Progress Report: Dreamer Boss Dungeon
New Boss Dungeon
The dreamer boss dungeon is the second to last dungeon in the game order (not the second to last one to be created though). As such, I decided to make it an extremely large dungeon which contains a bit of everything. I'm wary of making the last dungeon too long, since it can be annoying to get stuck just before the end. So this dungeon functions as a sort of summary of your playthrough. Anyway, the layout is below:
I didn't manage to get the boss in there yet since I've been overwhelmed by the amount of stuff needed to set up my Steam page (and a rather significant amount of bug reports), but there's two new mechanics.
External storage: The boss dungeons can now store data between dungeon runs, this is primarily used for the one-way gates (such as in the Seedbed) that are located around the level. This means that you can finish the dungeon in multiple runs if the massive length is a problem.
Combat Width: There are some combats next to a deep chasm, here you can only use 3 or even 2 of your adventurers at a time (and so does the enemy). The remaining adventurer is held in reserve as reinforcements.
Changelog
Major:
- Dreamer boss dungeon, see above.
- No boss of it yet though.
Minor:
- New hairstyle, thanks Pointyyou!
- Larger scroll bars in Android, thanks Haraberu!
- Setting whether a provision is found in the shop is now available for modders.
- Presets MoQian and Julia.
- Updated Russian translation, thanks Hitmir!
- One way gates in the Seedbed dungeon now remember their status if you return with a new party.
Bugfixes:
- Whenscripts were somewhat broken.
- Iconcaches were also somewhat broken.
- Grapple token tooltips and the HP tooltips were also somwhat broken since the beginning.
- Token scaling didn't take similar tokens into account.
- Cleaned up the Orc's penis.
- Cloak of invisibility didn't prevent blinking.
- Fixed some UI issues when opening the adventurer overview from the glossary.
- Typo fixes.
- Added a safety measure adventurers being overwritten (removing them permanently).
- Hidden items still showed up in the catalog, even though they weren't counted.
- Starting quirks of adventurers could contradict themselves.
- Using no nudity mode would break some stuff.
- Cowsuit still had the cow piercings description.
- Turn order still contained dead enemy turns if enemy had multiple turns.
- Mental ward mantra defaulted to removal but with the addition UI.
- You could enlist locked adventurers through the provision roster.
- Dodge is now capped at 90%.
- When delivering an adventurer for a quest, her equipment will now be returned to your inventory.
- Milk tooltips were broken.
- Bats had two left feet (literally).
- Golden Bracers only work with gold, not gems, fixing some bugs.
- Fixed some boob spillage in orc magecarrier and technician.
- Futas weren't correctly listed in capturable enemies.
- Mechanics morale boost didn't work and her desperation shield didn't expire after 10 turns.
- Cloak of invisibility didn't hide the pets neck and butt.
- Fixed the kneeling headbutt animation.
- Fixed some missing tiles in the Mechanic dungeon.
- Capturing a futa while grappling wouldn't ungrapple the grapplee.
- Fixed a potential crash with favorited adventurers in the overview.
- Fixed missing futa portraits.
- Ensure that the faltering text gets correctly hidden.
Ero Dungeons [Old Version]
Darkest Dungeon but Lewd
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Comments
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Wait, you're adding futanari? I remember you saying that you weren't going to add them so what changed your mind on adding them