Version 0.2.8: Tech Tree (again)
Tech Tree
After tests with a complex upgrade selection system and a blueprint system, it is time to admit defeat and return to the good old Tech Tree. Fortunately, unlike in the first versions of the game, there is now enough content in the game to know how the Tech Tree should look.
Techs unlock broad groups of items and require a certain colony level to be researched.
Note that a large amount of techs don't actually unlock anything yet since the game barely has Tier 3-5 items.
Research
It's a bit of a shame that the breeding images, the most upfront H-content, are only shown when breeding. Especially now that I have an artist who's adding the new ones and will be reworking the older ones. So what about using them for the"research" as well.
The temples are no longer scattered across the island. Instead you can build them again (like in very early versions of the game). Research requires two participants, and you get research growth modifiers depending on your starting deity. Some may demand that your entire colony is compliant, others that you "research" tons of different monstergirls.
Unfortunately I ran into a bit of code debt so the research growth modifiers aren't implemented yet. So here's an Excel sheet instead (with some other spoilers):
UI Updates
As you may have noticed above, the UI has changed significantly. The game now leans more into verticality and allows you to drag most items to their position. It's easiest to show in a video, so look here: https://x.com/i/status/1930214904411103497
Additionally, there's also finally UI for housing, so you can see where your monstergirls live (and manually allocate them if you want to min-max happiness).
Next
Next week I'll be working on the Tutorial island, and implementing the research growth modifiers mentioned above. That version will eventually turn into the public 0.3 version in two weeks. The week after I want to implement the trading between colonies and external quests (what's now trading). That should be all for the base mechanics, but I'll go into more depth in a roadmap post when 0.3 is released.
I am moving next week though, so next devlog may be a bit delayed (or much delayed if the moving company breaks stuff).
Changelog
Major:
- Tech Rework, see above.
- Building UI rework, see above.
Minor:
- You can now also set the offspring role at the breeding filter.
- Loadouts now save colors.
- Ports no longer serves as housing but houses house more.
- The thick gene now grants a damage reduction modifier.
Bugfixes:
- Removed UI scaling as it broke the game on large and small resolutions.
- The interaction between the Pink Collar and Mumble was broken.
- Yoke move wouldn't equip a yoke but add it to the inventory instead.
- Damage tooltips didn't show scaling when no target was selected.
- Enemies could throw invalid items or items you were already wearing.
- The small gene filters were broken in several ways.
- Pillaging a dungeon and then reloading before entering another one would allow you to repillage it.
- When losing a miniboss fight the game still acted as if you won.
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 0.2.7: More Islands8 days ago
- Version 0.2.6: Alraunes15 days ago
- Version 0.2.5: Upkeep22 days ago
- Version 0.2.4: Dryads and Culture29 days ago
- Version 0.2.3: Holiday Edition34 days ago
- Version 0.2.2: Harpies and Overseers43 days ago
- Public 0.2.0: Intermediate Roadmap49 days ago
- Version 0.2.1: Tomes, Blueprints and Strapons50 days ago
- Version 0.2.0: Slimes57 days ago
Comments
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It would be nice to have a guide to introduce players to the mechanics, as in the previous versions, I have no idea what to do to actually progress
A tutorial is coming next version