patterns that place the player in a cage with Fiddle.
    • Using only Frogtie through the Selfbondage menu did not automatically enter Rescue Mode.
    • Fixed. Equipping a collar could remove the top half of the Spy’s default outfit in “Field Agent” mode.
    • The permission tag for Headbag Fabric was fixed (it was detected as Headbag Leather).
    • The permission tag for Sleepbag Fabric was fixed (it was detected as Sleepbag Leather).
    • The stability of pursuit and attack has been improved. Enemies no longer bind you simultaneously and do not use interfering behaviors.
    • The stability of sleep has been improved. NPCs now properly return to basic logic and delete their keys before entering sleep mode (previously, there were issues with the enemy losing interest in the player, or the player losing control because the enemy entered sleep mode while being tied up).
    • A soft lock caused by disabling the AI Can Use Mittens / AI Can Use Headbag / AI Can Use Blindfold permissions has been eliminated (sometimes a player could lose control when tied up and the above permissions were disabled).
    • The Scarlet Countess’s minimum kick range has been reduced to 300 units (the kick range could be too great, and the Countess simply couldn’t reach you).
    • Scarlet Countess’s health would run out after one bolt hit – fixed.
    Developer Notes

    Game Images & Screenshots

    ExtrasRoadmap

    Do you like this game?

    Click on a star to rate it!

    Average rating 2.4 / 5. Vote count: 130

    No votes so far! Be the first to rate this post.

    Share your love

    Leave a Reply

    Your email address will not be published. Required fields are marked *

    The best collection of free adult games. Download for Android, Windows, macOS & Linux.