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Author Topic: KeeperRL : alpha 17. Now out on steam.New devlog. Incoming campaign mode  (Read 50499 times)

Fikes

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I am curious if you have the running change log some where. I'd like to see what has been added since I played last in April or something.

miki151

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No, not really. Here are the changes of the last 2 versions:

Alpha8:
Friendly and unfriendly vaults with dragons, etc. Found when digging
deep into the mountain.
Day/night cycle.
Dwarf town moved to the top level.
Vampires have night vision.

Alpha7:
Three new music tracks.
Graphical decorations of UI.
Barricades and bridges.
Torches and lighting.
More interesting elf behaviours.
Locking doors.
Combat balance improvements.
Improvements on how minions pick equipment and consumables.
Keeper can work in laboratory.
Keeper becomes more powerful when leveling.
Fixed a bunch of crashes and bugs.
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hemmingjay

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How long after I pay should I get access to the game? It's been an hour and I haven't received anything, so I assume it's not automated.

Second, I wanted to ask about the $150 tier and creating a special enemy. I have a concept for one and if it's viable I would love to upgrade my donation to the tier, either to you or the Wildlife Foundation, your preference. Concept below:


It's a bit of an easter egg for the community here, so I understand if you don't think it would be appropriate. The demon, Hemmingjay, follows the player and shoves objects into his/her pockets causing them to become overburdened and unable to move until the demon is killed. Alone it's a nuisance but if other enemies are near, the elimination of mobility can be a serious problem. Ideally I would like most of the items to be junk but a small chance for something of high value. If that's viable I will donate right away.
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Only a simple mind can be certain.

miki151

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The latest version (from June) is free, you can download it from http://keeperrl.com. Only the following releases will be paid, the next one should come in about a week.

The Hemmingjay demon sounds cool, we could do that. It sounds like his place is in adventure mode, although he could be summoned by the keeper too, though his special skills would probably be lost in all the slaughter that happens in keeper mode. If that sounds good then go ahead and donate to the tigers  :D
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miki151

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If you're interested in how the development is going, and get a glimpse of what's coming in the next release, you could check out a few threads on our forum about design that I've started. (if I'm going too far with linking to another forum then let me know  ;))

Deities, shrines and sacrifice:
http://keeperrl.com/smf/index.php?topic=76.0

New creatures:
http://keeperrl.com/smf/index.php?topic=72.0

New items and equipment:
http://keeperrl.com/smf/index.php?topic=61.0
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miki151

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Alpha9 is out! Below is a new trailer video and changelog. Like it was planned, the graphical version is now commercial, and the ASCII-only is free. They are identical besides graphics and music. If you've contributed to the project before, then I sent you an email with a download key.

You can get both versions here: http://miki151.itch.io/keeperrl

https://www.youtube.com/watch?v=p3KGKgXTwsY

Changelog:

Building of shrines, worship and sacrifice, and a lot of effects involving these.
About 40 new tiles.
More intelligent dragons that can be worshiped.
Specialized storage types.
Minions automatically replace equipment for better.
Room efficiency.
Minion morale.
"Dispatch imp" order.
More different vaults.
Willpower stat.
Weapon prefixes: flaming, silver and poisonous.
Boots of levitation.
Rings of poison and fire resistance.
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Zireael

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Good to know the ASCII is free.
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miki151

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If you like playing adventurer then re-download the game as I've fixed some bugs.
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Frumple

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Hrm. Just had a crash in keeper mode with the latest bugfix. Crash log has this: FATAL util.h:712

And nothing else. Happened after I clicked on golem, in the spell menu thing. Did have golems researched, did have a couple labs up. Not sure what caused it.

E: Ah, right. Playing the free version, sorry. Forgot to mention that.

Also, my latest game is having this weird thing where it's spamming me about having exterminated the armed forces of something or another. I haven't actually seen any hostiles yet in this game, and the message is popping up every sixty turns or so. Can provide a saved game, if it'd help any.

E2: Throwing a potion of sleep at a lizardman chieftain while in possession of the keeper caused a flat crash to desktop -- no crash log, no error message.
« Last Edit: August 11, 2014, 08:46:15 am by Frumple »
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Ask not!
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What you can hump for your country.

miki151

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Thanks, got it, fixed it. It actually crashed when you didn't have a lab built yet.
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Frumple

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Yeah, I belatedly noticed that just having one planned isn't enough. Incidentally, for the ASCII version (not sure if the graphics one has something similar) planned rooms might could stand a coloration difference. Slightly darker or lighter or something -- currently, it's pretty much impossible to visually tell what is or isn't constructed.

