Version 0.2.3: Holiday Edition


I've just returned from my holiday to Emilia-Romagna, so this devlog is a bit late. Next week's devlog will be back on schedule again.


Enemy Colors

You could already dye your clothing, but now enemies also have access to this feature. In general each enemy race now uses a different color scheme.

Minibosses

Dungeons are turning more towards a combat challenge, and boss encounters before the end of the dungeon are part of that. It also was a bit silly that you could just reroll the dungeon until you could waltz freely to the exit and then destroy it.

Now, the end portal is guarded by a custom encounter (custom positioning, genes, perks, AI). These are significantly more difficult than ordinary encounters and also showcase what you can do yourself with good gene selection and role synergies. Currently only two of these encounters exist, but the plan is to have a couple per race.

Curios are dead, long live Interactables

I also spend some time creating tooling for the interactables. These are now created fully in-engine (and are moddable).  These are a lot more flexible than the old Curios. On the other hand, they no longer have specific mechanics tied to them, such as the spinning wheel from earlier versions, or the character opinions from Ero Dungeons.

As an example, here's the old Dollmaker curio, reworked for Ero Hunters:

Gene Rebalance

Low tier genes were pretty worthless, while high tier ones were riduculously powerful (up to 10x the tier 1 gene). Charge and cooldown reduction genes also extremely powerful and game-breaking. Genes have now been fully rebalanced. T5 genes are about twice as strong as T1 genes. There are no more charge and cooldown reduction genes. And all genes have about the same powerlevel.

Building Experiments

Having a ranching building per race per resource that that race produces requires an awful lot of building textures and an awful lot of UI space. So the plan is to start merging buildings, similar to how the Workshop allows any gear to be built instead of having custom buildings per item. 

First step here is the Pasture, it allows you to place any monstergirl and it will give you an output based on its specifics. This makes it a bunch easier to add new resources, recipes, and races.

Changelog

Major:

  • Minibosses, see above.
  • Enemies now use dyes, see above.

Minor:

  • All genes have been rebalanced and a couple new genes have been added.
  • A new interactable, reminiscent of the dollmaker from Ero Dungeons.
  • Role swapping no longer requires level 20, but has a mana cost depending on level.
  • New Pasture building, see above.
  • You can now sort your girls in a custom order by dragging them around.
  • Brilliand made it so the data editor will now look for both IDs and textures in all active mods, plus the current mod even if inactive, generalizing the behavior of looking for textures in all active mods, and looking for IDs in the current mod whether active or not.
  • There's now a "to worker" button in the BuildingInfoPanel.
  • Brilliand reduced ProductivityEffects to a source of tooltips rather than all the info onscreen at once.

Bugfixes:

  • Brilliand fixed retreating leaving girls' gear un-reset, and losing a fight deleting captured girls without adding them to the roster.
  • Brilliand fixed add_gene giving a girl near-duplicate genes.
  • Brilliand fixed an error when a girl is turned pink by the strapon.
  • Brilliand fixed a bug where "basic" recipes with multiple recipe groups would still need to be unlocked.
  • Brilliand fixed the pagination on girl Training page not remembering the last page viewed.
  • Brilliand fixed girl "day_end" scripts not applying any of their effects.
  • Brilliand fixed `purge_file` in DataEditor not actually deleting files in the filesystem.
  • Fixed dungeons that no longer existed, or were created for validation purposes, could still generate a "rewards" flag, leading to a silent crash.

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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i got the update on Patreon and played it for 2 days straight, but i still have not figured how to change color of outfits, which was mentioned above that the enemys now do this and the player allready was able to, so how do i do this?

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thank you very much, but now i have another question:


is it maybe possible in the future to have the abillity to change color of cuffs, piercings and the thigh highs aswell?

Sure, that's easy enough to add. And the thigh highs not being colorable was actually a bug :)

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She do be squartin' tho 🍈💦👀

Hope the trip was good!

Thanks, it was!

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Ah~ It looks so nice! I want to travel too!

But I have to memorize traffic rules and prepare for the driver's license test during the holidays! I am so unhappy!