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download link seems to be broken. gives error messages.

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Do the downloads in this link: https://madodev.itch.io/ero-dungeons-downloads?secret=RndckaPMFEopWXHDyTdwHtubY work?


I'm in a dungeon and for some reason i can use just one ability, it's a bug?

Are you wearing a hyperfocus visor (which gives permanent strength at the cost of only being able to use one ability)?

hmm yes,  thanks for the feedback!

Sorry for the inconvenience.

The Lust requirements of the Prisoner class don't really seem to work: I cannot use Lustful Tackle, Meat Shield and Exasperated Moan as long as I haven't equipped the full Set, while Lust Explosion can be used all the time, and doesn't reset the Lust afterwards. Additionally, there is a graphical glitch if you equip the Mittens Set without the Anklecuffs of Captivity, that positions the arms as if the Yoke Set was equipped.

Yep, these two (and the WASD movement) are known bugs, and will be fixed next update.

There's a discord at https://discord.gg/fkc93R6sYe btw, if possible, you can make your bug reports there. It makes it easier for me to respond and keep everything in the same place. (but don't be afraid to double post bugs though, better safe than sorry)

I have noticed that you'll jump out of map if you try to use wasd in the guild/mission selection. In mission selection, this creates a softlock, as long as you haven't selected a mission beforehand.

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had a question, i've seen equipment for jobs such as maid & ponygirl, but i haven't figured out how to unlock or access them. are they accessed through items being equipped to your character or something or are they just not yet in the game? whats the deal with them?

on other note, I've noticed a bug where sometimes the option icons in the bottom right sometimes get a bit jumbled. usually when i have a party. i tried going into dungeons with singular characters and it works just fine. its only when i have a party. not sure if its caused by having certain job types or just specific characters.

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Those aren't implemented yet. There's a devlog with a roadmap that gives an indication of when they will be in.

just took a look, ngl, super hyped for everything :D
i look forward to seeing this game grow

In 2.4.1 my units keep being shuffled around after combat. Usually it's a warrior in the front moving to the back, which is a very nasty surprise for the next fight. May be related to right-clicking a unit during combat to check their advancement goals?

Known bug. Will be fixed next update.

ok glad to hear this has already been noted, i also had this bug happen and its really irritating because i keep forgetting to reorganize them after my fights. XD

If I'm not wrong the currently highest base stat upgrade is drastically worse than the second highest upgrade (pretty equal in low stat probability but limited to 18 instead of 20). I've created an anydice of the current probabilities, trend-continuing alternatives inclusive:

https://anydice.com/program/31937

Yep, that's a typo. It's supposed to be 6d5 - 2 instead of 5d6 - 2

In 2.4.1, upgrading the tavern building to allow for more guests while unit(s) are already assigned as guests will cause those assigned units to disappear and become inaccessible (the guest slots they previously occupied in the tavern will show as empty) until after the next mission when they reappear in to the roster.

Indeed, the tavern job changes to a different one (with better lust reduction) between upgrade two and three. If you put them there permanently, they can even get lost. Will be fixed in the next update.

I purposefully cask of Amontillado'd a few recruits like that... y'know ...for profit.

Just so you know they will still earn 10 gold each day regardless of other upgrades to the tavern which was kinda disappointing as I was hoping to be able to use this method to get a full 8 guests in the tavern.

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With 2.4.1, after every battle the party order is offset such that the back moves to the front and everyone else moves back a space.

E.G. [4 3 2 1] => [3 2 1 4] or if you only have 3 in party [3 2 1] => [2 1 3]

Edit: This isn't perfectly consistent... I had the above case for three dungeons in a row, but this dungeon has been [4 3 2 1] => [4 2 3 1] after every battle.

The only difference might be class composition?
For the first three I had; [Mage Rogue Cleric Warrior] lineup
For the most recent one: [Ranger Mage Cleric Prisoner] lineup

Also note that this re-ordering affects the "pre-battle" order, and doesn't reflect any changes to party order due to moves used in battle... It seems like the game is trying to restore the party order from before the battle but is shifting the party lineup by one place when doing so.

