Version 0.0.7: Tech Update (Common)


Calculation Reworks

Catch Rate / Disrupt / Attach Rate calculations weren't in a good place. The calculation method tended to result in values close to 50% regardless of what you did. So I decided to rework it using a mean time to happen system.

Based on the item you're using, you have a base chance.  Then based on all manner of characteristics, the game calculates how many throws you need to get to this base chance.

Let's say the base capture chance is 90% (from the portable wooden horse). So the base throws needed is 1, but due to the enemy health it gets increased by 3 and then due to her compliance it gets reduced by 2. The result is that you need 2 throws to have at least 90% chance to have captured the enemy.

Some magic later (1 - pow(1 - base_chance, 1/mtth)) and you get about a 68% capture rate. But the capture rate itself isn't important, the calculation means that captures can now be expressed as capture items (and turns) needed when balancing.


Tech Update

Research wasn't in a good place. Every item (recipe, building, gear...) had to be linked to a technology, leading to a large amount of technologies which were hard to keep track of and a tech tree that was completely unmanageable. Additionally, I wanted the tech tree to be different depending on the starting position while still allowing everyone to research everything.

Fortunately, I had played Path of Exile 2 recently, which has a solution to this problem in their Passives Tree:


While the tree looks intimidating. You only really have a couple of options every single time. The tree is the same for all 6 classes in Path of Exile 2, and - while it takes a bit longer - you can perfectly get passives from a different class entirely. This is exactly the type of system I need.

And so, right now we have a passives tree at home. By assigning girls to shrines they produce favor points which can be used to buy technologies (called boons). Additionally, buildings/gear/recipes/strapons/modules are now linked to groups and a technology unlocks an entire group (of a certain rarity) simplifying the system.

Note that currently only the middle (common) ring is filled in.


Shrines

The empty nodes in the image above are linked to the eight shrines which are preplaced on the map, each one corresponing to one of the eight gods of the pantheon. You start with the shrine near your landing site unlocked, but once you discover the others and pay a fee, you can unlock these as well. Eventually, the shrines can be upgraded to unlock the rarer techs.

Don't get attached to the visuals of the shrines though. I'm planning to rework the overworld visuals to look more overworldy.

Next

The last updates all had save-breaking changes, but that should be ending now. Next update I want to add the Uncommon technologies (even though the content of the technologies may still be missing), and the week after that I'm planning on adding a character creator and a way to pick your starting position. That seems like a good place to move from 0.0.X to 0.1.X and get another public release out.

And here's a sneak peek of the second circle:


Changelog

Major:

  • Tech Update, see above.
  • Calculations now use a MTTH system, see above.
  • Interact with shrines to unlock/upgrade them (requires a new save), see above.

Minor:

  • Enemies without valid moves will now Wait instead of cheating.
  • There is now a teleporter between the upper island and the mainland, unlocking that starting position.
  • Wool gear now has dyes.
  • Shrines now have different research recipes.
  • Girls now have different lengths (between +10% and -10%), Ratkin are on average slightly smaller (-5%)

Bugfixes:

  • Hopefully fix a bug where enemies would use your moves against themselves.
  • Woolmage targetting was broken, requiring a filled slot instead of an empty slot.
  • Health bonusses on gear weren't working.
  • Downcasted moves would keep the targetting options of its higher variant.
  • Added a warning to the breeding panel if any participant lacks the required stats.
  • Rank conditionals would show rank-1 in their tooltip.
  • Belly and Crotch Punch no longer require the target to be charging.
  • Crit calculations would break if there was no active target.
  • Disrupt calculations would break if there was no active target.
  • Gear variants didn't correctly inherit data from their parent.
  • Some gear would hide part of itself

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

PATREON | SUBSCRIBESTAR

Get Ero Hunters

Comments

Log in with itch.io to leave a comment.

(+2)

When we look forward to the new public release!! I'm excited to play the updated version!!

(also, will old saves break?)

Yes, very much so.