Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hevensdragon

78
Posts
20
Topics
45
Followers
17
Following
A member registered Feb 04, 2020 · View creator page →

Creator of

Recent community posts

(1 edit)

Oh hey your right. Thought that was set by date not number of comments. That's neat to know. Though with how many downloads this gets compared to many other mods, it really doesn't need to be higher on the list. 

This site doesn't work that way. Thanks though. 

(1 edit)

Simply adds the pubic hair from player characters.

https://hevensdragon.itch.io/pubic-hair

Message at

https://discord.com/channels/1144933990676041768/1164905164063375431

Simply removes the pubic hair from player characters.

https://hevensdragon.itch.io/no-pubic-hair

Message at

https://discord.com/channels/1144933990676041768/1164905164063375431

They do both edit the same things yes, but I have them set to sort it out on their own through load orders. So no errors will occur. If you use both RPG will take effect over refined, effectively disabling it. 
That said please message on the discord not itch. My notification inbox is just flooded here with subscriber notifications, and its not a good way to reach me. Please use the discord. 

Bunny class was the only cursed class that didn't have a quest node which unlocks it for swapping to, forcing the only way to unlock it on characters was equipping gear. This simply adds the unlock script to the elite warriors node, for lack of a more relevant quest node. The logic being you need entertainment for your warriors. 

Mod

https://hevensdragon.itch.io/bunny-class-node

Game

https://erodungeons.itch.io/ero-dungeons

Saw your review which you used to notify about a bug in races, so this is actually a reply to that, elves, halflings and dwarves being bald in 1.3 version is fixed

(1 edit)

For those who want a more traditional style of leveling up instead of the rather random goals. This will set it so the only goals are defeat enemies, deal damage, heal allies, and clear dungeons. You will always have 3 of these 4 active on your character letting you dive in with piece of mind that farming will yield progress. This should also make curses stand out more as actual things to to vs just more of the same you do for leveling. This is totally safe to add and remove. It affects odds when a new goal is selected. So if adding to a old save you will need to reroll characters goals once for this to take effect.

https://hevensdragon.itch.io/rpg-leveling

Message at

https://discord.com/channels/1144933990676041768/1262909501305127013

(1 edit)

Increases roster size to a max of 500. Is meant to be totally excessive, if you really need more that 500 let me know and I can increase it further, but you really shouldn't need that many. This may slow down your game if you go to far, fair warning.

This works as a alternative to the destiny points option of starting with 1000 slots. The 500 slots only show up with the final upgrade to the barracks, so the start remains balanced and only gives you the slots once you have progressed.  

https://hevensdragon.itch.io/roster-size-increase

Message at

 https://discord.com/channels/1144933990676041768/1202895098548060240/12029236252...

(1 edit)

One thing that has bugged me for a while is that leveling goals and cursed items goals have no real differences. So I aim to change that a bit, by having leveling goals be always positive things. No more leveling up by getting faltered, or taking damage, or having a mage stand in the front, or a warrior in the back. They will now be focused on doing the job right and in doing so growing to give them a theme, no more reinforcing bad habits. This is totally safe to add and remove. It affects odds when a new goal is selected. So if adding to a old save you will need to reroll characters goals once for this to take effect.

https://hevensdragon.itch.io/refined-leveling

Message at 

https://discord.com/channels/1144933990676041768/1262911670427324517

Ero Dungeons Mods community · Created a new topic Races
(2 edits)

So one thing many have asked for is additional races for adventurers. This mod adds just that in the form of 10 new races added through use of fixed quirks. New recruits will now be randomly assigned races which all have some plusses and minuses to stats to give each race advantages and disadvantages with different classes. Each race has custom ears, tails or other differences. These body parts are not statically colored but will match hair and other colors, like dragonkin horns will be a darker shade of hair color. Enjoy collecting and seeing how each of these new races feels and plays. And if your feeling kinky, maybe try out the pet class a bit, after all many of these are beast kin, being turned into a pet may be extra humiliating for them

https://hevensdragon.itch.io/races

Message at

 https://discord.com/channels/1144933990676041768/1228275980020482088

(1 edit)

Guild NPC edits. This swaps the guild NPC sprites. I have already edited the stagecoach, barracks, guildhall as well the churches NPCs (Made him a her) But the beauty of this is you can swap in any images you want, proved you size them. Simply replace the images in the respective folders.

