Attackers already have a few different types of triggers:
1) Revenge – Basically, keeper assassination
2) Stealing gold – You see this with bandits
So you suggested adding:
3) Stealing equipment – perhaps another trigger for bandits
4) Strategic advantage – Some tribes may want to destroy rooms, damage bridges, attack eyeballs just to keep the upper hand
5) Prisoner rescue – When a tribe member is taken prisoner, you might expect the tribe to try and get him back
These all make sense. Perhaps also:
6) Glory and experience – Killing a particular minion or as much of my population as possible
7) Exploration – Some tribes could be motivated to explore the map and then take a disliking to me, after a large number of turns.
More possible triggers could add variety without making the attacks more frequent. For example, existing bandit attacks could be split into two types. Gold looting and equipment looting. They can still only happen as often as they currently do.
Back to the current design, dragons have burnt down my library before, but only by accident I think. Some tribes eventually kill enough population to satisfy them and later go home. These things don't really happen very often. I agree that some more types of triggers would be more fun.
The keeper is currently a human/sorcerer. Future options could be your troll/warrior, dark elf/healer, lich/necromancer, minotaur/politician etc.
The idea would be to change the keeper sprite and provide different stats, spells, bonuses and penalties to flavour the game in different ways.
These playing styles are a well trodden path for rogue-like games. You could also try the military and economy bonuses that you get in different civilization games depending on your keeper.
There is already a task list for minions “Training”, “Studying”, “Sleeping”, “Eating”….
Many animals have “Explore” and wind up starting fights. Actually, it can be quite annoying because they provoke war. It sounds like you want team leaders to get a “Raze” task to lead their parties into battle?
Having your creatures lie about in bed all day was actually a lot worse than monsters killing each other or just getting up and leaving. The problem was that it was almost impossible to avoid. It was a big problem in the earlier versions.
So, I think the population limit should stay, it could just be made a little more fuzzy. Perhaps you could earn up to 4 extra population for high average morale in your dungeon. The flip side would be that if your morale goes down again, and your dungeon is left over populated, you get rebellions and desertions. This would self-regulate the population. If you don't take action, they start fights or make other monsters get angry and walk out on you.
Spending money on salary instead of statues to raise morale could also be a player decision.
There was a system where minions just lay about in bed all day if you couldn't pay them. Most people seem to agree that the statues and throne work better than that did.
On reflection, I'd prefer a more fuzzy population limit. As population increases, the morale goes down. Monsters desert or turn hostile, the population goes down again. Symbols of my dictatorship such as a throne and statues would help remind them who is in charge. A steady source of food cheers everyone up. Whippings would only go so far, but a good pillaging of local towns would always be popular.
The current system is about right, but a bit too exact. A statue is worth exactly 1. A throne worth exactly 10. Food worth exactly 4. etc. It feels like these numbers ought to be invisible to the player, you would find out something was wrong when they start fighting each other.
Ogres do attack adventurers. The reason the knights ran past them might be that they were scared. If you are too powerful, ogres run from adventurers too. But it is possible that ogres only attack player adventurers and not knights etc.
I was trying to level up my keeper by shooting a legendary beast. It had other plans…
It might be a personality disorder, but I rather like making statues of myself, to remind my creatures who to fear 😉
Lots of good bug fixes. Everybody likes a game that you can enjoy without being interrupted by crashes. 🙂
Looks like Mystic Void and Michal have both beaten my fastest win record.
😮
Would be really cool to have an in-game chat system.
The random map seed is very nice. I did notice that the land has a different name even if you choose the same seed. This makes it harder to work out which land is which. Multiple highscores are great! Lag on adventure mode is also fixed, I have cracked 4 out of 5 maps so far and still working on the 5th. I get bragging rights on the wiki.
https://keeperrl.com/wiki/index.php?title=Guide_for_Adventurer_mode
Hi,
I like the new release.
Can I build an arena in the next release? I'd like to send my minions to kill each other for experience (and perhaps a tiny bit of my gold)
🙂
I have not yet found a map that can't be beaten. I have cracked 6 out of 6 so far.
Try this guide for Adventuring mode:
https://keeperrl.com/wiki/index.php?title=Guide_for_Adventurer_mode