Public 0.3: More Monstergirls, Islands, Techs...


Changes

It has been more than two months since the last public release, so a lot has changed. I'll cover the most important things here, but a full list is included in the changelog at the end.

Tutorial:

The game now has a Tutorial island which will handhold you through the basics of the game: 

More info at https://erodungeons.itch.io/ero-hunters/devlog/961800/version-029-tutorial

More Islands:

Flevo isn't the only island anymore. There are now two new islands, a Tutorial island and an intermediate one.


More info at: https://erodungeons.itch.io/ero-hunters/devlog/954202/version-027-more-islands

Tech Changes:

The game has moved away from the blueprint/tomes system back to a traditional Tech Tree.


You now also get research by studying monstergirls instead of tomes:


More info at: https://erodungeons.itch.io/ero-hunters/devlog/959654/version-028-tech-tree-agai...

Breeding Improvements:

There are around 10 new Strapons with special effects. There is also a breeding filter that should streamline the breeding process by trading in randomness for longer breeding times:

UI Upgrade:

As you've seen above, the UI has been greatly improved. There's a lot less clicks to swap between buildings and different monstergirls, and everything looks a bit cleaner:

Upkeep:

Monstergirls now eat, and require housing, if you want to grow your colony. This has also allowed me to remove some artificial limits in the game such as the roster caps and scaling building prices.

More info at: https://erodungeons.itch.io/ero-hunters/devlog/944846/version-025-upkeep

New Monstergirls:

Harpies: https://erodungeons.itch.io/ero-hunters/devlog/930226/version-022-harpies-and-ov...


Dryads: https://erodungeons.itch.io/ero-hunters/devlog/939366/version-024-dryads-and-cul...


Alraune: https://erodungeons.itch.io/ero-hunters/devlog/949755/version-026-alraunes


Next

Subscribers on Patreon/Subscribestar get weekly updates, so they already have access to the trade mechanic below, and will have access to a bunch of extra equipment next week.

Inter-Island Trade

In 0.3.1 (available on PATREON / SUBSCRIBESTAR) you can already transfer items and monstergirls between islands. This will cost prestige which is gradually refunded (10% per day).


You can also trade between islands (as long as the exporting side has a surplus). This costs a fixed amount of Prestige as long as the trade lasts.


The old Trade system has also been repurposed to grant Prestige instead of Mana.

Equipment

For next week I'm working on extra equipment, since the game has had the same equipment since version 0.1. As an example, here are some new collars:


Changelog:

Major:

  • New Upkeep and colony level mechanics.
  • New Breeding mechanics and Strapons.
  • The "supply" system for resources has been removed in lieu for a traditional resource system.
  • New Harpies, Dryads, and Alraune monstergirls with associated roles.
  • New Buildings: Farms, Taverns, Stables, Pastures, Mines, Harvesters and Overseers.
  • Houses now actually have inhabitants.
  • Extensive UI rework.
  • Dungeons now have miniboss encounters at the end.
  • Enemies now breed in the wild.
  • The Flevo map size has been doubled.

Minor:

