Version 0.3.3: Spidergirls
Multipuppets
The time has come to work on more complex monstergirls, starting with the spidergirl. While the previous races could reuse the main puppet (with some minor tweaks), this is the first race that requires a new skeleton to move its legs.
The problem isn't making new skeletons, it's allowing them to reuse equipment and animations from the default skeleton (there are 100+ animations by now). This wasn't a problem in Ero Dungeons since you couldn't play with the enemy races, but it is a problem now. Fortunately, the new animation system allows merging animations and textures of multiple puppets, which made it possible to get the spidergirl done in a week.

Spidergirls also have a unique Webspider (Silk Mage) class that's all about webbing enemies and then sucking them dry. They can be found in Borkum and Flevo.
Additionally, continues adding QoL changes based on the feedback on the public version.
Next
I will spent next week (and maybe the week after?) working on Patch 3 for Ero Dungeons. It's mostly going to be about fixing bug reports, though I might also buff some of the weaker classes a bit.
In the meantime, enjoy an Alraune breeding texture:
Changelog:
Major:
- Spidergirls, see above.
Minor:
- There's now a Simplified Chinese translation.
- You can now build buildings on characters, they will move out of the way.
- Breeding textures for the Alraune.
- The housing marker in the top now shows your actual housing capacity instead of your current housing.
- Improved the warning handling of buildings.
- Added a filter when the game's paused so people don't wonder why they can't move their girls.
- Crafting recipes now show which ingredients you're missing in the selector to the right.
- Farmland that is unconnected to a farm will be removed.
- ESC now closes the building panel.
- ESC, Q, and I now work in Combat.
- Unused mod folders are now grayed out in the data editor.
- Hovering "Force Combat" now shows the tiles that will be cleared.
- All buyable items now cost 50 mana.
- The main menu has been cleaned up:
- Only the active profiles+1 are shown.
- Clicking inactive profiles (even the line-edit) always activates it.
- Submitting the line-edit loads the profile (and names it).
- You can no longer click other profiles when a profile is activated.
- All profiles are now shown at once.
- Force job no longer prevents training.
- The Mod Manager and Retreat Panels have been cleaned up.
- Flyers can no longer wear Wrist Cuffs, Pets can no longer wear Armbinders.
- TelePORTation has been updated to work with the new port system.
- Pacifying a dungeon now immediately clears tiles in its old zone of control.
Bugfixes:
- The Teleporter between Flevo and The Marches didn't work.
- Newly created enemies would only get racial genes and never any common ones.
- The manufactory would show no recipes when it was selected after you selected a slot in the filter for the Workshop.
- Colony Total and Colony Average were broken when used with a conditional behind it.
- Fixed a bug when selecting specific pitcher/receiver genes in the breeding filter.
- Verify all didn't color folders correctly in the data editor.
- Bug reports didn't transfer data from other islands.
- Command Strip 2-5 would sometimes strip the same item multiple times.
- Nonexistent leather_bracers item was mentioned in quest.
- Fixed some errors in the Tutorial quests.
- Modding map changes didn't work.
- has_mod looked only for mod IDs instead of also including the mod name.
- The mod ID was always set as the mod source file, sometimes incorrectly.
- Set items weren't counted correctly for item effects.
- Entering and Exiting the dungeon reward panel would reroll the loot.
- Corvinia's subject compliance was scaled incorrectly.
- Retreating from combat ended the dungeon without properly ending combat (e.g. not resetting HP and charge).
- The breeding completed flag didn't clear after completing breeding.
- You could use any type of empowered to enchant.
- Clicking a flag would sometimes break ESC-Q-I shortcuts.
- The "Breeding Completed" flag would trigger even if your Breeding Pen was inactive.
- Defeated girls would sometimes stay dead if you directly moved to the overworld after combat.
- Houses no longer work without road connection.
- Added Save Compatibility to prevent the player from getting stuck in dungeon walls.
- A new port built at an arbitrary location didn't count for road connections.
- Removing a girl from your party wouldn't update the overworld sprites to reflect that.
- Building on farmland wouldn't remove the farmland.
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, bdsm, bondage, City Builder, Erotic, Hentai, Monster Girls, NSFW, Porn, Turn-Based Combat |
More posts
- Version 0.3.2: Equipment Part 110 days ago
- Public 0.3: More Monstergirls, Islands, Techs...17 days ago
- Version 0.2.9: Tutorial23 days ago
- Version 0.2.8: Tech Tree (again)31 days ago
- Version 0.2.7: More Islands38 days ago
- Version 0.2.6: Alraunes45 days ago
- Version 0.2.5: Upkeep52 days ago
- Version 0.2.4: Dryads and Culture59 days ago
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