Another Roadmap
New Alpha
A new tech demo is out. Compared to the previous one, there now are:
- New enemies: five new rats, five humanoids, and a dog
- A new class: the prisoner with its own lust based meatshielding moveset
- About 60 new pieces of equipment
- More dungeon difficulties, with specific dungeon effects
- Preliminary voice acting
- Set bonusses for equipment
- Images for the guild buildings that get lewder as you progress
- An actual tutorial
- Kidnapped adventurers now get gradually corrupted the longer they are captured
- Rescue missions to save those adventurers
- Hypnosis and hypnotic suggestions
- A large amount of bugfixes (and no doubt some new bugs as well)
You'll also notice that the curios are gone. I'll reimplement them later once I add adventurer personalities, but for now they were just boring and didn't bring much to the table.
Roadmap
The previous roadmap was just a summary of things I want to add eventually. But now, I'll also put them in the order in which I'll work on them. Since large mechanical reworks are mostly behind me, I'll try to update the game more frequently now. Probably after each of the following milestones.
Some bugfixing (DONE):
- As with the previous tech demo, I assume there are going to be some bugs and QoL issues. I'll fix those first. [DONE]
- I also have some refactorings that are due, which I want to finish before moving to additional content. [DONE]
The caverns (DONE):
- New caverns dungeon, with its respective enemies: cocooning/incubating/poisoning spiders and hypnotizing bats [DONE]
- The complementary maid cursed class: supports, cleans tokens, improves morale [DONE]
- A new main class: Ranger (like arbalest from DD) [DONE]
- Parasites: enemies that can attach themselves to adventurers, nurture them for bonusses, or sell them once they're grown [DONE]
- The nursery: guild building for handling those parasites [DONE]
The labs [DONE]:
- New labs dungeon, with its respective enemies (all manner of fucking machines) [DONE]
- The complementary cow cursed class: use your lactation tokens to aid your enemies [DONE]
- Sensitivities panel: track the boob size, and other lewd stats of your adventurers (each level having specific effects) [DONE]
- A new main class: Paladin (cleric/warrior hybrid) [DONE]
- The farmstead: guild building for handling provisions, can use cows for milk
The ruins [DONE]:
- New ruins dungeon, with its respective enemies (orcs and gobbos) [DONE]
- The complementary horse cursed class: increases inventory size [DONE]
- Personalities: each adventurer gets her own personality sliders which impact quirks and [DONE]
- A new main class: Alchemist (high risk high reward stuff goes BOOOM) [DONE]
- The psychologist: guild building for handling personalities (use hypnosis to make the adventurers love you(r guild)) [DONE]
The swamps [DONE]:
- New swamps dungeon, with its respective enemies (naughty vines/slimes/alraunes) [DONE]
- The complementary pet cursed class: be a good doggo and protect your mistress with ripostes and guards [DONE]
- Dilemmas: curio replacement, based on the personalities of your adventurers you get specific choices while adventuring [DONE]
- A new main class: Noble (mage/rogue hybrid) [DONE]
- Quests: get rewards for stuff, and allow some sort of story to be added eventually... [DONE]
Finishing the alpha:
- Once all the above is done, I feel that the game will be ready to move out of alpha.
So that's where the roadmap ends. Once in early access I'll start with the bosses. I want their dungeons to be custom made (more like in Ero Witches).
But that's still in the future, let's first finish this roadmap.
Ero Dungeons [Old Version]
Darkest Dungeon but Lewd
More posts
- Ero Dungeons has Released!51 days ago
- Progress Report: Breaking Mods and Updating ScriptsAug 08, 2024
- Technical Devlog: Evolution of ScriptingAug 03, 2024
- Progress Report: Gargoyles, Lamias, and a VineAug 01, 2024
- Progress Report: Obligatory Beach EpisodeJul 26, 2024
- Progress Report: ArachnidsJul 18, 2024
- Progress Report: A Livelier Guild and More RatkinJul 12, 2024
- Public Release: Beta 1.3: Mechanic, Dreamer, and HumansJul 05, 2024
- Progress Report: The Dreaming AdventurerJun 27, 2024
- Progress Report: Dreamer Boss DungeonJun 21, 2024
Comments
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so a bug, when you level up prisoners and take off their gear its uncursed and can but put on and taken off, but if you get four it becomes infinite of that gear, but infinite version is cursed gear not the uncursed, so you get stuck with it on.
Noted.
It may be nice to have a option to have locked or unlocked versions, with traits like bondage enthusiast having locked versions is nice for builds. Also if item icons had a indicator for if you have put them on yet as so you can tell which is your safe ones you've tested vs new ones that may be cursed. Ether a different border color or a small icon will be all that's needed.
Oh geez, so if you get a prisoner up to level three and then take off the now uncursed gear, any new gear put on them by enemies does not get uncursed. You also cant swap classes with the new gear until you reload the game, but when you swap classes for the 50 tokens it then instantly swaps it back to prisoner... lvl 1. I would assume getting captured would also reset prisoner lvl. That is insanely punishing. So if armor breaks and a bad item is put on, Your only option is to level up from scratch a as a lvl 1 prisoner. I thought for sure that it would reward you for leveling up prisoner class by that you could now just swap onto it to remove cursed items as it would still cost 50 tokens to swap to then back. Or that you could gather the cursed items by stripping a prisoner lvl 3-4 and letting new ones be put on.
Im all for a bit of punishing gear, but having to spend a few hours every time I want to remove one of the prisoner set is nuts, And then there will be the other sets as well, I really hope this was a bug of it resetting the class level, I could understand if getting captured reset the lvl, or lowered it based on how long they were captured. But once the other classes are in and there are a ton of sets of cursed items, it would take a ton of work to lvl up each and make a character immune to each, that should be rewarded.
Also if this was a bug, is there any way to console comaned the character back up to level 3 prisoner, I just dont have it in me to regrind that.
Another thing that is kind of needed, a way to save and exit on the main hub, if you waiting to to train stats or lock traits, or even just swapping gear or farming some gold in the tavern should be able to be saved without going into a dungeon and then abandoning.
Even worse is that if you keep them as a prisoner and them being in full gear, (rope, chastbelt, yoke, gag, ankle and neck) enemies can put new items on replacing the uncursed with cursed items, relocking them on.
It's a bug. Multiple ones even, class progress doesn't get saved correctly and the curse doesn't correctly check all classes.
The console command is "levelup", use it while selecting a pop in the dungeon
I edited that post to add in another find, then realized you had already replied to it, so ill put the added part here, Even worse is that if you keep them as a prisoner and them being in full gear, (rope, chastbelt, yoke, gag, ankle and neck) enemies can put new items on replacing the uncursed with cursed items, relocking them on
Does corruption do anything at this stage?
Overall this stuff is either very easy for you or you work very hard on this. It's amazing, the gameplay loop, everything. I'm looking forward to seeing you close the loops on some mechanics and I don't wanna kvetch but maybe it'll get... lewder?
They wont be fully equipped with prisoner set. (I see this as a minus as your get less uncursed prisoner set pieces once you level them up) You also will have less locked negative traits on them, which are rather simple to unlock as they just cost some coins.
So just rescued a adventurer, its being very weird, they show up in my list at base, can add them to party, but once in the dungeon its only three characters walking, and then in the first battle after buffs apply they just vanish, still shown in turn order, but they are gone, I retreated and they were back in my party, but it happened again when I took them back in, and this time not even in the turn order.
There's a bug right now that HP and other stats of a rescued adventurer aren't getting reset upon rescueing. Reloading the game should help, the game won't think they're dead, though they'll still be at 0 HP.
fantastic!
Woohoo!