Version 0.2.0: Slimes


Slimes

The reworks to the overworld are far from finished, but it's healthy for the game to switch between mechanics and content often. So I present to you: Slimegirls.

The screenshot doesn't show it, but their lower body is also animated: [TODO]

They come in four flavors: Love Slime, Milk Slime, Latex Slime, and Generic Slime (so any other role). The Love Slime is similar to the Ratkin Love Mage, the Milk Slime focuses on healing, while the Latex Slime focuses on equipping latex restraints.

Since slimes lack legs, they don't have any leg related slots.

Slimes can be put to work in two new buildings, one creating Aphrodisiac from Love Slimes, another creating Latex from Latex Slimes. Eventually I'll also add milk (from Milk Slimes and later Cowgirls) but I don't yet have any items that would require it.

Economy

Last week's changes to the economy were generally well received. So I just spent this week making some tweaks to the system.

UI changes: Recently I've changed to only requiring one worker per building (except for Breeding), and only one recipe per resource building. This allows for some optimizations in the UI. Additionally, it makes sense to be able to select the recipe next to the worker selection. These UI/QoL changes always come from user feedback, so always feel free to leave comments/suggestions for them.

Building Capacity: Slimes bring with them new ways to make Latex and Aphrodisiac. The Aphrodisiac extraction does conflict with the Bunny Ranch, and it's a shame you won't have to make both. So I decided to change the reserving system (only the max output of a resource type counts) to a capacity system (only a fixed amount (1) of each building can be made. If only one building can make a resource, this changes nothing of course. This also means that building limits can be modded in case you want to go back to the very wide colonies of before 0.1.9.


Housing Cost: Housing costs are moving from an exponential to a cubic curve.

Building/Roads Availability: Researching buildings was a bit annoying. In general you'd just beeline to the tech you need once you were capable of using the given building. So upon catching a Slime you might beeline to the Latex Slime Extractor, assuming you knew it existed. It just added an extra tax to being able to use your monstergirls. The goal of the tech system is to not overwhelm new players, but it fails at that. So now buildings are no longer researchable, but have activation conditions. A Ratkin Tannery will unlock once you've captured a Ratkin, a Crystal Mine once you have pacified a Manacyte Deposit etc...


Demolish Mode: You can now shift-click to demolish buildings without going into the Overview. Fifth level Roads also allow the removal of Roads.

Slot Streamlining: Early in development I had the idea of giving each piece of gear a sort of magic value. Your total gear loadout would be limited by the sum of that value, ensuring that you wouldn't over-equip girls with all the item slots that exist. I no longer think that's a good idea, and have instead decided to simply merge some item slots where I felt that the additional slot only added clutter. Those are Ear Covers-Animal Ears ; Bra - Chastity Bra ; Panties - Chastity Belt ; Gauntlets - Gloves ; Socks - Tights. But more may follow later.

Enchanting and Trading are normal buildings: These two now work similar to Breeding Pens. You click on them and it brings up a custom panel for handling the given action. Trading also no longer requires any research.


Next

Next step is to remove the tech tree completely, moving to the blueprint system where you'll discover gear and training recipes in the wild.

Changelog

Major:

  • Slimegirls, see above.

Minor:

  • UI changes, see above.
  • Building capacity, see above.
  • Housing costs are changed, see above.
  • Shift-click to demolish, see above.
  • Building availability triggers, see above.
  • Slot steamlining, see above.
  • Enchanting and Trading now use normal buildings, see above.
  • Some additional constants are now moddable.
  • New Latex Gag.
  • Update PartySelectionWindow to allow for easy swapping of partymembers.
  • Reversed order in PartySelectionWindow to correspond to combat order.
  • Brilliand added a Family Tree feature to track your breeding efforts.
  • Brilliand added a chance that an enemy listed in the habitat will bring in a previously-released 'impossible' enemy instead, so you can encounter everyone you release.
  • The crafting standby recipes now have stat requirements to better show the actual productivity when crafting.
  • Bats have unique small sprite animations.
  • Changed position requirements of Quick Jab, Kick and High Jump Kick.
  • Hypnoburst no longer has a chargeup.
  • Ratkin Slash can no longer be used from the first position.

Bugfixes:

  • The mana display was broken for values over 10K.
  • The housing price increase only worked for tier I housing.
  • Hide Passives wasn't working in the building filter.
  • Woolen Hoods didn't hide hair.
  • Brilliand fixed the Q key breaking a bunch of text fields.
  • Brilliand fixed the party panel clearing rank selection whenever filters were changed.
  • Subtooltips were broken in the condition tooltips.
  • Clicking a weapon in the GirlInfoGearPanel didn't update the gear selection.
  • You could not remove girls from groups.
  • Strapons are no longer displayed in the in-dungeon inventory.
  • Blessing training didn't end when blessing was given.
  • Brilliand fixed old mods breaking when some directories were missing.

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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Nice work.But I really hope the Succubus can join in the game.