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Viewing 15 posts - 226 through 240 (of 253 total)
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  • in reply to: Missing menu items in main menu. #507
    miki151
    Participant

    Ok I know what's broken, but I don't know why. Other people also report rendering problems on WinXP. I'll be switching over to SDL soon, hopefully these problems will go away. Thanks for the report.

    in reply to: Missing menu items in main menu. #505
    miki151
    Participant

    It's possible that your graphics card and my rendering library don't like each other. Could you send me a screenshot of the game running? (press enter twice to enter keeper mode). Thanks.

    in reply to: Auto equip weapons/armours ? #503
    miki151
    Participant

    Minions should auto-equip, as long as they are humanoids and are not gnomes. Gnomes suck at fighting anyway, but you can equip them manually if you need to.

    Welcome and thanks for donating ๐Ÿ™‚

    in reply to: 64-bit build for the Linux binary #502
    miki151
    Participant

    I'll supply a 64-bit binary in the next release. Meanwhile, if you don't have 32-bit compatibility libs installed, I think the best solution is to run it under wine, in my experience it works pretty well.

    in reply to: Feedback (Alpha 7) #482
    miki151
    Participant

    Please send it to rusolis@poczta.fm

    in reply to: Hi Everyone! #498
    miki151
    Participant

    Hello and welcome!

    That's definitely the most enthusiastic video of KeeperRL ever made :), can't wait for the next episodes.

    About me: my name is Michaล‚, and I'm 28 years old. I live in Gdynia, in the north of Poland, 2kms from the Baltic sea. About two years ago I quit my last job. I traveled around South America for a little bit, and then couldn't figure out what to do so I started making a roguelike :-). I had some money saved so I just went ahead and had loads of fun. I was thinking about doing a Dungeon Keeper – themed game, but I learned about Dwarf Fortress at some point, and was enlightened. After a week I had this demo: https://www.youtube.com/watch?v=kRxxejoodzk. I decided that I want to do this for a living, even underpaid like hell :-), we'll see how it goes.

    in reply to: Efficiency and room size #496
    miki151
    Participant

    No, it doesn't (unless it gets too crowded)

    in reply to: Feedback (Alpha 7) #479
    miki151
    Participant

    I added torches mostly for decoration, although they influence the line of sight, so you can have minions shoot enemies from the dark, for example. See this screenshot (https://keeperrl.com/images/keeper_screen323.png). I'm sure there will be use of them later on. They could influence minion productivity, I need to think if it would be interesting.

    – what kind of issues of pathfinding did you notice? (save files help if you can supply them)
    – I'm surprised about performance, although it did go down a little bit on this version. Can you try to give me a save file? You don't happen to build the game from github?
    – I used to have chickens in the dungeon, but I removed them, because they were boring. The way it works in DK doesn't add anything to the game. I would maybe add farms that are built outside, and you would have to defend them, that would be more interesting.
    – creature activities will get more interesting later (getting tired, etc), the way it works now is just a stub.

    in reply to: Creature upkeep #473
    miki151
    Participant

    In the future I'll try to move away from monster spawning. It would be cool if there were goblin villages on the map and you could recruit them if you were on friendly terms.

    You are generally right that I need to add more game elements to mining and dungeon building. The problem right now is there is no challenge in getting more resources, so that needs to change first. If I added upkeep costs right now it wouldn't be very interesting.

    in reply to: Mining hazards #474
    miki151
    Participant

    I've been planning this for some time, but didn't get around to it. I've added water in Alpha7 though. Putting the dwarves and other settlements on the same level in the mountain would be best probably.

    in reply to: Dungeon walls #476
    miki151
    Participant

    That's a good idea. Question – would they reinforce automatically or would you have to manually mark the walls? If the former, which walls to choose first? A bonus would be that they could automatically place torches on the walls.

    in reply to: Feedback and initial impressions (Alpha 6) #465
    miki151
    Participant

    Guys, big thanks for this thread, I've already fixed many of the issues that you mentioned. Being a one man team I often fail to notice many problems.

    in reply to: Feedback and initial impressions (Alpha 6) #461
    miki151
    Participant

    Adventurers currently don't level up at all, actually. It's been my goal since way back to the design adventure mode without level-ups. The player would buff up through items and skills. In the future you will retire your adventurers so you can use a really buffed-up PC from previous games to attack a keeper fortress.

    I agree that fortresses designed to take on large mobs are not particularly fun for adventurers. I need to think about it more. Maybe a Keeper vs Keeper mode will get more traction.

    in reply to: Feedback and initial impressions (Alpha 6) #459
    miki151
    Participant

    Thanks!!! Awesome piece of feedback. I'll definitely try to fix most of those things for Alpha7.

    About the balance point, you didn't say which difficulty level you were playing. If it was easy, then it's pretty much as I intended, although some things still need a fix.

    The boulders are intentionally very lethal, though I'm planning to balance them a little. As an adventurer, you should be able to use an “effugium” scroll to get out of the web, btw. How did you find the Adventurer vs Keeper mode? Few people seem to play it.

    in reply to: Failed to load Images #457
    miki151
    Participant

    Yes, github version might not work atm because I'm in the middle of a huge refactoring. I'll make it work again tomorrow. Note that the github version will only have ascii graphics, as tiles only come with official builds.

    Sorry for the shitty question, I assumed you'd try the game before joining the forum :), I'm glad you've made it anyway ๐Ÿ˜€

Viewing 15 posts - 226 through 240 (of 253 total)