Public Release: Beta 1.3: Mechanic, Dreamer, and Humans


Human Enemies

Since the beginning, Ero Dungeons has had some human enemies. These showcase some of the cursed classes you will eventually encounter, and some equipment setups for them. Now I've added a bunch more. Not only is there now the bunny class, but also elite variants of the originals, and some new ones. Humans are now also their own encounter type, and have elite+ encounters. Below is a list of all human enemies.

For more detailed information, see https://madodev.itch.io/lewdest-dungeon/devlog/748035/progress-report-humans

The Mechanic

The mechanic dungeon consists of multiple floors which must be completed by interacting with one of four curios. You have the choice between a PERMANENT artificial enhancement, or have a fight where one of your adventurers start grappled. It mostly serves as a way to let players enjoy all the new machine content - and primarily the grapples - in a conveniently placed location.

For more detailed information, see https://madodev.itch.io/lewdest-dungeon/devlog/743304/public-release-beta-12-mac...

The Dreaming Adventurer

The dreamer boss dungeon is the second to last dungeon in the game order. It is rather long, but the one way gates aren't reset when leaving, so you can complete it in multiple trips. If you played Darkest Dungeon 2, the boss is pretty much the Dreaming General (but hot). There's also some chasm fights, where you and the enemy are only able to field 2 or 3 adventurers at the same time.

For more detailed information, see https://madodev.itch.io/lewdest-dungeon/devlog/755347/progress-report-the-dreami... and https://madodev.itch.io/lewdest-dungeon/devlog/751687/progress-report-dreamer-bo...

Supporter Only: Bimbo Dungeon (Errant Signal)

Dungeon Layout: Below you can see the new boss dungeon. I've updated the tooling for creating custom dungeons, so it's relatively large since it's now easier to create large dungeons. Though, don't let the size fool you, it isn't as long as the Dreamer dungeon by far, it just has many optional paths (such as the entire ruins section).


Teleportation: Within the dungeon, there are some enemies that have a chance to teleport you party to a different spot on the map (from the top floor to the bottom floor). They first need to charge up, but they are high priority targets nonetheless.

Bimbo Beams! Throughout the map, there are mysterious pink beams. They give your adventurers tokens that make them susceptible to bimbo beams. These allow enemies to target them and give them bimbo quirks slowly rendering your adventurer useless. Fortunately, there are certain visors throughout the map that prevent the effects of these beams. They have other drawbacks though, if your adventurers even want to gather them.

Next:

Steam stuff: Two weeks ago, I submitted Ero Dungeons for a Steam store review. On the one hand, it's only a store review, so didn't require a game build or trailer. On the other hand it requires a bunch of capsules in different sizes, and a very large amount of other technical stuff (like minimum requirements). Last week I received a message that the store review failed, firstly due to the capsule (same one as here on Itch) being too lewd, but more importantly, they want to have a game build first for adult games to check whether the content is allowed. So last week I had to create a trailer (needed for submitting a game build) and get the game working on Steam. So I'm still waiting for that. I was hoping to start pushing you to wishlist the game this release, but alas, it will be for the next one.

Remaining dungeons: 

With two more boss dungeons crossed off, it's time to tackle the last two. I first need to tie up some loose ends with the Errant Signal though where I haven't added new Ratkin enemies yet (since they weren't needed for the dungeon). Furthermore, I'm also changing the Cockatrice dungeon, it doesn't feel like a good game ending dungeon. I'd prefer it to be a semi-victory-lap with a more thematic boss for the corruption you're fighting.


Changelog 1.3

Major:

  • The Mechanic boss dungeon, see above.
  • The Dreamer boss dungeon, see above.
  • 12 new human enemies and new human encounters, see above.

QoL:

  • Mods work on Android now, thanks Haraberu!
  • Major guild optimization, thanks Haraberu!
  • Added virtual sets, to simplify looking for equipment in the guild, thanks Demopans!
  • You can now extract your savefiles though the bug reporter, allowing you to transfer saves from Web to Desktop, thanks Haraberu!
  • Android now has larger scrollbars, thanks Haraberu!
  • One way gates now remember their status if you return with a new party.
  • Rescued adventurers now get shown during the gold tallying in the conclusion screen.

Minor:

  • New menu image.
  • New perseverence, ignore dots, and endurance tokens.
  • Curio textures (Textures/Tiles/Curios/*.png) are now moddable, thanks Haraberu!
  • New presets: Limo, Luvie, MoQian, LVH8, Julia, and Terra.
  • A large amount of minor changes related to presets and their quirks.
  • New hairstyle, thanks Pointyyou!
  • Setting whether a provision is found in the shop can now be set by modders.
  • Updated Russian translation, thanks Hitmir!

Balance:

  • Greatbow now disabled the Suppressing Fire move.
  • Summoned enemies now also get their combat start effects.

Bugfixes:

  • You can find all bugfixes in the previous devlogs. No need to fill two pages with all of them.

Changelog 1.3.1

Major:

  • The Errant Signal boss dungeon, see above.

Minor:

  • The world layout has been changed, giving you two shortcuts (through bosses).
  • Combat will now continue if all adventurers are grappled (or don't have moves) but you will be offered to surrender every three turns without any of your input, thanks Densor!
  • Crests are now ordered according to their personality instead of random in the Adventurer Personality panel.
  • Provision moves can now be altered or replaced by modders.
  • The item catalog now counts obtained items instead of obtained items + 1.

Bugfixes (also included in 1.3):

  • The game could crash when creating a delivery quest with no available adventurers, thanks Densor!
  •  A normal mission could spawn on a boss tile if the all_bosses command was active, thanks Densor!
  • Permanently fixed discrepancies between the actual difficulty/type and shown difficulty/type on the overworld map.
  • Split SAVE_ID and STAT_ID in the verificator, fixed an orc grapple which used DEX instead of REF as a save.
  • Poison Waitress was labelled as a healing move.
  • Fixed several move requirement scripts not checking for similar tokens.
  • Typo fixes. 
  • You could use item sorting to check whether an item was cursed in very specific cases.
  • Layering issue with the Iron Maiden.
  • Enemy denial tokens could cause crashes.
  • Grapple indication line didn't disappear upon ungrappling.
  • Icons are no longer cached for dungeon related lists, fixing some bugs.
  • Icons no longer get flipped incorrectly due to caching issues.
  • Mantras affected speed incorrectly.

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

PATREON | SUBSCRIBESTAR

Files

Ero Dungeons Android Beta 1.3 220 MB
92 days ago
Ero Dungeons Mac Beta 1.3 208 MB
92 days ago
Ero Dungeons Windows Beta 1.3 182 MB
92 days ago
Ero Dungeons Linux Beta 1.3 182 MB
92 days ago

Get Ero Dungeons [Old Version]

Comments

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对不起,我在 Steam 上找不到您的游戏。我应该如何找到我

(+1)

It's not on Steam yet. I mention it in the devlog, it's still under review. Unfortunately, the review takes a long time for adult games.

Okay, I still want to wish you success on Steam in advance

(+3)

The second it's on Steam, I'm buying it. 

(+3)

I wish you good luck for the steam store.

(+1)

Thanks!