Version 0.0.6: Mules and Crits


Critical Hits

Rather than having critical hits decided by chance, critical hits now depends on specific conditions. These conditions can differ per move (and can even be chance), though the default is the enemy having a Taunt (Uncommon) token. Critical hits give a flat damage bonus which increases as the character levels up.

The Mule Class

Discount ponygirls, see them moving at https://x.com/i/status/1875521068317995077.


These also give a bonus to movement speed in the overworld.

Overworld Changes

Under the hood, I've reworked the map system so that it can now be edited in-game (and hence modded) and is no longer hard-coded. You won't notice a lot of this (if everything went well). However, shrines have now changed, they are located in fixed positions and can no longer be built manually. Research speed has been increased to compensate.


Additionally, there are now 8 starting positions. Currently the game just selects a random one when you start the game, but later in development you'll be able to pick one.

Next

Combat is in a decent place, so I'm going to spend some time reworking the automation side of things. 

First off is the tech tree. I've been playing Path of Exile 2 recently, and their passives tree is a great way of handling a system with multiple starting points where every node still has to be reachable. So the tech tree will be a tech circle, depending on your starting position, you'll start somewhere on the edge and you need every more advanced research points to progress. The inner circle is the "tutorial circle" which gives you all the basic buildings.

I've already made an editor for the nodes, but still need to implement the system in-game properly.


Additionally, the catch rate hovers to close to 50% regardless of what the player does, so that must be changed as well.

Changelog:

Major:

  • Mule, Ramgirl cursed class, see above.
  • Critical hits, see above.
  • New starting positions, see above.

Minor:

  • Ramgirls now have their own breeding texture.
  • Dyes are now improved, and apply to all items, thanks Haraberu!
  • Default weapons no longer drop, nor can they be crafted.
  • Selecting move targets now sets that target in the move info.
  • Trigger Happy now affects suppressing fire instead of Quickshot.
  • Quickshot cooldown no longer decreases on upgrades.
  • Tech speed has increased 10x, but you can no longer build additional shrines which are now located at preset spots.

Bugfixes:

  • Breeding would produce 11 girls instead of 1
  • Releasing girls after breeding would cause all sorts of issues
  • The Good Aim gene didn't work
  • Lay on Hands was still broken
  • Outpost/Port pacification was completely broken.
  • AI wouldn't correctly evaluate targets.
  • Failing a wearable throw wouldn't remove the wearable.
  • Clearing fights didn't pacify the land
  • You could throw rations even when you had none remaining
  • Stone didn't show up in loot.
  • Tech tree didn't show future techs.
  • Guards would persist even after the guarding girl died.
  • Fixed some crashes when hovering subtooltips.
  • Hidden layers broke with dyes.
  • Woolmage would Knit Mittens when using Knit Sweater.
  • Reducing dots could lead to crashes.
  • Layering of gear would break if you went to the menu and back.

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

PATREON | SUBSCRIBESTAR

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