Ero Dungeons Patch 3 and a Roadmap


Ero Dungeons Patch 3

Ero Dungeons has been out for a while now and I've decided to come back to it for some long overdue bugfixes. Additionally there's a small amount of changes to make Rogues and Nobles more viable and offer some more convenience options in the new game rules (disabling kidnapping, levelup goals, or signet rings).

Read the changelog at the bottom to view all changes. Note that it's currently Patreon only and  will only be available on Itch next week since I want an additional week for potential hotfixes.

Mid-Game Roadmap

When I decided to add multiple islands, the idea was that each island would be its own sort of mission. You'd start anew and would have some limited interaction with the other islands. It seems however that most players would like the islands to work together and don't like building stuff up from scratch.

Anno-ification

Having multiple islands working together is pretty much what the Anno series does. As such it makes sense to look there for inspiration. Your monstergirls will have tiers depending on how well their upkeep is met (replacing the enchantment system). Upkeep will work as the Needs in Anno games, where different monstergirls require different food/drinks/entertainment etc... If you meet the upkeep requirements of your girls, you can upgrade their housing and get the production and combat benefits of their new perk. Similarly, tech will be global instead of per-island and will require a certain amount of certain monstergirls to be able to be researched.

Of course, this also requires some thought in the availability of goods and monstergirls, as well as the different islands that are available. So, rather than adding the mechanics in already, I'll add the new monstergirls and islands first. Below are the current islands, though they aren't playable yet since the underlying monstergirls aren't there yet.

Ero Dungeon-ification

The other problem is the "one party fits all" issue. A simple solution is to allow enemies to disrupt your party. Since equipment is bound to players and can store information, it would be simple to make the gear that enemies throw lockable. That gear will then be unlocked by conquering the closest dungeon, or it could be timed, or you could pick the lock in a training center. Additionally, kidnapping could be brought back, though probably only for the later islands.

This is of course for later, the islands and the need progression need to be in place first.

Ero Dungeons Patch 3 Changelog

This will be released next week on the Ero Dungeons Itch page, if you've paid for the previous version you'll also have access to this patch there. I'm not releasing it publicly yet though since it does change some base game stuff and might introduce new bugs.

New:

  • New Custom Rule: Simplified Levelling (only defeat enemies, deal damage, heal, and complete dungeons, goals can occur)
  • New Custom Rule: Kidnap Protection (defeated adventurers are safely teleported to the guild).
  • New Custom Rule: No Signet Rings
  • Made it more clear what "Purge all Saved Points" means in the New Game Rule Selection.
  • Dagger of Domination and Rapier of Doubt now apply the user's physical damage to their DoTs.
  • Strengthened the Death Mask from 69% to 169% damage increase.
  • The Chatterbox quirk no longer causes stuns on partymembers but lowers their saves instead, as the random stuns were confusing people.

Bugfixes:

  • The game would crash internally if randf() would roll exactly 1.0 when being used for picking a random value from an array. Leading to a 1 in 10mln chance of crashing the game.
  • Fixed a crash when fighting the Ratkin Cantus in the final dungeon.
  • The motherly quirk was based on the parasite growth speed instead of parasite size.
  • Typo fixes.
  • Spiderlings always grew to be Warspiders instead of it being random.
  • The provision counter counted stacks instead of individual provisions.
  • The siphon purity move from the Staff of Purity was working backwards.
  • The Technician doll would also apply Expose to allies.
  • Fixed some incorrect stairs in the final dungeon.
  • Reinforcements could break in encounters with reduced combat width.
  • The rogue's pompons could make the replacing moves not deselectable if all move slots were occupied.
  • Applicable tokens are now calculated just in time instead of being cached. This prevents double counting of Token, Token- and Token+, and probably some other bugs as well.
  • Catalog completion was counted incorrectly.
  • The Tethering Pull had its effect reversed.
  • Fixed several minimap issues in the Kraken dungeon.
  • MilkingMachine and SlaveMerchant maintained collision after being removed.
  • Rubber Rapier looked exactly the same as the Rapier.
  • Aletheia's Crest of Curiosity wasn't working.
  • The "extra" slot and any modded slots weren't included when filtering items by slot.
  • Subtitles when the voice was muted would only last 0.5sec instead of the length of the voice clip.
  • Doll boxes (which can't be obtained) are no longer needed for the Catalog.
  • Saryth's infamy would be removed immediately upon ending a dungeon.
  • The enemy's backstomp would move her forward instead of the target.
  • Fluffbunny ears were broken and didn't increase Libido.
  • After a free move, all future floaters for the user would appear above the target that action.
  • Alisza's heal lust recoil triggered when she was healing instead of being healed.
  • Sometimes an additional tail would show under petgirl sprites.
  • The "Cursed Stagecoach" destiny point perk didn't work if you also transferred adventurers while ascending.
  • Latexified hair would behave weirdly with the equine hood.
  • The sisters quirk would trigger when Yu was at low health instead of Vian.
  • Mantras (unless they were added very recently) wouldn't show up on the damage tooltips, and were probably broken in some other ways as well.
  • Max Morale and Mission Count weren't shown correctly in the Guild panel.
  • Fixed error when running equip_cursed_from_inventory with Forevix.
  • Fixed an error when Momiji takes damage.
  • Parasites for presets weren't generated correctly.
  • Multiple "remove_tokens" commands for the same token didn't count.
  • Rerecorded the Pigsty line.
  • Multiple fixes for the Forevix preset.
  • Chance rolls were out of 101 instead of 100.

This patch will be made available on the Ero Dungeons page in a week or so, if you've already bought the game there you'll have access at that point. For now it is already available on:

PATREON | SUBSCRIBESTAR

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Comments

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(+2)

'F' in chat for the "Pigstee" voice line.

(+3)

You may benefit looking at Kinky Dungeons' bondages and locks system for some inspiration (I bet you already did tho).