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  • in reply to: Specializations #6246
    Corran Horn
    Participant

    You can control an imp and travel to a zone to pick up loot. They have unlimited carry capacity. Just make sure you clear out the zone first because they can’t really fight. To be honest though, it’s not really worth it. Most of the iron and stone you find in other zones are pretty small stacks.

    in reply to: Controller support #6242
    Corran Horn
    Participant

    How would you make this work? Much of KeeperRL is built like a traditional strategy game where mouse and keyboard controls are best suited. I can’t really think of many strategy games that work well with controller support. It could work in adventure mode, but would it make sense to allow a controller in one mode but not another?

    in reply to: Specializations #6235
    Corran Horn
    Participant

    In the current build (Alpha 21) you can control teams by dragging the team from the units tab to a tile. They will all move to that tile, then disperse. You could use this to set up multiple teams to move strategically. I don’t believe there’s a way to do this while in control of units though.

    in reply to: KeeperRL Alpha21 is released! #6210
    Corran Horn
    Participant

    Hey, Great job on the build! The new immigration system really changes how the games plays in a very positive way. As a player, I feel much more in control of the way the game progresses. The interface works well, is easy to understand and intuitive. I’ve only played the Campaign mode so far, but I’m really enjoying it. It feels like a more complete experience. Like there’s more content to explore and dominate. Great work Michal!

    in reply to: A collection of ideas #6103
    Corran Horn
    Participant

    I’m just wondering, have you considered making the keeper have to train spells the same way minions have to? Currently just getting access to all of the spells when you unlock the next tier seems a bit odd to me.

    in reply to: A collection of ideas #6099
    Corran Horn
    Participant

    Currently the keeper will level up four times from combat. However, he is als capped to level 17 through training dummies. These are not independent, however, so a keeper who levels up before he’s maxed out training will be limited. That is to say, if a keeper levels up through combat before level 17, they will not be able to go any higher. However, if they avoid combat until after training to 17, they can get to level 21. This discourages the use of the keeper in combat in the early game. (may be intended)

    I think you got this wrong. The leveling paths are independent, so you can level up first through training and the by combat, or vice versa. The effect will be the same.

    I ran a test of this and you are correct. I’m not sure where I got the idea that it was working differently. I could have sworn I’d had keepers capping out at level 19 and 20. I ran a test where I leveled up my keeper through combat only to level 9, then up to 21 through training without any problem. Just wanted to let you know that this definitely isn’t an issue. My bad.

    in reply to: A collection of ideas #6096
    Corran Horn
    Participant

    Thanks for the response. As I said, my intent was just to put out some potential ideas to spark new pathways.

     

    Sorry, nope :P, this would open a huge can of worms in terms of implementation and game design.

    That was my feeling as well as this would greatly increase the meta-strategy of the game. I think that it’s an overly complicated solution to a problem that I encountered in the game. That problem being, at times I find myself under attack from a force that I know will defeat me. However, recognizing and understanding that I’m strategically outmatched does not provide me any pathway to success. This is, in a very complicated way, an attempt to create a pathway to retreat, regroup, and retake a position that has been overrun.

     

    Does the player place the stockpile on the map or is it an abstract thing? What’s the gain of having only one?

    What I was thinking was that the stockpile would be a piece of furniture placed by the player. Each resource (wood, stone, iron) would have it’s own stockpile. The proximity of the stockpile to the workbench would effect the efficiency of production. One of the reasons I like this approach is that currently the most efficient layout for workbenches (as well as libraries and training dummies) requires floors on all four sides. This limits the way that they can be placed in a room. It’s inefficient to create interesting layouts with workbenches against walls in a way that may make sense in the real world.

     

    I’ve thought about it before, but wouldn’t it make stone kind of useless in terms of gameplay? Why not just remove it then?

    I can see this argument, but I think that the same can be said of wood. Currently, wood is more of a chore that eats up imps time. You will run out of things to build long before you exhaust the supply of wood on a map. Perhaps the problem is that wood is used for too many things that become trivial to make. For instance, I’ve found that cranking out leather gloves is good because they cost nearly nothing and have no upgraded variant in iron or steel. I think that this could be addressed, to some extent by requiring specific reagents for crafting some items. For instance, using mushrooms in potion crafting and potions or scrolls in traps. Then, the base components of wood and stone could be abundant without allowing for run away production. As far as leather armor goes, I think that a leather resource could easily be implemented as a drop from killing certain non-hostile and hostile mobs. Additionally (and I’m not sure if this is how it works now) the home zone would likely need to regenerate non-hostile mobs from time to time.

    I can see this bringing us back to “why not just get rid of wood and stone?” I admit that it’s a difficult question. The answer, I believe is in providing goals that require large amounts of these materials to achieve. Essentially sinks that can be worked towards and will deplete large stockpiles. Boulder traps are a good example of this. If you are getting stone from digging, a boulder trap should cost the equivalent of clearing a large portion of a normal dungeon. More of these traps should require specific consideration to expansion for the purpose of generating stone. Wood could have an equivalent sink. Currently wood is used in so many things, but no one thing is a large investment (to the point that it’s even a consideration). Perhaps limiting the supply of wood, or increasing the price of producing some items could help with this.

