Public Release 2.7: New dungeon, new lewdness. All changes explained.


What's new?

Lust Rework

Having high lust wasn't really a problem. Your girl got some negative tokens, orgasmed, and was stunned for a turn. She carried a debuff for the remainder of the dungeon, but in general you could ignore it. Unlike afflictions in Darkest Dungeon. So the obvious response was to make my own system of afflictions. When you reach 100 lust, your character gets an affliction, depending on her desires. This either resolves immediately, or gives her the chance to use hindering moves until she's satisfied. The type of affliction and the severity of it depends on the desires of your adventurer.

Read more about the new mechanics in the dedicated devlogs at: https://madodev.itch.io/lewdest-dungeon/devlog/633726/progress-report-lust-rewor... and https://madodev.itch.io/lewdest-dungeon/devlog/636782/progress-report-lust-rewor...

Dungeons

For a game called Ero Dungeons, the dungeons were rather paltry up to now. They were long corridors with fights. However, that has changed. Dungeons are now actual dungeons. Here's a composite shot of one of the new dungeons:


Read more about the dungeon creation in the dedicated devlog at: https://madodev.itch.io/lewdest-dungeon/devlog/640113/progress-report-dungeon-re...

What's next?

Personalities (already available to Patrons)

The system is very much inspired by Going Deeper. That game's just out of Alpha, so give that game a shot if you like hypnosis and that stuff.

Patrons can already enjoy the new personality system. Quirks are no longer assigned randomly, but depend on the personality of the adventurer. Quirks that conform with their personality will get strengthened, other ones get removed. The same holds for crests, and innate personality traits. This makes your girls less interchangeable, and gives them more... well... personality.


The mental ward has been overhauled. It will still remove quirks, but also allows you to instill mantras in your adventurers to guide their personality the right way. Perhaps your aggressive, autonomous warrior should learn to be a bit more service-minded to fulfill her destiny as a maid?


Curios

The dungeon rework and personalities all served a single purpose, reintroducing curios to the game. Those who played the first ever release will now that curios already existed at one point. They were the standard Darkest Dungeon curios, where you had to interact with a provision to get a specific outcome. However, I didn't like that system, and instead wanted it to be based on personalities. The linearity of the dungeons also hampered the possibilities with curios. In the end, I just scrapped them (except the single wooden box in the tutorial), awaiting a dungeon and personality rework.

Now, the time has come to reintroduce them. I'll spend the next weeks adding all manner of curios into the game. The choices you get when interacting will depend (primarily) on the personalities of the girls in your party.

Changelog 2.7

Major

  • Large lust rework. At maximum lust, girls now get afflicted. They must satisfy this affliction before returning back to 0 lust.
  • Girls now have lewd desires, the higher they get the worse their affliction become. These also decide which type of affliction she'll get.
  • The tavern has been reworked and now passively reduces lust. You can assign wenches to increase this reduction.
  • The game will now (if you explicitly allow it) gather data analytics for further balancing.
  • Full rework of the hypnotic suggestions and suggestibility system. Suggestibility now decays passively, and suggestions are applied at the end of the dungeon.
  • Full rework of the dungeon generation. Dungeons are now dungeons instead of linear corridors of fights.

QoL

  • You can now see the goals of your adventurers at a glance, including whether you have progress in them, including the uncurse goals.
  • Goals now have icons.
  • You can now save and load preset party layouts.
  • When selecting a guarded target, it highlights the guarding enemy.
  • Clicking on the inventory in the main adventurer info now immediately moves to the gear equipment panel.
  • Riposte tokens now show info on the riposte move that is being used.
  • You can now hover over the tokens/dots in the effect information on the adventurer panel.
  • Added overview and glossary buttons to the combat.
  • The tavern now shows a breakdown of your passive lust reduction.
  • The barracks now shows a breakdown of your morale bonus.
  • The moves in the enemy info now show the effects to themselves and the requirements of their moves.
  • Console commands to: 
    • Directly add an affliction 
    • Modify your current satisfaction 
    • Modify a desire value 
    • Modify a stat 
    • Add an enemy to the current fight 
    • Set a players class level to a concrete value instead of just levelup 
    • Add a move to your current move choice
    •  Uncurse equipment 
    • Replace a specific quirk
    • Replace a specific development goal
    • Remove all job locks
  • You can now see the chance that you rolled a girl that good or worse on the stagecoach.

