Ero Slayers 0.4.5: Achievements


Achievements

The old role unlock system - where you needed to win runs at certain corruption levels - has now been replaced with more bespoke unlock conditions. These are also tied to achievements, even though some achievements don't unlock roles. Corruption is now also reworked to be on a character basis, though you still need to win with a new role once to get access to its corrupted variants.


Remember that as a Noble Patreon you can bypass these unlocks by using the console and entering "clear_profile". Or you can do some minor save editing to unlock a role you really want to play. The role unlock achievements aren't that difficult though.


Also ignore the weird ordering, until Lucette's roles are in the game, you won't have one neat row per character.


Achievements will also be eventually be coming to Dungeons/Hunters as I've found a good way to implement them by reusing pre-existing systems.

Wolfspider

New Act2 common enemy, it's a very fluffy wolf-spider. She gains more strength as she reaches lower hp thresholds.


Ero Dungeons: Saving

One of the improvements made in Ero Hunters over Ero Dungeons was how data was stored and saved, primarily of your adventurers. A difficult part of the development of Ero Dungeons was that your girls could duplicate when saving. You could have a girl in your Party who also was stored in the Guild, and when saving and reloading that one girl would now be two girls which would start to diverge immediately. Most of the related bugs were fixed of course, with a healthy dosis of duct tape, but it lead to some weird stuff like the game checking all girls in your guild to find the first adventurer in your party. It also prevented a capturing system like in Ero Hunters from working, in Dungeons a captured enemy has to quickly be turned into a simple object to prevent strange behaviour. Furthermore, it made the game rather slow at higher amounts of guild members, while Hunters doesn't really mind 100's of them.


Another change in Hunters was the saving system. Back in Dungeons I had to manually define what had to be saved, which obviously caused issues when I forgot stuff. Now saving parts is automatic and I manually have to define would shouldn't be saved (which, if I make a mistake, just makes the save file a bit bigger). Again, you probably didn't notice as a player, since the bugs were duct taped. However, it did limit what Curios and other in-dungeon interactables could do, preventing their moddability.

Both of these are now backported to Ero Dungeons in the dev version (a release is still months away though).

Changelog:

Major:

  • Achievement system, see above.
  • Wolfspider enemy, see above.

Minor:

  • Smoothen card visuals in the scope overview panel.
  • Buffed Humiliation
  • Locked the Black Visor and the Focusing Contacts
  • Corvinia's Void Potion now only lasts for the combat
  • Renamed some equipment that had duplicates on higher corruption levels
  • The Gold Bra can no longer show up in the shop
  • Updated the Settings and Profile Selection UI
  • Your profile selection now changes which girl starts unlocked
  • Undo map redrawing when removing map vision changing equipment on the map screen, it caused too many side effects
  • Overwritten cards now show their override in the store or rewards panel.
  • Clarify that Corvinia's duplication is permanent and turn that spell uncommon

Bugfixes:

  • Fixed a very pernicious bug that caused duplicate scenes to get created, leading to unreproducible crashes. It could be triggered by rapidly clicking the "Proceed" button at the end of combat, but its crashing effects would only occur after a long time.
  •  Gear equipped during combat wasn't getting correctly removed (again)
  • Unequipping an item on the map screen, causes the route options to remove their highlight
  • Event options weren't scaled correctly for (very) large amounts of text
  • Game would crash when incorrectly modding AI in the data editor
  • Combining the ponyhood and cocoon loss event effect made your head disappear
  • All equipment only used its primary color for coloring
  • Conditioning event could transform or remove unremovable cards
  • Transformed cards acted as their original type.

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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curious whether or not there'd be an Ero Dungeon sequel or update to use the more "mature" models found in Ero Hunter/Slayer

(+4)

Yippee! Ero Dungeons will be updated!