Progress Report: Orcs and Morale Rework


Morale Rework

After the dungeon rework, morale was in a strange spot. Reducing morale per room made sense in a linear dungeon, but less so in a 2D one. It was also too easy to increase morale to high levels through maids. So after a while you would always get the dodge tokens at the start and the damage bonus.

The solution was to make morale a form of resource. You can now spend morale for specific dungeon and combat actions. The main one is outside of combat healing (the automatic healing between rooms has been removed), but you can also grant tokens in combat or reroll curios.


Orcs

Another ruins enemy. Orcs can grapple your adventurers, but they can also come pre-grappling:


Next:

Now that the Orcs are in, it's time to allow people to disable the Orcs. I'll start working on a censorship system for those who don't like dicks in their games, with the eventual goal to create a SFW version of Ero Dungeons.

I've also done some optimizations to speed up loading (and transitions from combat - dungeon - guild) by a factor of 10 (given a sufficiently large guild). However, since those likely contain bugs, and I'm not around this weekend, I had to delay those to the next version.

Changelog:

Major:

  • Morale Rework, you now spend morale for instant actions.
  • Orc enemies of the normal, warrior, carrier, and magecarrier variant.

Minor:

  • Morale Drain effects have been changed to Morale Cost Modifier effects.
  • Room Healing effects have been changed to Morale Healing Cost Modifier effects.
  • The above effects can reduce morale costs by at most 80%.
  • Clarified which tiles get cleared when completing a dungeon.
  • Items can now have a different z_layer than their animation layer by suffixing them with #LAYER
  • Erma preset.
  • Only one player can now be grappled at a time.
  • Some guild upgrades, such as the roster size one, are infinitely repeatable now.

Bugfixes:

  • The game could crash when pressing the next_day button in the guild.
  • You can no longer get two incompatible quirks at the end of a dungeon run.
  • Milk couldn't be sold back.
  • Clickable area of icons in guild buildings was too large.
  • Incorrect dungeon clearing after finishing a rescue dungeon.
  • Save compatibility if you started in an old style dungeon.
  • Kleptomaniac could trigger on any curio if you previously exited out of a kleptomaniacable curio.
  • Girls on iron horses would take their iron horse with them when rescued sometimes.
  • Tower shield was layered wrong.
  • PARASITE_ID missed a verification in the importer.
  • Fertile and Infertile quirks didn't affect parasite growth outside of the nursery.

If you want early access to these changes (and a debug console), support me here:

PATREON | SUBSCRIBESTAR

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