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  • in reply to: A Few Development Ideas #10381

    Hey, sorry for the late reply. Thanks for your suggestions!

    *Guard rooms. I think that guard rooms should be assigned similar to how a unit can be assigned to a quarters currently.

    I’ve been thinking about guard rooms for a long time, the issue is that minions need to sleep, eat, etc., so there has to be a mechanic of changing guards, and also designating guards would require new UI, which makes things complicated.

    *Some form of see-through blocks such as fortifications, glass, bars, etc.

    You have the barricade.

    *More powerful versions of ranged weapons to make archery viable in late-game. My thoughts are that long bows could be added to the workshop with the two-handed weapons tech, and that crossbows and arbalests could be added as 1H and 2H metal weapons to the forge. Another alternate idea would be to have different races posses different 1H and 2H ranged weapons. For example, maybe the humans would have short and long bows, the elves would have elven bows and great elven bows, and the dwarfs could have crossbows and arbalests.

    Good idea. How would the weapons differ? Just by damage value and range?

    *The non-evil knight should have the ability to recruit some form of angel. This makes sense from a lore perspective since the evil keepers have access to demons, further, this would give the non-evil side a flying unit, which is something they need very much for water and lava levels.

    *Priests could have an offensive, ranged, ability that only harms demons and the undead.

    Agreed.

    As the less evil knight, the livestock that you purchase to increase the population cap will idle in the same leisure areas that your other minions go to. That means that, if you assign a leisure area to the front of your base, or down a set of stairs to guard it, it places your expensive livestock at risk of getting slaughtered.

    Well, you can assign separate quarters to your livestock, I think.

    Two possibilities are gargoyles and gnomish automatons.

    Gargoyles have been on my list for a long time, they’re just hard to implement. (they’re both a piece furniture and a creature, which are very separate concepts in the game). I haven’t thought about adding automatons to the white knight, that’s a good idea.

    in reply to: Free advertising #10246
    in reply to: Doppleganger – Does not absorb some traits #10187

    Do you remember where the +5 defense came from?

    in reply to: Chest Exploit #10184

    That’s pretty wild, thanks for letting me know ๐Ÿ™‚

    I’ll make it so that chests are auto-opened when looting or claiming.

    in reply to: love the game, but made an account to complain #10183

    Hey, sorry for your fort’s catastrophe ๐Ÿ™‚

    Stopping the fire is usually not too hard, you just have to remove all flammable furniture around it. That said, I’ll make sure the AI doesn’t cast fire spells in your own territory.

    in reply to: Stubborn dark Knight peasants #10143

    This will be fixed in the next update. Sorry for the issues ๐Ÿ™‚

    in reply to: Free advertising #10106

    Hmm, I’ll need to think more on that :). I’ve been waiting to get better title graphics, but there are things that could already be done – monster pins are an excellent idea ๐Ÿ™‚

    in reply to: Adding new npcs? #10053

    Where do you want the npc to appear?

    in reply to: KeeperRL Alpha 27 is released! #10040

    I don’t want the Z-levels *that* full of content, I want them to be more for digging than exploring. Some powerful enemy every once in a while is good, of course.

    I think it’s better to put more content in other dungeons that you explore in the turn-based mode.

    in reply to: A few bugs and suggestions #10031

    1. Crashes 2 times when I click control button after I create a monster team

    I think I’ve fixed all known crashes in the testing builds. Let me know if this happens again.

    Animals donโ€™t actively explore a field map in alpha27(compared with alpha26), they just stay in the dungeon. Sometimes they never explore a map even if thereโ€™re a lot of unexplored tiles.

    It seems to work in basic tests, if it happens again could you please send me a bug report and include the save file? (using the button in the lower right corner)

    I donโ€™t feel comfortable with the current mixed keyboard/mouse interface. It would be nice to have keyboard keys(arrows) for choosing a ranged target with some spell hotkeys

    That’s planned.

    Hard to recognize monsters condition like poisoned. Maybe adding some color effect will be helpful

    There is a green color effect, but maybe it’s not very well visible.

    in reply to: Old versions? #10024

    I put alpha 1 for you here: https://keeperrl.com/~michal/keeperRL_alpha1.zip

    It’s pretty unstable and crashes often though. The Github code goes back to around alpha1 too, if you just checkout one of the initial commits.

    in reply to: How to Increase the Limit of Enemies? #10002

    Right now these limits are hardcoded into the game, but I noted down to allow changing them via a text file.

    in reply to: How to Increase the Limit of Enemies? #9998

    Hi, welcome ๐Ÿ™‚

    I’m not sure exactly what you want to change, but maybe the modding guide will help? https://keeperrl.com/wiki/index.php?title=Modding_guide

    Check out the endless mode too, the enemies there get stronger with time without any limit.

    in reply to: no diagonal arrow keys on laptop keyboards #9993

    Are you on a Mac?

    in reply to: no diagonal arrow keys on laptop keyboards #9986

    You can you use the mouse too.

Viewing 15 posts - 16 through 30 (of 216 total)