Public 0.1.3: Bunnies, Wolves, and QoL
This new public update contains a bunch of quality of life changes. Additionally, there are two more monstergirl types and some other miscellaneous stuff. Enjoy!
Quality of Life
There have been a bunch of quality of life changes based on your feedback. The main ones are filters, a simpler way to select your party (including presets), and equipment loadouts. But there's a bunch of extra stuff as well.
For more information, see https://erodungeons.itch.io/ero-hunters/devlog/890545/version-013-quality-of-lif...
Bunnies
Bunny enemies, hopping around with repositioning moves and powerful kicks.
For more information, see https://erodungeons.itch.io/ero-hunters/devlog/881665/version-011-bunnies-and-cl...
Wolves
Wolfgirl enemies, that can wildshape during combat, restoring a chunk of HP and making them more vicious.
For more information, see https://erodungeons.itch.io/ero-hunters/devlog/890545/version-013-quality-of-lif...
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>.
For more information, see https://erodungeons.itch.io/ero-hunters/devlog/885670/version-012-persistence-an...
Cleanup
Roles: All levels for all roles now give a bonus, additionally, they grant a permanent move at 28.
Dungeons: Dungeons now have unique overworld textures and different layouts and backgrounds.
For more information, see https://erodungeons.itch.io/ero-hunters/devlog/881665/version-011-bunnies-and-cl...
Moves: All moves have been reworked such that higher tier moves are always better in every way (including secondary effects). Higher tier moves will often give you multiple tokens at the same time.
For more information, see https://erodungeons.itch.io/ero-hunters/devlog/885670/version-012-persistence-an...
Version 0.1.4 (Patreon/Subscribestar)
As always, weekly versions are released on PATREON/SUBSCRIBESTAR, support me there for early access.
More QoL
The UI struggle never ends.
Autocraft: You can now set workshops to autocraft, they will keep making items until all production targets are fulfilled, this way you no longer need to make a workshop per item.
Indicators: There are now warning flags on top of the screen if anything needs your attention, such as rewards being available, breeding being completed, or a building being overrun.
Teleports: You can now build Ports on every landing site, and can freely teleport between them.
Fatigue: While I originally intended fatigue to encourage you to swap out parties regularly, and make dungeons more difficulty over time, any implementation only became annoying. So I scrapped it completely.
Enchanting
Similar to Palworlds condensing system, you can now use three monstergirls to enchant a monstergirl of the same race. Enchanting grants the target a multiplicative production boost, vastly increasing production speed (and going further into the "playing tall" idea).
The three monstergirls used in the ritual get to retire to a farm upstate (no you don't get to visit them) and you get three small dolls in exchange. In the same way, you can use enchanted girls to further enchant all the way up to Legendary.
Limits
As mentioned in the previous devlog, the game starts to struggle around 200 girls in your roster. As such, there's now a soft cap around 100, forcing you to play somewhat tall, and upgrade your monstergirls rather than just getting more. In order to get up to this soft cap, you need to build houses. Once you're over the softcap you get a malus to breeding speed and capture chance.
Additionally, there's now also a level limit, depending on the highest shrine upgrade you've researched. This is mostly to prevent you from overlevelling a single group to 50 end clearing everything.
Training
It was already teased by piercings requiring your monstergirls to be pierced, but now "training" is finally in the game. Training just means employing your monstergirl in a training center, selecting a recipe, and getting a result once the training is completed.
This result varies. It can be a new perk, or just extra levels. The system is extremely flexible and uses the same scripting as moves/curios/everything.
You can also set up a training regime for your girls and they will automatically train, saving you a lot of clicking.,
Improved Wolves
Wildshaped wolves now look furrier. The main thing here was to allow the change to work smoothly in combat (and without breaking anything).
Next
Trading: The mainland requests girls that comply with certain specifications. Fulfill these requests to get a permanent trickle of resources. This is a late game way to use monstergirls, and offers some nice challenges.
Further improved wolves: Wolf pets still need to kneel.
Dungeons: We've now covered combat and the overworld, so the next target is dungeons. This means new curios, but mostly an internal system to handle the creation of dungeon rooms while also being moddable.
Changelog 0.1 -> 0.1.3
Major:
- Bunnies and the Waitress/Assassin roles.
- More dungeon flavor and textures
- Completion and streamlining of all current roles.
- Haraberu overhauled the Mod Manager. It looks a lot better now, and you can directly drag .zip files into it.
- Enemy Persistence.
