Monster Girl Dreams [Ongoing] - Version: Alpha v23.8
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Release Date: 23 June, 2021
Game Size: 537.8 MB
Game Engine: Ren'py
Current Game Version: Alpha v23.8 (Ongoing)
Total Views: 64,954 views
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How to install?
- Extract to desired location.
- Click on "MonGirlDreams.exe" to start playing.
- Dual Core Pentium or equivalent Processor.
- Intel HD 2000 or equivalent Graphics.
- 537.8 MB of free disk space (Recommended to have twice as much free disk space than this).
What's New in Monster Girl Dreams Version - Alpha v23.8?
Remember to update your save in town.
-Aiko now has a titfuck CG by ADOPOLICH which appears in related scenes and her fights. You can configure your character appearance in options once you load your save. Please be sure to give feedback on how you think this cg plays out in the different instances it appears in.
-Beris’ art is now in game by Crescentia.
-As noted in a bunch of places below here a lot of infrastructure was added so future erotic cg will take way less time to add now that things are in place.
-Lowered the requirements for the Sleep spell to 20 Int, down from 40. As how the effect works has changed since this was first set up.
-Panacea’s via the church statue now cost 2500 to match the item cost.
-You can now buy multiples of some items at once via the church statue.
-Status effect tool tips now always get cleared when a scene advances.
-Added the option to repeat the learning sewing scenes with Ancilla.
-Added a notificiation in temptation stat checks when you have the max bonus from stats.
-Slightly trimmed down the android build size, by about 11mb, special thanks to feltcutemightcleanlater.
-On desktop devices there is now a neat loading bar when the game starts up and is loading the games data. Special thanks to feltcutemightcleanlater.
-A small database loader tweak that should make the game load slightly faster on pc and about half a second faster on android. Special thanks to feltcutemightcleanlater.
-On android status effect tool tips will appear with one tap, then stay on screen, and can be cleared either by hitting the same status effect again, or by advancing the scene.
-On android the game locations when heading out to adventure are now listed in obtained/access order, rather than alphabetical.
Modding and Systems
-Modding example files should now be properly updated, and depreciated ones should now be cleared out. Unless i missed something.
-Did some internal stuff with status effect icons to make them easier to alter or update in the future. Though this doesn’t affect modders.
-Added the menu function OverrideOption for additions, which is primarily intended for use with FinalOption to remove a pre-existing scene exit and move it to the bottom when adding content to a menu. May have other niche uses.
-Color shifting for cgs has now been properly set up, using the “Player” field mentioned prior, and setting the difference between body and silhouette via “Player”: “Silhouette”
-Added PlayMotionEffectLoop function. This means it will be played every line afterwards until it’s told to stop, at this time it doesn’t actually make the effect loop on the current screen.
-The motion effect Quake, no longer auto loops, you need to call PlayMotionEffectLoop.
-Added monster line types “UsesMovePre” and “HitWithPre” which are are done prior to UsesMove and HitWith respectively, this is to sidestep issues with lowhp calls overriding specific effects that should play everytime a certain skill is used, and also allows you to condense combat event or VFX calls or what have you into a single line for that skill.
-Fixed up Aiko’s and Sofia’s dialogue lines with “UsesMovePre” and “HitWithPre” so some of her energy and mood mechanics don’t get a lil disjointed by low hp dialogue calls.
-To toggle off an image layer you can now put None, instead of “”.
-Added “Kiss” to “PlayVisualEffect” options. As it’s slightly different than a screen pulse.
-Added “PlayerCurrentEnergyCost” function which drains the players energy based on their currently used skill. This is for use with counters. This was used to fix the ghosts no longer making you use energy for certain skills.
-Added the “AnimateImageLayer” function which allows for simple frame by frame animation, by overriding a layer on a character. (Check the modding documentation for more details.) It currently supports up to 3 layers to be animated, I will likely add more layers. But you can have as many frames as you want.
-Added play “PlayPendulum”, and “EndPendulum” vfx functions, taking a speed/length, angle, and image, “PlayPendulum”, “5”, “60”, “pendulumTest.png”. This was made as a test more than anything else. The example image in the games folder should be used as an example if you intend to use the function, as the image needs to be the same size and well centred.
