Beta Release 2.7.0 (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 2.7 by ada18980 on DeviantArt
Changelog:
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)
- Ancient Ball Gag now has 30% miscast reduction
- 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
- Scroll of Purity, a new item that removes vibrators from your body. Available in the shop.
- Added a new, stealthy rope artist
- You can go back to 0 security level, but only if submissive is higher than 50
- Fixed slow level counting weirdly for stamina-dependent restraints like hogties
- Added a timer for the jailer to automatically move to the next waypoint in leash tours
- Unarmed attacks now cost 1 stamina
- There are low-rarity weapons available in the shop
- Autosave now happens after every floor
- New difficulty level that doesn't provide save codes
- Fixed the RNG, should have much higher entropy now
- Added two new zombies
- Added a new skeleton
- Added some new bandits
- Modified kiting mechanics a little so enemies with a melee attack will sometimes stop to make a melee attack instead of always running away. orbs and other 'helpless' enemies won't do this.
2.7
- Obsidian/Mithril cuffs should finally be fixed and no longer create weird invisible items
- New tiers of plugs from chests
Content
- New area: Lost Temple
- Added leather and scale cuffs
Balance
- Ice Shard now stuns for 6 turns (from 10), costs 5 mana (from 8)
- Shadow Slash costs 4 mana (from 6), deals 45 damage (from 50)
- Corona costs 7 (from 8)
- Enchanted heels drain more energy
- Shadow Warrior now costs 10 mana (from 12)
- Invisibility now costs 8 mana (from 9)
- Shadow dagger now does 3 damage (from 2) and has 6 range (from 10)
- Shroud now has a weaker blinding effect on the player
- Enemies with shroud-like effects (MaidForce Unseen Blade) now cast a different version of Shroud which does not buff player evasion or sneak, but only gives half the evasion boost to enemies
- Rebalanced enemy flinch (stun) resistance, and made stun resistance also reduce freeze, bind effects
Changes
- New changes to light propagation
- Truesight now works better in low-light environments
- Fixed some bugs, including being attacked in jail for no reason (besides teasing) and (hopefully) the bug where a different inventory item is removed than the one you are using, causing visual issues
- Fixed a bug where enemies that squeeze through bars could push animated armors into bars
- Enchanted items are now prepended to the restraints list so they're easier to find