Minor

  • The caverns now have a dungeon and combat soundtrack.
  • You now build up a victory streak by succeeding in dungeon missions without retreating. This increases loot gained.
  • The caverns now have a background texture.
  • More weapons (some cursed) for the newer classes.
  • New straitjacket equipment set. Courtesy of Heretic Angel.
  • New bunny equipment set.
  • New rubber equipment set. Courtesy of Orchid.
  • An enema.
  • Building textures and a progressively hornier nurse for the hospital.
  • Some preset parties get small combat bonuses.
  • There's a new splash screen.
  • There's now a function to report bugs.
  • Tokens can now force other tokens.
  • I cleaned up a lot of the buttons everywhere.
  • Re-reworked item coloring in the guild inventory.
  • Dungeons now reduce their reward level once their reward pool is empty.
  • A bunch of new quirks.
  • New iris texture for high suggestibility. 
  • Cursed items can now fake many different items to keep you on your toes.
  • Corrupted girls are now corrupted over time (and you can see the corruption when you inspect their info panel) instead of all at once.
  • Swift is now a hidden script and shown explicitly in the tooltips.
  • All self targeting moves now explicitly show they target self in their move description.

Balance

  • Enemies will no longer equip any item from a set when equipping cursed gear, only predefined ones.
  • More enemies can now equip items and advance crests, primarily in spider and machine encounters.
  • Lowered getting blind and silence token requirements.

Bugfixes

  • Holy Bolt had way more impact on the GPU than it should.
  • I refactored the scripting system for moves, this should remedy any bugs related to tokens being applied to the wrong person.
  • Taunt wouldn't get removed on non-damaging attacks.
  • After going to the provisions screen of a dungeon with no item and exiting the screen, dungeons with items won't show the item they give on their provision screen.
  • Going to the dungeon provision screen of a dungeon with 'No effect' will show the effect of the last selected dungeon.
  • The blink animation was shown above the maid face masks 
  • If multiple effects would move a girl, she would only follow the last effect. 
  • Animated sprites didn't work on export.
  • Some equipment would show under the expression in the icon of adventurers. 
  • There are now a bunch more automated checks so that missing script implementation will no longer happen (as often).
  • Changing censorship now immediately changes the menu image.
  • The level up of your class was only added to your current class, and not to the backup of this class. This meant you could lose levels upon saving.
  • Items with hidden curse conditions wouldn't turn infinite correctly.
  • The Fertile quirk didn't work.
  • The take damage goal didn't work.
  • You could get the cursed items as a dungeon rewards.
  • Orgasmic afterglow could be removed by removing negative tokens.
  • You could right-click girls in closed building panels to bring up their info panel.
  • Technicians could reinvigorate scrap.
  • Collar of Lust and Nymphomaniac stacked, but only during damage calculations.
  • The recoil script didn't work.
  • The tavern tutorial was outdated.
  • If you retreated after a girl died to a dot, the girl wouldn't get kidnapped. 
  • You could equip multiple items as long as they had hidden curses. 
  • Nobles will no longer skip saves when they name adventurers with capital U or Y. 
  • Class level tooltips would show your level instead of their level.
  • There was a layering issue during some grapples.
  • Right clicking the nursery behaved incorrectly.
  • Healing moves removed weakness and hobbled.
  • Incubate tokens can no longer be applied if the target doesn't have a free outfit slot.
  • Ratkin Lancer's piercer had no damage type. Also made sure this won't happen in the future.
  • The indicator for an item that was cursed but no longer was all kinds of fucked up.
  • The cocoon status didn't show in the info panel.
  • If you ever dragged a girl with the cocoon status, all other icons were cocooned as well. 
  • Riposte moves weren't affected by alter move or replace move.
  • Fixed missing morale movescript and food missing its provision move. Also made sure this type of bug won't happen again.
  • Self-Defence units didn't use their punchout move correctly. 
  • When machines died of dots, they didn't leave scrap. 
  • If a guard token redirected to an enemy you'd normally be able to hit, you would no longer be able to select that enemy until you reselected the move. 
  • If a guard token redirected to an enemy you couldn't hit, you could select that enemy.
  • Moving back multi-size enemies at position three would move them forward instead.
  • Brows would pop out of hoods.
  • Equipment on hidden body parts (like bracers when wearing an armbinder) wouldn't be hidden on dungeon sprites.
  • The maid bikini didn't remove a worn outfit when equipped.
  • Visual bug when recruiting girls while at max capacity.
  • You no longer get half essence from some parasite extractions. 
  • Cocooned girls would stop moving after attacking.
  • Forced tokens stuck after the forcing gear got destroyed.
  • Removing an accessory which fitted multiple places, would only remove the first overlapping item.

