Version 0.1.2: Persistence and Roads
Persistence
It was always a bit of a shame that you would lose any thrown equipment once you defeated an enemy. It meant that attaching gear only really made sense for enemies you wanted to capture. However, now enemies can reoccur, keeping their gear/name/colors etc... This also means that enemies now have names, instead of being generic <RACE> <ROLE>.
Concretely, the game stores the needed information of defeated enemies. When it creates a new encounter, and needs an enemy of a specific difficulty and type, it checks whether pre-created enemies of this difficulty and type exist. If yes, it has a chance to pick one. This chance increases up to 100% chance once 20 enemies of the given type and difficulty exist. So you can slowly turn the entire wild Ratkin population into latex puppets, for example.
Roads
You can now also build roads (provided you have enough resources and have the associated boon unlocked). Roads increase movement speed, and look nice. Buildings can be placed on top of them without any problems.
Move Cleanup
Starting in v0.1.0 moves could no longer be upcasted and downcasted. Unfortunately, the result was that some moves became unavailable, such as Knit Blindfold, which gets replaced by Knit Scarf at higher tiers, or the Firebolt/Flashfire/Fireball move. Now, all moves have been reworked such that higher tier moves are always better in every way (including secondary effects).
Secondly, combat at higher difficulties could be a slog since you'd need to set up 5 tiers of buffs. To remedy this, higher tier moves will often give you multiple tokens at the same time. All move changes are listed below:
- Cleric:
- Heal has been split in two: Group Heal / Single Heal
- Ice Mage:
- Brittle removes gear sequentially, starting only with top,bra
- Higher Brittle tiers also reduce block tokens
- Ice Fortress now adds multiple tokens at higher tiers
- Lancer:
- Fabric Piercer removes gear sequentially
- Fabric Piercer can remove chastity gear on higher tiers
- Hone Spear adds more tokens at higher tiers
- Upwards Piercer adds more dots at higher tiers
- Love Mage:
- Love Blast no longer adds arousal tokens at lower tiers
- Lovely Charge no longer reduces Frost tokens but adds more strength tokens at higher tiers
- Aphrodisiac Cloud adds more tokens at higher tiers
- Love Missiles reduce more tokens at higher tiers
- Mage:
- Split up Arcane Shield and Arcane Barrier
- Split up Firebolt, Flashfire and Fireball
- Fireball is now a move replacement for Firebolt when using the Staff of Fire
- Arcane Barrier and Shield give more tokens in higher tiers
- Gear teleportation transfers more gear in higher tiers
- Magic Missile is slightly stronger
- Mule:
- Burden gives more tokens in higher tiers
- Paladin:
- Pray gives more tokens and strength in higher tiers
- Lay on Hands reduces all negative dots at higher tiers
- Racials
- Punch is split into Punch, Stomach Punch, Uppercut, and Quick Jab. The lattter three are available through equipment.
- Kick is split into Kick and High-Jump Kick
- Bite no longer reduces block but adds more bleed at fifth tier
- Breath reduces more arousal tokens instead of confusion tokens
- Slash adds more dots at higher tiers
- Ranger:
- Marking Flare removes more tokens at higher tiers
- Penetrating Shot removes more tokens at higher tiers
- Suppressing Fire hits all targets at higher tiers
- Siege Ram:
- Gather Speed adds more tokens at higher levels
- Slave:
- Lust Explosion now adds an afterglow token and removes all lust, but delay has been reduced
- Expose no longer gives Taunt but adds more tokens at higher tiers and always heals
- The cooldown for masochism no longer reduces at higher tiers
- Soldier:
- Fabric Cutter now removes equipment sequentially
- Block adds more tokens at higher levels
- Wool Mage:
- Cotton Spores no longer gets reduced charge time but adds more tokens at higher tiers
- The knit skills now add gear sequentially when possible
Next
Next week I'm tackling the wolfgirl. This is a race that is similar to Darkest Dungeon's Abomination in that they can transform into a wolf (girl) during combat. Additionally, outposts and enemy spread still need some work, as do filters in many of the selection windows.
Changelog
Major:
- Haraberu overhauled the Mod Manager. It looks a lot better now, and you can directly drag .zip files into it.
- Haraberu also reworked how mods are loaded internally. They no longer take excessive amounts of memory, and modders will see texture changes directly reflected in game.
- Enemy Persistence, see above.
- Roads, see above.
- Move Cleanup, see above.
Minor:
- Prices of all items have been rebalanced (and are about 5x cheaper).
- Bunnies now have their own breeding texture.
- Humans now have their own breeding texture.
- Races now have unique namelists.
- The loading screen now contains game hints.
- Outposts have been reworked:
- Monstergirl encroachment only targets neighbouring cells instead of random cells .
- Outposts have a starlike radius instead of a square.
- Outposts no longer require a worker and no longer pacify the area.
- Outposts only hold back monstergirl encroachment.
- The maximum difficulty of terrain an outpost can be built on depends on the level of the outpost.
- Breeding now also transfers skin/hair/eyecolor and length (with some randomness).
QoL
- Some cleanup in the UI of the move info and role info panels.
- Pressing Esc/Q in the DungeonScene brings up the info panel.
- .The camera is now clamped to the Favor Tree.
- Goods growth display no longer uses a moving average, but displays the building consumption/production per day.
- The loading screen now contains game hints.
- Outposts show their radius while building them.
Bugfixes:
- The game would crash when fighting enemies on resources like Marble/Stone/Latex Spring.
- Modders couldn't create new mod files.
- Masochism shrine was on tier 3 instead of 2.
- Dungeon reward panel always gave tier 1 rewards.
- The game wouldn't unpause correctly when closing the BugReporter.
- Fixed remove Negative Dots wasn't working correctly, thanks Brilliand.
- Fixed "unlock all shrines" tutorial entry getting finished early, thanks Brilliand.
If you want access to the preview with these changes (and a debug console), support me here:
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Ero Hunters
Catch, Breed, Conquer
More posts
- Version 0.1.3: Quality of Life7 hours ago
- Version 0.1.1: Bunnies and Cleanup13 days ago
- Public 0.1.0: Earlygame20 days ago
- Version 0.1.0: Dungeons and Tutorials21 days ago
- Version 0.0.8: It's all coming together27 days ago
- Version 0.0.7: Tech Update (Common)35 days ago
- Version 0.0.6: Mules and Crits42 days ago
- Version 0.0.5: Rams and Reworks49 days ago
- Version 0.0.4: World Map56 days ago
Comments
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Question. If Outposts dont pacify regions anymore, what will? Does this mean we will have to manually pacify large regions or spawn in dungeons to pacify regions? of will there be a new building which does that for us. or is it that the port will pacify regions that fall under the outpost's cover?
You'll have to manually pacify the regions.
However, pacification range from combats has been increased to include the neighbouring tiles as well.