Dungeon: Keep Her - Public Release - Alpha 0.15.2
[0.15.2 Fixes & QoL]
- An Autosave feature has been added! Your progress will be saved to the same file after each ingame day.
- Fixed the amount of gold gained from selling slaves.
- (Possibly) fixed an issue that caused POV mode unable to be exited from.
- The "Scary" trait's mind loss effect when coming into contact with other characters has been reduced by a lot (this is what caused servants to cry indefinitely).
- Player characters and prisoners should now relocate correctly along with the Throne room.
- Player characters should now properly recover and fight again after being defeated in battle.
- Item crafting and scrapping interfaces have been improved.
- Item crafting no longer able to be performed without a built "Workshop".
- Fixed an issue that caused "Alchemy" recipes to not work after loading saved games.
- The "Craft" button has been removed from potion items (those can only be created in the "Alchemy" menu).
- Reworked "Research" screen.
- Fixed an issue where the detail tooltip for the secondary event character would show the Player character's info instead of the event one.
- Reworked the notification dialog system to function around the same queueing as events, which should streamline this feature and stop softlocks caused by multiple messages.
- In case an error still happens, I added a forced exit button so the message screen can still be closed, avoiding softlocks.
- Some combat values have been reworked to allow for a more accessible and less grindy experience, especially for newer players:
- Invader total LVL range per unlocked tile multiplier reduced from 9 to 5.
- Invaders now have (1 + LVL/100) moves per turn instead of the previous (4 + LVL/75). This should also make combat less tedious.
- Invader overall damage multiplier reduced from 2 to 1.3.
A note regarding combat changes: These WILL make the game easier and maybe trivialize fights for veteran Keepers who are more aware of how to play the game effectively. I know this might be an issue for some, and I'll be working on "Hardcore" starter scenarios that make use of overall more challenging settings.
- Regarding issues with characters running out of abilities or softlocks during combat:
It was very difficult to trigger those issues on my end, but I feel like some other changes in the code related to similar issues may have fixed those. With luck, they wont happen again, but let me know if they do!
[0.15.1 Hotfix]
- Player character getting stretched horizontally when changing body shapes during character editing.
- Combat camera glitching out after multiple battles.
- Canceled abilities not having their cards refunded.
- Time controls not displaying correctly.
[Alpha 0.15 Update]
Welcome back, Keepers!
Hope you're all doing well!
Alpha 0.15 builds upon the appearance trait systems added in the previous version, with many new features based around them!
Player Character + Character Editor
You can now create and customize your very own Keeper!
The physical form of the Keeper is able to fight, be interacted with, use items and participate in animations.
They will always be located in and assigned to the Throne Room, and shouldn't need to be taken care of besides being healed after battles.
You can pick and choose from different appearance traits when customizing the look of your Keeper character!
When creating your character, you can also choose from a Starting Scenario, which will dictate your character's loadout, traits, starting resources, inventory, servants, dungeon layouts and more!
These are your Keepers' backstories and each scenario should facilitate different playstyles, though in the end, it's entirely up to you!
In the future, more depth will be added to the player character and it's interactions, with a customizable "Keeper Court", a room you can edit, walk around in and invite multiple characters over.
I'll go into more detail about this in progress posts on the official Discord channel!
Slave Markets
Buy low, sell high!
Characters can now be bought and sold at the Slave Market menu. Prices will constantly fluctuate according not only to their levels, but also their genetic traits.
Genetic trait demands change every week along with the item market restock, and a partial preview of future demands will always be available so you can plan ahead and make some good profit by selling off characters with overvalued traits!
Alchemy & Potions
After building the "Alchemy Lab" room, the new flower petal items can be combined and brewed in the Alchemy menu.
This will allow you to brew potions that change a specific appearance trait of any character that may drink them!
All appearance traits have global, persistant recipes set. This means the community can collectively figure out and share how to create certain potions!
