Progress Report: Alraune + Dungeon Difficulty


More Plants

Up to now there were four plants, two alraunes, a flower, and the vines. Ad part of the content expansion, this now gets updated. First, there are three extra flowers (acid, love, and fire) each with unique effects:

Second there are five new Alraune variants (warrior, devout, alchemical, maternal and horticultural). Especially the last two are unique. The former has an incubate ability that stays active between dungeons (and gives an item after a couple of them), while the latter continuously spawns vines as reinforcements.

Finally, there are two new big Alraunes (warrior and alluring). The latter functions a bit like the Flesh in Darkest Dungeon 2. It gives of an alluring scent that triggers your adventurers to come closer (if they fail a WIL check). If they are in first rank, they can't help but skip their turn and smell the flowers.

Elite+ Difficulty

There are two common complaints about the difficulty of the game, it is too hard for newbies and too easy for experts. There's a reason for this. Dungeons have four difficulties (Novice - Adept - Veteran - Elite), and there are three encounter difficulties (Easy - Medium - Hard). 

From the easy side, even on Novice you could get some Medium encounters. While those are uncommon and mostly can be avoided, new players don't know which ones they are. So that can be solved easily, Novice dungeons now only exist of Easy encounters. Note that Easy encounters are very easy, most often they don't even have 4 enemies, but it should help new players get used to the game. 

From the hard side, I added a new encounter difficulty: "Elite". These are very difficult encounters, most often containing resources or special field effects. They will now spruce up the Elite dungeons. This allows to spread the difficulty a bit, Novice dungeons are a lot easier, Adept slightly easier, Veteran more difficult, and Elite will now contain some of these Elite encounters.

Then finally, there is the Elite+ difficulty. These consist only of Elite encounters and have a larger dungeon size. Gear rewards have also been shifted, so Elite only gives Very Rare items while Elite+ gives the Legendary ones. You can finish the game without ever fighting an Elite+ dungeon(if you're patient) and they serve as a challenge for those with "meta" teams. This should solve the requests for more difficulty.

Most enemy types don't have elite encounters yet, so for the non-slime non-plant encounters the game falls back to Hard encounters. This means that the Elite+ difficulty won't be as hard yet.

Next

The Alraune update, and mostly the bugfixing after the public release took quite some time (and I didn't even get all of them), so the seedbed boss dungeon is coming next week. Here's the dungeon layout already though:


Changelog

If you're updating, please be careful for wearers of the Equine Brand and Staff of Unconditional Support, you may want to unequip them!

Major:

  • 10 new Alraune/Plant enemies, and around 50 new Alraune/Plant encounters.
  • Elite+ encounters, see above.

Minor:

  • New equipment: Safety Amulet (Increases kidnap chance but teleports the adventurer to the guild when kidnapped)
  • New quirks: Ascetic and Vain (depend on (Very) Common equipped gear)
  • New custom rules: No Retreat and Dangerous Grapples
  • Iron Chests now have a small chance to be openable by default and give extra loot in that case
  • Improved enemy info to also include love and durability damage.
  • There's now an inventory summary so you can see the loot value, thanks Haraberu!
  • You can now see the progress of goals like complete dungeon with loot or without damage, thanks Haraberu!
  • Dungeon and encounter effects are now shown during combat.
  • Updated German, Russian, and Chinese translations.
  • Equine brand is permanent but no longer forces horse.
  • Unconditional support forces mage.

Bugfixes:

  • Cursed rings deleted equipment on equip.
  • Cursed ring weapons weren't deleted when the ring was removed.
  • Cursed ring weapons and classes showed in the catalog.
  • Improved the performance of the Vine transformations.
  • Save compatibility fix for cases where the pregnancy belly or breasts got stored incorrectly.
  • Some tokens didn't show up in the glossary.
  • Dayscript for mana and favor gave gold instead.
  • Encyclopedia fixes.
  • Glasses - Broken Glasses evolution didn't work.
  • Apologize token could cause animations of the user to cease.
  • Coat of Invisibility didn't hide the full sprite.
  • All or Nothing and Winner Suit were exhibitionist friendly while rubberpuppy suit wasn't.
  • Crown of Relaxation set max_stat DEX to 18 instead of 10.
  • Visual errors with size0 boobs of many items.
  • Straitjacket visual issue with yokes or armbinders.
  • Goals of non-hidden cursed items are shown (e.g. prisoner tattoo) before equip.
  • Cursed classes in stagecoach persisted across saves.
  • Animal kill goal didn't show up in the Provision Roster.
  • Skimpy bikini had +1 always.
  • Breeder Slimes looked weird.
  • Stray pixels with Cowprint Boots.
  • Micro bikini was broken on size2 boobs.
  • Changed some traitnames to fit their box.
  • Cuffs of Temperance showed over the weapon.
  • Enemygroups with 8 enemies would show over chests.
  • Tooltip improvement in Church realignment.
  • Fixed text after losing gold through curio.
  • Speedup for tavern bunny set.
  • Party was still a Resource instead of RefCounted.
  • Heel Training debuffed magDMG instead of SPD.
  • Transform undoing will set the class to the last newly added class.
  • Gothic Choker and Gothic Corset weren't always functioning correctly.
  • Souris B1-BIS had the wrong icon.
  • Ratkin Stronghold was automatically cleared.
  • The Provision Roster allowed selecting locked jobs.
  • There was no tooltip for boss dungeons.
  • Stagecoach buttons only got colored upon mouse over.

