The update contains updated functionality, other new features, and bug fixes.

The functionality of the "Scarlet Countess" boss on the Slaver Camp map has been restored.
Behavior Update :
The Countess can counterattack if you attempt to tether her while stealthed.
The Countess will counterattack if you aim at her at close range.
The Countess will close the distance faster if the distance exceeds the medium range.
The Scarlet Countess's disable pattern has been updated :
The boss's health is restored to maximum if she is grabbed.
The boss's health begins to gradually regenerate after the bolt effect ends.
When the boss's health reaches zero, she becomes vulnerable to bolt effects. Use the necessary weapons to tranquilize and disable her, or to direct her power against the enemy.
You can still use any bolt to consume the boss's HP.
The punishment scene when caught by the boss "Scarlet Countess" has been restored.
The "Cleave Gag" functionality has been restored when using a rope (create a gag).
The "Collar" functionality has been restored when using a rope (create a collar).
The Game Guide has been updated with information on the latest innovations.
The Game Guide has been updated with information on some existing systems and game features.
The "Sonar" ability, which was previously reserved for cats, has been made passive. It now automatically activates when you enter Crouch mode.
An "About" panel has been added to the game's main menu. This panel contains information about:
Developers
Recruits
Beta Testers
Honorary Sponsors (Coffee For Nanney role).
Sponsors (Tea For Nanney role).
Powered by (tools, runtimes, community content, etc.).

A "Intelligence" statistic field has been added to the player panel. This allows you to determine the hostage races present on the scene, as well as their number.

The sandbox mode save and load system has been completely rewritten.
What data is currently saved :
Objects in the scene.
Items in storage.
Location / Character rotation.
Clothing on characters.
Clothing in the character inventory.
Items equipped on characters.
Hostage pose (the pose the bound character was in when the save was made).
Items in the inventory.
Character races.
Player assistant.
Player assistant resources.
Player assistant's personal quest status (only progress).
Buildings (hostage furniture).
Buildings (other player-placed objects, such as anchors, traps, etc.).
Leashes.
Hostage furniture status (characters in cages and other devices + the selected pose).
Passenger (Character in a carrying device).
Item in hand.
The purpose of the item held in the player's hands.
Scene data (game time, scene image, game mode, scene name, team status).
A decorator has been added - you cannot save the game if you are being led to an anchor on a leash.
A decorator has been added - you cannot save the game if the player character has an external executor key recorded (when any actions are performed on the player character, such as bindings or other actions related to executing AI behavior patterns).

Use Non-Canon Races: Mix a selection of non-canon races into the mix. Races such as Arachnid, Chrysalis, Dragonid, and Fallen will replace character races at a rate of 30% of the map's population.
Random Races: Shuffle the character races on the map. Otherwise, character races will follow the default pattern.
The "Include Bosses" toggle has been restored in the Sandbox session customization panel.
Now, when selecting a role in Sandbox mode, session customization options are automatically presented based on their support (When selecting a role, you only receive the settings supported by that role).

The "Scarlet Countess" role has been added to the sandbox mode on the Slaver Camp map. This is essentially a Slaver mode with Scarlet Countess as a playable character. You get her default outfit and a number of abilities included in her profile.
Tools for assembling a level based on its loading state have been implemented. This is a fabricator and task pipeline, all in one. It allows for the preparation and application of all parameters of a loaded scene in a predefined order, eliminating most errors associated with changing or redefining the parameters of all actors in a scene.
Used in :
Sandbox Session System: Saving the game state to a single file and unpacking it.
Level Sequence: The basic system for unloading changed scene parameters at startup.
Level Personalizer: Unloading the preferences you specify when selecting a level in sandbox mode.
Will be used in :
Contract System: The main system for story missions, which will appear in version 0.8.
Creative Mode: A creative mode with complete freedom of action (coming in versions 0.9 - 0.9.5.0).
GPU usage has been reduced by disabling unnecessary or fine meshes at detail levels below medium.
Transfer of materials from the character build profile has been accelerated (slightly speeding up character builds in the loading level).
Some unnecessary, high-demand materials have been removed from the character model hierarchy (materials responsible for the tearline and eye shell shading have been removed due to their low visibility in most cases and significant rendering overhead).
Draw calls have been reduced by converting four skin materials into a single universal material.
Texture pool usage has been reduced by baking four body skin textures into a single universal texture with a slight loss of quality.
When selecting a character in the Race Selector, the randomizer may generate new character profile properties (eye color, eye shader type, skin tone, etc.). Until the character editor is available, click the character button until you get the desired result.
Temporary reskin of some races (Due to changes in character structure, the textures of some races have been redrawn. This is a temporary solution until I start working on the character editor).

