Fixed a furniture update frequency bug introduced in the previous patch.
KeeperRL v1.0 hotfix 14 is out
Added back the unlockable Adoxie adventurer, who was temporarily removed before the 1.0 launch.
Fixed issue with some villains being forever hidden behind fog of war on the world map. (This fix fix will apply to existing games after any, even a minor villain is conquered)
Fixed issue with bogus map selections when selection is interrupted by enemy attacking dialog.
Fixed crash when creating a retired dungeon from a conquered keeper.
Made it impossible to capture enemy during a duel.
Optimized memory usage and save file size for games with lots of items present.
Optimized rendering of building UI.
Optimized updating melted rock and magma tiles, which caused lag in dungeons with lots of Z-levels.
Optimized game loop when hundreds of minions are present.
Disallowed day-time travel with undead even if destination contains indoor tiles on the edge of the map.
Removed owl and bird sounds from cacti and other objects that aren't trees.
Fixed warning when walking into sunlight on a non-vulnerable steed.
Fixed warning when walking into fire on a vulnerable steed.
KeeperRL v1.0 hotfix 13 is out
The game won't show the upgrade button for workshop items that can't be upgraded.
General rendering and gameplay optimization thanks to Robin/Rob2309.
Fixed prison and pigsty rendering lag that was accidentally introduced during previous hot fixes.
Added support for Delete, Slash, Backslash, Semicolon, Page up and Page down keys in keybinding configuration, thanks to gnneo.
KeeperRL v1.0 hotfix 12 is out
Fixed a crash in the demons enemy introduced in the previous hotfix.
Fixed a crash in construction debt calculation caused by a giant spider minion building webs over the player's traps.
Fixed laggy messages history list.
Increased chance of starting a fire when throwing a torch at trees or other flammable objects.
KeeperRL v1.0 hotfix 11 is out
Fixed an issue with the demons enemy being unbeatable if their throne was destroyed. If this happened to you, you can beat this enemy if you return and kill the remaining demons in the throne room.
Fixed issue with AI not using same level portal connections after saving and loading the game.
Optimized AI pathfinding across z-levels.
Optimized updating collective line of sight of minions.
Fixed portal animation not displaying when teleporting to a different level.
KeeperRL v1.0 is available for testing
An unofficial v1.0 build is out on the BETA branch. Check it out if you're an experienced player and want an early glimpse of all the new stuff!
Please post your feedback in the comments below.
If you are new to KeeperRL, it is strongly recommended that you stick to the official Alpha 36 patch until February 29th, as this build is very unstable, and I'm still making last minute changes and adding fixes.
Please also note that until the patch is officially released, the save file format may change at any moment, and you saves may be lost. (although I'll do my best to avoid this).
To opt into the build, please go into the game's properties, BETA tab, and choose the "dev" branch.
More news on the upcoming v1.0 patch
KeeperRL will leave Early Access in exactly three weeks. The last major patch was released one year ago, so you can imagine that this will be a pretty huge update. In the August blog post I revealed the major features that will be introduced. Since then, my work was more focused on testing, balance, and adding content.
Minor villains
One of the many advantages of the new world map is that it adds lots of space for low-key content. You'll stumble upon shops, stables, forges, cottages, and various mystery locations. Some of them can boost your game in a major way, some are there just for flavor, and others will get you killed. Overall they add a lot of excitement when you extend your influence and explore new areas.
New workshop tiers
There will be four new workshops available in the game: magma forge, magma jeweler, enchanted workshop and enchanted laboratory.
Building them will be restricted to certain locations: the magma variants will have to be built next to a magma tile, and the enchanted variants next an enchanted pool.
They are not intended as major upgrades, but rather add a small variety of things you can craft, and a bit of excitement when exploring deeper Z-levels. The magma forge and enchanted workshop will produce moderately improved equipment compared to their regular counterparts. In the magma jeweler you will be able to create basic glyphs to improve your weapons and armor. The enchanted lab offers potions of mutation that can be used to add an edge to your army’s power.
In addition to its new tier, the regular forge will continue to offer items made from the rare materials: adamantium, adoxium and infernite. Their stat bonuses will be greatly increased compared to Alpha 36, so finding the ores and craftsmen with appropriate skill will be one of the major quests on your way to world domination.
New items, and item scaling
As the difficulty and power curve got much longer, the game needed to scale all the loot that you can find in high level areas. After all, finding a +5 armor is no longer exciting after defeating a dragon with +150 attack. Therefore I’ve added automatic adjustment of item power to the difficulty of the location. This includes shops, mentioned in the previous paragraph, to ensure that you’ll keep finding nice stuff even towards the end of the game.
Things that you will be able to find will include equipment made from all the available materials in the game, a new tier of longer-lasting potions, new rings and amulets, and a few new, powerful artifacts.
More sound effects
The last time I worked on sound in KeeperRL was almost eight years ago, so it was time for a bit of update. I’ve added UI sounds, ambient sounds made by various animals, as well as water and magma, workshop sounds, the sound of torture, and more. I’m very happy with these additions and hoping to add some more in the coming weeks.
A small adventurer overhaul
I’ve merged the adventurer and keeper modes together, so the adventurers are actually just keepers that start with a small house as their base. This lets them use more of the game’s features, such as buying horses at stables, and the auto-pillaging feature. They also have a place to come back to and heal, restock their gear, etc.
The old adventurer class was removed, and now you can play as an evil wizard, dark knight or white knight, known from the classic keeper bases.
To make things clear, the adventurer will continue to be a small part of KeeperRL, just an alternative way to experience its universe. Turning it into a fully fledged RPG is beyond the scope of the game, which I know may disappoint some players.
Improved White Knight
I’ve tweaked the population control mechanic of the White Knight to rely on horses, instead of farm animals. After steeds were introduced to the game, horses became almost a necessity for the White Knight’s base, so it made little sense to require two extra animals for every minion. This should reduce clutter and potential lag in highly populated bases.
I also added a simple promotion system to obtain knights. The immigration list now offers squire minions, instead of knights, which can be knighted, one per your Keeper’s level gain.
Duels
Even though I was more focused on balance and content, I couldn’t resist adding one fun feature. For extra entertainment of Your Evilness, some villains (namely – the Duke) will challenge you to a duel. The stake will be your lives as well as automatic conquest of the loser’s base. Accepting will spare you having to slaughter all of his knights, at the expense of the risk of losing your Keeper. Choose wisely!
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 🙂
Alpha 36 hotfix 17
Fixed a crash caused by a blind attacker (such as a black dragon) being spawned on a water tile and immediately drowning.
Alpha 36 hotfix 16
Fixed possible issue with player's minions breaking down locked doors.