  • Buildings must be connected to a Port by roads.
  • Enemies now have dyed equipment.
  • 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.
  • Productivity now uses the Harmonic mean for the recipe requirements, so Compliance is no longer the only stat you have to care about.
  • Mana extractor now works like any other resource building.
  • Combat no longer rewards loot, but the first couple buildings of a type (and all dirt roads) are free to prevent softlocks.
  • Building costs no longer scale with the amount you built.
  • Retreating from a dungeon resets it.
  • Only very simple items can now be crafted with mana (to help out with the start).
  • Item equipping moves no longer have free slot requirements.
  • Full Latex Collapse is now a heal, depending on the amount of latex items worn by the target (it then also removes them).
  • Item equipping moves can be used on the same target multiple times.
  • You can now see the actual output rate for production buildings in the BuildingInfoWorkersPanel.
  • Improved recipe selection for crafting recipes, allowing the setting of production targets.
  • Holding ctrl/shift changes the up/down arrows in the production setting item blocks.
  • Expanded the resource tooltips to show a breakdown of consumption and production.
  • Expanded the calculation, race, resource, and building tooltips.
  • You can now delete loadouts by shift-clicking.
  • 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.
  • You can now sort your girls in a custom order by dragging them around.
  • Some enemies will now throw gear at you.
  • Expanded the dollmaker and enchantment dolls to cover all races as well as some special cases.
  • Latex Springs are no longer in the game, they are now just Latex Pools.
  • Stone Mountains are no longer in the game, they are now just Marble Mountains.
  • New resources, fiber (from Vine Mages) and gold (from Gold Mountains).
  • You can no longer build on rocks.
  • New gear: Yoke of Luxury, Sword of Luxury, Supportive Yoke, Vine Rope, Floral Rope.
  • Buffed Slime's latex equip moves.
  • When you hover over a move during move selection in combat, the girl in question will now swap to the weapon for that move.
  • Breeding textures for the Bat, Slimegirl, and Harpy.
  • Lay on hands is now an unarmed move.
  • Passive lust increase has been changed by a lust increase modifier.
  • 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.
  • Threat has been removed and replaced by colony level.
  • 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.
  • Increased minimum and maximum zoom level.
  • The day display has been updated and allows pausing/speeding up.
  • Each terrain/difficulty has its own icon instead of relying on a single hardcoded tileset.
  • Tooltip reworks:
    • Upon hovering a tooltip is unlocked, it will be deleted once the player no longer hovers over the source.
    • Upon holding this for 0.5sec (or instantly when toggling the "sticky tooltips" option), the tooltip gets softlocked.
    • Softlocked tooltips are deleted when the player no longer hovers the source, the tooltip, or any subtooltips.
    • Upon middle or shift clicking, the tooltip gets hardlocked.
    • Hardlocked tooltips stay until the source no longer exists or the player right or left clicks.
  • Loadouts now save colors.
  • Ports no longer serves as housing.
  • You can no longer clear the area directly next to dungeons if those aren't cleared.
  • The "owned" penalty has been changed to turn the Compliance bonus in the enemy's favor instead of a fixed +50, since it represents submission to her owners.
  • Leather now shows as Pine Forest in tooltips.
  • Encounters can no longer spawn fewer than 4 combatants except on the tutorial island.
  • The game now autosaves at the end of each day.
  • Moved all capture items up a tier. Added a new Portable Yoke so there's something that only uses wood/mana.
  • ESC now opens Settings, I opens the Inventory.

Bugfixes:

  • The game has changed so fundamentally since 0.2 that it doesn't make sense listing bugfixes.

Changelog 0.3.1 (Patreon/Subscribestar)

Major:

  • Inter-Island trade and transfer, see above.

Minor:

  • Added a bunch of save compatibility for Prestige sources (you couldn't reach Flevo on older saves previously). You'll have to reclaim all quests though.
  • Trading now rewards Prestige instead of Mana. Trading is no longer repeatable and the available trades depend on the island you're on.
  • You can now set the roles of the three other starting crew members.
  • You can no longer pick your own inventory at the start of the game.
  • You can now queue advanced trainings if you have queued their prerequisites (e.g. for the Piercing trainings).
  • Changed how the Dianthe research bonus is calculated, preventing negative research and making it more easily understandable.

Bugfixes (also included in 0.3):

  • Clarified the working on the final tutorial quest.
  • You couldn't deselect or ask for info for GirlBlocks in the GirlInfoPartyPanel.
  • Leashed collar took a Portable Yoke instead of Leash to make.
  • "Hide Invalid" in the girl selector didn't work with trades.
  • You could select building when selecting the crew for a new expedition.
  • Removed the World button under GirlInfoPanel.
  • If both parents had the same role, not setting a role in the BreedingFilter would make the breeding free.
  • The slime animations would take priority over the Yoke animations, so slimes with a Yoke ignored it.

If you want access to the preview with the 0.3.1 changes (and a debug console), support me here:

PATREON | SUBSCRIBESTAR

Files

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Comments

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  • Good: Gameplay mechanic better, objective's checklist for functioning loop
  • Bad: Combat work, but laggy. Not game breaking, just need to troubleshoot the issue.
  • Brain ware issue: Need to put pause time function a hotkey or stuff, tutorial checklist although clear, squirrel brained fool not read the objective slowly enough, otherwise all good.

Stay sharp, whatever logs incoming, you somehow manage. Just make sure your mood managed, not want Rimworld tantrum punching anti-grain warhead that erase the entire neighborhood. Also, what with the enemy throw stuff? capturing human resource goes both ways (and the ensuing rescue mission)?

(+1)

Who is the best developer? Mado!
Thanks! Welfare, Mado >)

Thanks!