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Messages - miki151

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1
It came out yesterday :), here's a short info.

Quote
For those of you who haven’t followed the development, campaign is a new game mode that takes place in an overworld, divided into a grid of smaller maps. The player builds his or her base on one single map throughout the whole game, but can travel to other maps to attack villains. Those villains may also include retired dungeons made by other players. Thus we now have Keeper vs Keeper battles! Games have gotten longer this way, and have much more replay value. The classic “single map” mode is still included, although it will be subject to changes in the future.

More info here: http://keeperrl.com/keeperrl-alpha18-is-released/

You can either buy or get the free ascii version here:
https://miki151.itch.io/keeperrl

2
Yeah, I'll be preparing a testing build over the next couple of days.

3
Hey! Here are the devlog updates from the last three weeks. I think those are some pretty interesting features :)

http://keeperrl.com/travelling-the-world/
http://keeperrl.com/areas-of-influence-and-other-overworld-features/
http://keeperrl.com/keeper-vs-keeper/

Keeper vs Keeper is almost ready:

4
I want to release something playable within 2 months. If it turns out harder than expected, then I'll just move some features over to the next update.

5
Hey! Thanks for updating the thread title :)

The campaign mode will be a pretty big update! If you guys have any questions, comments or ideas, I'll be happy to hear them.

For some gameplay hints, remember to check the wiki: http://keeperrl.com/wiki

Is there a way to re-map controls, though?
That's something I plan to add closer to the final release.

6
Sure, as always. Alpha14 will be out as soon as I fix some of the more important bugs.

Here's the game in the Steam store, btw:
http://store.steampowered.com/app/329970

7
Hello!

Alpha13 was released. Video: https://www.youtube.com/watch?v=KCjUM-qygBg

Changelist:

Smooth movement and attack animations.
More gold on the map.
Major optimizations and improved FPS.
New intro with a custom soundtrack.
Dialog for changing game speed.
Another dragon and cyclops villains, attacking based on dungeon population size.
Doppleganger absorbtion details displayed in keeper mode.
UI improvements.
Prettier ground tiles.
Fullscreen support.
More tooltips.
Highlight the tile after the 'fetch items' order.
Highlight prioritized tasks.
Pretty tile highlights for digging and tree cutting.
Nicer arrow sprites.
Removed kraken minion.

8
Hello!

Alpha12 was released yesterday. Check out the details at keeperrl.com or in this short video.
https://www.youtube.com/watch?v=zm-kI7sY8hc

I'd love if you guys could give me some feedback like you did at the beginning of this thread. A LOT has changed in the game since that time. You can grab the free ASCII version from here: http://miki151.itch.io/keeperrl

Indeed, we got greenlit. The game will be out on Early Access in about 2-3 months.

Cheers

9
Ok, it's released! You should have received an email if you already bought it, otherwise you can download the free ASCII (but otherwise full) version from miki151.itch.io/keeperrl. Changelog below:

New UI graphics.
Many bugfixes.
Much nicer mountain tiles.
Naturally flowing rivers.
Many new messages in keeper mode.
Torches are now attached to walls.
Added gnomish villages under the mountain
Big morale penalty if village leader is killed.
Double mana for killing enemies in their sleep.
More intelligent dragon attacks.
Removed the old adventure mode (only adventurer vs. keeper is left now).
Use right click for many keeper mode actions.
Undead injuries rebalancing.
Temporarily removed shrines.
Renamed goblin to orc and gnome to goblin.

10
Hype up for the next release due in 2 days. Looking much nicer, but also with a lot of gameplay improvements.


11
Yeah, I fixed this already for the next release. Thanks.

12
KeeperRL alpha10 is ready. This is a pretty big update, with significant changes in minion behavior and economy. Besides that as usual more content, more minions, more everything! See the changelog below for details.

The free and paid versions are available from Itch.io. As usual, the free version is the same as the full release, minus graphics and music. If you've already bought the game before, you can download the new version from your personal itch.io link (I sent out an email).

Changelog:
Minions immigrate to the dungeon instead of being spawned by player.
Minions get paid to do work.
Ghost, succubus, doppleganger, harpy, goblin shaman, werewolf and kraken minions.
10 new music tracks.
Gold and minerals to loot from villages.
Bandit raids. Bandits can disarm traps.
Ritual room.
Eyeball structure.
Only tiles currently seen by minions are visible in keeper mode.
Improved workshop priorities.
Boulders can destroy walls.
Spell of cure poison.
Floor owned by the Keeper is now distinctly marked.
New UI style.

13
Here's a peek at the new demon trio. (not sure why these images are pasted so big)

'Lost soul' or just 'ghost', not sure yet.


Succubus.


Doppleganger.

14
Ok, will pass it to the artist  :)

15
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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