Version 0.0.5: Rams and Reworks


Version 0.0.4 seems quite stable, so I'm releasing it publicly both as a download and as web version. I'll probably start doing monthly-ish public releases again.

Reworks

Move Targetting:

As mentioned in the last devlog, I'm moving away from the "only random targetting" paradigm. Many moves now allow you to manually select your target, especially moves that have prerequisites or special purposes (like anti-charge moves). The targets from moves are still very heavily restricted. The most damaging moves only target the first rank, and moves that allow hitting ranks 3 - let alone 4 - are extremely rare, so tanks are still a lot more important than in Ero Dungeons.

Move Requirements:

Before, moves required different values in stats. Higher level or more powerful moves required higher stats. The stats required for moves were added rather ad hoc. This is now streamlined.

Moves still require certain stats, but they always require 100 in a stat. The stats that moves require has also been streamlined. Moves that move the player require moving, single target non-random ones require sight, magic moves require focus, these then also require either somatic (manipulation) or verbal (speech) components, love magic requires fertility, and weapon moves require manipulation.

Additionally, equipment no longer grants stats, only reduces them (armor now gives max health for example). This means that a blindfold will always have the straightforward effect of reducing the accuracy of any sight based moves.

Genes:

With the change in move requirements, having genes that affect stats no longer made sense. Though I guess it never did make sense that your eyesight could be so good that you could easily look past a blindfold. So I reworked all gene effects as well.

Genes (and gear as well) now primarily affects specific moves. Increasing damage, reducing recoil, reducing charging or cooldown time. Alternatively, it can waive the requirements for moves, or reduce the negative effects of restraints. In general it's a lot more specialized than the +DMG effects in Ero Dungeons.

Dyes

Thanks to contributor Haraberu, you can now color your gear in full fashion souls style:

Below is a Catsuit from the first ever Ero Hunters mod as another showcase:


Ramgirls

Aren't they cute and fluffy? Here they are moving: https://x.com/i/status/1873405140373549305


This is the second monstergirl race after the Ratkin. It's still missing some stuff (recipes and the cursed class), but you already have access to the Siege Ram and the Woolmage class. The former is focused on charging from the back and then moving backwards to do it over again, while the latter manifest woolen restraints on her enemies.


Changelog

Major:

  • Ramgirls, see above
  • Wool Mage and Siege Ram roles
  • Wool gear: mittens, boots, sweater, scarf, blindfold, straitjacket
  • Gear coloring, see above
  • Dye system, see above

Minor:

  • Slight tweaks to the puppet.
  • Move targetting rework, see above.
  • Gene rework, see above.
  • Most armor now increases health.
  • You can now delete groups.

Bugfixes:

  • The game would crash if you upcasted after downcasting.
  • Muzzle was hidden if you wore it at the same time as a gag.
  • Ratkin Ranger idle was broken.
  • Tile calculations were offset at negative coordinates.

If you want access to the preview with these changes (and a debug console), support me here:

PATREON | SUBSCRIBESTAR

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