Bibbimbop
Arcane
I really ought to play this again. Probably been some changes in 7 years of active development.
Yea. You can also directly control, click commamd, and theres a "drop everything" order.Bought it on a whim because I don't like War for the Overworld.
Anyway, how do you drop items from someone's inventory. My overlord has been lugging around 800 gp for weeks now
It's been a long time, but I think you have to build a treasure chest and they will use it for a GP drop point.
Dwarves
What’s a dungeon building game without dwarves? Of course the little neckbeards have always been present in KeeperRL as an enemy, but a playable dwarf faction has long been due. As a rule I try to add unique gameplay with each new faction so that it’s not a mere reskin of existing content. The dwarves are no different.
The main dwarf characteristic is that you start with exactly twelve of them, and it’s impossible to gain any new minions for the entire game. This is accompanied by a promotion system that lets you specialize your initially blank dwarves with various combinations of skills. The promotions are awarded together with new available technologies, as your faction gains levels.
Together, these two mechanics will force you to take long term strategic choices, as well as to choose your battles very wisely. This is unlike most other factions in KeeperRL, where minions are quite expendable. From initial playtesting it seems like this will be a very ‘roguelike’ experience, which I’m super happy about.
New content is always fun, but I also remember about adding important quality-of-life features to KeeperRL. One that has been requested for a long time is item smelting. It allows you to get rid of unneeded equipment, while recovering some resources. Another such feature is the ‘unclaim tile’ order, which lets you remove parts of territory that you aren’t interested in.
To add some variety in the landscape, I’ve added a fog effect which simply obscures vision. Since KeeperRL has already had a similar poison gas effect, I decided to merge these two into a general gas system. This is of interest mostly to modders, as it’s possible to add custom gases with various effects, and they can be placed on the map permanently during level generation or temporarily, for example as the result of a spell or crashed potion.
These are only some of the new features that I’ve been working on in the last weeks. If you’re interested in finding some fun surprises, you can try out the Alpha 33 testing build on Steam, which I’m going to release right after publishing this blog post. Stay tuned for another announcement with the instructions on how to opt into the new build.
6 years later and a lot changed. Still fun game but probably still too easy, I don't have a hard time winning. It's nice to try the different game modes.Awesome game. Just played the first time and already won. I guess that means it's too easy @ easy. Next game will be at hard difficulty.
Agesilaus said: ↑
It's fun, but it gets boring incredibly quickly. I finished it on hard and aggressive, and... yeah. Done.Exactly right.
But he's still working at it. Hope it will get more challenging soon.
Necromancer faction coming Oct 28th
After automaton crafting was added to KeeperRL last year, someone suggested that a necromancer could similarly craft zombies from the body parts of fallen enemies. This was the evilest thing I could imagine, so I started working on a playable Necromancer faction right away. Unfortunately even though the mechanics were super fun, I wasn't able to come up with enough new content to make something releasable.
Around the same time the prolific modder Swish released his Unholy Mod that contains a necromancer and a lot of interesting undead creatures. I've reached out to them recently and we decided to collaborate on an official Necromancer Keeper, to be released on Halloween.
As a Necromancer, you'll choose recipes from a fine bouquet of undead creatures and use special
balsams
to mold them to your liking. Two special minions will be, as mentioned above, assembled from severed body parts.
While designing the Dwarves I wanted to create a feeling that each minion is unique and irreplacable. The Necromancer faction will be completely opposite to this. Your undead will be created in large numbers (there are no population limits), will fall easily due to weak defense, and the available balsams will let you specialize them against specific foes or even explicitly shorten their life in exchange for stat boosts.
This craziness will be countered a bit with phylacteries, special constructions that can renew a chosen minion's life.
The Necromancer is currently undergoing polish, and balancing, and will go live (but smell funny) on October 28th. If you are super curious or want to help out with testing before the official release, drop by on Discord!
KeeperRL Alpha 34 is out!
KeeperRL Alpha 34 is released! The update includes the addition of steeds, an overhaul of the Z-level system, and numerous quality-of-life improvements. Check out the patch notes below for more detailed information.
I’d like to thank everyone involved in crash testing this patch, sending bug reports and suggestions. Your help was invaluable!
If you would like to continue your saved game from Alpha 33, you can opt-in into the "Alpha 33 save compatibility" BETA branch under the game's properties in Library. Make sure to opt-out of the branch to go back to Alpha 34 when you're done!
Gameplay
- New steeds mechanic, minions are automatically assigned steeds and mount them.
- Multiple stairs per level are allowed.
- Inter-level portals are allowed.
- Stairs can be removed.
- All Z-levels are aligned and stairs always lead straight up or down.
- Home base level has been made smaller in order to have the same size as all Z-levels.
