Version 0.3.2: Equipment Part 1


Equipment

Ero Hunters has used the same equipment since 0.1, it's time to change that. In this update I added about 50 new pieces of equipment, with each having fun effects as in Ero Dungeons. Here's a view of some new equipment in the game's data editor: 


Balance: I've also written out balance rules for all equipment. These are the expected bonuses that all items give depending on their slot. Most normal slots give 20 to a stat per upgrade with larger drawbacks for larger upgrades. Some slots like boots, socks, and armwear give smaller bonuses. Others generally don't give any bonuses at all such as the cuffs or blindfold apart from compliance.

As an example, here are the bracers. In general their health bonus goes from 2-10, while the drawbacks also increase.

Divine Sets: There are now unique techs that depend on the deity you choose when embarking for an island. These grant access to unique divine sets with interesting synergies. Here's Ada wearing Corvinia's set. The colors of the outfit are actually animated as the game now supports shaders as equipment colors.

Next

I've also done some testing for puppets for the more complex races. In Ero Dungeons these were created manually in-engine. It was a mess, but it worked since they were enemies and only required a couple of animations. Now they need access to all animations that the normal human puppets have since roles and equipment are interchangeable.

I'll go into more detail in the next devlog, but the spidergirls are coming along nicely, and should be ready next week:

Changelog:

Major:

  • Equipment has been balanced
  • 54 new pieces of equipment: 
    • 5 new bracers.
    • 13 new collars.
    • 4 new crests.
    • 12 new cuffs, including wrist cuff animations.
    • 4 Divine Sets: Corvinia (5), Dianthe (5), Eloise (9), and Liliana (6).
    • 5 new other equipment pieces.

Minor:

  • Pressing F works as a pipette tool, copying the building/road for quick building.
  • The building panel is no longer always visible and has been cleaned up a bit.
  • Monstergirl encroachment will now destroy roads and farmland.
  • When hovering a tech in the tech tree, a tooltip now shows exactly what items it unlocks.
  • Default weapons no longer show up in the Equipment Production Panel.
  • The lust bar now shows the total lust instead of lust increase modifier.
  • Lust decays at day end instead of at dungeon/combat end.
  • Lust effects have been upgraded to remove the RNG involved.
  • Improved the girl selector so it shouldn't flicker and move around as much.
  • Offsets in girl portraits are now fixed instead of moving randomly.
  • You can now sort girls by compliance.
  • Farmland can replace roads and roads farmland when building.
  • Doubled the expedition starting level cap.
  • Ports no longer need to be built on specific locations but only need sea adjacency and distance from other ports.
  • You can now delete ports as long as at least one remains.

Bugfixes:

  • Dungeons on iron/gold/manacyte would show as houses and crash the game.
  • Deleted houses would still provide housing.
  • Using "Random from Pitcher/Receiver" in the BreedingFilter would always give the Attuned gene.
  • The Vine Mage's "Vine Rope" added vine ropes to the inventory instead of on the target
  • Strapons would use "random gene chance" instead of "upgrade chance" for deciding whether a gene could be upgraded.
  • Clicking "Show Examples" with missing employees in the Breeding Pen would crash the game.
  • Paladin's Lay on Hand at Tier III or above required the target to bleed while curing all negative DoTs.
  • The move info boxes no longer contained move requirements info.
  • The BreedingPanel wouldn't update when you pressed Finish Breeding.
  • You couldn't click on the center of Tech Tree Boxes.
  • Portable Wooden Horse consumed Leash on use instead of itself.
  • Modded lists weren't working correctly in the mod editor.
  • If you started a dungeon while paused it wouldn't progress.
  • If you bred a girl while having a pigsty, housing checks would break.
  • The available buildings in the building panel wouldn't change until reload upon colony level change.

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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(+1)

Huge and fantastic changes!