Graveyard & Zombies
With the new "Graveyard Room", corpses can now be stored in the inventory. This allows you to do things like sell dead invaders, scrap them for meat or perform the new Reanimation ritual at the Altar.
Reanimated characters will come back to life as Zombies, a trait that makes use of the new layered appearance traits system.
Once a character becomes a Zombie, they will take on the classic undead look whilst keeping most of their appearance and thus their individuality.
This system will be used in the future for many other afflictions or conditions that aren't necessarily a new character Race, but just something a character can turn into regardless of Race.
Binding Cell
Jail cells now have a different, more entertaining variation!
Prisoners assigned to the new "Binding Cell" will be tied to a prop, being exposed to visitors, who will then gain Lust!
This introduces a new system where prisoners/assigned workers/visitors can perform animations at specific props in a room, allowing for many other room variations in the future, such as:
-Pole Dancing Room
-Training Room
-Glory Hole Room
Or updates to existing rooms, such as having workers visibly mine for gold, farm or perform researches.
The Throne Room has also been updated to accomodate for this, having two jail slots at each side of the throne where assigned prisoners will be kneeling down.
Shocking Wand Tool
You can now electrocute characters during interactions with the new shocking wand interaction tool!
As is the case for the Spanking Paddle, it is also a weapon you can equip your characters with for combat.
Speaking of the Paddle, it now has a special Spanking rough animation for use during battles as a pink card!
Pink Card Rework
Pink cards, or lewd animations you can perform on invaders during battle, have had their occurrances reworked.
They will now be drawn into your hand according to the character's Lust. As they gain more Lust, more of your hand is filled with learned Pink cards, as if they can't think of anything else at that point!
This makes combat straightforward if a character isn't in the mood and just wants to get the battle over with, while providing a guaranteed, reliable way to draw more pink cards as Lust is gained.
Orgasm battle debuffs (stat caps) have also been fixed.
New Traits
Some new character traits revolving around combat, production and relationships have been added to spice up your Dungeon managing strategies!
Bug fixes and QoL
-Players can now back out of the ability aiming stage in combat if they get softlocked by just pressing RMB.
-Inventory screen has been reworked and item category tabs have been added.
-Clothes can now be scrapped for cloth.
-Character portrait system has been fixed and improved for performance.
-Invaders will no longer use non-consumable items during battle.
-Testicles will no longer have their physics reset every second.
-Characters sent on expeditions will no longer disappear (for now...).
-Gold mine level progression tweaked for better returns.
-New dynamic lighting for battles.
-New interaction light rigs.
-And more!
What's next?
Alpha 0.16 will bring a huge addition to the game: Breeding!
Characters will be able to breed and be bred as orgasm is reached during a lewd interaction. After a few days, an event will show up announcing a character's pregnancy!
That character will slowly have their belly grow larger and more pronounced during the following weeks, until a new servant is born!
Characters born into the "Dungeon: Keep Her" universe will instantly and magically be adults, and ready for servitude!
They will inherit almost every trait, both appearance and otherwise, from a combination of their parent characters' traits.
Other methods of breeding, such as specialized rooms, rituals and technology, will eventually be available as well!
Besides breeding, other features I wanted to give some attention to for Alpha 0.16 are:
-More varied world events and a scriptable/moddable system for those.
-Clothing color variety within the same item.
-start work on the Keeper Court room idea, having you walk around as your player character and interact with servants in the game world.
And... that's it for now.
As always, a big thanks to all supporters and the playtester patrons on Discord!
Thank you all! Have fun, and see you next time!
