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Viewing 15 posts - 46 through 60 (of 143 total)
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  • in reply to: Manual production and dungeon design #5249
    Keeperman
    Participant

    You could give the forge upgrades like:

    Quality I (Better quality equipment. More likely to get +6 chain mail etc.)
    Quality II
    Quality III
    Production Speed I (Make things faster)
    Production Speed II
    Production Speed III
    Production Cost I (Cheaper weapons)
    Production Cost II
    Production Cost III
    No Lure (Doesn’t lure monsters)
    Goblin Lure (Attracts goblins better)

    in reply to: Manual production and dungeon design #5248
    Keeperman
    Participant

    Ideas for library upgrades (costing 50 mana each):

    No Lure
    Shaman Lure
    Shaman Lure II
    Shaman Lure III
    Spell research basic (monsters learn basic spells here)
    Spell research advanced
    Spell research expert
    Mana generation
    Mana generation II
    Technology capacity (5 techs can be researched in the library)
    Technology capacity II (All techs can be researched in the library)
    Fire proofing

    in reply to: Manual production and dungeon design #5247
    Keeperman
    Participant

    Each room could be developed through a different upgrade path, where you choose the direction you want to take from the available options.

    in reply to: Manual production and dungeon design #5246
    Keeperman
    Participant

    The floors could look different depending on the upgrades the room has. The type of upgrades could change the patterns and colors of the room tiles.

    in reply to: Manual production and dungeon design #5245
    Keeperman
    Participant

    Rooms could start off standard (muddy/wooden/flammable). You could choose from a variety of upgrades such as:
    .Efficiency/productivity upgrades
    .Monster lure upgrades (eg. attract better monsters, specific monsters, no monsters, attract monsters faster, libraries that don’t attract shaman, lairs that don’t attract wolves etc.)
    .High ground upgrades (to boost defense of occupying creature)
    .Low ground (to lower defense of occupying creature)
    .Fire proofing upgrade
    .Combinations of these sorts of things
    .Compounded upgrades like “Vampire Lure I”, “Vampire Lure II”, “Vampire Lure III” for graveyards.

    in reply to: Manual production and dungeon design #5243
    Keeperman
    Participant

    Can I have something like: …?

    .Cheap flammable wooden floors
    .Expensive fireproof stone floors
    .Gold floors for attracting better monsters
    .Red magic floors (costing mana) for attracting monsters faster
    .Blue magic floors (costing mana) to stop the room attracting monsters completely
    .Green magic floors (costing some mana) to somewhat increase efficiency
    .Yellow magic floors (costing lots more mana) to really increase efficiency
    .Iron floors that give a defense bonus when occupied
    .Muddy floors (costing wood) that give a defense penalty when occupied

    in reply to: Plans for Alpha20 #5198
    Keeperman
    Participant

    My Steam library says I’ve played 507 hours so far.

    in reply to: Plans for Alpha20 #5197
    Keeperman
    Participant

    Having said all of that, your game is awesome! I have been playing it for months and I am still entertained.

    “Currently the player only faces a few major challenges, and the road to victory is either quick or contains long stretches of boredom.”

    No, I disagree. More challenges will make this game even better though.

    in reply to: Plans for Alpha20 #5192
    Keeperman
    Participant

    Alpha 20 sounds like it will be interesting. Challenges 🙂

    The existing technology tree is a fantastic idea, but with respect, it is very poorly implemented. There is no challenge. All you have to do is build a library and speed up the game until you can research everything. This is a huge missed opportunity for visible and well defined challenges and it sounds like a brilliant candidate for improvement in Alpha 20.

    Fortunately it is easily fixed. For example, stop the library from generating more than twice the mana you have gained from killing things.

    Another one is training. Stop the training room giving more than two levels since the unit has last killed something?

    If this makes it too hard, then play father Christmas and give out some buffs that balance the game again. There are a long list of things that players have suggested that would help out there.

    Whatever you decide, looking forward to it 🙂

    in reply to: How does one move diagonally when controlling a Character? #5072
    Keeperman
    Participant

    I use the mouse to do that.

    Also, using the mouse to move places has the added benefit that if a bump into a tree spirit behind a tree you stop moving instead of getting your head bitten off. Same if there is an elven archer hiding behind a tree.

    One new thing that would be nice would be to wait 20 moves but stop waiting if you see an enemy in the line of site. This is because I keep dying by leaving my finger on space for too long.

    in reply to: Can't Find Retired Online Games in Single Map Adventurer #5071
    Keeperman
    Participant

    I can’t see any online adventurer maps to play either. I guess:

    1) None are being uploaded

    or

    2) You can’t download them

    Either way, it looks like a bug.

    Keeperman
    Participant

    yes, same.

    in reply to: KeeperRL alpha18 is released! #4999
    Keeperman
    Participant

    Dark elf caves have a pretty nice dungeon for loot and levelling.

    in reply to: KeeperRL alpha18 is released! #4997
    Keeperman
    Participant

    Congratulations Michal!

    Sorry for doubting you a little. I’m sure it wasn’t as easy as you made it look, and you have pulled it off really nicely.

    Well done!

    in reply to: More campaign news #4956
    Keeperman
    Participant

    Sorry to hear about the Steam API. You would expect a big player like Steam to have technology that is really easy to interface with. It sounds like you will want to use Steam in the end when you get it working, so you could put your old crash reports back in, just to get us that testing build. (I want a go!)

    Geology is probably a good idea. Mana loses its value later on in the game and more technologies are needed. Some of them should be expensive enough to not quite reach during an average game.

Viewing 15 posts - 46 through 60 (of 143 total)