Alpha 33 gameplay news
Ive been looking to add more ores/materials to the game for a while, as an extra reward for exploring deeper z-levels. Quite a lot of mods add new materials, and its really a no-brainer feature for vanilla. For now Ive settled on adding two new ores. The first one, adoxium, is named after your favourite evil god. It allows crafting items with magical properties, and is super rare, to the point that youll only craft a few full sets of equipment with what you can mine with reasonable effort. The other material is infernite, borrowed from the Bonus Mod, as it is a cool and unique idea. It is a permanently burning ore, which allows forging weapons that deal fire damage. The only issue is that it burns whoever touches it, which means that youll have to solve the problem of fire resistance for your workers and the users of infernite weapons. It is as rare as adoxium. What was previously stopping me from adding new materials was the workshop UI. Requiring listing every new item/material pair, it would become quite unreadable. After a bit of research, Ive ended up adding simple tabs to the menu, which you can see in the screenshot above. Theyll help a lot in finding your desired item.
A storage system overhaul has been on the table for a while, partly because piling items on the floor randomly is a bit counter-productive, and also because I want to give players new ways to design their dungeons in creative ways. On the other hand, I dont want KeeperRL to require sophisticated storage micromanagement. A simple designate and forget should do. The first step towards this goal was to create a hierarchy of storage types, starting from the general equipment, resources, etc, and specializing them into more and more narrowing categories, like weapons, bows, gold, and so on. When a sword is produced, the game will start with looking for a specialized weapon rack to store it, and fall back to the old equipment storage if its not found. This way you can have your items neatly organized, but you dont have to. Your minions wont really care. Its worth mentioning that the new storage system is fully moddable, so you can probably expect your favorite modders to come up with new custom storage furniture as well. Another topic are storage limits. Right now you can store your entire dungeons treasure on one tile. This is both due to simpler implementation, and for players convenience. I know from other games that having to constantly create new storage rooms for your ever growing pile of stuff can be annoying. I think that a middle ground would be practical, where basic storage types have limits, but one can eventually build some sort of bottomless magical chests. I still need to think about all gameplay and implementation (performance) consequences of this, as it would be a big change to KeeperRLs engine.
In another improvement inspired by modders, Ive added two new prison features. Mostly to improve realism, the game will require you to secure all prison tiles by either prison bars or prison door. Its mostly an aesthetic change, as prisoners can still move freely around your dungeon when doing work. This might change though in a future prisoner overhaul. Something that has been suggested by players, is the idea of arrowslits. In KeeperRL it is a special wall tile, which creatures with the attribute of arrowslit vision can see and shoot through. Its a human equivalent of elf vision (which you may have fallen victim to if you were ever shot by elves through the trees). It will be available to the white knight faction as well as AI villains. Expect more unexpected arrows flying in your direction KeeperRL will feature two more traps. The first one is the gargoyle, which is a stone guardian that comes to life whenever enemies appear. The other trap is the blast trap, which is pretty similar to the "directed blast" spell. While pretty simple on the surface, with some clever tricks it can create very interesting situations involving attackers.
Inspired by one classic fantasy story, Ive added a special end-game event to KeeperRL, in which the last standing enemies gather in a final, desperate attack against you. It is a fully scripted scenario, so dont expect any simulated enemy diplomacy. Its thought of as an occasional change of pace, most likely to your doom. The attack, when it happens, involves all the forces from the remaining main villains, including their leaders. Therefore, resisting it should secure your victory in the game.
[ 2021-06-26 09:08:43 CET ] [ Original post ]
After a bit of a break following the last patch, Im back with some new, exciting gameplay features that will arrive in KeeperRL Alpha 33.
Workshop materials
Ive been looking to add more ores/materials to the game for a while, as an extra reward for exploring deeper z-levels. Quite a lot of mods add new materials, and its really a no-brainer feature for vanilla. For now Ive settled on adding two new ores. The first one, adoxium, is named after your favourite evil god. It allows crafting items with magical properties, and is super rare, to the point that youll only craft a few full sets of equipment with what you can mine with reasonable effort. The other material is infernite, borrowed from the Bonus Mod, as it is a cool and unique idea. It is a permanently burning ore, which allows forging weapons that deal fire damage. The only issue is that it burns whoever touches it, which means that youll have to solve the problem of fire resistance for your workers and the users of infernite weapons. It is as rare as adoxium. What was previously stopping me from adding new materials was the workshop UI. Requiring listing every new item/material pair, it would become quite unreadable. After a bit of research, Ive ended up adding simple tabs to the menu, which you can see in the screenshot above. Theyll help a lot in finding your desired item.
