Public Release: Beta 1.10 - Full Equipment Overhaul and Bunnies
Equipment Overhaul
Visual Update:
All boobs have been redrawn, as did the pregnant belly. This may seem like a simple change, this also means all outfits had to be redrawn (well the chest part at least). Additionally, I made sure that a pregnant variant was also added for all outfits. This makes it so that incubate tokens no longer require the outfit to be removed first.
For more info, see: https://madodev.itch.io/lewdest-dungeon/devlog/709420/public-release-beta-103-ne...
Rebalance:
Gear was fundamentally unbalanced, either due to higher rarities just being better, cursed gear being plainly detrimental, or just general mismeasurement of effects. All gear has now been rebalanced. Additionally, I added around 150 new pieces of gear, spread between outfits, underwear, weaponry and accessories.
For more info, see: https://madodev.itch.io/lewdest-dungeon/devlog/716374/progress-report-gear-iv-ba...
Secondary Classes:
All cursed classes gained a bunch of extra equipment. This allowed me to add a sort of secondary class. These are alternative cursed items - unique for the class - that change the moves and the general way the class is played.
For more info, see: https://madodev.itch.io/lewdest-dungeon/devlog/709420/public-release-beta-103-ne...
Bunny Class:
With the bunny suit in game, it was only a matter of time before the bunny class was added. Her idea is high damage moves with recoil, and some strong heals that grant drunk tokens. I also added some alternative outfits, like the reverse bunny suit.
For more info, see: https://madodev.itch.io/lewdest-dungeon/devlog/704847/progress-report-bunny-clas...
Parasite Rework:
Parasites were rather boring up to now, they just gave some minor bonuses and drawbacks as they grew and could be extracted for mana. They didn't even show up on the adventurer. So let's change that. Now all parasites are visualized, animated, and their effects are also a lot more interesting. Additionally I've added two more parasites, a corset and a heel one. I've also added parasite equipment - which is slightly weaker than actual parasites - for those who like the visuals.
For more info, see: https://madodev.itch.io/lewdest-dungeon/devlog/720260/progress-report-parasites-...
UI Overhaul
Up till now, the game mostly used the default Godot UI. To test the waters, I had already made some changes to the UI in the overview, combat, and dungeon. Now every single panel in the game followed the new style - with some UX improvements along the way.
For more info, see https://madodev.itch.io/lewdest-dungeon/devlog/713141/progress-report-ui-overhau...
Even More Gear (Supporter Only for now)
Transformations:
Oh no, Aura accidentally wore the cursed ring of ratkin transformation. She's now turned into a Ratkin Peasant and will have to stay like that until she completes the uncurse goal. She better gets used to licking and biting enemies.
Playing as the Ratkin has been a popular request since the start of the game. That still isn't possible, but now there are cursed rings (pretending to be outfits) that turn adventurers into enemy types (including their effects and moves). This is pretty neat, and seemed like a good way to finish the gear reworks.
This also isn't limited to Ratkin of course.
Some Extra Gear:
There were some additional items that I still wanted to add, the specifics are mentioned in the changelog.
Next Steps:
With the transformation rings and the last pieces of gear, it's time to leave the equipment overhaul behind us. Some boss reworks will add new items, but the major part of it is now done. There are six bosses remaining, with some additional reworks behind each of them. I made a Patreon poll to see what one to work on first. Consider this a roadmap of sorts:
So now I'll start working on the seedbed boss. The parasite rework has been done already, so what remains are the alraune overhaul (with a new grapple) and the boss dungeon. After that, I'm moving on to the machines.
Changelog: Beta 1.10
This roughly corresponds with Beta 1.08, but with some additional bug fixes. I originally planned to use 1.07 instead, but 1.08 was surprisingly stable!
Major:
- About 150 new pieces of equipment, see above.
- A full rebalance of all pieces of equipment, see above.
- A full overhaul of parasites, see above.
- A new cursed class, the bunny, see above.
- Visual rework, see above.
- UI rework, see above.
QoL:
- You can now access the roster in the overworld, with hints for dungeon related goals, thanks IneptArtificer!
- Improved class and building tooltips.
- The way resources are handled in the code has changed, reducing loading times by up to 50%.
- Some performance increases during dungeon runs, thanks Haraberu!
- Early fireslimes are now replaced with new plastic slimes, based on Meoaim's plastocytes.
- Fireslimes no longer receive block each turn.
- The encyclopedia has been updated for the guild buildings and modding, thanks Pearldiver!
- Clicking empty jobs now allows you to auto-assign adventurers, thanks Inept Artificer!
- Reinforcements, rescue target, and captured enemies are now shown in dungeon, thanks Haraberu!
- Allow searching in the guild equipment, thanks Haraberu.
Minor:
- Party will now wipe if all remaining adventurers are either grappled or are fully disabled.
- Horses now have some extra moves to account for their stances.
- Added missing development goals related to ruins discovery, greenskin killing, suggestibility gaining, and parasite carrying.
- Lowered training cost scaling.
- REC is now capped at -75% (though you can't get there currently), healREC is capped at -100% (so you can't kill yourself by healing).
- Quirks have been rebalanced so that their damage is more in line with the accessories.
- New music for the conclusion screens.
- Permanently cursed gear can now become infinite, thanks LWDWTBK!
- You no longer only get gold when no more items of a requested rarity exist, thanks Haraberu!
- Class repeatable now have bonuses apart from HP (preserving tokens), thanks Haraberu!
- There's now the start of a Japanese translation (edited MTL), thanks sghub!
- An extra hairstyle.
- Basestats are now clamped between 4 and 20, player saves between 0 and 95.
- Pet and Cow uncurse goals now use their jobs instead of desires.
- Ponygirls now also give a minimum amount of points to new adventurers (1/5th of max).
Bugfixes:
- You can find all bugfixes in the previous devlogs. No need to fill two pages with all of them.
Changelog: Beta 1.11 (Supporter Only for now)
Major:
- Signet Rings, cursed items that transform the wearer into an enemy class:
- Ratkin Peasant/Warrior/Warmage/Paladin
- Bat
- Warspider
- Goblin Mage
- Fire Slime (now you too can be extremely annoying)
- New Gear:
- Gothic Set: Corset + Choker + Dress with bonusses depending on how emo the adventurer looks.
- Constricting Choker: Collar that acts up around plant enemies
- Parasite Choker: Collar that gives bonuses for having a parasite
- Cat Mask and Fox Mask: Some effects, they mostly look really cute
- Gambler's Hood: Who needs health when you can dodge
- Vampire Teeth: Consume stats from an ally to strengthen yourself
- Tomboy's Trousers: For those tomboyish mages who want to fight in melee
- Overcharge Visor: Sacrifice some stats for a powerful attack
- Glasses: Bonus magical damage, just don't break them
- Supplicant's Collar and Secretary's Collar: Slowly gives away stats to the adventurer next to the wearer
- Bad Luck Charm: Amazing damage bonus, no bad effects, I swear, really...
Minor:
- Boobsizes no longer affect DMG and REC
- More scripts for modders
- Translations can now be extracted through the Mod Importer
- The Class Overview now has info on the job efficiencies of the adventurer and timed effects
- Improved Chinese translations, thanks Roland3 and fishplate!
- New Thai translation, thanks gainvictory!
Bugfixes:
- Oral parasite didn't force feed on magic attacks, it also wasn't 100% at maturity
- Animations in second part of double_puppets didn't work
- Refactored all the temporalscripts in CombatItem.gd and Combat.gd
- Multiple expressions were broken
- Fixes in several encyclopedia entries
If you want early access to these changes (and a debug console), support me here:
Files
Ero Dungeons [Old Version]
Darkest Dungeon but Lewd
More posts
- Ero Dungeons has Released!51 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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Cool Update, like the game as a whole, thank you for it, but there is one problem, albeit a minor one - my phone is not the most powerful, so when I have losing girls, they affect performance. Could you optimize the game and fix it? It would just be cool if these girls could be saved in the same location in the same battle and upon return either give them back to the stagecoach or send them to "work off" them to remove those shackles and costumes from them, but they remained in the inventory as decorative clothing
I can hardly wait for the machine stuff. Mechanical upgrades seem fun as well.
The "black flames" menu while in combat is part of Godot default UI? Man, Godot rocks.
Also i miss the black flames.
That part isn't was the only part that wasn't. It's a very simple shader though.
No matter how simple it was i still loved it, was one of the things that drag me to the game.
Wooo, i'll def be looking forward to the transformation rings. also what is the deal with that dullahan necklace thingy? i haven't been keeping up with updates in a bit but idk what the dullahan necklace thing does. Also sheepkin sound really cute. depending how they look, I might really love them. cuz they could be very cute and a creature i'd feel bad for killing cuz of that, but still kill anyways, cuz I gotta.
The dullahan necklace is just an accessory. It just looks neat with its black flames, gives a miss chance (due to lacking a head) and adds fire damage to attacks.
cool. well looking forward to what comes next. and looking forward to seeing what the sheepkin look like. also if this game ever came to steam i'd be very happy since then it'd be easier for me to update the game to current version, and to find it in my steam library. plus depending on how well things go you could even put in some point shops items. but I know steam can be very fickle and somewhat infuriating at times so I would understand if you wouldn't want to.