Official Release 2.6.8 (Patreon)
Content
Hi all! A new version has been released! Grab it at: Kinky Dungeon Standalone (ada18980.github.io)
See also the quick start guide on the wiki: Quick Start | Kinky Dungeon Wiki | Fandom
Thanks to everyone who's helping beta test! I've received so much support from everyone, I really appreciate it.
See more details on Deviantart: Kinky Dungeon Beta 2.6.6 by ada18980 on DeviantArt
Changelog:
2.6.4
- Skip button now cancels spell targeting
- Reworked state machine for attacks. Wolfgirls, bast warriors, mummies, zombie warriors should be more consistent
2.6.5
- New enemies: Dryad, Bat, Patrol Unit, Enforcer Unit, Pixie, Orb of Light
- Catgirls now have tails
- Added new lore to the ancient tombs and jungle
- Staff of binding duration up to 4 from 3
- Pressing skip now closes out reputation menu options (back to the main screen instead of penance/rescue screens)
- Fixed a crash when looking at a blue locked chest
- Enemies (including the leash guard) should now recalculate if she gets stuck
- Added new messages for unlacing corsets
- Heavy Latex Corset now has a min remove speed and a max remove speed
- Fixed a bug where the stairs were inside the cache
- Can no longer equip knife in inventory
- Guards now put you in the high security uniform, so there is time to fight your way out first!
- Getting hit with rope kraken spells should now interrupt sleep
- Rebalanced enemy weights to favor creatures native to the level
- Greater skeleton now has 1 armor (he has a shield)
- Ninjas now have pierce weakness and no longer have melee weakness
2.6.6
- Unarmed accuracy is not decreased by a single (nonblocking) restraint
- Leg irons and cuffs that link your feet (and hobbleskirts) now give you a minimum of 2 slow level
- Truesight now reduces your blind level by 1 while active
- Enemies now have an indicator to show their spells are off cooldown
- New collar: Tracking collar, applied by robots
- Wolf Collar now shocks if you attack/cast verbal spells
- Enemies now don't bind you as tight unless you resist, if your submissive stat is high. However they will bind you tight still if you attacked them a lot
- Shrine base costs now scale with restraints/missing stamina/mana
- New enemies: elf druid and elf ranger
- Reduced availability of blue keys from goddess-specific enemies. Witches still drop them.
- Red locked chests can have blue keys and spell points occur at a higher rate
- Shops will rarely sell blue keys and magic knives at a hefty price
- The ghost will now use bolt cutters if you have them in your inventory
- Slime witches and slimes now consistently have fire resist
- More variety in selections of enemy spawns. If you annoy one goddess, you will encounter her quite often, but if you annoy several, it will pick from a few so it's not too mismashed.
- Drinking from a shrine more than once ever will now always be risky
- You can now ask for a goddess to give you mana
- Confirmation message for attacking allies or attacking a guard in jail
- New enchanted restraints! Found in forbidden temples...
- Jailer will only remove restraints after 90 turns in the prison
- Added scrolls of Speech, Sleight, and Sauntering, which allow you to cast spells without components temporarily
2.6.7
- Added default outfit, when you get back from prison you can find it and get it back.
- Added silver chests, which have above-average loot in exchange for more powerful traps
- Added gold locks. These are impossible to unlock, and cannot be removed by shrines. After 2-4 floors, they will decay into blue locks
- Added the enchanted grinder to help cut your way out of things
- Increased pool drinking grace to 3 free uses (whole game), and lowered drink punish chance to 20%
- Added fog of war (makes playing with the ancient blindfold much much better)
- Gave the frog the projectileAttack flag
- Added random orb button
- Changed some enemy resistances:
- - Zombies are now consistent
- - Shadow warrior and allied fire elemental are consistent with their NPC counterparts
- - Ninjas (and maidforce stalker) now have unarmed resistance, slash resistance ("they say a ninja can stop a sword with her hands"), and weakness to glue and chain attacks
- - Frog now has electric weakness (water)
- - Removed magic weaknesses from animated armor, since I'm not sure why fire/electrity would be resisted while ice wouldn't be
- - Mimic now has melee resist and crushweakness. Still has electric resist since wood is not conductive, but took off glueimmune since it's not really the slime type of mimic
- - Vine plants are now vulnerable to cold (basically shadow/necrotic) damage
- - Latex elemental now weak to cold/shadow, and pierce, and resistant to electricity (because rubber)
- - Red slime now consistent with other slime weaknesses
- - Robots are now weak to piercing and severely weak to crush, but I increased the HP of drones and patrol units by 20%
- - Wolfgirls arent wearing armor, so they have pierce and slash weakness, but I boosted the disarm value of the trainer
- - Bandits have chain and glue weaknesses (weak to binding)
- - Dragonhearts are more consistent with their types
- - Elementals have more pronounced weakness, earth elemental is resistant to melee except crush
- - Dryads have slash weakness
- - Chain witch now weak to crush and fire, but has 33% more HP
- - Baast enemies have cold resist (embalmed against necrotic damage), fire weakness due to being undead
2.6.8
- Can now always see diagonal tiles while heavily blindfolded
- Spell shrines now cap out at level 5 and you can offer 100g at them for 1 rep afterward instead
- Fixed traps trying to overwrite ancient restraints