-Rehauled “PlayMotionEffect” To a degree, existing uses of this in mods will need to be updated, as the existing: Bounce, SlowBounce, and Sway, have been renamed: ScreenBounce, SlowScreenBounce, and ScreenSway, respectively.
-PlayMotionEffect now has the following options: Bounce, BounceSlow, BounceFast, BounceOnce, Sway, SwaySlow, SwayFast, SwayOnce, Pump, PumpSlow, PumpFast, Ride, RideSlow, RideFast, Vibrate. Which effect characters on screen. Realign can also be called to fix any transforms that can potentially jank out.
-The original effects: ScreenBounce, SlowScreenBounce, ScreenSway, Explosion, LongExplosion, Crash, and Quake. Always effect the entire screen, including UI elements. And still work as before.
-Added “PlayMotionEffectCustom”, which I recommend you just read through the modding docs file entry on it to understand. But in short it allows you to apply a customized motion effect to characters, a single character, or even a single part on a character, like their expression.
-If you don’t take the initial sigil of allure from Sofia, game over, then return, her room now properly changes to her background.
-Enemies will now use stunning skills even if you are immune or stunned already, as long as that skill is also an attack and not just a status effect.
-Venefica now actually uses her Calamity Rush skill when wild while in no stance, instead of only using it when you’re stunned.
-Player status effect end turn calls like aphrodisiacs wearing off, should no longer be able to be ‘spoken’ by the monster by accident.
-Fixed Ancilla’s Sleeping Thighjob Finisher skill not being used, despite the player being asleep.
-Fixed recoil damage not getting reset by HitPlayerWith, DamagePlayerFromMonster, and DamageMonsterFromMonster, functions, potentially leading to recoil damage being displayed despite there being no recoil damage.
-Fixed Tabitha’s convo about her mirror breaking the event.
-The sleepy perk for monsters now properly increases energy lost from the sleep effect instead of decreasing it, notably on Sofia.
-The Insomnia rune and Sheepbite Ring now lower the amount of energy you lose from the sleep effect instead of increase it.
-Sleep now properly counts down its turns while in the drowsy state then wears off.
-Elly now only comments on your progress with the sigils and locations during the day. As she’s not working at night and isn’t thinking about it. This stops a few scene inconsistencies.
-Fixed Elly congratulating you about the store bought candy samples taking you to the raw sample menu afterwards.
-Fixed a small hiccup with FinalOption potentially leaving in duplicates of the option when used.
-Fixed a display error involving stat points gained when you level up multiple times at once, as it only ever said you gained 2, even if you gained more.
-Fixed hiding the UI on the world map showing the stand in background instead of the world map.
-One of Ancilla’s sewing options is now INT instead WILL as it was supposed to be, and has also been lowered to 20 from 25.
-Fixed an issue on normal difficulty would cause you to lose 5 max arousal and energy on respec.
-Fixed a missing music change in Mika’s butt worship combat event loss.
-Fixed an issue with using the image layer function: “ImageSetDontCarryOver”, where it wouldn’t initiate some layers and overlays when it should.
-Debuffs from the ApplyStatusEffect and ApplyStatusEffectToMonster functions now always apply, instead of having a chance to fail.
-Fixed a bug that could have ImageSetDontCarryOver keep layer information from earlier uses, meaning when it was used again it would appear on screen despite not intended to be on at the time.
-Fixed an event break letting you get infinite progress with Amy.
-Fixed the Bubble Slime’s combat event not calling expression changes correctly in a spot.
-Tabitha’s Mirror sex scene now clears arousal and stuff.
-Heather now takes her top off properly in her milk scene.
-Fixed VFX images that changed mid screen from breaking due to a renpy update change.
-Fixed rematches with Feng not using the proper background.
-May have fixed an issue where the HP/Energy/Spirit display would disappear.
-Fixed unlocking the hidden glade with holy power displaying the initial messages again after purchase.
-Fixed using multiple manticore spikes on yourself in a row not functioning correctly.
-Fixed many typos and editing things.