Patch notes 9.101

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Update 4/11/2022 ~~ Besti 9.101
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A new scene has been added called “Equigon Breeding Center.” It has four normal friend spawn points and a television that can play your added content, but it also has an entirely new way to interact with friends built in (discussed below.) In addition to this feature, and because it is a scientific laboratory, there are cameras placed all over the room that view what’s going on from different angles. Simply interact with the camera control panel in the main laboratory to change the camera. Lastly, there are a few Easter eggs in the scene that I thought were fun.
A new type of friend interaction is now available in the new scene. This new interaction permits you to mate any of your friends with a sizeable, realistically styled stallion. The AI will handle everything on its own if you let it, but you can also directly assist in this process by physically directing the stallion when it’s appropriate to do so and guide him into your friend, or interact with him yourself if you want to. The AI has a few different things that it will do while interacting with the friend, so you can experiment a little bit and you might get an unexpected (but lewd) result. This is compatible with males, herms, and females. On breedable friends, this interaction may lead to pregnancy. There are some very rare behaviors that enhance the lifelike nature of it, and the whole thing is made of literally hundreds of animations and hundreds of sound effects. There are different particle effects depending on your graphics settings. I went way, way overboard.

A new feature has been added to most scenes called a “кино“ or “Kino.” It means “Cinema” or “Screen” and is named after and inspired by the devices used in the show “Stargate Universe.” In Besti, the Kino is a flying camera ball that you can place anywhere in the scene to view whatever you want from the perspective of the Kino. Once the camera is removed from the charger, it will transmit its video feed to a screen that can be found near the charger. This is done in realtime so you can watch yourself interact with characters from a different angle. Additionally, since it can be difficult to pose the Kino and the viewscreen exactly where you want it, every time you release the Kino, its position is saved into the scene. When you re-load the scene or restart the game, the Kino and the viewscreen will be right where you left them. If you are unsatisfied with the position of the Kino or lose it, there is a large reset button on the charger that will teleport the Kino and the screen back to the default position for that scene. Enjoy, and you can finally see a bunch of the animations that you’ve never been able to see because you couldn’t get a perspective on it from first person.
Lastly, the user interface has been revamped to make behavior more consistent, and to make it easier to manipulate objects within the scene. In all it makes 2D significantly better, and makes some minor changes to VR. The changes differ in VR and 2D

In 2D, in-scene user interfaces no longer automatically activate the cursor. You must right-click to activate your pointer, and then left click to make selections. The system still automatically switches you to the correct cursor type for interactions, but you need to right-click first. This means that you can watch TVs now without the UI popping up.

In 2D, grabbable or otherwise interactable objects now automatically switch you to the correct cursor type. Picking up objects, for example, now simply need to be selected to be grabbed. No need to push shift to pick things up.

In 2D, teleportation is now done by left-clicking while the teleport cursor is active. This was previously done by releasing the right mouse button. It was changed to make it consistent with the other behaviors, and significantly reduces accidental teleportation after picking up an object.

In VR, you can now influence objects that are distant from you by pressing the grip buttons while slightly pressing the trigger. I find this to work well on Vive and Oculus controllers, but I don’t like the feeling on Index controllers because I don’t like how the grip “button” feels in general. The Besti 9 UI leaves a lot to be desired but it is very nontrivial to make it work like the Besti X/eqCy cursor.

In VR, the cursor is no longer automatically activated when pointing at a user interface. Instead, a small red laser emits from your controller when it is facing a user interface, and you know when you see that that you can slightly pull the trigger to get your interaction cursor up. Completely pull the trigger to make UI selections like you did before.