I had the impression that the post-battle party lineup is influenced by the characters and their classes and levels. At least it only changes once I level up or switch one of my characters and also returns to the previous lineup as soon as I switch back. Otherwise I can see little logic behind it. It doesn't depend on hp and durability, but it seems to prefer prisoner, cleric or rogue at the forefront

The game stored the order before starting the battle. But it wouldn't clear it after ending the battle. So your order would always be the first order of your first battle (even if it was in a different dungeon).  It also didn't get saved.

sorry im late to the new patch but i've just gotta know what the combat music is!

Also, whenever i try to retreat mid combat the game crashes

Should be fixed in the latest version.

Music is Rob Gasser - Supersonic. Same as in Ero Witches.

awesome, thank you

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(Found on version 2.3) When a prisoner reaches level 3, you can remove the cursed equipment, but if you put it on again, you will not be able to remove it, since reaching level 3 will be required again.

Should be fixed in version 2.4.1.

I love the corruption of prisoners mechanic!

Thanks!

So found two bugs so far the first is my front person is moved to the back line after the first fight and must then be manually moved forward after each following fight for the rest the dudgeon run and the second is something I have noticed for a for the last two versions is that there are no Curio Events at all with the only exception being the tutorial dungeon when you start a new game.

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Curio events are disabled while being reworked. The party order thing is also way worse than just front line getting pushed back, I think its tied to puppies knockback but not certain, Ive had my entire party shuffled several times. My best guess is that a knockback affect is persistently pushing back their position in battle, so you can reset their spot out of battle in the out of combat battle formation, and they will use that formation to start in battle, but each turn it pushes them back in the out of combat battle formation, so after the fight suddenly the character is in the back again. So one a effect isn't clearing, and two a pushback is effecting the out of combat formation which it shouldn't. Its worth noting the push back is consistent in how it changes the party positions and the reason I suspect puppies is while I wasn't fully tracking it, they show up about as often as the effect and have a push back attack. 

The party order thing is also way worse than just front line getting pushed back

I've given up on simply bugfixing that piece of logic, and instead wrote a piece of code that verifies every combat whether something went wrong and warns me about it.

By now, I've found two bugs surrounding it. The primary one being that while it stored your initial starting order before combat (so it could reset it later), it would never clear that list. So you'd start every subsequent in the same position as your first combat, which becomes worse if that includes some girls that aren't even in the active party anymore since it persists between dungeons.

I expect some more bugs surrounding it will pop out of this check while I work on other stuff.

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A few bugs. So after importing as I wanted to keep items and guild stuff even if losing all characters, it saves, but on the main screen still shows the waring of this is a older save when booting again, so its not updating that it is now a 2.4.1 save, everything saves and loads fine, just that that warning is left. 

Now one thing that isnt saved is the other bug, if you locked adventures in as maids or tavern it does not keep them locked upon loading so you have to relock them. I am assuming this isn't tied to updating a save, but it could be. Also could we have the lock option in the training grounds, when I am leveling stats I often do it back to back with waiting, so locking them in the job slots even if I have to reselect which stat would be nice. Hell there is objectives that ask for working at training or patients that it would be nice to keep them there. Ideally you could lock them in with currently selected stat to be trained as well as just in general locked in.

The last bug is which the levelup commanded, I tried to level up a prisoner, but nothing happened, I used the command in 2.3 after you mentioned it and it worked then, so looks to me like it has trouble raising the level with the new way they are saved. 

also this was a oddity, on a prisoner they were able to use orgasm with belt of denial equipped, later put it on a cleric and it blocked them from orgasming as intended. If I replicate it again will update further. 

 My party order has been just randomly changing constantly, Its really odd, changing the order out of combat only changes it for a fight and it just reverts after that, moving them in the fights also isn't saved, perhaps a move or somthing changes the positions in a way that is persistent. 

Estrus is missing from the tool tips

Had a prisoner with the goal start 20 turns blinded, they were blindfolded but it didnt go up at all, dungeon was high enough level and another goal was completed in that run so was just that goal.

I seem to be encountering a glitch where the ratkin tries to palce an item, even if my character is clothed. Then it reads "false" and the game crashes either immediately or the next turn.

Loving the game though, good work.

