Version 0.2.5: Upkeep
Upkeep
Scaling building prices, roster caps, production limits, and a bunch of other measures existed to make it so you can't just endlessly capture monstergirls and then ignore them. Those are all artificial measures that covered for a lack of an upkeep system. Now, your monstergirls consume resources, want a place to live, and must be kept compliant. You can still build massive rosters, but you will need to be able to keep them happy.

Colony Level: Your happiness gets invested into progress to new colony levels. Building unlocks now only depend on the colony level, creating a sense of progression.
At higher colony levels, you need more and happier monstergirls to keep growing further. However, your colony can't shrink in level. The idea is to prevent negative feedback loops. Being bad at the game just means you don't progress, it doesn't make you lose.
Food: Races have foods they love, and foods they tolerate. Humans may like beer and wine, but Ramgirls prefer fiber and grain. As your colony grows more diverse you have to procure more food types to keep them happy. Or just let those demihumans starve I guess (monstergirls can't actually starve).
Miscellaneous
Tooltips: I spent some time unifying the tooltips. Up till now this was a bit of a mess since they were all added at different times. I've also added some options for different modding behaviours.
There are three types of tooltip locking:
- Unlocked: Leaving the source of the tooltip causes the tooltip to disappear.
- Medium Locked: Leaving the source of the tooltip or the tooltip and subtooltips causes the tooltip to disappear.
- Hard Locked: Only clicking causes the tooltip to disappear.
The default behaviour now starts unlocked and medium locks the tooltip after 0.5 seconds. Holding middle-click for 0.5 seconds hard locks the tooltip. Though there is a setting that allows changing back to the old behaviour where the tooltip starts medium locked and moves to hard locked (but without the added bugginess of before).
Map: Up till now, the map had two tilesizes one for movement and buildings, and one for terrain, enemies and habitats. The reason for this was performance. Using arcane magic (and removing the minimap), I've been able to reduce the performance cost of the map generation. As such all tiles now have the same size. This was also necessary to simplify the map drawing process which made changing the map - and even adding tilesets - very cumbersome.
Farmlands: One thing I like about Anno 1800 is their farms. You have to manually build farmland next to them which allows you to fill up empty parts of your city. So with the addition of food, it made sense to add this feature to Ero Hunters farms as well. Farms need farmlands to function. More farmlands speeds up food production, though it has a diminishing effect.

Next
Next week is another content week. This includes Alraune monstergirls, some race/role-specific houses and beacon buildings, and - if time permits - some big changes to the breeding system.
Changelog
Major:
- Upkeep system, see above.
- Map size change, see above.
Minor:
- Passive lust increase has been changed by a lust increase modifier.
- The effects of higher lust have been nerfed.
- Tooltip unification.
- The minimap has been removed as it tanked performance for little benefit.
- The map population is now shown with colored borders instead of dark grey tiles.
- Farmland.
- The terrain visuals are now stored in the data editor instead of being hard coded.
- Threat has been removed and replaced by colony level.
- The goods from in-dungeon interactables now scale with dungeon level.
- Combat no longer rewards loot, but the first couple buildings of a type (and all dirt roads) are free to prevent softlocks.
- You no longer have a fixed paved road tile on top of Ports that cannot be removed.
- Roads can now connect to any part of the port instead of only to that fixed paved road tile.
- Minibosses are slightly harder to catch.
- Dungeons and Combats no longer skip time since it was both broken and punishing with the upkeep system.
- Food rations now all have the same "Consume Food" move.
- Pacify and Pillage now have tooltips.
- Increased minimum and maximum zoom level.
Bugfixes:
- Brilliand fixed has_slot and no_slot being swapped.
- Brilliand fixed MoveInfoBlock sometimes showing noninteger damage for moves with no valid target.
- Brilliand fixed the bug where `replace_move` couldn't apply to `wait_move`.
- Brilliand fixed harpies not being able to get harpy genes.
- Brilliand fixed `add_goods` showing as `add_mana` in tooltips.
- Brilliand fixed outpost radius not showing up when moving the mouse directly from another building to the outpost.
- Brilliand fixed some in-dungeon interactables not using their proper icons.
- Fixed the start position selector not focusing correctly when moving between start positions while zoomed.
- Fixed Pastures not allowing you to select multiple recipes if multiple recipes are available.
If you want access to the preview with these changes (and a debug console), support me here:
Get Ero Hunters
Ero Hunters
Catch, Breed, Conquer
Status | In development |
Author | Mado |
Genre | Strategy |
Tags | Adult, Anime, bdsm, bondage, City Builder, Erotic, Hentai, NSFW, Porn, Turn-Based Combat |
More posts
- Version 0.2.8: Tech Tree (again)1 hour ago
- Version 0.2.7: More Islands7 days ago
- Version 0.2.6: Alraunes14 days ago
- Version 0.2.4: Dryads and Culture28 days ago
- Version 0.2.3: Holiday Edition33 days ago
- Version 0.2.2: Harpies and Overseers42 days ago
- Public 0.2.0: Intermediate Roadmap48 days ago
- Version 0.2.1: Tomes, Blueprints and Strapons48 days ago
- Version 0.2.0: Slimes56 days ago
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