Version 0.0.8: It's all coming together
It can take a while before crafting/automation games "click". I think with the current Uncommon Tech circle, building updates, overworld graphics, and new gear, this version is finally bringing the overworld part of the game together.
Overworld Graphics
Up to now, graphics in the overworld were the same as dungeon graphics which looked off. Instead, taking a page from RPGMaker's overworld textures, I added a specific overworld tileset.
This also extends to the buildings, which now look like locations on the map, rather than oversized buildings.
Workers are now also shown directly on the overworld map (as in Ero Dungeons)/
Building Updates
Some first tier resource buildings were a bit too needy. Things like Quarries requiring a stone (not rock) resource, or Leather requiring their own tree type. Now early game resource buildings are a lot more lenient. Buildings also produce larger quantities of goods, but are slower, encouraging you to spend your time in dungeons/combat. They have also been streamlined to all be 2x2.
Secondly, buildings for the second tier resources were missing completely. These exist now, they are 3x3.
Upgrades:
The new, second tier, technologies, allow for the creation of second tier buildings. These have much more efficient recipes, but require two workers and are more strict in their location requirements (e.g. Quarry II requires a Stone resource instead of just a Rock resource).
Eventually, I want you to be able to simply upgrade buildings, the same way it works for Shrines, but that's awaiting an overhaul of the building UI.
Races:
To give you a reason to catch new races, there are now recipes that require workers of a specific race. For example, you can gather wool without ramgirls, but it will be much slower.
Techs (Uncommon)
The second circle of the tech tree has been added, including new technologies for the buildings and building upgrades above. Additionally, it adds a bunch of new crafting possibilities.
Unimplemented Mechanics:
Since I didn't want to leave any nodes empty, the tech tree also contains a bunch of unimplemented nodes. These clearly say that the mechanic is implemented and these mechanics will stay unimplemented for at least another week, since I'm not changing my plans for a public release for the first Friday of February (which means it needs to be done a week earlier for Patrons).
New Gear
Techs unlock new gear groups, and I didn't want any techs to unlock nothing at all, so I added a bunch of new gear. I'll just list the names below:
- Black Visor
- Combat Visor
- Latex Bodysuit
- Iron Chastity Belt
- Iron Chastity Bra
- Crest of Lust
- Iron Ankle Cuffs
- Broken Cuffs
- Iron Thigh Cuffs
- Martial Dress
- Simple Bit Gag
- Mask of Happiness
- Mask of Sadness
- Wool Earmuffs
- Iron Armor
- Steel Armor
- Leather Heels
- Iron/Steel Amulet of Bravery
- Iron/Steel Amulet of Swiftness
- Iron/Steel Earrings of Health
- Earrings of Conditioning
- Leather Thigh Highs
- Wool Socks
- Padded Leather Armor
- Leather Skirt/Bodyarmor
- Reinforced Shield
- Steel Spear
- Steel Sword
- Sword of Inferior/Superior Striking
- Iron variants of the five piercings (but you can't use them yet since the piercing mechanic isn't in the game)
- Reinforced Buttplug/Dildo
- Reinforced Bow
- Bow of Vanity
- Reinforced Staff
- Staff of Fire
- Leather Corset
- Latex Pasties
Loot:
Loot has now been updated so you get the higher tier gear (and resources) in higher tier dungeons.
Next
As mentioned, I'd like to get the starting position and character selection done next week.
Additionally, I want to take a look at the way dungeons work. Rather than spawning on command, dungeons would work like the pre-existing shrines and be located on the map already. You can then enter and clear them, with progress being saved between entries (but with the dungeons regenerating every so often).
Finally, I also want to change how the enemy spreads across the map. Currently this is random, but I want to make it so it can only spread to neighbouring positions. Together with a change to the radius of Outposts, this would make them more like walls.
Changelog:
Major:
- Second Circle of the Tech Tree (see above).
- There are now 80 pieces of equipment (see above).
- Overworld visuals have been reworked (see above).
- Buildings and recipes have been overhauled (see above).
Minor:
- Medium Tech Nodes now cost 2 favor instead of 1.
- Small Tech Nodes no longer give Productivity but Max Favor
- Jobs now have simplified minimum stat requirements (always 100), but can have other (like racial) requirements.
- Taunt has been renamed to Mark, only affects random moves, and is now a clear negative.
- Times and Weights of items have been replaced by time/weight groups, improving consistency.
- Loot in higher difficulties contains items/goods of higher rarities (see above).
- Noble subscribers can now duplicate their saves.
- There is now length variation in enemies. Ratkin are also slightly smaller.
Bugfixes:
- If buillding productivity was too high, the game could get into an infinite loop after exiting a dungeon.
- Buildings would sometimes take twice the time to create something.
- Research panel was visible on all buildings, not just the shrine.
- Modded textures would overwrite base game textures if they had a different alt.
If you want access to the preview with these changes (and a debug console), support me here:
Get Ero Hunters
Ero Hunters
Catch, Breed, Conquer
More posts
- Version 0.1.3: Quality of Life5 days ago
- Version 0.1.2: Persistence and Roads12 days ago
- Version 0.1.1: Bunnies and Cleanup18 days ago
- Public 0.1.0: Earlygame25 days ago
- Version 0.1.0: Dungeons and Tutorials26 days ago
- Version 0.0.7: Tech Update (Common)40 days ago
- Version 0.0.6: Mules and Crits47 days ago
- Version 0.0.5: Rams and Reworks55 days ago
- Version 0.0.4: World Map62 days ago
Comments
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Any updates for this version of the game in the near future?
Public version will be next week or the week after.
YAY!! I love this game so much, I played the last one you finished, can't wait! any idea if the full game will be paid, how much it will cost; or if you'll try to put it on steam?