Deleted 1 year ago
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Could it be that the clothed character was either taunting, guarding a girl that could get equipped, or a girl that could get equipped was stealthed?

If so, I think I know what causes this. Taunt, guard, and stealth change the targetting, after the move is selected. So Equip thinks it can equip something, but gets rerouted to another target where it can't equip anything and then breaks.

Edit: I did some further testing and that's seems to be it. It doesn't show in my dev build, but in the Export build it also gives the "false" and crashes the game. No need to send the save or logs anymore.

Sadly no. It was targetting the cleric actually. No stealth or guarding involved.  Will hopefully see if I can continue replicating it shortly. 

Should still be fixed in 2.4.1. The targetting was even more broken than expected.

Sounds great. Looking forward to the next update. 

a frequent crashing problem caused a glitch that broke my clerics hp value and made her immortal.

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Could you elaborate a little?

If possible, upload a zip file of your saves in %APPDATA%/EroDungeons/Saves, as well as the logs from %APPDATA%/EroDungeons/logs you can use Catbox to upload the files.

well as much as i can elaborate. my game frequently crashes. after one of these crashes my clerics hp shows up as <null>/24

in this state, any damage she takes doesn't do anything, making her functionally immortal.

it also seems she can't get aroused either.

i'll see if i can upload a zip later.

the download links were broken for me so i had to use an alternative download link, and my characters didn't seem to orgasm even at max lust (which was pretty bad since they had cursed equipment that required them to)

i think there should be place where you can pay some money to remove cursed and locked equipment from adventurers.

Orgasm certainly works in version 2.4 (though it was broken in versions 2.1 and 2.2). What could be the case is that you have a quirk that bans orgasms (or an item or crest). I hadn't really thought about that.

But yeah, a backup way of removing cursed gear is a good idea.

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love the game, can't wait to see where it goes. I honestly hope development continues. even as is, the game is actually really fun (despite various bugs). really looking forward to the characters randomly disappearing bug getting fixed. it sucks when one of them is one of the four i put most of my work into.

Edit: Good news. the characters that disappear might not be gone for good. i almost lost my cleric, but noticed the number of characters i had, hadn't decreased. so i closed and reloaded after getting an extra character from recruiting (i had 1 spare space left luckily) and my character showed back up upon returning. i had closed and reloaded a bunch of times before that but that didn't seem to work, but who knows, maybe it's just a coincidence & you need to close and reload a bunch. hope this helps nonetheless.

That actually is fixed in Alpha 2.4. Apart from some bugs surrounding characters disappearing being fixed, characters are now stored in a central location in the save file and are only removed there if you dismiss or abandon them. So even if something goes horribly wrong, you can always get them back by save editing.

awesome! looking forward to when you finally release it! cheers!

I think I found a bug or at least some strange behavior. When an adventurer looses a locked quirk after a successful mission, the same quirk is instantly replied. See the attached image, here it happens to Tomo with the Gag Fetish. I guess this is somewhat intended, since the quirk is locked and should not be lost, but it looks like a bug.


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I think there needs to be different ways to deal with Capitivity gear. Gear gets equiped really fast, and reaching level 3 Prisoner can take forever. 

Development Goals also need some attention, in particular rerolling (maybe including current level progress too, just to make it not to easy), as some combinations are unrealistic to complete with reasonable effort. I know Dismiss and re-recruit another adventurer is a ghetto to reroll, but ...

Both Problems are connected and could be solved by specific Building/Improvements.  No freebies.

I think you can get kidnapped if one DoT falters you and a second one ticks. If so I'd suggest changing that to a single check no matter how many dots are applied, as there is very little to no counterplay possible (compared to multiple consecutive attacks that could be guarded or healed in between).

Regarding the Roadmap: Maybe include a Fetish factory/Trader in the specific Buildings aswell? Can be a bit frustrating to wait for NPCs to equip/drop the right items.

I might change it to level 2 Prisoner.

You'll be able to reroll development goals (for a price). I might make it conditional on a building upgrade.

I agree that the current DoT setup is too punishing. It will get changed.

I would like to add I have had a single type of dot (think it was punish) do its damage as two ticks, most likely do to being applied different turns. First tick caused falter, second capture.