Changelog 2.7.1 (Patron only for now)

Major

  • Adventurers now have personality traits. These traits influence their personality which is measured on 5 axes.
  • Crests now influence, and are influenced by, personalities.
  • Quirks are now influenced by personalities. Quirks that don't fit the girl's personality will decay, others will strengthen. Quirks gained depend on personalities or the dungeon that was just completed.
  • The Mental Ward now allows instilling mantras which slowly change the girl's personality.

Minor

  • Bunch of new equipment from hoods to boots. Courtesy of Heretic Angel.
  • Quirks now have icons.
  • There's a UI for the personalities, which also shows the progress in different crests.
  • There are console commands for setting personalities, traits, and mantras.
  • There's now an overview of all missions in the overworld.
  • A bunch of collectable doll accessories. 

Balance

  • Technicians now prioritize build over reinvigorate.
  • Surgery success can now reach 100%

Bugfixes

  • Rescue missions would often fail due to a save error (also fixed in the 2.7 public version).
  • Paladin wouldn't get divine favor if the flagellate didn't make her bleed.
  • The provision panel didn't show correctly (also fixed in the 2.7 public version).
  • Removed the follow suggestion goal as it didn't make sense with the hypnosis rework.
  • You can now hide invalid items when sorting equipment.
  • Suggestion effects didn't actually work
  • Daze on enemies with multiple turns would delete a turn.
  • Added missing massage textures.
  • The enema wouldn't get uncursed when expelled.

Comments

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I played into version 2.7 for a while now. All in all a really nice update, but in my opinion some things changed to the worse. Here are my thoughts about the update.

- I didn't like the new dungeon layout too much. You often can avoid hard enemies by taking a detour. Especially on novice dungeons, I often only had one fight. Maybe the possibility to backtrack after seeing the enemies should be removed.

- The new items are fun! However, the enema plug is overpowered. 50% additional magic damage is huge for a mage or alchemist, and cramps are really rare events. I normally end a dungeon with at most 3, so I'm far from expel.

- The affliction system makes lust damage even less dangerous than before. The debuffs from being at high lust level are gone, reaching 100 lust completely resets your lust and gives you one affliction. Often, this affliction is "Clearheaded" (at least in this early stage of the game), which simply does nothing. In the other cases, I had the "Oversensitive" affliction, which gives you just one orgasm and then is gone. I would love to see the debuffs return, and the affliction should last longer. Maybe until you get the next affliction, and you don't loose them after the dungeon?

(+1)

I personally like being able to choose between avoiding enemies or hunting down every last one, depending on remaining goals - so I hope that part isn't changed.

Though to note on the affliction and "lust less dangerous" - I had the opposite experience. One of my characters got afflicted with an affliction requiring 150 satisfaction to clear - that basically took her out of commission for the rest of the dungeon. (orgasm gives 20 satisfaction each turn - so at best that's 8 whole turns of <3 ing off, and that command isn't always available. )
... so it really depends on just which affliction you get.

Oh there was  a patch right after I posted earlier on f95... cool. Lemme check it

Well, the way the level generated make it possible to get the reward without getting into a single combat. Does this already got reported? Whether this is a flaw, or already worked as intended, I'll leave that to your judgement. Hope the gameplay data you got proven their value. I'll just skirt around all enemy encounter this once, both to get data and getting another cleric.

(+1)

That's bound to happen with the randomly generated levels. It will be less jarring once the empty rooms are filled with curios though.

Just the mental image of an entire team wiped out because of stacked curios back-to-back indeed quiet the tale. Whatever you work on, I sure it will be quiet the progress.

(+1)

Excellent work, but this just the starting point. Look forward for further development. I'll just mind my business diving in the latest public build.

(2 edits)

Bug ? "Lay Eggs" force move doesn't always work. At 9x "Egg" debuff, I get the status affliction prompt "Lay Eggs", all normal moves are disabled.... but I only have a blank move bar and the "Wait" and "Move" prompts. No "Egg" command.

Has happened twice in same dungeon run so far. 3rd time, it actually gave the Lay Eggs command... not sure what was different.

This is on a Prisoner class with several pieces of their cursed gear set, if that matters... so lots of other debuffs (silence/blind/hobble).

2.7.1 Patreon version

Lay eggs only works if there's a spot free on the enemy team.