- Simplified roof support mechanic that only requires ‘building interior’ to be designated.
- Automaton assembling now uses the same, simpler crafting logic as the morgue.
- All non-humanoids made from flesh can now be captured.
- Added a ‘resistant to capture’ trait to some bosses.
- Creatures won’t auto-equip infernite weapons without having fire resistance, player is warned when trying to equip.
- Animal pens now require an animal fence to be active.
- Wildlife respawns.
Content
- Some villains and bosses receive their own special steeds.
- Some immigrants receive special attribute boosts related to riding steeds.
- Added ridable horses and warhorses to the white knight faction.
- Added hay piles for non-humanoids to eat at.
- Added an infinite carry capacity balsam to necromancer’s lab.
- Removed all beasts immigrants, must be captured in the wild now.
- Merge multi-weapon and extra arms balsams.
- New chicken and cow breeding techs.
- Added special enemies to some mountain tops.
- Added worship tech requirement to white knight priests.
- Gallows and beast cages moved to prison menu.
- Greenskins faction gets coffins to be able to recruit vampires.
- Djinn lamp moved to a new location.
- Leather equipment crafting no longer costs wood.
- Imps no longer have a speed buff.
UI
- New menu for restricting equipment types for chosen minion groups.
- New moddable help system with images and links.
- Enlarging the minimap doesn’t block the rest of the UI.
- Item choice menu has an owner counter to improve clarity.
- Added a tooltip to the combat experience UI element.
Modding
- Made possible to add new farm creatures.
- Added SameTribe creature predicate.
- Added Frequency predicate.
Fixes
- Fixed a retirement crash caused by a captured minion being tied to a phylactery.
- Disabling an activity will stop minion from doing it right now.
- It’s now impossible to set an activity that’s disabled.
- Enemies that are stunned or unable to move are not considered for danger warning or preventing the player from travelling.
- Master artisan’s bodyguards are fighters instead of civilians.
- Archwood bow crafting requires archery.
- Amulet of life saving is preferred to using the phylactery when killed by Death.
- Fixed retired dungeons search box.
- Unsecured prison tiles don’t increase prisoner quota.
- Fixed forge material tabs for automatons.
- Limited population increasing furniture can not be built over the limit.
Some KeeperRL assets temporarily removed due to copyright infringement (updated)
It has come to light that some graphical assets in KeeperRL infringe 3rd party copyrights. I wasn't aware of this, as these were made by someone hired for sprite creation recently. This is very bad news and all assets made by that person have just been taken down from the game.
Unfortunately this includes the whole Necromancer faction, which is now unavailable in the game starting menu
. Saved Necromancer games will still load, but a majority of sprites won't be displayed. If you have a Necromancer game in progress I suggest waiting a few days until we sort it out. Other factions should be playable outside of an occasional missing sprite here and there.
In the next few days we will figure out exactly which assets are non-original and add replacements for them, and everything should be back to normal.
I am terribly sorry for this blunder and inconvenience to all players. From now on I will make sure to have a 100% certainty about the origins of new assets.
If you have any suspicion that a KeeperRL asset may be "stolen", please get in touch, but also keep in mind that some older sprites come from the 16-Bit Fantasy sprite pack by oryxdesignlabs.com and you may see them in other games.
Update: the Necromancer faction is back, a few "offending" sprites are still missing but will be replaced soon.
FWIW, I really liked the game, but controling multiple creatures in rogue like mode was a bit tedious (ie, moving each 1 tile at a time). The amount of content added post release is quite impressive.Summary
The ultimate evil roguelike dungeon overlord simulator - KeeperRL offers you the chance to raise your own army of doom and personally lead it in a grand campaign to destroy all opposition.
KeeperRL v1.0 will be officially released on February 29th 2024
I have important news for you today. KeeperRL version 1.0 will be officially released on February 29th! More details about the patch will follow, and for now let's celebrate this upcoming milestone with this short clip
I played it ages ago, but when I did, the bad guys had way more options (in terms of creature builds) than the good guys who felt half backed.I've played only tutorial so far and a little bit as a good guys and get bored, so I can't comment on the rest of the game. Feels like a mix between Dungeon Keeper, Dwarf Fortress and classic roguelikes. This time you're not the hand but represented as a character that can level up skills and spells. My guy learned magic missle and other stuff which was cool! Judging from the mode options there is even some kind of an adventure (pure roguelike?) mode in the game. Yeah, the game's UI is very easy to understand and it certainly clicked with me better than in the newest steam edition of Dwarf Fortress. I can also add that this game allows to kill children - haven't seen anything like this in a while.
This can be prevented by strengthening walls.High level enemies will tunnel through rock to get to you and one shot you.