Progress Report: Bestiary and Goblins
Goblins
After the public release, a lot of time has been spent on bugfixes. However, there also are some new enemies for the ruins, namely Goblins:
Encounters can now also have reinforcements. Reinforcements will enter at the backrank whenever an enemy falls.
Bestiary/Catalog
The game now tracks all enemies you defeated:
And the same also exists to keep track of all items you collected:
And there's also something similar for all classes, and all curio outcomes. All of these are dynamic and work with mods as well. They are the basis for a new NG+ system that will be added soonish.
Next
I'm out of the country next week, so expect next progress report to be both much shorter and also delayed to Monday. It will maybe contain orcs (the other ruins enemies), and some more mechanics.
Changelog
Major:
- Goblin enemies.
- An overview of all enemies, items, classes, and curios.
Minor:
- Music for the ruins dungeons.
- Added Farmthis' Rubberpuppy mod to the basegame.
- You can now open the console on the Android version, thanks Haraberu!
- New Patreon preset, Forevix.
- Added corruption triggers when girls are captured in the ruins.
- Removed the 5d5-2 stagecoach tier, as it was situationally worse than the previous one.
- Encounters can now trigger reinforcements, thanks Haraberu!
- Encounters can now have special encounter effects.
- Added more scripts for modding, thanks Jewel and AFKgjiAE!
- CON was applied before any addition to HP, all other multiplicative effects after. It now applies after for consistency.
Bugfixes:
- Horse's backstomp move didn't work.
- Food would still restore morale during combat.
- Densely nested IF statements in mods didn't work.
- You couldn't delete invalid infinite items.
- Non-presets could roll fixed quirks.
- Pompoms could crash the game.
- Modded animations didn't work. Sometimes.
- Goals disappeared at level 4.
- Rescue dungeons were broken after the map rework.
- Mouse pathfinding would break on the forest rescue location.
- Unidentified cursed items would show the incorrect durability.
- Dungeon room prerequisites were completely ignored.
- Forced tokens didn't work on enemies.
- You couldn't put back any taken provisions.
- Some tileset missed a tile in case of a cross tile composition.
- Clicking on a curio, and then switching to WASD would create a permanent interaction on the clicked spot.
- You couldn't mod Buildingeffects.
- You couldn't mod guild textures.
- You could keep rerolling goals even after you ran out of mana.
- Cursed class repeatables had the incorrect prerequisites.
- There were issues with gear with expression layer being shown incorrectly after the expression rework.
- There was a possible crash for cocoon puppets.
- Job data wouldn't update if you changed the equipment of girls with the building open.
- Added a save compatibility fix for classes getting reset to an older version of that class, losing progress.
- Cursed items would show the set, and hide the layers, of their cursed variant even when not yet cursed.
- Mantras didn't show in personality tooltips.
- Gold replacing gear - due to all gear being infinite - would always have stack size 0.
- You could get stuck in the provision screen if you had a huge amount of inventory slots.
If you want early access to these changes (and maybe a debug console for cheating), support me here:
Ero Dungeons [Old Version]
Darkest Dungeon but Lewd
More posts
- Ero Dungeons has Released!11 days ago
- Progress Report: Breaking Mods and Updating Scripts89 days ago
- Technical Devlog: Evolution of Scripting94 days ago
- Progress Report: Gargoyles, Lamias, and a Vine96 days ago
- 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
Log in with itch.io to leave a comment.
So excited for goblins and orcs!!!