Version 0.1.0: Dungeons and Tutorials


A public release is coming very soon, either Friday or Saturday. As always, people on Patreon and Subscribestar already have access. I'll make a full overview of all changes from the latest public version 0.0.4 then, here's only the difference between 0.0.8 and 0.1.0.

Starting Options

Starting Position Selector:

Before now, your starting position was chosen randomly. Now you can select it yourself, and see how difficult the start is. You even get some lore as well. Here's a video of it: https://x.com/i/status/1883146053509414959

Character Creator:

Additionally, you can fully change your starting characters (Artemis and Ada) including their genes. Here's a video: https://x.com/i/status/1883572577588969945


Dungeon Rework

Rather than selecting a dungeon of your desired length through a menu, dungeons are now scattered across the map, and must be accessed and cleared by your party.

Once you've found the exit, you can clear a dungeon. Dungeons will remain until cleared, though they regenerate after a certain amount of days. You also receive some rewards for finding the exit, as well as for full clearing them. In the future, enemy spread will originate from these dungeons, so taking them out will be vital in keeping your buildings secure.

The overworld textures are placeholders of course.

Tutorial

To prepare for the public release, and make the game at least somewhat understandable for new players, I've added a tutorial. It works similar to Ero Dungeons, using small missions to guide the player through the first steps of the game.

Favor Tree Change:

In order to facilitate the tutorial, the start of the favor tree has been reworked. You no longer start on the first circle, instead you start in the center and are forced to pick up the most necessary techs first.


Streamlining

The in-combat move selection panel was getting a bit cluttered, so I've done some streamlining.

Target selection: Target selection now works like every other game. You click the move and - if it requires targetting - you click the target.

Upcasting/downcasting: Once you unlock a higher level version of a move, you can no longer select any other level. For most moves this is obvious, since there are no benefits to lower level moves. There are some moves though that still need to be updated to make sure that the higher level version is always an improvement.

Additionally, catch rates and their tooltips have been simplified somewhat, and the move info on the left will now expand if there is additional move information, rather than working with a scrollbar.

Changelog

Major:

  • Starting Position Selector, see above.
  • Character Creator, see above.
  • Dungeon Rework, see above.
  • Tutorials, see above.

Minor:

  • Improved the in-combat UI, see above.
  • Calculation Tooltips have been improved.
  • New Dungeon and Dungeon Combat soundtrack.
  • Stats above the minimum requirement now scale move damage.
  • If a recipe stops working, it now explains why.
  • Renamed Fertility to Allure and Lust to Pleasure.
  • Basic research and mana generation no longer require fertility/allure.
  • Reduced the overworld encounter rate.
  • Overworld combats now always clear the tile. 
  • Simplified the lust/pleasure disrupt calculations.
  • Max lust/pleasure now leads to an Orgasm, gives a negative Afterglow token and resets lust/pleasure. 
  • Renamed Rations to Rations Manufactory.
  • Increased HP effect on catch rate.
  • Lowered the starting HP of all classes to account for gear.
  • Allow inspecting girls on the worker select window.
  • The closest shrine now starts locked.
  • You can now call up the party selection window from the top of the overworld scene.

Bugfixes:

  • If you reselected a recipe after reloading, it would reset the recipe.
  • The game could crash upon releasing a charged aoe without any valid targets.
  • Stats in tooltips weren't shown correctly.
  • The Equipment Info UI would sometimes break.
  • Ensure that tile clearing happens after day end, so your work doesn't immediately get overwritten.
  • AI moves didn't select their targets correctly.
  • Crafting recipes broke upon save-loading.
  • Healing used damage_bonus for damage instead of heal_damage.
  • Devout reduced the cooldown of Pray instead of its charge time.
  • Quickshot didn't improve in later levels.
  • Marking Flare didn't improve in its second tier.
  • Fixed some UI issues in the combat conclusion.
  • Taunt was broken (again). 
  • Workshop wouldn't progress any recipes (hotfixed).
  • Breeding would sometimes crash at the hatching stage (hotfixed).
  • Higher order loot wouldn't show up (hotfixed).
  • Fatigue would increase every time you opened the ExpandPanel in the DungeonConclusion (hotfixed).

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

PATREON | SUBSCRIBESTAR

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Comments

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(+2)

What language is the woman singing in during your songs in the dungeon and battle screens?

(+2)

I'll quote the composer, Horbor:

I have received a few question concerning the vocals, they are not really based on any actual languages, though I do steal some russian, japanese and latin words here and there. Otherwise it is mostly based on phonetics, and what sort of "sounds" I think is suitable for a melody, or a race that madodev introduces/or uses in his work.

(1 edit) (+1)

I thought I detected latin and japanese in the lyrics.  Example : lacrimosa is latin for tearful or weeping and tomoda is japanese for friend.  Thats what got me confused about the lyrics.