Jul, 05
Alpha25 release plan

I haven’t posted updates for a while, but KeeperRL’s development has been quite steady. Among other things, I’ve done a lot of work in the UI department, of which you’ll find a short rundown below.

Overhauled villains UI
I’ve received a lot of reports of players being confused and angry about being attacked by stronger enemies. While they always have a good reason for attacking, the game didn’t do a good job at communicating this. With this update, you’ll receive notifications about triggered villains along with the specific reason. The game will also tell you when you can pillage a defeated enemy or trade with an ally. In general, this piece of UI replaces the villains tab, providing the information in a much more player-friendly way.

Creature inventory and lying items
You can now inspect any creature’s inventory or what items are lying on the ground both in the real-time and in control mode.

Bug reporting tool
I’ve made it possible to report bugs without leaving the game. You can optionally attach a screenshot or a save file, which is a big improvement over players having to find the file on their disk and email it to me. πŸ˜›

Imp hauling AI improvement
Imps will now be able to pick up items from many locations before heading back to storage, instead of bringing items one by one. Very useful when looking for items in your storage room or on the battle ground.

In terms of features, Alpha25 is almost ready, and I’ll be uploading a testing build to Steam very soon. The update will be released officially once Artur finishes some necessary artwork, and I iron out all remaining (known) bugs and missing features.

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Home Forums Alpha25 release plan

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  • #7866

    deCalle
    Participant

    Nice, sounds good. Especially concerning the imps πŸ˜‰ They’re porbably being way more efficient in hauling stuff than those morons from Oxygen not included^^

    Thought about giving some further feedback since the game, to me, misses a bit of depth, especially exploring the vicinity isn’t rewarded ( so more dungeons and the likes would be nice^^). And I usually don’t need more than 5 rooms to win the game. so some incentive to create a bigger dungeon would be nice. maybe you come up with something. Or I let you know when I made up my mind how to achieve that.

    Thanks, and keep it going buddy πŸ˜‰

    #7869

    Thought about giving some further feedback since the game, to me, misses a bit of depth, especially exploring the vicinity isn’t rewarded ( so more dungeons and the likes would be nice^^).

    I’m planning to add more dungeons actually, but they will be more spread around the map more than in the nearest vicinity. But I’ll be adding more content in general, so that should get better too.

    And I usually don’t need more than 5 rooms to win the game. so some incentive to create a bigger dungeon would be nice. maybe you come up with something.

    If you just want to win then I’m okay with that kind of style. There are some nice things you can get in a bigger dungeon, like private quarters, but they’re not mandatory. There will also be moats, portals and more options to decorate your halls.

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