Version 0.1.7: Threat and Early Localization


Internal Dungeon Rework

The internal dungeon rework is finished, everything dungeon related should still be the same, but it's a lot cleaner under the hood. I was planning to add some extra curios, but came to the conclusion that I don't really know what dungeons should be right now. Between overworld combat and crafting, dungeons don't really have their own spot in the game, and I need to think a bit more about what they could be.

This also ties in to the problem that this game has a rather steep curve at the beginning. Early on, you want to make leashes and collar and need both iron and leather for that, as well as stone and wood for the buildings, and mana for the favor. So you have to set up a lot of production before you can even just begin playing the game. There also are a lot of different goods, which probably isn't going to scale well to higher tiers. Additionally, the favor upgrades also quickly become overwhelming since those that unlock equipment, unlock a lot of it and it's unclear what exactly. Finally, your initial shrine choice also doesn't matter a lot, since you quickly unlock all shrines anyway.

I have some ideas to tackle this problem, but need some time to mull it over and will probably just add some extra content first (bats maybe).

Threat

Another problem is that the game can become a bit easy later on. Your monstergirls have excellent genes and equipment, while the opponent is still the same as at the start, albeit at higher levels. On the other hand, I didn't want there to be some sort of damage scaling or directly punishing mechanic since that undermines the effort of the player.


As a result, there's now threat. As you pacify more land, threat increases. As threat increases, you can encounter rare monstergirls. These are stronger but also have the empowered perks you normally get from enchanting your girls. Additionally, they get a race specific perk. For example, Ratkin get a significant bonus to their Bite, encouraging you to make use of gags and muzzles. Ramgirls get additional protection while charging, encouraging you to disrupt them with arousal moves. The idea is to make the game a bit more challenging when you have access to all sorts of gear and genes.

Localization Rework

The localization support for Ero Dungeons was adequate, but not all that great. A lot of in-game text was only translatable thanks to the work of CannedFox (also a preset in Ero Dungeons). Additionally, the mix between .po files and translations of data editor stuff made for an extreme mess, and keeping translations updated was difficult as well. So this time, the translation creation will be done fully in-game.


The core idea for Ero Hunters is to dogfood the localization system. Concretely, I'll make my own (Dutch) translation to make sure the localization is complete. Currently it isn't, significant parts are still hardcoded text, but that'll change as time goes on. Once the localization is more stable, I'll post a guide how to make your own translations.

Fun fact, the settings menu only got translated in one of the latest versions of Ero Dungeons, and the implementation of the translation was an absolute mess.

If you want to try translating the game, there's a guide here.

Changelog

Major:

  • A threat system for enemies, see above.
  • Early localization support, see above.

Minor:

  • Items stripped from the player's girls are given back for free at end of combat instead of from the inventory.
  • Enemy girls get dressed again after combat, if possible.
  • Combat Speed is now named Initiative and is explained (as are all other stats).
  • Nerfed Good Aim.
  • Heels now set a max_stat,moving instead of reducing moving.
  • Gags no longer reduce speech but have a chance to turn any speech requiring move into mumble.
  • Armbinders fully prevent performing recipes requireing manipulation.
  • Enchanting now gives a race specific doll allowing an extra move.

Bugfixes:

  • Turning off auto-training didn't actually stop it.
  • Autotraining would get stuck if there was a worker present with no recipe.
  • Most buildings would reset their recipes with no worker present.
  • Fixed a Training Center inefficiency that caused a lot of lag.
  • Fixed a bug where a building with auto-craft disabled would ignore production targets
  • Fixed shrines trying to unlock upon starting a combat, instead of upon winning.
  • Fixed an error when clicking an empty profile picture on the Party and Workers screen.
  • Fixed recipes getting cleared when reloading the game.
  • You could only fully replace all modded habitats in the MapViewer, not edit them.
  • You would still get a reward flag notification for cleansed dungeons.
  • Fixed that you could equip piercings to unpierced girls through loadouts.
  • You can no longer attach invalid gear to enemies.
  • Having too many tokens could stretch out the item bar.
  • Wildshape didn't correctly change the health UI.
  • You can no longer (try to) enchant tier 5 girls.
  • Adrenaline did damage instead of healing.
  • Fixed a gap in t2 leather armor under the chest.
  • If you captured a character when they did not have their class weapon active it would not reset.
  • Fixed scripting errors in Fabric Piercer IV and V.
  • Starting hidden catch bonus was broken.
  • Quarry II and Concrete Plant I still had two workers.
  • CombatGearSelectPanel now hides chances for ranks that aren't filled.
  • Shield would give a floater even when at 0.
  • Clearout building would play the Stare soundeffect twice.
  • Combat Rations would show X at success chances for unexisting enemies.
  • The clear button would remain disabled at the PartySelectionWindow.
  • Fixed Ration/Strapon and Consumable counts getting out of sync when items are spent
  • "Good Aim" was increasing chance to be caught instead of chance to catch
  • Consumables that could be produced weren't always shown on the production screen.
  • Enemies lost their ID after a save/load.
  • You could still employ last partymember in Breeding/Enchanting/Trading.
  • The GearGrid didn't calculate max pages correctly in GirlInfoGearPanel.
  • Whenever you swapped starting positions, the extra girls would be permanent.
  • You can no longer start breeding when at -100% productivity to prevent you from wasting a strapon.
  • After breeding you could continue using the same strapon even if you had run out.
  • You could complete the "clear out an area for the mana generator" mission even by losing the first fight.
  • Auto-craft buildings wouldn't start crafting again if they stopped earlier but you've increased production targets since.
  • The Dungeon Loot notification flag didn't work for fully completed dungeon only partial ones.
  • The Partial Dungeon Loot button could be grayed out if you interacted with a non-completed dungeon earlier.
  • Gear requirements were completely broken.
  • Adding perks could sometimes fail when directly adding a higher level perk.
  • Charge icon didn't clear after using charged move.

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

PATREON | SUBSCRIBESTAR

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