Alpha30
MainPage»Releases
Full change log
Gnomes
- New mechanic involving assembling automaton minions from different body parts.
- 4 types of corpuses: light, normal, heavy, and helicopterum. Made from wood, iron or adamantine.
- Humanoid, fire breathing, acid spitting and archer heads.
- Melee, drill, crafting, and repair arms.
- No single Keeper creature, all gnomes need to be killed in order to lose the game.
- New traps: “destroy walls” and “trap trigger”.
Gameplay
- Some enemies will be retired when they kill the player, and the player’s base will be used as that enemy’s lair in future games.
- The player can choose any of the 5 existing biomes to build their base.
- Creatures get “slayer” titles and stat bonuses for killing tribe leaders.
- Keepers make paintings and write poems inspired by real game events.
- Guard zone designation that minions will take turns guarding.
- Creatures can fight with multiple weapons if they have the “multi-weapon” skill.
- Zombies have a special “Swarmer” trait, which increases their damage and defense for every other zombie nearby.
- Writing a poem or making a painting has a very small chance of summoning a demon.
- Shamans and other creatures with the “shamanism” skill surround themselves by combat-worthy spirits.
- Keepers abuse their minions to make them work faster.
- Hostility between creatures of the same tribe times out after 50 turns.
- Vampires will sometimes regenerate lost or injured body parts after biting an enemy.
- Minions eat at dining tables instead of killing pigs directly.
- Certain creatures and weapons get special attack and defense bonuses based on the enemy’s race, being indoors, only at night, etc.
- Bandits are less aggressive and the minimum gold amount that triggers them is increased.
- Insane minions with the absorption skill are still allowed to absorb.
- Non-prisoner workers can be assigned quarters.
- Ranged damage is taken into account when evaluating how dangerous a creature is.
- Prisoners go back to prison when idle.
- Removed peacefulness and invisibility permanent effects from altar destruction.
- Minions can create moonshine from rats and get drunk.
- Creatures made of fire emit light.
- Added amulets of life saving.
- Brainless creatures don’t have morale.
- Undead get brains.
- Friendly creatures don’t get angry if attacked by an effect that doesn’t hurt them (for example by fire if fire resistant).
- Discovered allies that auto-join don’t use up population slots.
- Traveling to other maps is not prevented if enemies are fleeing from the player.
- The game considers an enemy conquered by the player only if he/she killed at least one creature from that enemy.
- Added “Fire trap” spell used by red dragons and other creatures.
- A spying creature’s identity is uncovered if items are looted.
- An allied tribe will get angry if items are stolen.
- Some villains, like ants and dwarves will only defend their mineral patches instead of attacking the player, if their minerals are breached.
- Dwarves receive an “unstable” status, which can cause them to become insane if they witness the death of an ally.
- Travel to other maps is not possible when carrying unpaid items.
Content
- New “Hell” hidden dungeon of end-game difficulty with new enemies, special items and other surprises.
- “Black market” hidden level with special equipment.
- “Adoxie Vault” special level.
- New minions of the “less evil” Keeper: angels, galeams, cherubs, cleric, artisan, and recruitable Teutonic Knights.
- Blacksmith location with an artisan of legendary crafting skills.
- The Dwarf Baron enemy contains a blacksmith of legendary crafting skills.
- Wizard tower location.
- Ghost ruins are less common.
- Added random corpses with loot on some maps.
- “Animate weapons” spell added to some enemies.
- Scrolls of Audience, which work similarly to sitting on thrones.
- Added stone bridges, wooden bridges now burn if placed on lava.
- Added an “Ice demon” minion.
- Added a “weaker” dwarf creature that replaces the dwarf fighter everywhere except in the Dwarf Baron settlement.
- Added a yellow dragon enemy with an acid attack.
- Added Naga creatures of various colors and abilities.
- Removed insane orc healer immigrant.
- Added flowers to ground levels.
- Added trees to the arctic biome.
Modding
- Loading multiple mods at the same time is now possible.
- All graphics in the game can be reloaded by pressing F8 while playing.
- The size of the campaign map and enemy limits can be increased in mods.
- Creature inventories are moved to creatures.txt.
- Allowed defining custom biomes.
- Allowed defining custom workshops.
- Allowed defining custom resources.
- Enemy dungeons may have branches.
- Mods are moved to the “mods” folder.
