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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


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