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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 2.7 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

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