Do I understand correctly that those 30% of times when everything works is when the fancy cursor shows up, and when it’s the system cursor then clicking is broken?
Hi Honfo, I’m glad you like the game 🙂
Your idea has been floating around for a long time, but I never figured out how to implement it meaningfully, so that you don’t end up just building a similar dungeon on every map.
In any case, that ship has sailed, I’m not going to make such drastic changes to the game at this point.
Sorry for the late reply.
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.
Press ‘t’ or click on the map icon under the minimap when controlling a creature.
Have fun 🙂
I checked and there is nothing hidden in that dungeon. You can try a simple hack, open options.txt, and change the SHOW_MAP value to 1. This will make all enemies visible. If you still can’t find the missing enemy, feel free to send me the save file and I’ll check if there isn’t any bug. (firstname.lastname@example.org)
Having said that, I see the problem of hidden enemies or ones that you can’t locate on the map, I’ll try to think of a solution. Thanks for the report.
I’ve heard of similar problems on Mac OS from one or two other players. I don’t know where the issue could be, perhaps in the SDL2 library that KeeperRL uses.
How often does the game start glitched when you restart it? When the “fancy cursor” doesn’t appear do you get a normal cursor instead? Does disabling the “fancy cursor” in the settings change anything?
I actually went and implemented pathfinding as well 🙂
Hey, thanks for pointing that out, indeed it’s a mess. I think it will also fall apart if a portal is destroyed by enemies. I’ll try to fix that, as you suggested, by adding an interface to explicitly connect portals. And no, pathfinding is not aware of portals at the moment, you can only use them manually. (I’ll try to fix that too, but it’s not easy).
EDIT: I checked and actually the algorithm makes sense: a portal will only reconnect with another portal if it’s rebuilt at the same spot, in order to correctly handle randomly destroyed and rebuilt portals. Perhaps destroying one manually should be handled differently. I’ll also have paired portal pairs have the same unique colors so it’s easier to see what’s going on.
The issue should be fixed in the most recent patch, although I didn’t manage to understand exactly what the problem was. If this keeps happening please let me know.
If that’s just soft vs hard rock, then this wouldn’t add much to the gameplay. I think something that could work would be patches or other shapes of undiggable rock not covered by fog of war. Same with bodies of water. Then you could really have some fun with planning your dungeon. If obstacles are visible only from 2-3 squares away then you’ll get lots of frustration trying to lay out your rooms.
1. Sure, noted down.
2. I’ve been thinking about this a lot, and I’ve looked at maps in other games like Dungeon Keeper but I don’t have any solid ideas on how to do it using procedural generation. There is also a problem with fog of war. For example underground bodies of water would add nice variation and allow more interesting designs, but only if you could see them in advance instead of bumping into them randomly. Same thing if there were more complicated stone patterns.
Do you know any games with PG that I could look at?
Sorry for this bug. I’ve tried figuring it out with the help of a few users, but it requires a lot of sending builds back and forth, and I haven’t pinned it down yet. Did I already get your contact details in case you’d like to help?
Will fix the text issue with the next hotfix. The trees glitch is part of a larger problem with how things are drawn, so it will probably have to wait longer to be fix.
Actually the effect is not inherited during absorption in the first place if the doppelganger is already affected (even if it’s only from a ring).
I don’t remember if this was intentional and is there for another reason. I noted down to investigate it later.
This is fixed in the new update, thanks.