Now I actually am ok with that do to how you can just keep healing a character out of falter rather reliably. The real problem is that there is just no counter. On top of that there is little incentive to continue the fight and risk other characters, a simple solution would be that if your character get captured and you defeat the current enemies your downed character just gets sent back to base, if you retreat they are captured. I do also think some of the heals need tweaks, like the clerics single target heal is pretty weak, the mage heal can be so much stronger, that feels odd even if the mage heal can cause a dot, but I have abused that heal quite a bit, I use it on a prisoner meat shield who has taunted and has high defense keeping them topped off, the enemies are not downing her in one round, then on her turn the heat damage drops her to falter, but I just heal her to full as I dont care about the dot, but that multiple dots can punish that sort of thing and make them a threat is good, and you can keep track of them and keep healing up so it doesn't falter, so most of the time its enough, its just that it can sneak up on you, and that there is very little ways to stop it once the dots show up, which is why I think a way of saving them is a better option. You also could retreat if you see the dots are going to down them like that. 

Yeah, that's just not how it's supposed to work. Every dot is stored separately internally, so the way it is programmed in Alpha 2.3 works as you mention. It's overpowered and will be changed to only trigger once.

The mage heal is very RNG though. It heals between 0% and 80%, with the chance of applying a dot, so it's only worth it on high HP targets.

Deleted 1 year ago
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Hi! I'm trying to make a mod (of the tech demo, yes), but am having trouble editing the pck file without breaking it, I touch anything in there and the game refuses to launch. Any idea how I might go about doing that?


Also thanks for game

Use https://github.com/bruvzg/gdsdecomp/releases/tag/v0.5.3 to decompile the game and open it in Godot 4.

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Dungeons are generating fights only?

I don't think "Start turn with token Faltering" should be a level-up goal. Half my roster had it. They're gone now, either because they were attacked multiple times in the same turn, or because they had multiple DOTs. In either case they melted before taking a turn.
Seriously, I dismissed an Adept Cleric because their goals were "Kill 20 enemies, start 2 turns Faltering, start 20 turns Silenced".

Also have a Mage who needs to "Follow 5 hypnotic suggestions" and "End dungeon dealing 300 damage". Does a single Adept dungeon have 300hp worth of enemies?

Need a way to remove Prisoner gear other than advancing in the class, or make it less onerous. A Warrior with any two items of Captivity is effectively deadweight.
...And now my Veteran Warrior is a Novice Prisoner in the middle of a Veteran dungeon.

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Curios have been removed temporarily while I try to implement something that works better.

There's a lot of bugs related to the Prisoner class and the uncursing that probably makes the whole process a lot more arduous. That should be fixed soon.

I'll also add a way to reroll development goals (and tone some of them down a little).

Also, multiple DoTs will trigger faltering checks only once in the future.

Start 20 turns blinded, Defeat a boss, End a dungeon with over 60 suggestibility...goodbye rouge. 

1) Equip a blindfold, that forces the blind token. One dungeon should do it. Will work better once gear doesn't get cursed again if you unequip it after cursing, oops.

2) Not implemented, oops.

3) Barely implemented, there's only one enemy that applies that now, oops.

Rerolls are coming soon.

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So I have done the start turn faltering several times, you really just need to leave a enemy alive, the peasants, mages and mortar enemies can only target the front most if they are in the front. So I just let them falter the part member then move them back. None of there attacks inflict dots, just be mindful of lust to avoid heat dot.  There is also a underwear that lower capture chance by 30% which is very good for that goal. It takes a moment, but is quite easy to pull of if you bother to focus it, honestly its one of the easier goals. 

The green and yellow dungeon doesn’t generate chests and environmental hazards. Is this a bug or intentional ?(Great update btw)

Intentional. I removed those since they weren't fun and I want to rework them.

who the va, they so cute!

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my friend mentioned the acting sounded so deadpan/unemotional for some of the lines the characters were saying. specifically, it mostly was mentioned when lines were delivered during & after combat.

I spawned a lot of gear while being in town, now it's stuck in my provision slots and i can't get rid of it, nor start a mission

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I assume you mean that you used the console to add gear, which then went to fill up the provision slots, blocking you from starting a mission.