https://hevensdragon.itch.io/npc-edits-and-replacers

Message at 

https://discord.com/channels/1144933990676041768/1202897787348328458

Ero Dungeons Mods community · Created a new topic No Futa
(1 edit)

While some love them, others hate them. This will overwrite the ochinpo item (which just makes a character a futa) with a strapon. As well as replace the new futa enemy's dick with the strapon as well.

https://hevensdragon.itch.io/no-futa

Message at

https://discord.com/channels/1144933990676041768/1259436993549566033

(1 edit)

So the whole concept of permanent equipment didn't sit right with me. One of the major focuses in the game has always been that you get set back but you regroup and push on, a permanent piece of gear is just plain hopeless, it never worth ruining a character as we never know were the next update will change our builds, the loss of being able to change tactics. It just felt so out of place. So I modded them. All the items that were permanent are still very much cursed, but they are not permanent. this includes things like the winners and losers suits, the brands, and even the mecha boss augments. The new curse is meant to keep the hellishness of the gear.

https://hevensdragon.itch.io/hope-of-recovery

Message at

https://discord.com/channels/1144933990676041768/1249438870769242112

(1 edit)

This lowers the kidnap chances so that you need 3 faltering tokens before kidnap can occur. This is good for the PDG of start turn flattered and makes the game a bit more forgiving.  

https://hevensdragon.itch.io/forgiving-kidnapping

Message at

 https://discord.com/channels/1144933990676041768/1265218838665105410

Just keep a prisoner in the front as a tank, spam the taunt move, no one else will get targeted by equip as if they try it the taunt will pull it. Early on make use of dots, the rogue and mage both have nasty dots starting at lvl 2. I often ran 2 mages in the back a cleric and a prisoner in the front. Till you get higher stats the fixed damage per turn of the dots is very strong. Once you have higher stats physical attacks catch up, warriors can be real nasty with cleave later on. But yeah you really need to keep fights short and manage who takes the hits early on.

(2 edits)

Not a bug, in forest dungeon the theme is prisoner, prisoner gear is treated as 0 durability and wont break, but can be swapped out by enemies. In caverns it is treated as all other gear and its durability goes down. This is also the case with the maid gear in the cavern. Each area has a theme and its cursed set will be treated that way. 

(1 edit)

Well now I feel bad, still on 2.4.1 but was starting to make a list of bugs to report, and well, they aren't on the list and I sat on them a bit to long it seems.

Gag of temperance isn't counted as a gag by traits looking for if your gagged. 

Prisoner class yoke has a clipping problem with a good number of items, most noticeably heavy armor where the shoulder pad is above the yoke. 

Prisoner class bondage mittens for some reason put the arms in the position of being in the yoke, as well as that the left glove is angled wrong when in that position. Some items in the trinket slots will revert the arms back down to the characters sides which makes much more sense for bondage mittens.

Uncursed prisoner gear is always treated as broken and wont protect against equipping, so no rags or rope harness wearing unless you want to get equipped. Right now this means prisoners that you keep prisoner set gear on will just keep getting there gear swapped out. But with new sets being added it will mean that a lvl 3-4 prisoner wearing full prisoner set will just get swapped to maid. Or if you put say rags on a mage for bondage enthusiast they will be treated as wearing nothing instead of having 30 durability of the rags. Equipping also just deletes what items they are replacing instead of unequipping and making you carry the items back or chose to delete them do to encumbrance, not sure if that is bug or intentional, but feels like it shouldn't be the case. 

 Lustful tackle becomes unusable at 100 lust (at least I think that's what causes it, its been rather random, could also be tied to the character order thing and treating as in the wrong position.) 

Rebooting unlocks jobs so if you had maids or tavern workers locked in they will return to your roster if you forget to relock them all on reboot. (this is good if you lose access to them but rather annoying, A button to unlock all jobs would be a better fix)

That's it for bugs that aren't reported. But also have a few suggestions. Being able to remove positive traits and also a option to lock negative ones would be nice, as well as making it clear what the max number of traits is. Getting plain on your tank sucks for instance. And many negative traits have give and takes, like breast envy, chronic masturbator, sadist. And some like Pheromonal are just flat positive if on a tank. 

cute ribbon and black ribbon having the exact same stat effect feels wrong, as cute ribbon is rarer maybe boost it to 20% instead of 10%. As is raw damage is often very low right now and dots are the way to go with many of the classes, mages in particular rely on dots for damage, so boosting a magic damage item won't mess up balance.  