     

    Why such a change? Is it to add more structure to the game, and give the player a better guide on the difficulties on the enemies? Mob difficulties are not explicitly defined in the game right now, so there would have to be a lot of guesswork about which enemy is which tier.

    Part of the idea here is to smooth out the difficulty curve when facing enemies while also providing more information to the player about what they should expect from enemies without necessarily spelling everything out. By placing low difficulty enemies in close proximity and high difficulty enemies at the outer reaches, the player is able to control their progression in an intuitive way. I do think that obscuring the most difficult enemies would make the end-game more interesting because you would have to prepare for anything. For the most part, choosing a map is more about setting up a good starting location than determining an end point.

     

    Would the other tiers have different totally usages or just generate mana / teach spells faster?

    The tiered libraries could unlock different levels of spells, similar to how workshops work, as well as speed up mana generation.

     

    I’m not sure if this adds much over simply using your own minions to raid enemies?

    Yeah, this would be a departure from the regular flow of gameplay. I’m not sure that it would work very well in that sense. My thinking is that this could create unique ways of infiltrating enemy keepers dungeons while rewarding that with items only obtainable by using strategy and subterfuge instead of just assaulting everything with a more powerful force. I’m sure that the same thing could be accomplished with minions. Perhaps some minions could have unique abilities that open up this kind of gameplay.

     

    They already do move the camera (at least the ones with the ➚ icon).

    Yes, I may have misstated what I meant here. This idea comes in two parts. First, by providing iconographic cues, the player can quickly assess what is going on. This is similar to games like Counter Strike where kill notifications simply, and quickly, inform the player of important events. The second part is an extension of the ➚ function, in that clicking on certain events could trigger appropriate UI responses. For instance, if a goblin produces a new weapon, clicking on the notification could open the production queue or perhaps an equipment screen showing which minions are assigned which weapons/armor, where the player can manage who has what.

     

    I think you got this wrong. The leveling paths are independent, so you can level up first through training and the by combat, or vice versa. The effect will be the same.

    I may have this wrong. I’ll test this again.

     
    -Z

    in reply to: Your creativity is needed now! #6088
    Corran Horn
    Participant

    I posted a small idea for a confusion trap. One of the features I had in mind though was for the trap creation to take a Scroll of Deception and wood. Then, to reset the trap it could take just wood. I think that this could be applied to many of the traps, making the initial setup take a larger investment, but maintenance cost less. I would also propose that imps could reset traps on their own, provided they are able to retrieve the needed materials. As it is, the traps have to be created each time they have to be reset and this eats up a lot of time in the workshops.This could be balanced by increasing build times for other items.

    in reply to: Texture Pack #6055
    Corran Horn
    Participant

    Hey Michal,

    No problem. I didn’t expect a response right away with the new year and all. I would love to work with you on the background. I’ll shoot you an email.

    -Z

    in reply to: Texture Pack #5897
    Corran Horn
    Participant

    I’ve reworked the grass texture but it’s raised another issue. Would there be any way to turn off tile flipping? Perhaps in a config file or something like that?

    in reply to: Texture Pack #5895
    Corran Horn
    Participant

    There are two grass transitions missing. Parallel vertical and horizontal straight edges:

    in reply to: Texture Pack #5893
    Corran Horn
    Participant

    And yeah, a lot of the tiles have a rough time with transitions. I’ve tried to design with those limitations in mind, but it’s a tradeoff between making seamless tiles and repetitive patterns. There is value in making the grid visible, but I’ve tried to limit that as much as possible. With the mud texture I moved towards a brick style because it tends to be used in buildings (like the castle) and in the pigsty where muddy bricks/stone makes sense. A flat mud texture in the castle was much less interesting. in the image above you may see that I attempted to match the edges of the stones in the mud texture up to the stones in the standard floor texture. It’s not perfect, but it helps mitigate the abrupt change between tiles.

    in reply to: Texture Pack #5891
    Corran Horn
    Participant

    Yeah, I don’t think that it needs a transition added if there were a buffer of mud around the buildings. The small towns look good where the buildings have that buffer between the walls and the grass (just one tile of mud between them).

    Like this:

    in reply to: Texture Pack #5887
    Corran Horn
    Participant

    Updated Download

    I’ve updated the download with the most recent version. I just have one question. Where can I find magma in the game?

    in reply to: Texture Pack #5885
    Corran Horn
    Participant

    I may have discovered a small bug after finishing the road textures. I can’t actually find any roads in-game longer than a single tile, like this:

    I may just have bad luck, but after checking several orc and lizard camps they were all the same.

    -Z

Viewing 15 posts - 1 through 15 (of 27 total)