You can find your saves at %APPDATA%/EroDungeons/Saves, look for your Profile and find the main.txt file. Replace the number after "current_save" with an earlier number to roll back to a previous save. That should let you continue playing.

Edit: If you're playing on Web your save is fucked though.

Thanks, that helped

Thank you for the update! Do you plan invasive/possessive enemies that turn your allies into enemies?

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No plans for that. At least not for the normal dungeons.

Everything is possible in the final lewdest dungeons of course, but that's still far far away.

Also, I originally wanted to make kidnapped allies show up as enemies (once you abandon them or they get to max corruption). But I didn't find time to implement that.

Got it! Thank you for your work! Love the game <3

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Great update, played it for a while and it was pretty good but there were some memorable bugs:


1. Switching classes isn't saving the progress of the class switched from, including prisoner. So if a character gets switched to a prisoner forcefully, the previous class progress is lost. This also means if a character becomes a prisoner multiple times, they need to start from novice every time to un-curse anything. 

2. Characters who haven't been recruited yet can still be stripped by opening the clothing menu on an owned character then right clicking on the un-recruited one.

3. I don't know if this is intentional or not, but for a character who has a development goal to have some sort of job in the town, you need to go to the proper level dungeon while that's happening for it to count - which I find sort of weird since that character is just staying home.

4. The "Masturbation Lover" quirk doesn't properly replace the move



I also have some suggestions as well (feel free to ignore them, though):

1. It would be nice to have a reliable way to dodge enemy equips when you don't have clothes on; probably by being tied to one of the save stats, as otherwise I find it hard to use a character with the exhibitionist trait well before they lose their class anyway.

2. Sliders to control various volumes instead of just mute/unmute

3. An option to "abandon" a character who has been kidnapped (otherwise I find myself rescuing them only to immediately dismiss them as I don't want to bother getting them out of the prisoner class)

4. An option to keep people in town positions until you remove or replace them (I keep forgetting to put maids every time personally)



Overall, looking forward towards the next update!

Thanks for the bug reports, I'll fix them. Except (2), it's probably easier if I just make those starting gear already unlimited at the start.

I'll also implement your suggestions eventually. Except (1), exhibitionism already works with gear that doesn't cover boobs or crotch (such as the bondage suit).

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there doesn't seem to be a move to orgasm? I can masturbate and doing that multiple times does nothing. And my lust bar is full and it does nothing.

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Yep, that's broken. You can't actually get beyond the first lust effect ("horny") right now. Will be fixed in the next hotfix.

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thank you for the clarification. It really is quite fun to play.

Glad you like it!

what? I have gotten orgasm move forced from a full bar many times, its pretty random and low odds, but it is there.

It was fixed in Alpha 2.3.

I figured out how to list crests, suggestions, quirks, tokens (those are list parameters), But what is the list parameter for gear in console?

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"list wearables", since I needed a word that isn't always plural

Press "commands" in console for all commands

You can also use TAB to autocomplete, which will give you a full list of lists

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This game is a mountain of potential; here's hoping for the best!

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Getting this when trying to open the game:



This is what the game looks like if I try to run it using the command in the pop-up:

I can try using a different rendering mode in Godot. Could you let me know whether the following works for you:

https://files.catbox.moe/8xrfgn.zip

Basically runs like the normal version does if I use the command from the pop-up:


(3 edits)

And without the command? Does it still break?

But if that doesn't work, then there's nothing I can do.

Edit: I just tried using the --rendering-driver opengl3 command myself, and everything works fine. I think it might be a different hardware issue from your end.

I mean that the alternate version you posted works about the same as when I used the --rendering-driver opengl3 command on the first version.

I don't know why this is happening. Your other game worked fine for me.

Does the web version work for you?

Ero Witches is built in Godot 3, this game in Godot4. The people behind it are still making compatibility changes to the renderer, so it may get solved in the future.

Deleted 99 days ago

The boxes and stuff not spawning is on purpose, that part is not implemented. The not-dying is fixed in alpha 2.1.
The other things are bugs though, I'll figure out what's causing them.

