Version 0.2.1: Tomes, Blueprints and Strapons
Note that a public version (0.2.0) will be released tomorrow. I'll also include a Roadmap there.
Resource Update
The new goods system was pretty succesful, though on the other hand the building capacity limits are a bit restrictive. The idea of "supply" is also somewhat limiting and reduces the lifespan of the game, since there is a clear victory condition above which growing the colony doesn't matter.
Stockpiles: You can again stockpile goods. However, goods being a continuous flow instead of recipes remains. You can build Warehouses to increase the stockpile size.
Second Order Goods: The five tiers of goods was very confusing and didn't add a lot to the game. However, having goods that require other crafted goods is pretty neat. By moving away from the supply system of 0.1.9-0.2.0 crafting recipes can now use other items. So a reinforced plug can require a normal plug.
Building Scaling: Rather than using building caps, building costs now scale depending on the amount built. Scaling factors are of course always a pain to balance (houses already went from exponential to cubic to quadratic) but it's better than artificial limits or endless buildings with low quality Ratkin. Buildings also cost normal resources again.
Milk: Milk can be extracted from Milk Slimes and is used to craft Milk Bottles, healing in-combat consumables.
Roads
Buildings now require road access to function and are no longer just a decoration. The way you build roads has also changed to be more intuitive.
Also note that the building selection UI has changed since buildings no longer have tiers.
Blueprints and Tomes:
Blueprints: The old favor tree is gone. It was very hard to maintain with all the content changes in game, and its rigid tier system started to hold back development. Instead each item now has a Blueprint which needs to be found before the item can be crafted.
Tomes: To access blueprints, you need to acquire a Tome by using a ritual in one of the shrines. Each Tome gives access to (typically) three blueprints of which you can choose one. However, to mitigate randomness a bit, each Tome has different blueprint restrictions. So if you specifically want a Strapon you can perform a special ritual to get a Tome for that. In that way it's similar to Breeding which has always been a very fun mechanic.

More Strapons and Breeding Changes
With the removal of the favor tree, it is possible again to add new content without any tier restrictions. The result is a bunch of new strapons to make breeding a bit more deliberate. Each strapon now has a clearly listed upgrade and random gene chance, and a max gene upgrade tier (gene downgrades have been removed), which generally get better with more expensive strapons.

Additionally, strapons have a trigger effect that gets applied to the offspring. This might be a specific perk, a level boost, or a fixed role.
Ongoing UI improvements
Game mechanics being difficult to understand is as much a mechanics problem as it is a UI problem. With the overworld mechanics becoming more clear, it is time to start improving the UI.
Ledger: You now have a ledger to the left of the screen. This contains your current resource production and also a quick overview of some important buildings.

Girl Selection: Both building and overview panels now have a way to quickly select a different monstergirl. Normally you have the view of the Puppet/Building, but when you hover over it, a selection panel with filter pops out.

Building Selection: The different building tabs are slowly being merged together. The result is a single tab which allows you to quickly select the worker and recipe of the building. Additionally you get a quick building selection overview on this page.
Changelog
Major:
- Blueprints and Tomes, see above.
- New Road mechanics, see above.
- New Strapons and Strapon mechanics, see above.
- New Resource mechanics, see above.
Minor:
- UI improvements, see above.
- Slot merges:
- Pasties have been merged into bra/panties
- Mask has been merged into Hood
- Visor has been merged into Blindfold and renamed to Eyes.
- Muzzle has been merged into Gag.
- Brilliand added a perform_move script, allowing modders to chain moves together.
- Brilliand improved the party selection UI.
Bugfixes:
- Brilliand fixed some more cases of the Q key closing panels during text editing.
- Brilliand fixed Entangled tokens not working.
- Hood for the small back sprite was missing.
- Wolf tail missed color in the side sprite.
- Charge Delay didn't work on replaced moves (e.g. Fireball).
- Paladin's manipulation boost didn't have an icon.
- Completing a Trade put you back to the Port panel.
- Releasing a girl for mana didn't actually release her.
- You can now untoggle roads to stop building them.
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
- Public 0.2.0: Intermediate Roadmap1 day ago
- Version 0.2.0: Slimes9 days ago
- Version 0.1.9: Economy16 days ago
- Public 0.1.6: Training, Trading and Enchanting23 days ago
- Version 0.1.7: Threat and Early Localization30 days ago
- Version 0.1.6: Dungeon Tooling37 days ago
- Version 0.1.5: Trading and Kneeling43 days ago
- Public 0.1.3: Bunnies, Wolves, and QoL50 days ago
- Version 0.1.3: Quality of Life58 days ago
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