Public Release 2.9: Mods/Provisions/Church/Plants
A new month, a new monthly public update. This time with the swamp dungeon (vines, alraunes, slimes), a provision rework, and the church building.
Provision Rework:
To make consumables actually worth using, the game now changes how consumables are bought. 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).
For further info, check the related devlog: https://madodev.itch.io/lewdest-dungeon/devlog/667168/progress-report-plants-and...
Church (Uncursing/Saving):
Since the beginning people have asked to be able to uncurse equipped items. After a while, and when trying to get infinite cursed items, it may become somewhat of a chore. The answer then is to allow uncursing gear, but just make it too expensive for non late game guilds. The cost of uncursing depends on the rarity of the item, and whether you want to be able to keep the item after uncursing or not. Additionally, there's now a way to have one singular save using the church. It is expensive, and meant to be done when you have a full fledged guild and want to start experimenting.
For further info, check the related devlog: https://madodev.itch.io/lewdest-dungeon/devlog/663416/progress-report-church-and...
Swamp Dungeons and the Pet class:
As always, the public release means that a dungeon type is completed. This time it's the swamp dungeon. I also added support for animated body parts (frame animated, not cutout animated as it was until now).
This dungeon contains slimes:
Vines (who are animated, see https://twitter.com/i/status/1745781400458916059):
And plants (who have a grapple, see https://twitter.com/i/status/1746591251904749630):
Pet Class:
The dungeon also comes with a complementary pet class. This class can't wear underwear or outfits, but is a very good girl.
MacOS
The game now also works on Mac. It wasn't that hard to export it in the end, the main problem was that the Godot compatibility renderer would cause crashes on Mac. Changing the renderer fixed that. Neat.
Translations
The downloads now include translations in Korean (by SpeciaLee), Simplified Chinese (by Roland3), and Traditional Chinese (by Fishplate). There's also a partial German translation by 15Nova22 included.
Modding Support:
I reworked the way that data gets imported into the game. This also meant that modders can now use the same data entry system as me, including verifications and hints. There's now also a mod manager in the game.
For further info, check the related devlog: https://madodev.itch.io/lewdest-dungeon/devlog/660346/progress-report-tech-updat...
To start making your own mods, look at the modding guide: https://madodev.itch.io/lewdest-dungeon/devlog/660390/modding-guide-for-v282
And to finish it off, here's a showcase of some nice mods (which you can find on the Discord).
Dollification (Meoaim):
The mod does what it says on the tin, it adds a lot of equipment that turns your adventurers into dolls. It also contains no snakes.
Seedbed Pack (AFKgjiAI):
The Seedbed mod started as a cursed class based on a parasite seedbed. By now it has more classes, a bunch of new equipment, enemies, and the modder is also working on an Alraune class.
Rubber Puppy (FarmThis):
Not all mods need to be expansive, this one just adds a rubber suit for the pet class. It isn't shown here, but it is animated.
Patreon Early Access
As always, Patreons get weekly updates, and have received all the content above already. V2.9 is V2.84 with a bunch of bugfixes. If you don't want to wait until the next monthly update, subscribe on Patreon or Subscribestar.
Map Rework:
Instead of missions appearing random on the map, now completing missions uncovers more of the map. The type and difficulty of the dungeon depends (with still some randomness) on the location of the map. Eventually, the bosses will appear on fixed locations in the map, allowing you to fight your way towards them. There are also some permanent dungeon locations on the edges, so you never run out of dungeons.
Horse Cursed Class:
The next cursed class is the ponygirl. Its equipment is probably already known as being the gear that increases carry capacity (make sure you unequip it before changing to this version!). The horse class itself is defined by having specific stances. The horse starts ambling and has a swift move to swap its stance. You can also whip the horse to get more performance out of her. The class itself isn't that strong, but that is more than compensated by the carry capacity bonus that its gear gives.
Ponygirls can also be put to work in the stagecoach to increase the stats of the incoming adventurers:
I also took that time to create jobs for the other cursed classes. Prisoners provide more provision points by laboring in the farmstead, while puppies scout the land for new missions.
Android Support (HIGHLY EXPERIMENTAL):
I recently added Android support, somewhat. The problem with Android is that phones require some UI changes, so I added alternatives for tooltips, removing items, and some other stuff. It's still not perfect, buttons are small and some actions are unintuitive. A lack of signing means that saves between versions might not carry over as well. This is also why it isn't released publicly.
It also doesn't work on phones with low RAM. Looking at Moncurse (a Godot game with an Android port), it seems that your phone needs 6~8 GB of RAM to run Godot. Which is probably why the game keeps failing on my 2GB shitphone but works fine on other people's phones. Still, be aware that it might not work at all.
