BFP v0.7.0 changelog
Added 2025-08-17 09:20:02 +0000 UTCNew animations (part of existing actions)
Post defeat undress and action choices. Added a few new post-defeat actions to choose from
Post draw action choices. Note that due to the result being a draw, both you or your opponent can take turns (randomly) to control the action. This will probably end up being iterated on in the future, and can be seen as experimental at this point
Allow the player to take control of any of the two characters, or relinquish control of the player character at any point during a match (works both when playing hands on as well as during watch mode). Toggle control using the P1/P2 buttons on the top options panel. Toggle the selected control button off to relinquish control and go into watch mode. Note that it can be a few seconds before a new setting takes effect. Also note that if you take control of the right-hand side character, the effort on the bottom bar will be 'the other one' going from right to left, while the mouse wheel control stays the same. You can also use this in a post defeat scenario to take control of the winner and choose the actions happening to a defeated character.
Support for body normal maps (e.g. muscularity, other skin relief details). Various normal maps added (some quite subtle). It's quite hard to find good normal maps for this body geometry (Makehuman / MPFB generated) and will likely need to edit my own, which is something that I need to get tools for and learn to properly do. Choices here will get better in time
Additional option to disable strikes only, instead of all violent actions (this leaves e.g. hair pulling and reverse body scissors enabled). Disabling violent actions now disables all actions that are deemed to inflict pain (except for the bearhug, which would cause parts of the animation tree to become inaccessible at this time)
Reworked 19 animations suffering from severe clipping. While some light clipping will likely still occur in some cases, due to character variation, it will be a lot less noticeable than before
Removed all the furry accessories from the default pre-existing characters, as it messed things up for people who aren't into this sort of thing. New, separate characters with furry elements have been added instead
Internal game action/animation engine improvements and capabilities
Bug fixes
Comments
Hey! Glad you like the update :) Let me try to go through the main points: Lighting. Agreed, lighting can definitely be improved, and I will get to that hopefully. I know I keep saying this about a lot of things, but there are a lot of things to address, and only me and somewhat limited time between work, sleep and personal time :) Character creator lighting: I think the problem there is less with lighting as much as that there is no environment (e.g. no sort of reflections are there to see). The baby oil thing does sound wrong though, that should be about clearcoat turned all the way up, and tempered by clearcoat roughness. I will see if I can add anything that can provide reflections during character creation, but it will probably not be a priority for the time being.
Andrei D
2025-08-19 09:28:01 +0000 UTCAnother good update. The added kissing actions really help intensify all the other standing and ground actions. Also, the new stages are great. I really like the lounge stage, and how the person on the ground kind of sinks into the pillows. The characters definitely look better on darker stages with more shadows, but at the same time it feels like some areas are a little too dark. Not sure if there's a way to brighten them slightly or add more subtle lighting so it isn't pitch black. I guess it could be the HDR on my setup. I'll try turning it off and see what difference it makes Speaking of lighting, I was wondering if you can add the different stage lighting modes to the character creator? I didn't realize but with the clearcoat roughness slider turned all the way down, my characters looked fine in the creator screen, but then they looked like they were slathered in baby oil on the daytime desert map. Maybe I'm just not fully understanding how that slider works, but I had clearcoat turned all the way down too so I figured clearcoat roughness wouldn't affect anything. If possible, could you also label the different Normal Map options? I'm not sure what all of them are supposed to be. Some add more muscle definition, but for others the only big difference I can see is some have different knee and elbow textures. I think I would want to see some kind of slider to increase or decrease visible muscle definition if possible. Regarding clipping, I'm not seeing any glaring problems other than one of the hairstyles, the long straight one third from the right, still tends to reveal the back of the character's skull a lot, especially when they're leaning down. Regarding the ground back-mount position, I think it's a good start, though I'm still not sure how you're able to fuck someone in the back with a vagina. If anything, it seems like it would do more for the person on top than the one on the bottom. Maybe for vagina-only havers it could be a self-satisfaction move that drains red bar for the other person, like the mouth riding. The back mount could also turn into a rear-naked choke or camel clutch type move for some non-sexual actions. Dunno how much you want the game to get into wrestling, but I'd certainly like it. Another minor issue, I'm not sure if you've noticed, but sometimes during the ground orgasm animation both characters' voices will play. I think it happens after two or more matches have been played, like some data is being carried over from a previous one. The changes to post-match are also very good. I like how, after a draw, there's a back and forth with the opponent. Maybe add an option to completely undress someone in addition to just the top or bottom.
Alexander Winn
2025-08-19 01:43:56 +0000 UTC