Specialized storage
A storage system overhaul has been on the table for a while, partly because piling items on the floor randomly is a bit counter-productive, and also because I want to give players new ways to design their dungeons in creative ways. On the other hand, I dont want KeeperRL to require sophisticated storage micromanagement. A simple designate and forget should do. The first step towards this goal was to create a hierarchy of storage types, starting from the general equipment, resources, etc, and specializing them into more and more narrowing categories, like weapons, bows, gold, and so on. When a sword is produced, the game will start with looking for a specialized weapon rack to store it, and fall back to the old equipment storage if its not found. This way you can have your items neatly organized, but you dont have to. Your minions wont really care. Its worth mentioning that the new storage system is fully moddable, so you can probably expect your favorite modders to come up with new custom storage furniture as well. Another topic are storage limits. Right now you can store your entire dungeons treasure on one tile. This is both due to simpler implementation, and for players convenience. I know from other games that having to constantly create new storage rooms for your ever growing pile of stuff can be annoying. I think that a middle ground would be practical, where basic storage types have limits, but one can eventually build some sort of bottomless magical chests. I still need to think about all gameplay and implementation (performance) consequences of this, as it would be a big change to KeeperRLs engine.
Prison, arrowslits, and new traps
In another improvement inspired by modders, Ive added two new prison features. Mostly to improve realism, the game will require you to secure all prison tiles by either prison bars or prison door. Its mostly an aesthetic change, as prisoners can still move freely around your dungeon when doing work. This might change though in a future prisoner overhaul. Something that has been suggested by players, is the idea of arrowslits. In KeeperRL it is a special wall tile, which creatures with the attribute of arrowslit vision can see and shoot through. Its a human equivalent of elf vision (which you may have fallen victim to if you were ever shot by elves through the trees). It will be available to the white knight faction as well as AI villains. Expect more unexpected arrows flying in your direction KeeperRL will feature two more traps. The first one is the gargoyle, which is a stone guardian that comes to life whenever enemies appear. The other trap is the blast trap, which is pretty similar to the "directed blast" spell. While pretty simple on the surface, with some clever tricks it can create very interesting situations involving attackers.
Enemy alliances
Inspired by one classic fantasy story, Ive added a special end-game event to KeeperRL, in which the last standing enemies gather in a final, desperate attack against you. It is a fully scripted scenario, so dont expect any simulated enemy diplomacy. Its thought of as an occasional change of pace, most likely to your doom. The attack, when it happens, involves all the forces from the remaining main villains, including their leaders. Therefore, resisting it should secure your victory in the game.
KeeperRL
Michal Brzozowski
Michal Brzozowski
2015-03-31
Strategy Singleplayer EA
Game News Posts 238
🎹🖱️Keyboard + Mouse
Very Positive
(1407 reviews)
http://keeperrl.com
https://store.steampowered.com/app/329970 
The Game includes VR Support
KeeperRL Linux [28.66 M]KeeperRL Depot Linux 64-bit [30.57 M]
KeeperRL Soundtrack
KeeperRL is an ambitious dungeon simulator with roguelike and RPG elements. Take the role of an evil wizard and study the methods of black magic. Equip your minions and explore the world, murder innocent villagers and burn their homes. Build your dungeon, lay traps and prepare for an assault of angry heroes.
When you control your minions the game changes into a classic roguelike, with turn-based and very tactical combat. You can also play as an adventurer and assault dungeons made by you or other players.
When you control your minions the game changes into a classic roguelike, with turn-based and very tactical combat. You can also play as an adventurer and assault dungeons made by you or other players.
Dungeon management
You will dig deep into the mountain and build dozens of rooms, corridors and traps. Your minions will train and produce weapons and armor. Prisoners will be tortured. You will research new technologies like alchemy, beast mutation and sorcery.Roguelike mechanics
The world is simulated on a very detailed level. Creatures use equipment and consumable items. There are dozens of special items, spells, attributes and special attacks. You can cut off heads and limbs and blind or poison your enemies. If you're not careful with fire, you can burn an entire forest or even your own dungeon.Large, procedurally generated maps
In your neighborhood you'll find castles, villages, other dungeons and special locations. Slay heroes, dragons and witches for their loot. Every game you play will be different.Online map sharing
Download dungeons made by other players and explore them as an adventurer.MINIMAL SETUP
- OS: Ubuntu
- Processor: Dual Core CPU - 2.4GHz+Memory: 4 GB RAMStorage: 1 GB available space
- Memory: 4 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
- OS: Ubuntu
- Processor: Dual Core CPU - 4GHz+Memory: 8 GB RAMStorage: 1 GB available space
- Memory: 8 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
GAMEBILLET
[ 5950 ]
GAMERSGATE
[ 1903 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB