Version 0.3.4: Islands and Cows
First a reminder that the public release of Patch 3 is also releasing today, you can find it here. Next, as mentioned in last week's devlog, I started on adding all islands and remaining monstergirls. Inevitably, large parts are still placeholders. Some mechanics are still missing, and most monstergirls are lacking visuals.
Islands
There are 15 islands, consisting of 6 tiers. The old tech tree system will be reworked to be more Anno-like in the sense that you need a certain population of a certain tier to unlock stuff. Your monstergirls get to a better tier by fulfilling their needs, which differ between monstergirls and requires other monstergirls or resources that are found on specific islands. I'll cover the first three tiers here, and the last three in the next devlog.
Tier 1
In general you need to colonize the islands of a lower tier to unlock those of a higher tier, leading to a natural progression. The game starts easy, with production chains that require just one building or monstergirl, and then gets more complicated at higher tiers.
Rotummer
Layout: The tutorial island, it's meant to be small and sparsely populated and allow you to leave it as soon as possible.
Monstergirls: The island contains Cowgirls (Milk), Ramgirls (Wool), and Ratkin (Leather). Cowgirls are new, and their visuals (and larger boobs) are already in the game:

Goods: The island gives access to fish to feed your Humans and Ratkin, and which only requires a harvester near the coast. Once you conquer the dungeon on the lower part of the island, you get access to Cowgirls which give you Milk to fulfill the Drink Needs of T1 Humans and Ratkin. There is some Wood, Stone, and a tiny amount of Iron on the island as well, for early construction and crafting. The Ramgirls give wool which is also necessary for your Humans/Ratkin to upgrade to Tier 2.
For the Rams and Cows, the island has Carrots fertility (you can no longer plant every crop on every island) for their Food Needs, but not enough space to sustain a large population. Note that the Needs system isn't working yet.
Tier 2
I won't go into as much detail for the other islands. The current content is more of a rough framework after all, it can still change in the future.
Borkum
Layout: The island has enough space to build a proper city and some farms, though Stone and Iron are still limited. It has no carrot fertility, so will require trading with Rotummer or excessive use of Alraune.
Monstergirls and Goods: I'm not going to mention already encountered monstergirls. This island has Bunnies (extra range on Taverns with the Waitress class), Alraune (a small trickle of all crops), and Bats (Crystals for training). The island also has grain fertility, used for Bread, a T2 good for your Humans/Ratkin.
Tier 3
At tier 3, the game opens up further and you can select out of multiple islands to settle next.
Ameland
Layout: A long island, filled with rivers and dungeons, forcing you to fight to the juicy iron deposits at the end.
Monstergirls and Goods: Centaurs (improve Stables), Harpies (improve overseers), and Wolves (fur). Note that I haven't actually done the visuals of the new races yet (except the cowgirl), so the centaurs don't actually look the part. Has Carrot and Grain fertility.
Texel
Layout: A large island perfect for building a large colony, though you'll need to ship in Stone and Iron.
Monstergirls and Goods: Elves (Improved Watchtowers and Fortresses), Foxes (Foxfur), and Harpies as well. Has Grain and Apple fertility.
Biesbosch
Layout: Large mountain ranges with minimal building space. Perfect for a small mining colony.
Monstergirls and Goods: Arachnids (silk), Orcs (improved metallurgy), and Dryads (other crops than Alraunes), some aphrodisiac pools, as well as the first gold deposits. Note the the production of buildings depends on the distance to the closest port since 0.3.4, so the deposits won't be very productive. Has Grapes and Apple fertility.
Next Week
I'll continue adding visuals for as many monstergirls as possible, no idea how far I'll get. The Elf at least is done already:
Changelog:
Major:
- 9 new Islands.
- 11 new Monstergirls (Catgirl, Cowgirl, Crab, Elf, Fox, Jellyfish, Orc, Succubus, Centaur, Lamia, Scorpion)
- Only the Cowgirl has visuals though
- Also contains new genes and new racial moves.
- Some, but not all, also have their own namelists.
- 10 new roles (Assassin, Barbarian, Drain Mage, Electro Mage, Hunter, Maid, Dairy Cow, Rogue, Sculptor, Sharpshooter, Surgeon)
- A large amount of new goods (which you can't use since the upkeep system hasn't been updated yet).
Minor:
- A massive amount of extra translated text thanks to YazawaHY.
- Italian and Russian translations.
- Each island now has its own level difficulty curve.
- There's no level cap any more when moving to a new island.
- Islands now have fertilities, limiting what your farms can grow on them.
- Automatically set last used island as export island in world trades and first possible island as import island.
- Productivity of buildings now depends on their distance to the closest port.
- Stat scaling now only affects the base damage of a move.
Bugfixes:
- Modded textures wouldn't always update correctly when editing a mod.
- Added save compatibility for malformed dungeons (such as that house in Borkum)
- Flashfire gained "charge,5" at higher tiers.
- The game would crash when you tried to remove the last partymember.
- You could sometimes get stuck when teleporting.
- Girls could spawn with piercings but without the required perk.
- Fixed some incorrect watertiles in Flevo.
- Pet Alraune/Slimes looked weird.
- Rank tokens are now shown on top during combat and update correctly when moving.
- The damage tooltip didn't contain "cap_damage".
- Fixed Mark of Slavery still being tuned to the old lust system.
- Added save compatibility for trade prestige costs which could get stuck.
- You could add multiples of the same gene when using a gene granting strapon and a breeding filter.
- Collar of nudity didn't count weapon slots for its effect.
- Training Buildings would display the "Incompetent Workers" warning even if they ran out of girls to train.
- A wolf captured in feral state would keep the feral role.
- Typo fixes.
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
- Ero Dungeons Patch 3 and a Roadmap9 days ago
- Version 0.3.3: Spidergirls16 days ago
- Version 0.3.2: Equipment Part 123 days ago
- Public 0.3: More Monstergirls, Islands, Techs...30 days ago
- Version 0.2.9: Tutorial36 days ago
- Version 0.2.8: Tech Tree (again)44 days ago
- Version 0.2.7: More Islands51 days ago
- Version 0.2.6: Alraunes58 days ago
- Version 0.2.5: Upkeep65 days ago
Comments
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Thank you very much Author!The succubus had published. I have prepared the money to buy your game in order to support you!
It's getting more and more interesting. can you tell me if your projects will be released on steam or if you will stay on itch.io ?
I'll of course try Steam again, even though they refused Ero Dungeons. The game will also be available on Itch once it releases.
I'm even surprised that (Ero Dungeons) wasn't allowed to be released on Steam, considering that there are projects like Mad Island (where there's blood, dismemberment, rituals, etc.) but I hope your games will appear on Steam.
steam is a goal, whether or not it will be on their though will be down to if steam allows it.
let's hope for the best
Huge and fantastic
Sounds amazing! I can't wait to check it out (the fact that lamia exist caught my atention, I wonder if she could wrap around humanoid girls and/or caught them usng a vore-like move), good luck in the future!