Files
Get Dungeon: Keep Her
Dungeon: Keep Her
Create and defend your dungeon from pesky invaders in this 3D strategy adult game
Status | In development |
Author | keepherdev |
Genre | Strategy, Role Playing, Visual Novel |
Tags | 3D, Adult, Cute, Dungeon Crawler, Erotic, Turn-based, Unity |
Languages | English |
More posts
- Dungeon: Keep Her - Public Release - Alpha 0.16.162 days ago
- Dungeon: Keep Her - Public Release - Alpha 0.14Apr 29, 2024
- Dungeon: Keep Her - Public Release - Alpha 0.13.1Dec 09, 2023
- Dungeon: Keep Her - Public Release - Alpha 0.12Oct 19, 2023
- Dungeon: Keep Her - Public Release - Alpha 0.11Aug 30, 2023
- Dungeon: Keep Her - Public Release - Alpha 0.10.1Jul 27, 2023
- Dungeon: Keep Her - Patreon Release - Alpha 0.9.1Jul 01, 2023
- Dungeon: Keep Her - Public Release - Alpha 0.8May 06, 2023
- Dungeon: Keep Her - Public Release - Alpha 0.7Apr 01, 2023
Comments
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such a banger update ♥ ♥ ♥
Alpha 0.15.2
[bug] After making a potion, going to character screen, the new potion will not be there. Then go to inventory and there are two potions.
Invader path finding idea:
This is just for when they decide to leave. While they are invading, let them get lost.
Make a check at each step. If the spot is in the list, do nothing. If it is not record the location and the location they came from.
Character moves from x3 y3 to x2 y3. It not being in the list it gets added. Later on they move to x2 y3 from x1 y3. x2 y3 already being in the list so, nothing added. At this point they decide to leave. Instead of returning to x1 y3, The list tells them to go to x3 y3.
Alpha 0.15.2
The release characters relationship dropping after entering your service could be due to the prisoner version of character does not transferring to the 'character' version.
Moving the 'clothing' and 'storedClothing' variables directly under 'characters' could let you remove 'appearance' from the save file.
Could 'personality' be redundant with it in 'statusEffects'?
'relationships' fills with characters which are no longer in the game. If there is a roster you could cross check them and delete those out of date. This would still have the problem of selling a character and buying them back. With this; you are not able to ask a character about another character if they are in the overworld.
Selling vegetables one at a time is slow.
[bug] When sending character to the overworld, it cuts off their talking, if too long.
Could having too large of a groups of characters return from the overworld at once cause problems?
Alpha 0.15.2
(^_^) I have put so many hours in to this game.
Asocial: Do not like the skill the way it is. If only it just slowed the social meter depletion. Two character that have this suddenly has their 'Mind' drop to 0 and start crying and being scared. One is a zombie which should not lose 'Mind'. I am not a fan of having no relationship. Zombies could just not gain or lose points in any relationship. This would not stop others coming to like or dislike them.
Character and zombie get in fight. Answer: 'Zombie, leave character alone.' Character happy, zombie does not care.
In the dungeon; the character have the green plus and red minus for the state of relationships. This could be use the character screen instead of the purple number. If characters gain or lose relationships when in erotic encounters with others, the pluses and minuses would be there.
Feeding is a problem. The more stuff I get the lower the vegetables drop in inventory. I would like a dining hall. Characters can go to the storage to eat. I do not want a second storage because, if an invader enters, could steal something good. A dining hall could be placed like a bath.
Would like the research screen to get upgraded to the way the inventory screen interface looks.
New to the dungeon and the lost lambs: Switch one set of answers. This means the top would be accept/reject while the bottom is the other.
Thank you for all your work.
so fuckin cool.... it feels like just yesterday you did that other update, you just cranking it out now! <3
Alpha 0.15.2
Working through all this new stuff. I ran in to a character with strange eyes. They said some strange things.
[bug] If you capture the first invader, the locks in the tutorial. Loading the automatic save fixes this.
[bug] Sending your assistant to the over world creates a chance for the player avatar to become the new assistant avatar.
[bug] When prisoner decides to join their relationship meter may drop to low level.
I feel the rate for finding treasure in the dungeon is to high.
I like the new inventory interface.
I like the new stuff in the combat system.
Nice work on this update.
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