Your Preset in the Game:
A couple upgrades ago, I added support for preset adventurers in the game, like Aura and Tomo. I also added the megucas, but would like to have more of them. So I added a new Patreon tier which allows people to create their own preset character. These characters have preset traits, quirks, stats... and will occur randomly in the stagecoach or in curios. Here's an example:
You're also allowed to support it because you like the game very much of course.
Find the full details here: https://www.patreon.com/posts/create-your-own-96788415
What's Next:
We're nearing the end of the Roadmap (https://madodev.itch.io/lewdest-dungeon/devlog/580268/another-roadmap). There's only one dungeon left.
Ruins Dungeons:
The ruins dungeons have orcs, goblins, orcs carrying adventurers, and goblins riding adventurers. The usual stuff you'd expect from those green fellows really.
Final Mechanics:
I'd like to have all mechanics finalized by V3.0, it's possible to stay tinkering with mechanics and adding new stuff, but in the end a game needs to get finished eventually. I still want to add barks and an NG+ system, a decent censorship system (I'd like to release on Steam), a way to disable stuff you don't like, and maybe something I'm forgetting right now. After that, it's time for a new roadmap which will focus around bosses, polishing, and adding more content.
Changelog v2.9
Major:
- Swamp dungeons and encounters.
- Slime enemies (of the normal, large, and huge varieties).
- The Petgirl class.
- A mod manager and a way to easily modify mods.
- Support for animated enemies and enemy parts.
- Vine, Flower, and Alraune enemies.
- Provison Rework.
Minor:
- Mac Support, thanks Abitenum!
- Translations are now included by default:
- Korean Translation, thanks SpeciaLee!
- Chinese Simplified Translation, thanks Roland3!
- Chinese Traditional Translation, thanks Fishplate!
- German Translation, thanks 15Nova22!
- Preset adventurers can now appear in curios, or very rarely in the stagecoach, thanks Keyarl!
- The Mental Ward has been streamlined, thanks Keyarl!
- Unidentified items are now shown as unidentified. To make an item infinite you need four identified items.
- Some choices will sometimes override your choice, this in an attempt to make kleptomaniac as bad as in Darkest Dungeon.
- Different classes can have different level thresholds, so no longer just 4-6-10-20. This is mostly useful for mods.
- Added an "interact with curios" goal.
- The loading screen is a tad fancier and actually works now.
- More dolls, all working with that one curio everyone loves, thanks Meoaim!
- 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.
- If curios contain a captured adventurer, you can ask her opinion on the curio.
QoL:
- There's now a way to view all girls in a neat overview. Thanks Haraberu.
- You can now skip days, this will reduce your victory streak, and won't reroll dungeons.
- Quirks can be locked again, giving a bonus to their growth.
- The class panel is now sorted by amount of XP.
- You can now see the dice rolls system that you get when upgrading your recruit quality.
- Readded exclamation hint when you don't have all your moves equipped.
- Changed tooltips in the personality panel to better correspond with the personalities.
- You can now exit to the menu.
- Data is now autosaved when you exit to menu or desktop through settings.
- Recruit are now color coded by rarity.
- The daylog shows when an adventurer has been rescued/kidnapped.
- You can check a delete mode in-dungeon, so you can play the entire game with a mouse.
- Crest colors now correspond with the associated personality.
Balance:
- Protection Unit won't receive a block token every turn any more.
- Protection Unit's Guard now has a two turn cooldown.
- Rogue's Stretch Muscles now gives a stealth token.
- Rogue's Stab now deals double damage when stealthed.
- 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.
- Stats of first tier adventurers are now slightly worse.
Bugs:
- Jobs would appear in the overview before they are unlocked.
- Mimics no longer destroy items.
- Sometimes you would get extra items at the end of dungeons.
- Hidden and cursed items have been refactored to hopefully stop the deluge of bugs related to them.
- Forced tokens didn't get cleared after suggestion removal.
- There were some data errors in curio choices.
- There were some icon errors in the goals.
- Cow mask had the incorrect uncurse goal.
- You could get stuck on curios if you had an absurdly high loot modifier.
- Mage's had +DEX instead of +INT as permanent bonus.
- You can no longer get an advance to crestless from curios (but for real this time).
- Mental Ward operation costs weren't always suggestibility based.
- Healing would do recoil damage.
- Quests had incorrect description in their tooltip.
- Tooltips for class effects would move out of view.
- You could visually duplicate adventurers by replacing them on a full party in the guild.
- Cocooned adventurers could still use their old class's riposte albeit without animation.
- Set bonuses, force tokens, and force dots wouldn't always register correctly after equipping in the guild.
