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The full change log

Gameplay Changes

  • Prisoners retain their identity and can join your side if tortured.
  • Prisoners can be captured outside of player’s dungeon.
  • Player must tag specific enemies that are to be captured.
  • Prisoners can perform work like crafting, if they have appropriate skills.
  • Prisoners can escape if there are too many compared to fighter units.
  • Most mineral veins are guarded by enemies like ants, dwarves and golems, who will attack when the player tries to mine the vein.
  • As most minerals are guarded, geology tech is removed.
  • Changed steel to adamantium, which is mined and not smelted from iron.
  • Added ‘quarters’, which can be used to create mini-dungeons for selected minions.
  • Added ‘hard rock’ tiles, which take longer to dig out, deeper in the mountain.
  • Added iron and adamantine doors.
  • Creatures have explicit intrinsic attacks, like fangs or fists that can be chosen via UI when attacking.
  • Time system is changed to explicit turns and ‘half-turns’ for easier control during battle.
  • Creatures only have 3 speed options: half-speed, normal, and double-speed. (speed attribute is removed)
  • Creatures with double-speed perform their second move immediately after the first.
  • Boulders don’t wound huge creatures like dragons.
  • Some villages have a chance to be generated on the ‘bones’ of others.
  • Healer AI prioritizes healing creatures that stand directly next to an enemy.
  • Increased spell damage of legendary minions.
  • Added maximum range for bows.
  • Decreased mana regeneration rate in free mode when mana regeneration option is turned on.
  • Kobolds are stronger and have spears.
  • Improved eating AI, minions will try to leave the pigsty after having eaten.
  • Changed AI code involving swapping positions, creature’s won’t get in each other’s way so much anymore.
  • Made cooperative AI assign better positions when mining close to each other.
  • Removed tech number limit based on library size.
  • Minions respond immediately to the player manually changing their activity (including waking up).
  • Minion wakes up when it is assigned new equipment.
  • Added hand torches.
  • Burning objects emit light!
  • Improved logic of injuring non-living creatures, which fixes the problem of killing them taking too long.
  • Added caps to how much of the basic stats dopplegangers can inherit.
  • Added minimum turn requirement to some higher level immigrants, which causes more low level immigrants to be presented early in the game.
  • ‘Prioritize task’ order makes an imp drop their current task immediately.
  • Decreased the ‘unavailable zone’ width on the map border to reduce memory usage.
  • Reduced amount of stone dropped by boulder to avoid generating free stone.
  • Reduced amount of gold dropped by demon dwellers.
  • Made minions do other tasks when there is nothing to craft.
  • Statues cost gold instead of mana.
  • Creatures and items are teleported out of inaccessible tiles.
  • Added the ability to push away smaller creatures.
  • Removed the ‘stun ray’ spell.
  • Added ‘demonology’ tech that unlocks demon shrines.
  • Hallucination effect also grants telepathy.
  • Added baby spiders and blind children to giant spider’s den.
  • Vampire lord drops a scroll of darkness, which causes a creature to become permanently immune to sunlight.
  • Ghost gets a ‘touch of insanity’ attack, which causes creatures to be hostile to everyone.
  • Succubus gets a ‘touch of love’ attack, which causes creatures to become peaceful.
  • Robe gives spell resistance.
  • Added invisible alarm trap to castle.
  • Added priest to castle.
  • Pig corpses don’t emit gas.
  • All enemy creatures heal slowly over time.

Interface Changes

  • New UI for managing team members: adding and removing from team, changing move order.
  • New UI for interacting with other creatures, like attacking, chatting, etc.
  • Added creature status (leader/fighter/civilian) highlights and descriptions.
  • Added tabs to view team members.
  • Added new buttons for toggling and exiting control mode.
  • Attribute bonuses from equipment and buffs are visible in the UI.
  • Added a simple animation for when creatures are wounded or tortured.
  • Limb losses are represented on HP bar for non-living creatures, which don’t have health and have to be chopped into pieces.
  • New sprites for the demon tribe.
  • New buttons under the minimap to open world map or scroll to keeper’s location.
  • Boulders can be pushed using the mouse.
  • Summoned creatures remaining ‘time to live’ is explicitly shown in the UI.
  • Total inventory weight and maximum capacity is displayed in control mode.


  • Endless mode highscore takes into account only time spent defending the base, and not wandering around.
  • Optimized and fixed various issues with creature pathfinding.
  • Optimized field-of-view calculations, which speeds up the game considerably.
  • Optimized world generation.
  • Stopped doppleganger from being able to consume itself.
  • Doppleganger doesn’t inherit effects granted by rings and other equipment.
  • Fixed ancient spirit’s spell attack.
  • Minions pick up potions of melee, spell and ranged resistance.
  • Chests and coffins spawn creatures further away if adjacent tiles are blocked.
  • Reinforce wall order is removed when wall is marked to be dug out.
  • Disallowed destroying bridges.
  • Fixed digging orders persisting when tile was destroyed by someone else.
  • Fixed trap removal and building floors under traps.
  • Fixed ‘sleep on torch’ UI bug.
  • Fixed level generation crashed caused by trying to place a blind creature.
  • Fixed marking campaign base map as conquered when village is destroyed.
  • Fixed drawing question marks on the main map.
  • Fixed red dragon appearing on green dragon’s place in the campaign.
  • Increased female keeper spell damage to match the male version.
  • Fixed issue with calculating influence area in campaign map.


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