Progress Report: Seedbed Boss and Dungeon


This week's update is all about the next boss dungeon, The Seedbed. If you want to experience this dungeon without any spoilers, I'd advise to just skip to the changelog at the end.

New Dungeon

After two dungeons, the workflow for creating these custom dungeons has improved significantly, so the dungeons keep getting bigger. One change over the previous ones is that I started working with individual rooms more, instead of cramming more and more stuff into single rooms. That makes it bigger as well of course:

As parasites are the gimmick of this dungeon, they also provide a way to bypass the dungeon straight to the boss. You'll come across these infested gates which require certain parasites to open, rewarding players for interacting with those mechanics. There are also several parasite pits for grabbing specific parasites in case the encounters aren't helping you.

Additionally, lower floors get more and more "fleshy", with some having acid floors. Remember, parasites will only attach if your outfit is broken. So the acid pool combat effects help with that:

Going into firm spoiler territory, the shortest way to the boss is marked as the path that looks the most infested. Just in case you don't like exploring the map.

New Boss

While I know I said that the boss would be like Darkest Dungeon's hag, I changed my mind during development. The boss consists of two parts.

The first is a seedbed that will grapple your adventurers. However, it will only do so if their outfit has been fully destroyed, giving you a reward for clearing the dungeon efficiently (or allowing you to choose who gets grappled). Even if you start with the outfits of your girls intact, that won't last the entire fight due to the acid pools.

The second part is a flowerbed. It swaps between three stances, one granting dodge, one granting block, one granting saves. Each has its own move, and it switches through these stances in order. This opens up some tactical possibilities while one of your girls is getting seedbedded.

Changelog:

Major:

  • New Seedbed boss and dungeon.
  • Added descriptions for all items added during the gear rework.

Minor:

  • Uncursed gear now always stacks, even when not infinite, thanks Haraberu!
  • New custom rule, items become infinite at 2 instead of 4, thanks Haraberu!
  • DoTs now count for the deal damage goal.
  • Presets now have their own icon frames, but Aura and Tomo are no longer considered unique presets.
  • Locked quirks now cost more to remove.
  • As a test, I removed the Premium Locking of quirks to streamline the game.
  • Affliction strength is now always 100 instead of increasing at higher desires.
  • Strengthened the Alraunes a bit, including replacing the double Alluring Alraune fight.
  • Enemies now have custom backup moves, replacing relax. 
  • Prisoner's tattoo now decreases durability damage received.
  • When sorting weapons by "Type" they will now be sorted by their class.
  • Flagellate for Paladin no longer has a CON save.
  • There is no longer a reduction on slots when jobs become instant, so you can still use those slots to complete goals.
  • Added new affliction expressions (with heart irises) while removing the faltering expression.

Bugfixes:

  • Clicking an adventurer would reset the adventurer list.
  • Alraune Incubate tokens weren't cleared at the end of a dungeon when reaching 3.
  • Longer goals (mostly when translated) could break the UI.
  • Some additional fixes for cursed transformation items, including them not preventing grapples.
  • Harder grapples custom rule prevented grapples alltogether.
  • Fixed some mistakes in the encyclopedia.
  • Fixed riposte of horse bindings and bunny table.
  • Vine shield healed enemies instead of allies.
  • Coat of invisibility didn't hide pregbelly.
  • Safety Amulet wasn't marked as a collar.
  • Dots now count for deal_damage goal.
  • Readded inventory scrollbar for mobile.
  • Fixed crestblock naming for translations.
  • 10 free starting items could have non-loot items.
  • Love conversion could convert more than 100% of damage to love.
  • Milking field didn't work for the player.
  • Milking field didn't work for some enemies.
  • Permanent gear no longer drops as cursed.
  • Big Alraune became small during grapples.
  • You would get faltered twice on reaching faltering.
  • Black Straitjacket conflicted visually with the Yoke.
  • Curse quests could add uncursed gear.
  • Some more visual gear texture issues are fixed.
  • New recruits at cursed stagecoach could have cursed equipment that should have been uncursed due to their starting exp.
  • Fixed some issues with the Surgery not working correctly.

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

PATREON | SUBSCRIBESTAR

Comments

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Will Premium Locking be re-implemented as something you can enable with Destiny Points?

I want to know what the rewards for the tutorial are, because there was a task that I couldn't complete when it was equipped by an enemy. When I turned it on, I lit up the effect that the enemy couldn't equip, but it couldn't be turned off. To get the reward, I had to turn it on to the next level. I want to ask if it's worth it. There is already a bug where I did not click on the cursed station, but it will still refresh the cursed profession. This bug is when I create a new file that lights up the cursed station even though I already have a file, so that the existing files will also refresh the cursed profession together (machine translation)

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The consistency and scale of all these updates is really admiring to see! I've been having trouble finding parasites to infect my guys for quests so exciting that there's going to be a whole dungeon full of em!

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Can you add a sex animation fore the goblins when they use there molest attack