In this update4
Full notes
Full Monstergirl Hunters update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- Performance
- UI and audio
- Balance
- Fixes
Monstergirl Hunters changes
Important! The save location has changed.
A new version of Monstergirl Hunters is now available with a new Dragonkin race (which means new habitats, a new role, new technologies, new trades and new laws), new equipment textures, and a lot of bugfixes.
Normally the game should automatically migrate your saves when you first open it up. If it doesn't work however, you'll have to copy them manually from C:\\Users[UserName]\\AppData\\Roaming\\EroHunters to C:\\Users[UserName]\\AppData\\Roaming\\Mado\\Hunters
Changelog:
Major:
New dragonkin race including their own laws, new buildings, new trades, new habitats, new miniboss encounters, a new role, new technologies etc...
Significant code changes to create parity with the Ero Slayers systems. This will cause mod compatibility issues with mods that create new puppets, cutins, or animations.
123 new equipment textures.
Settings rework.
New equipment textures for weaponry.
Minor
Added new idle animations for Catgirls, Foxes, Elves, Orcs, Succubi, Cowgirls, and Bunnygirls.
Cocoons, Entanglement, and Latex Entanglement now have unique visuals.
Smoothed out the loading screen and added a running Ada.
Improved performance of the save panel in case of larger saves.
Animations now uses blending, properly allowing combinations of ankle restraints and wrist restraints.
Changed the font.
Removed job requirements from habitats.
Performance improvements for the Jellyfish encounters.
8 new pieces of equipment.
Bunnies can now spawn with a different ear type.
Small Alraune Puppet now has vines instead of legs.
Trainings assigned by a group will no longer assign trainings that would not be visible for the target (such as when the target already has been trained) except in the case of visual trainings where they will no longer be assigned if the requirements aren't met
Throwing equipment or capturing is now disabled if that move would be replaced by any effect
Very basic blinking
Habitats now also give the loot the corresponding dungeon would give upon completion.
Sound effects now vary a little when used.
Added a filter for recipe groups for the training selection panels.
Made small changes to expressions.
Hoverable text is now yellow instead of underlined.
Allowed sorting perks by upgrade in the Glossary.
Increased distance between segmentation at higher health amounts on the health bar.
Damage reduction is now capped at 90%
Bugfixes:
Fixed the weird hand positioning when wearing the yoke
Statues would get unassigned periodically and still moved
Back cow ears were colored incorrectly
Long hair would clip through bat/harpy wings
Scrolling was broken when a controller was plugged in
You couldn't cancel an import if the exporter's production had been reduced to 0
Common Doll showed up in the gear glossary.
When crafting, the recipe selection UI wouldn't update after recipe completion until reloading that UI.
Adding or removing ports didn't update road connections.
Levels of girls released into the wild were incorrectly converted to their upgrade.
Mana, Insight, and Resource Production were all multiplied by the last island speed when you moved to a new island.
Gear Teleport didn't correctly teleport weaponry.
Small Slime Textures had legs when viewed from the side.
After moving a building you lost the ability to move by mouse until opening a menu.
Pacifying dungeons close together ignored their minimum radius
Personal impact on attach rates was not correctly displayed
The Crystalline Shockcollar didn't explain why a character could not work somewhere
Enemy difficulty had no effect on the difficulty of enemies
Invalid equipment wasn't removed when changing races
Spear of Freedom didn't work
Foxtail hugging chance was broken for T5, being 1 in 400 instead of 1 in 20
The time scaling was broken, 5x increased both tick rate and production rate, now the time scales more but also only increases production rate
Clip wings wasn't available for the Harpy Trade T2 if you didn't pick Human Supremacy
Defang wasn't available for the Wolf Trade T2 if you didn't pick Human Supremacy
Manual recipes didn't show up in ranching buildings (such as beegirl honey in the small apiary)
After someone changed to a kneeling idle animation, the animation glitched out for a second or so.
Capturing an enemy that you used gear teleport on would cause the color scheme of their equipment to become entangled with the color scheme of the caster until the next save
If you were standing in an auto-clearable area, but while hovering from the auto-clear button to the fight-manually button you passed by a non-auto-clearable area, the fight-manually button would disappear.
small_vault, large_vault, tree_chest, and dollmaker would move when interacted with.
You could replace hotkeys by "left click" (mostly done on accident), this would break the game when used on "close panel"
Beacon buildings would still transmit their effects even if they lacked a road connection
Released girls didn't show up in the encounter pool
Tooltip error when hovering Declaw/Defang (Recipe) due to overlap with Declaw/Defang (Perk)
Tooltips for Techs were missing
Visual error when unhovering an icon on the Insight Panel
Clerics of Asena would go Feral when wildshaping
Command Die's damage didn't scale with higher tiers
Moves that reduce tokens would reduce them in the wrong order
Lure crit on Rank 5 instead of Rank 4
When upgrading bunnygirl from T3 to T4, the requirement for carrot cake changed into apple pie.
Beacons that affected multiple stats (e.g. Songtower) only affected the last one
Final Overworld track didn't loop
Vine Reconstruction was broken
Road tiles weren't using the speeds set in their data
Zoom to building on map button was broken
The tutorial would crash when hovering a specific tooltip
Source
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