- Existing mod or vanilla game elements can be modified or appended to.
- New Effects: TakeItems, RemoveFurniture, ChainUntilFail, AddMinionTrait, ChooseRandom, FirstSuccessful, IncreaseSkill, IncreaseWorkshopSkill,
- Psychiatry, AIBelowHealth, Name, Description, FixedDamage, ColorVariant, Audience, GrantAbility, TriggerTrap.
- DestroyWalls effect can work with Area and directional spells.
- Filter Effect for applying effects conditionally: depending on creatures’s health, enemy/allied status, body material, being hidden, being a
- prisoner/civilian, being an automaton, being indoors/outdoors, at night/day, creature’s race, holding a special item, checking for global game - flags, and more.
- Stairs can have custom effects, including Filter, which lets you require certain things before a creature can pass through.
- Custom Effect triggered when chatting with a creature.
- Custom Effect for creature’s death.
- Custom Effect for furniture “entry”.
- Custom Effect for furniture “tick”.
- Custom Effect for furniture usage.
- Summon and SummonEnemy effects have a tweak-able timer for creature to disappear.
- World generation can be tested by running “keeper.exe –worldgen_test” in command line.
- Overriding endless enemies or specifying custom enemies per keeper is possible.
- Can define separate orders for digging and cutting trees.
- Immigrant special traits can include timed LastingEffects.
- Added “gold” body material.
- Enemy dungeons can have custom level names.
UI
- Activities can be disabled for an entire minion group.
- A list of kills can be inspected for every minion.
- When a sprite file is not found, the game will render a random sprite, instead of crashing.
- Poison gas gets a nice particle effect animation.
- When dragging creatures, their shortest path to the target is displayed.
- Whole creature groups can be dragged from the menu to workshops and other furniture.
- Constructions and workshop items that can’t be afforded are colored red.
- New Keeperopedia UI with bestiary, items and spells.
- New “keeper in danger” warning UI with options to disable or turn off auto-pause.
- The “keeper in danger” pop-up only warns about recent wounds.
- New glyph sprites.
- New trap sprites.
- Potion sprites have different colors depending on the potion’s effect.
- Company logo splash screen while the game is starting.
- Game initialization takes place during the loading screen to avoid lag when game begins.
- Added commas to spell school list in minion menu.
- Forbidden zone is rendered on top of objects if it otherwise wouldn’t have been visible beneath.
- Moved the [new team] button to above the team list.
- Time interval between autosaves can be changed.
- Added a mini-menu for scrolling directly to chosen z-level.
- Current z-level depth is shown in control mode.
- Removed “visible enemies” and some mostly unused settings from the minions tab.
- Minion menu shows body description and intrinsic attacks.
- Mod descriptions can be scrolled in mod menu.
- The game asks if you want to start with a tutorial the first time you play.
- Added “cancel” buttons to mod and dungeon downloading progress bars.
Fixes
- Massive reduction in RAM usage.
- Optimized particle effects animations.
- Building bridges on z-levels is now possible without having first to descend manually.
- Fixed bug involving inability to place structures in some visible areas.
- Fixed mixing messages from different games in message boards.
- Fixed music playback restarting on some computers.
- Fixed wrong cursor position glitch in full screen.
- Ranged attacks don’t abuse the “parry” ability.
- Illusions are ignored when AI forms formations.
- Fixed endless enemies saving issue which led to attacks being cancelled after saving and loading.
- Reduced VRAM usage by sprites loaded in mods.
- Wishing for Suicide, stunned, summoned, invulnerable and “turned off” effects is disabled.
- Increased cool down of “ice cone” to avoid infinite freezing loop.
- Removed sprite limit per mod.
- Fixed a rare crash when the wish spell is granted by a piece of equipment.
- Traveling by bumping into the level border is only allowed on the ground level.
- Fixed UI crash when alt-tabbing out of full screen.
- Fixed a rare crash in graphics likely caused by changed system clock.
- Fixed issue with rebuilding triggered traps.
- Fixed crash in direction choice UI.
- Made it impossible to place a trap on up stairs after claiming the tile.
- Items that are already in storage can’t be pillaged.
- The “Zoom in UI” is available only if resolution is 1600x1200 or higher.
- Fixed crash when trying to teleport outside of map bounds.
MainPage»Releases
Other items in this section