- Roads.
- Move Cleanup.
- Wolfgirls.
- General UI update.
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.
- Demolished buildings now fully refund their cost.
- You no longer need to stand next to a building to interact with it, distance only matters if a building is overrun.
- Timelines at the top of combat are now cleanly split to reduce confusion.
- GirlInfoPanel:
- Added text to the button in the Overviews, so you now what the tabs mean.
- Reworked the Party Selection screen so swapping party members is no longer unintuitive, also added filters.
- You can now save and load party presets.
- Cleaned up the Roster to allow more girls to be visible at once, additionally adding tooltips and filters.
- You can now quickly swap to the job of a girl.
- You can now set equipment loadouts to quickly gear up your girls.
- BuildingInfoPanel:
- Cleared up the clutter in the old Building panel.
- Reworked the worker selection screen and added filters.
- You can now upgrade buildings with a single click.
- The Breeding UI has been streamlined a lot.
- You can now quickly select any building, including through filters.
- New Game Scene has been cleaned up.
- Tiles can no longer be instantly recaptured as soon as combat ends.
- There's now a cooldown between back-to-back random encounters.
Minor:
- You can now set production targets for your Workshops/Manufactories.
- Improved UX of info panels.
- Clothes added in combat now get unequipped at combat end
- Some moves have been streamlined at higher tiers (giving more tokens at the start to speed up combat a bit)
- DoTs and other on turn effects no longer trigger when releasing a charged move
- Mark now gives a crit received malus at higher tiers
- Enemies in cursed roles (Mules/Slaves/Waitresses) can no longer be captured easily since stealing is wrong
- Support for race mods.
- Support for animated equipment.
- 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).
Bugfixes:
- Yes.
Changelog 0.1.4
Major:
- Roster Limits and Housing, see above.
- Completely purged fatigue from existence.
- Enchanting, see above.
- Training, see above.
QoL:
- The Workshop can now be set to autocraft items.
- Enemies far below your level can now be auto-cleared and will no longer form random encounters.
- Rightclick no longer clears a worker/partymember, instead this is done by a new button.
- Clicking a girl's portrait now moves to the girl's info panel.
- Filters are now saved.
- Added indicator flags for breeding/overrun/dungeon rewards/favor.
- Auto select empty worker/party panel when opening the relevant panel.
- Recipes of gear/strapons/rations no longer show a Recipe tooltip but the tooltip of the item.
- Passive buildings no longer show up unless explicitly filtered.
Minor:
- Wildshape transform now gives the wolfgirl furrier visuals.
- Rations and Strapons are now merged into Consumables and made in the same building.
- You can now telePORT between Ports.
- You can now build additional ports on the other landing sites.
- Haraberu made it so pathfinding now takes roads, movement speed, and encounters into account.
- Instant tooltips are completely instant and others are faster.
Bugfixes:
- Brilliand fixed an error when trying to filter girls during Breeding.
- Brilliand ensured that the breeding confirm button correctly show "Finish Breeding" when breeding completes while the player is watching.
- Fixed save error when swapping between saves with many jobs.
- Building selector didn't update on adding/removing/updating building.
- Buildings could get duplicated when upgrading.
- Tier 2+ upgrades didn't work for mods.
- Move Replacements only replaced t1 moves, move genes only worked on replaced t1 moves.
- Fixed a bunch of issues related to t1 buildings ending on _1.
- Entangled didn't disappear after combat.
- Escaping out of an infopanel while another one was still open would unpause the game incorrectly.
- Lists weren't reset when clearing a partymember/worker.
- Name Label didn't reset when renaming.
- Charge genes didn't have any effect.
- Outposts could still accept workers.
If you want access to the preview with these changes (and a debug console), support me here:
Files
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More posts
- Version 0.1.5: Trading and Kneeling2 days ago
- Version 0.1.3: Quality of Life18 days ago
- Version 0.1.2: Persistence and Roads24 days ago
- Version 0.1.1: Bunnies and Cleanup31 days ago
- Public 0.1.0: Earlygame38 days ago
- Version 0.1.0: Dungeons and Tutorials38 days ago
- Version 0.0.8: It's all coming together45 days ago
- Version 0.0.7: Tech Update (Common)52 days ago
- Version 0.0.6: Mules and Crits60 days ago
Comments
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Love what you've done with the game so far. Any plans to implement lude scenes/animations to this game like in your last? (active scenes during combat, maybe even adding a class that is focused on this type of combat)