In the last week I’ve been mostly busy with adding more functionality to the new immigration system. There is now a nice help screen containing almost all minions that you can get in the game, along with their requirements and other information. You can set to automatically accept or reject specific minions, and you can auto-accept all immigrants (which is almost like going back to the old, random immigration) or turn off the immigration altogether.
I put a lot of effort to adapt the new system to almost all methods of acquiring minions. This means that you will use it to spawn imps, recruit allies, and use pregnant succubi to mutate humanoids and beasts. I’m very happy about it, as some of these mechanics used to be pretty hidden, and the new system makes them much more visible to the player.
There is still a lot of tweaking left regarding the immigration rate, and the choice of which immigrants to present. As I said before, you will mostly be presented immigrants that you can immediately accept, but from time to time there will be one with some extra requirements, and you will have fulfill them in a limited time window. Sometimes an immigrant won’t be shown at all, for example any of the demons before you have built at least one demon shrine.
It’s almost time to leave for the holidays, and I’ll be without my development machine for almost two weeks. I’ll reserve some time to play-test the new features though, and next week I’ll make a post summarizing the development in the last year.
I've been working on the next KeeperRL update at full steam for the past few weeks. The changes have all been oriented around gameplay and not very hard in terms of programming,... more
The direct download version of KeeperRL has been updated with a few bug fixes. I've also starting working on Alpha25 already, and will post an update on that in the next few... more
It's my pleasure to announce that KeeperRL Alpha24 is out! It's another big gameplay patch, bringing in many new features: Overhauled prisoner system. Enemies are explicitly... more
In the last few weeks I've been very busy fixing bugs, optimizing, and polishing all the new features queued up for this update. The patch has finally reached a point where I can... more
This blog post will be devoted to a number of changes that I made to mining, minerals, and map generation. The main theme is that the geology tech will be removed, and all... more