Along with skin material optimization, a texture masking buffer has been added. This is a powerful tool for removing unnecessary geometry. What it does:
Hides unnecessary character body geometry under clothing.
Eliminates intersections between body and clothing geometry at high detail levels (some animations, often involving large joint bends or non-standard animations, could unevenly distribute body and clothing geometry, resulting in protruding body geometry through clothing).
Eliminates intersections at lower detail levels (switching the character mesh to a lower detail level could cause unwanted intersections between the character's body and clothing. At the lowest detail levels, character geometry could completely overlap clothing geometry).
Eliminated geometry intersection with vertex keys (some tight-fitting clothing could cause unwanted geometry intersection due to changes in the vertex keys of the body and clothing geometry, for example, when the geometry was deformed under the pressure of ropes. This was most noticeable on stockings, gloves, tight pants, and other tight-fitting clothing).

Fixed staircase colliders in the "Blacksmith Village" map (NPCs or player characters could sometimes get stuck on them).
Fixed an item exclusion issue when packing a hostage into furniture (hostage seats could exclude some torso items from the build).
Added a trigger that resets the Struggle action when caught by the initiator (works in both directions).
Fixed an issue preventing the rope from being removed manually.
Added a decorator preventing the use of Struggle while walking on a leash.
Fixed an issue where starting restraints were not applied for some Sandbox mode roles.
Fixed an issue causing breast physics to overload when changing the level of detail (enabling breast bones at a detail level higher than medium caused uncontrolled breast behavior).
Fixed an issue with the Search Items action (the action could appear in the context menu every time you removed an item from a target).
Fixed bugs in the "Clothes Swap" action (this could move and equip clothes to the player character even if there were items on the body that prevented this).
Fixed errors in the current target naming in the context actions menu.
Fixed an empty pop-up notification when attempting to invoke the Assistant control panel.
Added decorators that ignore the Assistant control panel for character classes that do not support this feature.
Fixed animation montages that caused the body to stretch into unnatural poses.
Fixed a bug causing incorrect animation when Struggling while standing with certain item combinations.
Fixed a memory leak related to applying session customization settings in Sandbox mode.
Fixed a memory leak related to applying default level settings in Sandbox mode and the Spy Hideout.
Slightly adjusted the default hair color profile when selecting a race (overly saturated and unnatural colors have been removed).
Fixed a bug where the profiler could assign materials to incorrect slots.
Corrected facial hair materials (High Poly eyebrows had a different color than the Low Poly representation. Reset to default black).
Changed the parameters of some eye materials (under various conditions, characters' eyes could emit excessively intense light).
Fixed a bug where the field agent in the "Wild Forest" map did not receive the Semi-Auto Boltgun at the start of the level.
Google Drive - https://drive.google.com/file/d/1cp0HbFgpCJcOxwvZhbwx-I_N3ds49ZZX/view?usp=sharing
Mediafire - https://www.mediafire.com/file/vwq7i7vbqvhpax8/MPT_Build_0.7.6.10_Alpha.zip/file
Archive Password - RasmaSpot203
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Nanney Teasford
2025-10-28 10:55:40 +0000 UTC잌
2025-10-28 10:53:51 +0000 UTCNanney Teasford
2025-10-28 10:50:25 +0000 UTC잌
2025-10-28 10:42:26 +0000 UTC