- The cow tail wouldn't show up when wearing a face covering mask, and would show up incorrectly when kneeling.
- The HP increases from class updates weren't shown in the tooltip.
- Latex ring was horribly bugged.
- You could doubleclick through menus to assign girls in the guild
- You could move while paused (e.g. when a curio required your attention) by right click spamming the overview
- Dungeon end increases for quirks didn't work (like with the region based ones)
- Attach and Equip would still be used on guarded girls, leading to unpredictable results.
- Curios will now tell you to select an adventurer when that's what you have to do.
- Curios will now say "No Effect" instead of just being empty if they have no effect.
- Right clicking on an employed girl to open the overview and then rightclicking on the same spot to close the window would unemploy the girl.
- The addition symbol for AoEs was incorrectly aligned for moves targetting the player's side.
- Crit tokens will no longer affect moves that don't do damage and hence don't consume crit tokens (for stuff like dot length increases)
- The non-cursed vine bangle has, again, been removed from the loot table.
- Curios would reroll some outcomes if you exited and reinteracted with them.
- The curse lock didn't show on some items when imported from a previous version
- You could duplicate basic cursed weapons easily.
- Fixed incorrect line in the daylog for the mental ward.
- Adventurers that carry a lockpick will no longer use a hammer as their preferred chest-opening tool.
- Game would try to save in-menu if you tried to exit in-menu, causing profiles to get overwritten.
- Durability damage wouldn't always display in the enemy overview.
- Error in sign of natural decay in personality tooltips
- Crit token would unhighlight when a girl targeted herself.
- Defensive tokens on enemies wouldn't highlight correctly.
- Adventurers weren't sorted by rank when interacting with curios.
- 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!
- First stagecoach level recruitment dice were swapped.
- Texture error in cowprint bikini.
- Game would show quirks that couldn't be added at the end of a dungeon.
Changelog v2.9.1 (Patreon only for now)
Major:
- Experimental Android export.
- Map rework.
- Ponygirl class.
- Ruins dungeons (without their unique enemies though).
- Facial expressions for your adventurers depending on all kinds of stuff (and moddable).
Minor:
- Added jobs for ponygirl, pet, prisoner classes.
- Classes now have repeatable upgrades to spent your points on once elite.
- Preset characters can now have unique personal quirks, thanks Haraberu.
- Alisza preset.
- A guild building for the farmstead (also in v2.9).
- You can now upgrade carry capacity in the farmstead.
- Added more scripts for modding, thanks Jewel and Meoaim.
QoL:
- Add_move console command also instantaneously adds a move in combat.
- Only mark rooms as clear when all actors inside have been cleared.
- Added some more tutorialization with red exclamation marks.
- The Embark button leads you home when the party is empty, thanks Fenec250.
- The name of the mage's skills Mental Barrier and Prescience have been changed.
- Added a console command to fully equip the guild (full_guild).
- The dice roll chances are also shown in the stagecoach panel.
- The party of the last dungeon now gets autosaved, thanks Haraberu!
- The classlevel goals now show how many upgrade points you need to reach, thanks Haraberu!
Balance:
- Alchemist's blanket fire does more minimum damage, less maximum damage, and only hits the first three ranks.
- Prisoner set now adds slave efficiency.
- The dollmaker curio has an even bolder warning. You'll still click it though. Thanks Haraberu.
Bugs:
- Layers in double sprites (such as the petgirl) wouldn't get hidden correctly.
- Alraune hugger could grapple multiple targets.
- Fixed some milk save incompatibilities.
- Maid set goals were inconsistent with other classes.
- Puppysprite heads would disappear occasionally.
- You now consume provisions starting from the end of the inventory, so you first empty out smaller provision stacks.
- Modded animations didn't work.
Files
Ero Dungeons [Old Version]
Darkest Dungeon but Lewd
More posts
- Ero Dungeons has Released!49 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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Oh, thank you. There have been a few girls I've had to release because they had multiple, conflicting, cursed items. Even with the Church being expensive, it still beats having to just lose a girl outright.
Me seeing this update: <mario's mamamia>
Me seeing the update content: very fine job your team did. Anyone playing this, lets have fun giving further version a spin.
好好好,可以 并且还加入了中文
Great, Great, Great,and Chinese is added
Hi. Any links to the Seedbed pack mod? I wanna play around with it.
All mods are found in the Discord, under Mods: https://discord.com/channels/1144933990676041768/1185482345030103110
my world map dose not look like the one in the pick
The map rework has only been added in the Patreon version by now, not in the public version.
it looks cool win will it be coming to the public
Yes, next update.
how long between updates im new to this game so i dont know this
About one update every month.
Patreon updates are weekly.