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

PATREON | SUBSCRIBESTAR

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Comments

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In the Android version of Dungeon, the backpack cannot slide like in the previous version, so when useful loot in the backpack exceeds the screen and you open the treasure chest and get useless things, such as 25 coins, exceeding the limit, you have to first discard the loot on the screen, and then discard 25 coins. This is very bad. I don't even know what the enter key symbol in the bottom left corner is for now, because clicking is invalid. I hope to improve the backpack or treasure chest's items, which can be selected like loot after a battle victory (machine translation)

There is also the issue of capturing slaves and deleting equipment that Android cannot do. Android does not have a shift button, and initially my warehouse was filled with cursed equipment and could not slide down, resulting in newly obtained loot being unable to be equipped. This was about 20 days of game time, and it wasn't until 45 days that I realized there was a button in the upper right corner that could be classified according to equipment plugins and could slide. And the team that had not worn all four clothes before relied on the Holy Intervention of the Paladin to repeatedly restart the rounds and win the Elite Dungeon, so I was completely dumbfounded because I had no need to spend that time. The attributes of the captured slaves are excellent, but when they leave the dungeon, they must be reduced to 5000 yuan. It's really speechless, so I don't even look at the attributes of the slaves anymore (machine translation)

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What's even more frustrating is that the upper limit of love has not taken effect. Whether it rises or falls, it is 100, but the intensity of desire has taken effect, which is not good (machine translation)

Understood, I'll make sure the removed scrollbars are added back in for mobile controls.

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Thank you, and I have also found that the mission of Bridgehead can be completed by triggering events and not through battles. There is also a piece of clothing that has a probability of adding a dodge per turn, and the picture is missing. If equipped on a team member, only two eyes will be seen floating in the air. And a ring that increases purity by 1 per battle, the effect of increasing purity by 1 is ineffective, but instilling a huge idea causes the class upgrade to stop, and this effect is effective. The strength of many yellow equipment does not match its ranking. Some conditions are harsh, while others are not very useful. For me, the yellow weapon of the musket is not as good as the blue pink gun and the gray submachine gun, because these two weapons solve the problem of the musket not being able to continuously attack, greatly enhancing its ability to snipe high-risk units and clean up miscellaneous soldiers. On the other hand, the yellow equipment of the musket only increases output, and this output is far from enough. There are also two options, such as a glove with a 50% chance of receiving critical hits below 5 loves. If there is no 50% chance, I will declare it a god, but it is not, so the conditions are both harsh and useless. The purpose of installing it on a team member is to occupy an equipment slot. The main reason why these equipment are useless is that their thinking is different from that of the equipment team members. What equipment does a musket need? Equipment that needs to increase spell damage, survival, output stability, and speed is ready to be equipped. The Mage Robe+Martyr's Seal+Pink Spear+Anal Stuff (damage overflow can be removed)+Blue Shoes+Mage Hat or Tongue Spikes or Mana Amulet are a set of fire guns that conform to Silo. They are very strong and the main output of the team, and their formation does not require any yellow equipment. This type of equipment also does not have upper level equipment, so these yellow equipment are useless  (machine translation)

Вот тибе предложение по игре а что если добавить новое здание "тюрьма" можно было бы ловить ВСЕХ монстров по механике как у железного коня но с меньшим шансом а потом заниматься там с ними сексом

Loving the new plants and big plants! Especially since I assume the added diversity of the more humanoid-adjacent encounters AND acid plants helping with clothing destructions means more chances/risks to get some pet items.

And now, for a couple of inconsequential nitpicks."There are two common complaints about the difficulty of the game, it is too easy for newbies and too hard for experts." I think, from context, you meant the opposite.

Also unequipping the staff of unconditional support isn't really an option, unless it's a pre-uncursed  dungeon reward version.

Thank you as ever for the work on the game!

Fixed that typo.

For the unconditional support, you could still swap classes which would automatically take it off.

Ooooo, smart!