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Viewing 15 posts - 1 through 15 (of 21 total)
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  • in reply to: Is Alpha 13 harder? #1148
    Nat20
    Participant

    yeah, it was your streams that got me hooked initially. Now I want to try the roaming keeper and see if that works at all. I tried a few times, but got clobbered by a dragon trying to steal a nice sword, then by an elven archer I didn't see until it was over. 🙂

    Stealing a nice sword from the dragon is risky but worth it (feels real good to succeed too since it is not the easiest thing to accomplish), the occasional archer may get you on your initial journeys ( I sometimes get sniped on scouting trips, but usually not with my keeper. I understand how easy it can be to let those dirty elves get the drop on you). I would recommend getting a little bit of wood, build a small library ( nothing permanent even) and research some sorcery. Keeper is much more viable with spells even w/o a super sword.

    in reply to: Is Alpha 13 harder? #1146
    Nat20
    Participant

    I need to remember to look at the individual posts and not just the front page XD.

    Yeah, I watch your videos!  I've tried the same thing, it's kinda fun, especially if you can sneak in a cave and grab a legendary weapon right off the bat… but what attracted me to this game was the dungeon building aspect.  I've actually been save-scumming files when I actually do get a dungeon built, just to replay and mess around with different ideas but so far the only thing I can do to stay alive in alpha 13 is to take my keeper and just run.

    Keep making videos! They are awesome.

    Thanks for watching my videos, i'm glad you enjoy them. The flaming sword swipe was one of my favorite moments of KeeperRL, once you get a legendary weapon on your keeper he becomes a beastly warrior. Buffs help too lol. When you make a dungeon you're happy with you should send a copy so I can check it out in adventure mode =).

    All attacks have their reasons and are caused directly or indirectly by the player's actions. Later on I'll make sure the player is aware of them, one way or another, perhaps the attackers will announce it before killing the keeper 🙂

    More awareness of what causes the attacks would likely lessen the difficulty of learning the game. I'm sure it's possible to make a dungeon/army that will rise to the challenges that are thrown at me, I just haven't found the effective way to build that yet. Best I've done is make a lone keeper who rises to the challenges, but he is so lonely….so lonely.:P

    in reply to: Is Alpha 13 harder? #1138
    Nat20
    Participant

    So far my only Alpha 13 run with any success was when I decided to play it more like adventure mode. I took my keeper and wandered the map, killing everyone, only stopping to build a library to get Master Sorcery. But any other strat leaves me in a situation where I'm attacked, keeper is too weak, and my current crew can't handle.

    in reply to: Mice can travel over water #1131
    Nat20
    Participant

    Swimming Rats!? INSANITY. lol naw thats cool, it made me laugh when I saw it. Is there any reason to worry about the rats?

    in reply to: FPS for steam version #1103
    Nat20
    Participant

    Where is this NO DEBUG option, I can't seem to locate it. I too have been having FPS issue with the steam version, However mine only arise when I zoom out. I'll check and see if the NO DEBUG thing affects it when i can.

    Side note: in the steam version the surprises are no longer visible in game like resources are, but they still appear on the map screen.

    in reply to: Alpha 12 first and only crash #1038
    Nat20
    Participant

    I sent the Save file, Hope you got it. Heres the link to the crash happening (its at the very end of the video) https://www.youtube.com/watch?v=EaqoD039f6c&list=UUt3LfOSUbrZIFWz21ZgiVLA

    in reply to: Game crash + deleted save game #873
    Nat20
    Participant

    The link should have been queued to a few sec before the crash. 17:20 or so.

    in reply to: Game crash + deleted save game #871
    Nat20
    Participant

    Not sure if it helps, but I captured it happening once for me https://www.youtube.com/watch?v=4XTjDt_1hgo&list=UUt3LfOSUbrZIFWz21ZgiVLA#t=1041

    in reply to: Game crash + deleted save game #868
    Nat20
    Participant

    Unfortunately the issue seems to be a bit more broad, the game crashes when I try exploring with any unit, making taking out the opposing factions currently impossible.

    Edit: I have now had one successful attempt at exploration. |I'm not sure what is different.

    in reply to: Game crash + deleted save game #867
    Nat20
    Participant

    Game seems to consistently crash when exploring the map with a raven. It happens at different points , but every time i try to explore with a raven the game crashes.

    in reply to: Unclaimable hills ruining my dungeon. #802
    Nat20
    Participant

    Yup, aside from that everythings been going swell in my dungeons. (well swell gameplay wise, bandits and lizardmen and dragons oh my)

    in reply to: Unclaimable hills ruining my dungeon. #800
    Nat20
    Participant

    Perhaps hole isn't the best word to describe it. I'm not sure a screen shot can capture what I'm describing very well so i thrw together a 1 min video (and because of the issues I had last time :P) this time I just posted it as an unlisted video on youtube. Lemme know when your done with it and I'll delete it.

    https://www.youtube.com/watch?v=GIE7yOUoktI&feature=youtu.be

    in reply to: Claim Tile has an extra function/might not be working #797
    Nat20
    Participant

    I've been thinking and since the previous build had no sort of room claiming element to it, the portion of my post about the hills in the dungeon MIGHT be better off as a design discussion. I had originally assumed the holes in my dungeon were the result of a bug since they hadn't happened at all in the previous build. With where the hills are appearing, they are messing up any sort of dungeon layout that looks nice and causing me difficulty in making an efficient and secure dungeon. I'll post this in the appropriate thread as well but since this is here. I have 2 solutions in mind that wouldn't change much and would solve this issue. 1) The ability to smooth out hills so they can become the cobblestone floor that is claimable, 2) Allowing a hill to be claimable IF it is adjacent to a claimed tile already.

    But lets not let this overshadow the thing IM sure is a BUG and that is if you use the claim tile tool on any unexplored area of the map it will reveal that area to you forever, removing both the black and the fog of war permanently. If I'm not making sense I could whip up a short video clip and show it.

    in reply to: Claim Tile has an extra function/might not be working #796
    Nat20
    Participant

    Then the hills shouldn't be appearing where they are, screwing up my whole dungeon. I will dig into the mountain with the intention of building, but when the Mountain tile is removed instead of a build-able room I get a room with hill holes that ruin my room efficiency. 

    in reply to: Claim Tile has an extra function/might not be working #794
    Nat20
    Participant

    The Claim tile seems to only work on tiles with the cobblestone tile set, which wouldn't be so bad except for some reason not all the insides of my dungeon are of that tile set so I get rooms that have holes ( non build-able areas).

    Edit:

    Specifically I'm finding “Hills” in some of the cave pockets in the mountain that it wont let me claim. 

Viewing 15 posts - 1 through 15 (of 21 total)