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Viewing 15 posts - 166 through 180 (of 216 total)
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  • in reply to: Thoughts on new production system #5494

    Hello,
    Allow automatic looting of conquered zones

    It’s a must-have. I’ve just been working on this today. For now it’s pretty simple, you open a menu for a defeated enemy and items are teleported to your storage.

    Should enemies drop so much loot?

    Most enemies don’t drop very valuable loot, except retired keepers. Still, I think there is plenty of high level stuff to craft yourself (and there will be more).

    Craft ALL THE THINGS

    Some games do it, but I can’t see any benefits of such a feature.

    Make the ritual room a production building as well

    So corpses are brought to the ritual room, minions work on them, and only then you get mana? Certainly interesting. One problem with it is that it stops your progress if you don’t have any enemies to kill at the moment. It’s also harder to balance, which was the reason why I removed mana gain from simply killing enemies.

    But I’d definitely like to change the mana generation mechanic. If you have any other ideas, please write about them.

    Make the beast tech-tree more interesting

    Beasts will undergo big changes. They aren’t very useful (especially in the campaign mode). On the other hand, I want to add some diverse enemies, and I can see wolves, cave bears, etc, being early game enemies.

    Build defenses outside your base; more siege weapons

    Good idea. Maybe something that straight plants bombs and destroys your mountain piece by piece.

    Automatically balancing player-created dungeons

    I’m not sure. You are free to choose the dungeons that you download, and the high level enemies provide some extra high difficulty for expert players.

    Telepathic connections
    It would be nice if some enemies could give telepathic information to player-controlled teammates. For example, bats and ravens wouldn’t be totally worthless if they had this ability.

    You mean that other members of the team see with their eyes? I plan to make that the normal case.

    Thanks a lot for the stream of ideas 🙂

    in reply to: Graphic glitches, if window width more than 1024px #5490

    So you reproduced the glitch on a another computer? Is there anything they have in common, like version of Ubuntu?

    in reply to: Graphic glitches, if window width more than 1024px #5487

    Your Steam install is probably broken, but I don’t know if that’s related to the glitch or not. It looks like a driver bug. In any case, you might want to check this link on problems with Steam and Ubuntu 16.04
    http://askubuntu.com/questions/771032/steam-not-opening-in-ubuntu-16-04-lts

    in reply to: "Pick up some" function #5485

    Good idea, wrote it down.

    in reply to: Graphic glitches, if window width more than 1024px #5484

    Can you run other games via Steam?

    in reply to: Graphic glitches, if window width more than 1024px #5482

    Ok, with the next hotfix (today), I’ll add the original libSDL2_image to the files and we’ll see if that helps.

    in reply to: Graphic glitches, if window width more than 1024px #5479

    Can you copy the files again and tell me what .so are missing? This might be the problem.

    in reply to: Graphic glitches, if window width more than 1024px #5476

    Are you running it from Steam? I’ve had some issues with Steam and video drivers on Ubuntu 16.04.

    Can you trie running it from outside of Steam? (it should be in .steam/steam/steamapps/common/KeeperRL or so)

    Btw, has this issue appeared recently?

    in reply to: Alpha20 available for testing on Steam (Windows only) #5444

    The Linux build is out on the dev branch. Let me know if there are any issues.

    in reply to: Alpha20 available for testing on Steam (Windows only) #5442

    I’m having some technical issues with the Linux build. I’ll likely release it on Tuesday, together with the Mac build.

    in reply to: Alpha20 available for testing on Steam (Windows only) #5438

    The new update will be very good, it runs fine for me only thing is that there is some slight lag when I move the camera, which I have not experienced before (with arrow keys while in overseer mode).

    You are right, I noticed this too. Thanks.

    My only request is – any chance for some stronger spells? Fire bolt or lightning bolt or something. Those Orc shamans are so useless :’D

    Yeah, definitely, I should add some offensive spells.

    in reply to: Alpha20 available for testing on Steam (Windows only) #5431

    Well everything is working , had some trouble with humanoids not having inventory but its ok.

    Which humanoids? Legendary?

    + Can we have some details about what can be comming next in alpha21?

    Yes, after I release alpha20.

    + Can we have animals be more usefull?

    Yes, I’m planning to re-work animals. They will probably start as neutral or hostile, and be an early enemy (for example you’ll run into hostile cave bears while mining). There might be ways to tame them.

    + Can we have some other ways to mine? (having a lack of gold)

    Not really :). Did you exhaust all possible sources of gold, including enemy treasuries? What did you spend it on?

    + Can we have buildings like towers for minions to defend your base?

    What exactly? Like multi-level structures?

    + Can we have a Co-op? (Could be revolutionary)

    No! 🙂

    Sorry about having soo many requests , just want to help ;>

    NP. Thanks for the suggestions 🙂

    in reply to: Missing elementalist #5412

    Are you playing campaign or single map?

    in reply to: How to dig in adventure mode? #5383

    Thanks a lot for reporting the problem. Clearly, the rule that you can’t cut off an area by filling up tunnels doesn’t work, and I can’t think of a way to enforce it effectively, so I’ll have to remove it.

    Now, both adventurers and AI enemies will need to have a means of getting to a cut-off Keeper. I need to think about it.

    in reply to: The game hangs on startup on my mac #5344

    A few players have reported this happening on Windows, and it’s probably an issue coming from the recent move to SDL2. I’d be very happy to squash this bug. I’ll send you an email tomorrow with some questions, if you don’t mind.

Viewing 15 posts - 166 through 180 (of 216 total)