I’m guessing that you have the online stats ticked off. It uses the same system to log messages. I’ll make sure that this works independently of the setting.
Sorry fedkin. You are right, the large number of resources inflate the save files. I’ll try to fix this in the next version.
You need to reach the large settlement at the bottom of the dungeon (look for the downstairs in the tiny settlement on the ground level). I’ll try to make this more clear in the future.
Hello!
It’s pretty normal for the game to use one core at 80-100%. There are ways to make this lower when the game is paused, but it’s not really a priority. Does the game run fine for you besides the high CPU usage?
Saludos 🙂
A fix for this bug is coming out now. Thanks for reporting it.
I’ve been planning to implement these kinds of orders. A dedicated button that cycles behaviors for a given minion sounds like a nice, intuitive UI, I like it.
I love the idea of using the immigration UI for recruiting in adventurer mode. The buttons would pop out when you’re in the vicinity of a creature that could potentially join, and then you’d try to meet their requirements. I’m not sure about the “kill a dragon -> recruit a dragon”, but other requirements could make sense.
Hmm, pet dog, sure. But I’m afraid it would get slaughtered quickly 🙁
You may want to run make with DBG=true (do make clean first).
The makeDir function seems to crash with some versions of boost, I don’t know why. You may want to comment the body out (it’s in main.cpp).
We’re certainly on a good track here. I wonder if it wouldn’t be better if the ability/artifact (let’s call it rune here) was single use and could be fused either to a minion or piece of equipment. You’d be making decisions on which minion to power up. Fusing with equipment would mean that more minions can use it and you don’t loose the ability when a minion dies (there would have to be a downside to offset that). Plus you could create custom artifacts, which is cool.
Fusing would be subject of extra logistics, like having an appropriate forge tier for a rune. Some runes could only be fused to rings, others to weapons or to creatures. And of course excess runes could blow up a weapon or a minion’s limb.
Minions would sometimes randomly learn abilities up to some level while training or studying, so you wouldn’t have to be searching for runes all the time to get anywhere.
I just tried it and was able to summon more than one legendary of each type. Do you have a save file that has this problem by any chance?
That’s something that I intend to fix at some point.
“settlements” (Ie. houses or towns outside) would be fine as far as I’m concerned, outside of the limited mountain space you probably have,
That’s a very good idea, I will move some of those villains to outside settlements so they don’t interfere as much with dungeon building.
I went through most of the ideas. Some are really great! Thanks to everyone who contributed.
I made a *very* tentative list of what I could add within 1-2 next updates. I mostly picked stuff that’s easy to implement, ads some meaningful gameplay, and fits within existing concepts in the game.
You can browse it here:
https://github.com/miki151/keeperrl/issues?q=is%3Aissue%20label%3AWiki-Content%20
– … but most abilities must be “found” on the world map as books that must be retrieved and stored in a library tile. In order to accumulate this knowledge, the player must constantly grow his library.
This I like. I want to add more elements that need to be ‘brought in’ to the dungeon from the outside world.
If you get a minion with some ability, is it able to pass it to other minions or do you still need to get a book? Is there a limit on how many minions you can teach with a single book (aside from the individual ability/minion constraints).
the player has full control over what he wants to teach to whom
So a new UI similar to crafting? Would minions do any learning automatically or all of it needs to be micro-managed? (I imagine that if there is a limit to the number of abilities per minion then it shouldn’t be automatic).
I don’t like the fact that you need to do additional research on top of finding abilities. Maybe just add minion level or stat requirements per ability?
Thanks for bringing this up. Recently I’ve been thinking of reworking the combat mechanics a bit, so I might use some of those ideas.
My goal is to have a rock-papers-scissors relation between different fighter types. This gives the player a lot of decisions to make in recruiting troops, assembling the right team, re-positioning during combat, and so on.
For example, if we have staves or other magical attacks, they could presumably bypass armor, and be effective against heavily armed warriors. But to be good with magic, wizards themselves can’t wear any metal armor, which interferes with spellcasting. So they would be prone to conventional ranged attacks, and so on.
I’m not sure if the R-P-S relation should be the same regardless of who’s the attacker. In some tactical games there are units that have a big advantage if they attack first, and have an appropriately weak defense. In KeeperRL though, with tile-based movement, these kinds of advanced rules may not work too well.
“no magic weapon,” “no ranged weapon,” and “no two-handed weapon” traits are created (this has been suggested on the wiki already)
I think using skills for that would work best. There would have to be some changes regarding how much use you can make of a weapon without having the right skill (right now it is still a lot). But I wanted to fix that anyway.
The existing dexterity (but NOT the strength) attribute controls a minion’s proficiency with a magic weapon
Hmm, maybe. But I don’t see a problem with adding another attribute dedicated to spellcasting. I’m not really sure if we need magical weapons at all, maybe just let the magicians cast their spells?