The past month saw a big number of small improvements added to KeeperRL. Below is a brief rundown.
Implementing Z-levels doesn’t end with simply adding a Z-axis, the levels themselves need to have some interesting content. Besides the obvious mineral veins, you’ll find enemies, whole settlements and sometimes even special levels. For example, you may encounter the following situation after digging down:
I’ve added new locations that are scattered around the maps randomly. They have some interesting interactions, but I won’t spoil them for you. I realized that this is something that KeeperRL is missing very much, so I’ll be adding many more in the future. Including bigger, multi-level ones.
In one of the recent updates I’ve added the ability to craft magical equipment, but the system was very basic – it was totally random and the types of items were predefined. With this change you’ll be able to craft unique items by combining multiple upgrades. These upgrades can be found in the form of glyphs while exploring the world.
In Alpha 27 you’ll be able to modify and add new creatures to the game. They can be used for keeper and adventurer characters or as immigrants. For now it’s not possible to add new creatures to world generation (although you can modify existing ones), and you also have to reuse existing sprites. I’ll work on these two things in the next update.
I’ve also made it possible to switch between mods in the game’s settings, and they can be simply placed as subdirectories in data_free\game_config.
I’m planning to release a testing build on Steam some time next week, so stay tuned!
KeeperRL Alpha 28 is out! This update focuses on modding support, and also features new content and many quality-of-life improvements. At this point most of KeeperRL's content... more
It's been almost two months since the last patch came out, and during that time I've been working full time on bringing you Alpha 28. At this point I'm done with adding major new... more
KeeperRL Alpha 27 is out! This is another big gameplay update, introducing many improvements in playability and AI. You can now build your dungeons across multiple Z-levels,... more
The past month saw a big number of small improvements added to KeeperRL. Below is a brief rundown. Z-level variations Implementing Z-levels doesn't end with simply... more
I've been back to work in the last few weeks, after a longer-than-usual Christmas and New Years break, and I'd like to share all the cool stuff that I worked on! Z-levels,... more