keeperrl_wiki


Project maintained by miki151 Hosted on GitHub Pages — Theme by mattgraham

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