- 21 September 2014
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.
- 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.
- 12 September 2014
Time to haunt the poor peasants a little bit. The next version is coming soon.
- 03 September 2014
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.
- 28 August 2014
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.