A option to swap which of the guild npcs sprites is used would be nice, I liked serval of their looks in the second to last corruption versions much more than the fully corrupted versions, having the upgrades unlock next options but letting players choose would be great. 

Permanent class bonuses could use a buff of a +2 instead of just a +1, as its kind of a low reward for maxing a class. 

Going forward roster size will need to be increased, I would rule of thumb 2 slots  per class (for those who like collecting) with a added leeway of 4 or so slots for preferred classes or for building characters in. Right now I keep two of each class except mages and rogues which I keep 4 of each as often I run ether 2 mages in a party or 2 rogue, so like to keep backups in case of losing a party. Having a option to favorite character in roster and have a favorites tab or some other sort option would be great, Ideally you could make your own named tabs and add characters to them. A simple set of boxes under roster size that swaps between tabs and a icon in the character page that brings up the tabs and lets you checkbox add them two whichever tabs you want them in. 

Will be sad to see the advance a day option leave, even if its remains a console command, as I try to avoid them as it feels like cheating, will probably instead hop into dungeons and just bail instead of using the command, as my brain is weird and sees that as more fair. 

Will try to not sit on bugs as long in the future updates. 

(2 edits)

Curio events are disabled while being reworked. The party order thing is also way worse than just front line getting pushed back, I think its tied to puppies knockback but not certain, Ive had my entire party shuffled several times. My best guess is that a knockback affect is persistently pushing back their position in battle, so you can reset their spot out of battle in the out of combat battle formation, and they will use that formation to start in battle, but each turn it pushes them back in the out of combat battle formation, so after the fight suddenly the character is in the back again. So one a effect isn't clearing, and two a pushback is effecting the out of combat formation which it shouldn't. Its worth noting the push back is consistent in how it changes the party positions and the reason I suspect puppies is while I wasn't fully tracking it, they show up about as often as the effect and have a push back attack. 

(4 edits)

A few bugs. So after importing as I wanted to keep items and guild stuff even if losing all characters, it saves, but on the main screen still shows the waring of this is a older save when booting again, so its not updating that it is now a 2.4.1 save, everything saves and loads fine, just that that warning is left. 

Now one thing that isnt saved is the other bug, if you locked adventures in as maids or tavern it does not keep them locked upon loading so you have to relock them. I am assuming this isn't tied to updating a save, but it could be. Also could we have the lock option in the training grounds, when I am leveling stats I often do it back to back with waiting, so locking them in the job slots even if I have to reselect which stat would be nice. Hell there is objectives that ask for working at training or patients that it would be nice to keep them there. Ideally you could lock them in with currently selected stat to be trained as well as just in general locked in.

The last bug is which the levelup commanded, I tried to level up a prisoner, but nothing happened, I used the command in 2.3 after you mentioned it and it worked then, so looks to me like it has trouble raising the level with the new way they are saved. 

also this was a oddity, on a prisoner they were able to use orgasm with belt of denial equipped, later put it on a cleric and it blocked them from orgasming as intended. If I replicate it again will update further. 

 My party order has been just randomly changing constantly, Its really odd, changing the order out of combat only changes it for a fight and it just reverts after that, moving them in the fights also isn't saved, perhaps a move or somthing changes the positions in a way that is persistent. 

Estrus is missing from the tool tips

Had a prisoner with the goal start 20 turns blinded, they were blindfolded but it didnt go up at all, dungeon was high enough level and another goal was completed in that run so was just that goal.

what? I have gotten orgasm move forced from a full bar many times, its pretty random and low odds, but it is there.

So I have done the start turn faltering several times, you really just need to leave a enemy alive, the peasants, mages and mortar enemies can only target the front most if they are in the front. So I just let them falter the part member then move them back. None of there attacks inflict dots, just be mindful of lust to avoid heat dot.  There is also a underwear that lower capture chance by 30% which is very good for that goal. It takes a moment, but is quite easy to pull of if you bother to focus it, honestly its one of the easier goals. 

Start 20 turns blinded, Defeat a boss, End a dungeon with over 60 suggestibility...goodbye rouge. 

I would like to add I have had a single type of dot (think it was punish) do its damage as two ticks, most likely do to being applied different turns. First tick caused falter, second capture.

