Public 0.1.6: Training, Trading and Enchanting
A new month, a new public release. This version is mostly bug-free, especially compared to 0.1.3. Unfortunately it also means that there's less content than usual, as some extra time was spent ironing out bugs and reworking the back-end of the dungeon system.
Training:
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.
See here for more information: https://erodungeons.itch.io/ero-hunters/devlog/895466/public-013-bunnies-wolves-...
Trading:
The mainland will send requests for special monstergirls your way. Completing these will grant goodwill, which can be traded for a consistent trickle of resources.
See here for more information: https://erodungeons.itch.io/ero-hunters/devlog/900300/version-015-trading-and-kneeling
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).
See here for more information: https://erodungeons.itch.io/ero-hunters/devlog/900300/version-015-trading-and-kneeling
Pet:
Wolves now have a feral and kneeling variant. Behind the scenes this required a bit of work from the animation and puppet system, but now it's a lot more flexible than in Ero Dungeons.
Dungeon Tooling:
Behind the scenes, dungeons have fully changed to be changeable in-game instead of being created (rather messily) in the game engine. This shouldn't impact gameplay at all, but make further development a lot easier.
See here for more information: https://erodungeons.itch.io/ero-hunters/devlog/904129/version-016-dungeon-tooling
Version 0.1.8: Bats (Patreon/Subscribestar)
As always, weekly versions are released on PATREON/SUBSCRIBESTAR, support me there for early access.
There's a new monstergirl, the Bat. Their unique class is the Hypnobat with a focus on adding confusion tokens which can then be used to issue commands (e.g. stun, disrupt, strip, die). Adding them did require some improvements to the animation system, primarily in getting robust fallback animations since most ordinary animations don't work when a monstergirl is flying and/or has wings.

Starting Gear
You can now select your starting equipment when beginning a new game.
This is the first step towards a bit of a resource rework, where ana will play the role of the "instant action" resource, compared to crafting resources. This rework is needed, since it has become obvious that the current system won't work well when expanded to 36 goods. But more on that later.
Next
Bats aren't completely finished, they still lack a breeding texture and small sprite textures. Additionally, I'll start working on the resource rework mentioned above.
Changelog 0.1.3 -> 0.1.6
Major:
- Roster Limits and Housing to increase that roster limit.
- Enchanting, see above.
- Training, see above.
- Trading, see above.
- The pet role now kneels and the feral wolf has a snout, 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.
- Haraberu improved the minimap, making the buttons more useable, and the minimap clickable.
- Trainings will now be repeated until no longer possible (mostly for levelling training).
- You get warned about invalid workers in buildings with a notification flag
Minor:
- Slots now use a priority system under the hood, instead of working dynamically.
- Cursed enemies no longer get the "owned" penalty if there are no uncursed enemies left.
- Added a texture for Wolfkin breeding.
- Second tier buildings only require one worker, but they also require that one to be level 10+
- When naming new girls, the game will prioritize unused names.
- Fatigue no longer exists.
- 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:
- Yes, a lot of them.
Changelog 0.1.8
Major:
- New Bat enemies, see above.
- You can select your starting inventory when starting a new game.
- There is a Traditional Chinese translation now, courtesy of Fishplate.
Minor:
- The tooltips for stats and move damage have been improved.
- Manually placed workers and recipes can now stay in an auto-training training center when there is no auto-training to do.
- The Domesticated perk has been redesigned so its inheritance logic can be reused.
- The Bloodline genes have been redesigned to work similar to the Domesticated perks.
- Rightclick now closes all panels.
- After closing a panel there's now a debounce timer to prevent accidental movement.
- Bunnies can now be slaves as well.
- You can now sort by total amount of Perks.
- Heel Training has been replaced by Steady, giving a minimum moving stat.
- Shield tokens have been reworked.
- New loadout color if an item cannot be equipped.
Bugfixes:
- Killed enemies would sometimes resurrect due to reequipping gear.
- [On Crit] effects of moves (such as Charge Staff) would never trigger.
- Mods would sometimes break the kneeling puppet.
- Workers on the overview panel didn't update when auto-training ejects the worker from the building.
- try_attach_wearable was ignoring perform_catch_modifier during move execution
- Training gave levels but no experience, so the girl wouldn't level up normally after training for a while.
- Some buttons would remain pressed when navigating between InfoPanels.
- The building panel wouldn't update when unlocking new techs.
- Right click map movement was blocked by buildings.
- WoolMage wool productivity bonus wasn't working.
- Sadist and Masochist Conditioning didn't count as Conditioning for the Earrings of Conditioning.
- Demolishing a Trading Post didn't boot you out of the Trading Info Panel, allowing you to demolish it multiple times.
- Releasing girls into the wild still allowed them to be selectable.
- The Breeding Panel wouldn't reset upon changing a girl.
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 0.1.7: Threat and Early Localization12 days ago
- Version 0.1.6: Dungeon Tooling19 days ago
- Version 0.1.5: Trading and Kneeling25 days ago
- Public 0.1.3: Bunnies, Wolves, and QoL32 days ago
- Version 0.1.3: Quality of Life40 days ago
- Version 0.1.2: Persistence and Roads46 days ago
- Version 0.1.1: Bunnies and Cleanup53 days ago
- Public 0.1.0: Earlygame60 days ago
Comments
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Put some time in to Ero Hunters.
Like the Ero Dungeon, it is treaming in the back ground.
ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#31390172476>'. Signal: 'tree_exited', callable: ''.
at: _disconnect (core/object/object.cpp:1529)
ERROR: Found the key outside the animation range. Consider using the clean-up option in AnimationTrackEditor to fix it.
at: _find (scene/resources/animation.cpp:2445)
WARNING: Unhandled overview ID genes
at: push_warning (core/variant/variant_utility.cpp:1118)
on exit:WARNING: Trying to save a game in non-loadable scene: menu
at: push_warning (core/variant/variant_utility.cpp:1118)
ERROR: 6 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
WARNING: 12 RIDs of type "Texture" were leaked.
at: finalize (servers/rendering/rendering_device.cpp:7128)
ERROR: Parameter "RenderingServer::get_singleton()" is null.
at: ~CompressedTexture2D (scene/resources/compressed_texture.cpp:464)
ERROR: Parameter "RenderingServer::get_singleton()" is null.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:2378)
ERROR: 40 resources still in use at exit (run with --verbose for details).
at: clear (core/io/resource.cpp:614)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketSmallE
at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
Here is when I ran verbose:
Leaked instance: RefCounted:<number>
Leaked instance: GDScriptFunctionState:<number>
Leaked instance: WeakRef:<number>
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
On exit:ERROR: 25 resources still in use at exit.
at: clear (core/io/resource.cpp:609)
Resource still in use: res://<name>.gd (GDScript)
Orphan StringName: <name>StringName: 190 unclaimed string names at exit.