Progress Report: Plants and Provisions


Alraunes

With these cute plantgirls, the final enemies of the swamp region are finished. And with it, the swamp region as a whole. This means that next week the swamp region and all mechanic changes accompanying it will be made public, after a final round of bugfixes that week.


These are the culmination of last week's reworks, having animations interacting with the standard cutout animation, as well as a more flexible way of doing grapples. Look at the grapple at https://twitter.com/i/status/1746591251904749630

Provision Rework

Provision Points:

One of the problems of consumables in games is that it's hard to get people to actually consume them. So in a sense, you have to force players to use consumable. This is especially true here since there aren't any curios that take consumables like Darkest Dungeon, so consumables are (assuming you refuse to use them in combat) a net loss.


The solution is to reset consumables daily. Each day you get provision points with which you can buy provisions. Since they are fully reset daily, there's no reason not to spend them. Since the provisions don't earn you anything, you might as well use them when a squad of ratkin lancers fuck over your party (unless you throw them away for precious loot of course).

Cows:

Ever wondered how there are cowgirls but no cow jobs? Well, worry no more. Cows produce milk. Milk is a powerful consumable that is free, but limited. It is slowly generated by your cows, with the generation increasing based on breast size, the cow class, and the cow set.


Next

As said, next week will be a public release with all swamp content included. I'll also start working at the final ruins regions, and some other slight mechanical overhauls. The ruins are the final region of the old roadmap, so after that we're moving into uncharted territory...

Changelog

Major:

  • Provison Rework
  • Final Swamp Enemies and a bunch of new encounters

Minor:

  • Curio changes thanks to Haraberu:
    • Curios are now moddable, using a special curio kit
    • New types of curio, an ambush, fortress, and special rescue curio
    • Curios now support additional requirements such as being difficulty gated
  • Translations got updated
  • A new German translation was added, thanks 15Nova22!
  • More dolls, all working with that one curio everyone loves, thanks Meoaim!

QoL:

  • Added more goal icons
  • DoTs now track their instigator and are counted for the kill
  • DoubleVine (as a proof of concept) has been optimized to prevents a stutter when the Vine uses growth

Balance:

  • Goal rebalances:
    • New goal to get your armor broken 
    • New goal to start combat in rank 4 or rank 1 for some classes
    • New cow job goal 
    • Goal job times at level 2 have been increased
    • Goal job times at level 3 have been standardized
    • Added kill parasite, plant, and slime goals
    • Reduced necessary kills for humans and parasites to account for their rarity
    • Enable the looter, provisionless, and pacifism goals for level 1 
    • Reduced the masturbate and orgasm requirements to account for the affliction change
    • Changed the strength tokens to token_turns so you can refuse to use the strength tokens to clear the goal  
    • Significantly decreased the dodge and block token goal requirements   
    • Slightly decreased the taunt goal requirements   
    • Slightly decreased the kill enemies goal requirements   
    • Lowered requirements for all the damage type goals 
  • Warrior's Mark Target now requires a WIL save.

Bugfixes:

  • Kneeling textures wouldn't verify in the mod manager
  • Fixed the church only costing one gold for cursed items you didn't want to keep, thanks y4vr!
  • Puncher was using incorrect riposte
  • Room sizes weren't correctly calculated
  • Variant choices for the guild weren't updated when purchasing new upgrades 
  • Guard would redirect aoe's and wouldn't get deducted in some cases, thanks Jewel!

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