Now I actually am ok with that do to how you can just keep healing a character out of falter rather reliably. The real problem is that there is just no counter. On top of that there is little incentive to continue the fight and risk other characters, a simple solution would be that if your character get captured and you defeat the current enemies your downed character just gets sent back to base, if you retreat they are captured. I do also think some of the heals need tweaks, like the clerics single target heal is pretty weak, the mage heal can be so much stronger, that feels odd even if the mage heal can cause a dot, but I have abused that heal quite a bit, I use it on a prisoner meat shield who has taunted and has high defense keeping them topped off, the enemies are not downing her in one round, then on her turn the heat damage drops her to falter, but I just heal her to full as I dont care about the dot, but that multiple dots can punish that sort of thing and make them a threat is good, and you can keep track of them and keep healing up so it doesn't falter, so most of the time its enough, its just that it can sneak up on you, and that there is very little ways to stop it once the dots show up, which is why I think a way of saving them is a better option. You also could retreat if you see the dots are going to down them like that. 

It may be nice to have a option to have locked or unlocked versions, with traits like bondage enthusiast having locked versions is nice for builds. Also if item icons had a indicator for if you have put them on yet as so you can tell which is your safe ones you've tested vs new ones that may be cursed. Ether a different border color or a small icon will be all that's needed.  

I edited that post to add in another find, then realized you had already replied to it, so ill put the added part here, Even worse is that if you keep them as a prisoner and them being in full gear, (rope, chastbelt, yoke, gag, ankle and neck) enemies can put new items on replacing the uncursed with cursed items, relocking them on

so a bug, when you level up prisoners and take off their gear its uncursed and can but put on and taken off, but if you get four it becomes infinite of that gear, but infinite version is cursed gear not the uncursed, so you get stuck with it on. 

They wont be fully equipped with prisoner set. (I see this as a minus as your get less uncursed prisoner set pieces once you level them up) You also will have less locked negative traits on them, which are rather simple to unlock as they just cost some coins. 

(1 edit)

Oh geez, so if you get a prisoner up to level three and then take off the now uncursed gear, any new gear put on them by enemies does not get uncursed. You also cant swap classes with the new gear until you reload the game, but when you swap classes for the 50 tokens it then instantly swaps it back to prisoner... lvl 1. I would assume getting captured would also reset prisoner lvl. That is insanely punishing. So if armor breaks and a bad item is put on, Your only option is to level up from scratch a as a lvl 1 prisoner. I thought for sure that it would reward you for leveling up prisoner class by that you could now just swap onto it to remove cursed items as it would still cost 50 tokens to swap to then back. Or that you could gather the cursed items by stripping a prisoner lvl 3-4 and letting new ones be put on. 

Im all for a bit of punishing gear, but having to spend a few hours every time I want to remove one of the prisoner set is nuts, And then there will be the other sets as well, I really hope this was a bug of it resetting the class level, I could understand if getting captured reset the lvl, or lowered it based on how long they were captured. But once the other classes are in and there are a ton of sets of cursed items, it would take a ton of work to lvl up each and make a character immune to each, that should be rewarded. 

Also if this was a bug, is there any way to console comaned the character back up to level 3 prisoner, I just dont have it in me to regrind that.  


Another thing that is kind of needed, a way to save and exit on the main hub, if you waiting to to train stats or lock traits, or even just swapping gear or farming some gold in the tavern should be able to be saved without going into a dungeon and then abandoning.

Even worse is that if you keep them as a prisoner and them being in full gear, (rope, chastbelt, yoke, gag, ankle and neck) enemies can put new items on replacing the uncursed with cursed items, relocking them on. 

So just rescued a adventurer, its being very weird, they show up in my list at base, can add them to party, but once in the dungeon its only three characters walking, and then in the first battle after buffs apply they just vanish, still shown in turn order, but they are gone, I retreated and they were back in my party, but it happened again when I took them back in, and this time not even in the turn order.  

Thats if looking at it as a average, but that isn't a good method. The strains are just so different. Many of the strains have very low killing power, which pulls the number way down on the strains that do have some very real killing power. Ive gotten it three times, the first time was brutal and did force me to get help as it absolute had killing power do to thick mucus and chokings airways, second time was a joke, at its peek I had a mild fever and pretty much no other symptoms, the third was miserable as it had the chills, but lacked anything that made me feel like my life was in danger. 

Each strain is just to different to compare each of them to, and lowering your guard do to a low average fatality rate could be dangerous if you get one of the bad strains. The thing to keep in mind is does this strain impact my breathing, and if it does get help and check what strain it is.