Also, casting word of power while possessing the keeper apparently straight CtDs. No crash log, unfortunately.

E: Reading (well, applying, technically) scrolls in adventurer mode can apparently straight CtD, too. Yikes.
« Last Edit: August 11, 2014, 10:46:20 am by Frumple »
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Ask not!
What your country can hump for you.
Ask!
What you can hump for your country.

miki151

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Yeah, I belatedly noticed that just having one planned isn't enough. Incidentally, for the ASCII version (not sure if the graphics one has something similar) planned rooms might could stand a coloration difference. Slightly darker or lighter or something -- currently, it's pretty much impossible to visually tell what is or isn't constructed.
Ok, made them darker.

Quote
Also, casting word of power while possessing the keeper apparently straight CtDs. No crash log, unfortunately.
Fixed that one.

Quote
E: Reading (well, applying, technically) scrolls in adventurer mode can apparently straight CtD, too. Yikes.
Hmm, I tried reading all the scrolls in the game and didn't get a crash. Let me know if you manage repeat this in any way.
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miki151

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Another bugfix build is up: http://miki151.itch.io/keeperrl

  • Golem spawning crash when there is no lab.
  • Word of power crash in ASCII mode.
  • Throwing items crash.
  • Not refreshing the screen when minions get killed and when zooming.
  • Planned constructions appear darker now in ASCII mode.
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miki151

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KeeperRL is now out on Steam Greenlight. If you have a minute, please help it out with a vote: http://steamcommunity.com/sharedfiles/filedetails/?id=300252382

The newest dev update follows.

Over the last months I got a lot of feedback about the economy in KeeperRL. This has to do with acquiring resources (gold, wood, iron and mana), and the rules on how you can spend them on various things, like minions, buildings, technology, etc. Clearly, these top level mechanics shape much of the gameplay. Things I'm trying to achieve with them are:
  • Growth of the player. His power should rise slowly, while he's overcoming various challenges. He needs to take beatings and recover, before he can win the game. I want to avoid giving him a lot of power early on, which would ruin the endgame, and putting him in a situation where he can't recover a critical resource and has to quit the game.
  • Tough decisions and constant trade-offs during resource management. There must be many ways to acquire and spend each resource which will allow different strategies.
  • Simplicity: the rules must be easy to follow and let the player enjoy the game, instead of figuring out what the developer had in mind.
I plan improvement in all of these areas:), that's why I'll be making some changes. The first one is that minions will no longer be created by the player, but will arrive in the dungeon from the outside. Many subtle rules will govern the frequency and types of arriving minions. Some special minions will be summoned using special means. There will be costs of keeping minions, like in good old DK. Gold will be a much more important resource now, and the significance of mana will be tuned down, and it will not be regenerated in the library anymore.

Because KeeperRL is also a game of conquest, a lot more resources will be acquired this way. Gold will be retrieved from dying heroes and plundered villages, and a big stockpile of minerals will be found in the dwarf town. Minions and imps will automatically plunder everything valuable and bring it home.

Another post will cover some more changes that are coming, meanwhile here's an overview of some of the new graphics made by Shroom.

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miki151

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Today let's talk about monsters ;). One of the big coming changes will involve adding new interesting minions and getting rid of old boring ones. I'm going to add a whole new branch, the demons. They will replace the golems. The demons will have their own special summoning room, and contrary to their predecessors, they won't be so much combat oriented. Here are the first three candidates, and I'm planning some more.
  • Lost soul - possesses enemy heroes for a brief period of time and turns them against their friends.
  • Succubus - haunts peasants at night and copulates with them, giving birth to hideous creatures later on. Also copulates with your minions, which raises their morale.
  • Doppelgänger - consumes your own minions, inheriting some of their characteristics. By choosing what to feed him, you'll be able to shape this creature to your liking.
Some other monster ideas that will almost certainly make into the game:
  • Harpy - flying greenskin monster that's good with bows.
  • Goblin shaman - rather generic spellcaster, he'll also replace the gnomes in the laboratory.
  • Werewolf - a member of the 'beasts' clan. He's a wolf at night, but during the day he turns human and can train with your other minions, which makes him much stronger in his nocturnal form.
  • Kraken - you may already know this one from adventure mode. He lurks in the dark waters of the caves and drowns unsuspecting adventurers. Now you'll be able to summon one for your own evil use.
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