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    Let's play KeeperRL (alpha 14 optimal strategy)
    https://www.youtube.com/watch?v=uDKfcwKdat0

    ==================================
    KeeperRL optimal strategy alpha 14
    ==================================
    Preface



    Don't Die:
    – Use bows
    – Always use spells: Invisibility, stun, shield
    – Otherwise run

    Table of contents



    – Preperations
    – Getting shamans
    – Getting defenders
    – Getting bows
    – Research sorcery and make potions / rings

    Step 0) Preperations



    Goals:
    1×2 beast lair for ravens
    1×1 resource storage
    1×1 library

    Step 1) Getting shamans



    Goals:
    4×5 library
    4×4 dormitory
    1×1 treasure room
    4 shamans

    Shamans have one of the lowest spawn chance of all creatures in the game (frequency 0.15). That is why you should get them at the beginning of the game. A 4×5 library will get you 4 shamans: A library must have 16 free space before a shaman can spawn (4×4), and each shaman takes one additional space). No other creature needs a library, so plan the size of your library based on how many shamans you want.

    Shamans will research, increasing your mana. Mana is spend to unlock abilities. If you can equip them with a bow then they become end game bodies to control. They are fast and can quicken themselves. They can go invisible and stun anything to kill it without any danger. On top of that they can heal and teleport. Your keeper has similar abilities but when he dies the game is over.

    Step 2) Getting defenders


    Goals:
    4×4 – 6×6 training room
    4 defenders

    If we build a workshop larger than 12, or a jeweler or forge larger than 9, we will attract goblins. Goblins are weak and have a high chance to spawn (frequency 1). They are very undesirable units to have in the early game. It is better to wait and build a training room first to attract some orcs, werewolves or ogres. These units are much better defenders for the first attack on your fortress. Controlling an ogre is an easy way to defeat bandits. Vampires are desirable units but require at least one corpse. You can generate this from a tree spirit or a farm.

    Format: space taken, free space needed, frequency
    lvl 7 Orc: 1.0, 12.0, 0.7
    lvl 10 vampire: 2.0, 12.0, 0.3
    lvl 11 werewolf: 4.0, 12.0, 0.1
    lvl 12 Ogre: 3.0, 16.0, 0.3

    Step 3) Getting bows


    Goals:
    research crafting
    research archery
    3×4 workshop

    This is the hardest part of the guide. In order to level your units safely you will need a bow. You could research crafting for workshops and archery to unlock bows. Your chance of getting both bow and arrows on average are 1 in 18 items produced (bows and arrows each have a 2/18 chance). If you research trapping your chance drops to 1 in 23.

    Since we might wait a long time to get a bow we could consider stealing one from the elves. First we need to locate them. Ideally, we can use a raven to scout the map. Then we send a raiding party to the elven village. Try to avoid the leader. You objective is to obtain one or two bows and arrows, and to return safely. If you die trying to clear the whole village then you have to start over again. Therefor it is recommended to get back home as fast as possible.

    Step 4) Leveling your units


    You can use bow and arrows to level any unit by shooting friendly units. Once high level enough you can take out any village.

    problems/bugs

    Bugs
    —-
    – Monsters that die dont remove their beds, and no new minions will join then no empty lair is available.
    – Torches in ASCII mode hide everything underneath including units and buildings (the torches should be hiden instead).

    Problems



    – Mouse movement is interrupted while enemy is in field of view. This should only happen once each time an enemy enters view, not every move.
    – Can't see message buffer in keeper mode
    – Message buffer disapears when going into creature control
    – Creatures do not stay assigned to their tasks
    – Monsters that are sleeping can block pathways for friendly units.
    – Dopplegangers kill random units including high level units.
    – Invisible and unintuitive way room size affects minion spawn chance. There needs to be better feedback to the user.

    Possible improvements:



    – Larger and more frequent attacks late game
    – Attacking your own minions should at least make them hostile so they fight back
    – Allow at least some control over which minions you will get at spawn time.

    Possible new features that I like to see:



    – Slapping your minions like in dungeon keeper
    – Torchering your minions
    – Allow player to build more 'mounted heads' to attract raids
    – Allow for a (expensive) method to regrow or replace lost limbs.
    – Larger maps and more places to raid or attack.
    – Better economy; For example let mana be used to alchemise gold.
    – Let players get rid of obsolute items (item destruction/removal)
    – Allow players to order or craft specific items

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