Deleted 99 days ago

Yeah, the whole thing is kind fucked. I don't know what I was thinking while programming it.
But I've managed to fix it now. Should be OK next hotfix.

Deleted 99 days ago
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The next fix is there.

And yeah, introducing new bugs in a hotfix is a nightmare of every developer. It's why I like leaving older versions available.

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I really look forward to the idea of capturing enemies as our minds get corrupted by the dungeon and we become more like them.

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Will it be possible for the adventurers to become monster girls in the game? like, becoming a ratkin, for example? maybe they'd stay on your side but it'd have effects on them, like their crest, or libido, or something, or maybe it'd cause them to defect to the enemies side? idk, it's your choice, but will being turned into a monstergirl or other non human kind of thing happen?

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Sorry, I currently have no plans to implement something like that.

fair enough, was mainly curious. I would've enjoyed it, but this game already looks pretty good as is.

I see that there's a new version out! Some notes:

The Rogue's 'Riposte' attack does mediocre damage to give the enemy defensive buffs and counterattacks, which is probably wrong, especially since the enemy counterattacks do nothing.

The Mage's 'Blink' move doesn't seem terribly useful, since the Move command that everyone gets affects all ranks. It probably needs to apply a defensive buff or something?

It's possible to strip the gear off incoming recruits that you don't accept, which is semi-useful when they have nice underwear, but feels exploit-y.

The devlog suggests that rescue missions have been added, but they didn't seem to come up after I lost a girl. I did randomly encounter a familiar-looking 'slave' with the enemies once, but beating up the rest of the rats didn't free her. She showed 'kidnapped' when I beat her up at the end of the fight, but did not reappear at home, despite empty slots being available.

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There isn't a new version out though. This is still the old version. Which explains everything you noticed.

The progress report is just meant to show what is currently being worked on. I even explicitly mention that the next version will only be there early September.

Huh, that's odd; Itch was showing me a recent 'Updated' date earlier. Never mind, then.

hi im curious to know how many diffent dungeon theme are planned and i also would like to suggest some that i would like to see : doll dungeon where they dress you and pamper you into beautiful doll who are to worried to mess their apparence preventing them to properly fight, pet dungeon where they make you there pet that's all for now i may have more idea

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Thanks for the suggestions, but I'm not currently looking for further dungeon ideas. The five planned dungeons are centered around the following player classes: prisoner, cowgirl, maid, petgirl, and ponygirl.

thank you for answering

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Okay so, I don't think this was addressed in previous comments. I had 3 adventurers in the tavern, and noticed I had enough money to upgrade it to add another slot. I'm not 100% sure but I think it tossed my 3 adventurers that were already in slots, back to the roster and removed their lust in accordance with current tavern leveling. Acting like I had advanced a day by purchasing the upgrade.

Edit - It actually seems like it removed the party members from the tavern and roster, but still counted my roster as full. I Played through a dungeon and it has returned the adventurers.

Here comes the second image for my post about personal goals:

Hello, I guess something is wrong with the personal development goals on some characters. In some cases there is no progress, even though I fulfilled the condition for the goal. Both characters shown in the images below have cleared several dungeons and fulfilled at least one other goal in the list. Still the count is zero. BTW what do the goals do in this game?

Reaching the needed amount of goals increases the level of the adventurer. Goals don't progress if the dungeon is below a certain level however (it will show in the overview while in that dungeon). Since there are no very hard dungeons, it is impossible to get to level 4. Could you check whether the lack of progress for Tomo isn't just due to her running easy dungeons?

That could be. I did not had the time to test this, but I have run mostly easy dungeons with my adventures so far. That would also explain why Tomo is not my highest level character, even though she went on the most missions. I will come back, when I tested this, but most like this is not a bug.

You were right, when I finish the medium level dungeons, Tomo can fulfill her goals. However can it be, that only one goal per finished dungeon can be fulfilled? Because after finishing the dungeon Tomo had more then 60 lust, but this goal has not changed. BTW, the grey bar at the edge of the goals, looks like it should have a function (scrolling?). For me this grey bar does noting. Hope this information helps. Have ha nice day.

Muting music, does not mute battle victory music. Intentional?

It's intentional, the battle victory music is actually a sound effect. Mute sound works for it.

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