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Warlord mode and moddable map generation

I'm slowly wrapping up the Alpha 31 update, and while it won't be nearly as massive as the previous patch, it will bring two very interesting features.

Warlord mode


Having to say 'goodbye' to your Keeper when retiring a dungeon can be sad for some players, and I've noticed that a lot of you like to share screenshots of your retired dungeons, and your Keepers' stats. To give your retired dungeons a longer life, I've added a new 'Warlord' mode, in which you once again take your retired Keeper and your minions on an escapade against other retired dungeons.



In this mode you don't have access to your retired dungeon any more, but you assemble a team out of all your minions, and travel between other retired dungeons of your choice.

Since the games will be quite short, the warlord mode will give you an opportunity to come back to KeeperRL in short bursts, without having to start another dungeon or adventurer game. It will also let you visit many more retired dungeons.

The new mode unlocks once you retire your first dungeon.

Moddable map generation


As I've hinted in the past, I've been working on a scripting language dedicated to procedural map generation. The language is now incorporated into KeeperRL, and several maps in the game already use it. The benefits over the old system, besides moddability, is much faster iteration, since generated maps can be viewed using a command line utility without having to start the game and manually walking to the area that you're working on.



Almost all map generation algorithms currently used in KeeperRL are available in the script, so there is huge potential for modders to customize their own maps.

A testing build of Alpha 31 with the new features will be released on Steam soon, and meanwhile you can take a peek at the very preliminary documentation of the script.

KeeperRL Alpha 30 hotfix patch is out!

This patch fixes some of the most common crashes and other bugs. Note: parts of this patch had been released in June, but were rolled back due to breaking save file compatibility.

  • 64-bit Windows gets a native 64-bit build to avoid hitting the memory limit of 32-bit programs.
  • Fixed the "too many sprites" issue that happened when installing a lot of mods.
  • Fixed the "Keeper in danger" warning in the turn-based mode.
  • Removed the limit of 30000 dug out tiles.
  • Added an option to perform operations such as loading, saving and world generation on the same thread in order to debug issues with very long saving/loading times. (Please get in touch if you experience unreasonably long saving/loading times)
  • AI Fighters with restricted movement (immobile, tied up, etc) will not be sent out in raids.
  • Fixed crash caused by a creature dying when teleported by the Audience effect.
  • Fixed crash when paying for items while blind.
  • Added diagnostics to figure out another crash.
  • Fixed some typos and building descriptions.

The future of KeeperRL

You might have noticed a bit of radio silence from me in the last couple of months, and this is because I've been somewhat burnt out after the six-month push for the Alpha 30 patch, and I needed a bit of a break. As KeeperRL has been in development for more than seven years now, I think it's good both for the game and for me to distance myself every once in a while to take a breath.

Alpha 30 was originally intended to be a milestone update, after which KeeperRL was going to transition into a Beta stage, but I ultimately decided against using these official terms to avoid confusion, since nowadays they mean different things to different people. Nevertheless the focus of development has been shifting and will shift even more. If you're interested, these are the areas that I intend to work on the most in the upcoming year or two.

[h2]Content additions[/h2]

For a while the highest item on my list of new features has been to add more playable factions, and the Gnomes that came in Alpha 30 were part of that plan. There are three new factions that have a 99% chance of making it into the game, and they are:

  • Dwarves: focused on equipment and combat tactics.
  • Necromancer: summoning 'canon fodder' and researching mutation magic.
  • Adventurer guild: exploring and looting, with a smaller base-building component.


Whether a faction is added to the game or not is decided based on my ability to create rich gameplay for it, one that's meaningfully different from what already exists. For the above list this is pretty certain, and there are three more factions in my notes that are a bit more unfinished and 'risky': Dragon, Peasants, and Greenskins. I will also look through some mods to search for new, cool ideas, which I know that clever KeeperRL modders have come up with a lot of :).

The other major area of content that I'm going to work on are new secrets, which I'm a very big fan of, and which I think can work really well in KeeperRL. I also need to start gathering data on how players deal with specific secrets, to make sure their difficulty is right. I haven't received much feedback on what came out in Alpha 30, and I'm very curious how people liked it, so please let me know if you have any comments :).

[h2]Quality of life improvements[/h2]

For a long time players have complained about clunky combat and bad unit AI, which make battles cumbersome as you keep switching between single and full control to stop your troops from doing dumb things. I have a couple of solutions that I think should fix many of these issues, and that are simple enough to add on top of the existing, already complex user interface.

The first is an explicit classification of all units into 'melee', 'ranged', and 'healer' types, which will affect their behavior in battles. The game will offer default choices for all creatures, but the player will be able to tweak them at any point to force desired behavior. Based on their defined type, a creature will attack head on or stay in the back of their group.

The second improvement will be a system of explicit orders in both the real-time and in the turn-based modes, using an extended drag & drop interface. For example you'll be able to order a chosen team member to wait at a spot or to explore a given area without having to control it directly.

Of course these are only some of the improvements that I plan to add, and a lot more will come based on your feedback.

[h2]Game balance[/h2]

KeeperRL has never had any systematic work done on game balance, which I'm sure greatly affects gameplay. For example there are many ways to structure enemy difficulty: some allow a lot of freedom, but can also be too boring, others make the progress more rigid. The player's development curve can also be tweaked by changing the availability of resources and general difficulty. This can take the game from being mildly boring to very exciting with relatively small changes.

I've been working a semi-automatic tool in the form of a mini text-based game that simulates most strategic choices in KeeperRL, and which uses real content from the game. It would give insights on the difficulty curves, and allow tweaking things without having the replay the full game dozens of times. So far my attempt didn't work out, but I'll put more work into it, as it could potentially allow huge improvements.

[h2]Modding support[/h2]

Modding has been a big part of KeeperRL for the last couple of years, and there are always improvements and requested features waiting to be added, so I will definitely put more work into this area.

One thing that I've been casually working on is a tool for modding randomly generated maps, which is currently not possible. It involves writing code similar to the current Effects system, which roughly defines what features an area consists of, but leaves it to the game to randomize it. You can find a preliminary version of the tool here.

Since it's an external tool with its own (very simple) map display, it allows rapidly prototyping new levels without having to actually run KeeperRL and manually explore your levels. I expect to be able to use it myself to add a massive amount of new level types with relatively little work compared to the current system.

[h2]Bonus question: when will KeeperRL leave Early Access?[/h2]

While we're discussing the future of KeeperRL, it seems fitting to try to answer the most common question that people ask me :). I don't have a date or even a fixed plan for releasing the full version of KeeperRL, since an open-ended style of development has suited me the most so far.

Announcing a 1.0 release has a big symbolic meaning, and it's also a one time opportunity to have a lot of new eyes look at the game, so it makes sense for me to try to make it as complete as possible before taking this step.

Therefore I'm very likely to continue working on KeeperRL for at least one or two more years, which is how long it might take me to work on the features listed above. In any case, a 1.0 release doesn't mean the development stops, and since the game is open-source, and the modding community is very active, you'll likely continue to see new stuff coming out for a long time after leaving Early Access.

Alpha 30 hotfix patch rolled back due to introduced bug

The Alpha 30 hotfix patch that went out a few hours ago has been rolled back due to a new critical bug that got introduced by accident. The patch will come out at a later date.

If you have started a new game in this new patch, it will fail to load after the roll-back. Sorry for that!

KeeperRL Alpha30 hotfix patch is out

This patch fixes some of the most common crashes and other bugs.

  • 64-bit Windows gets a native 64-bit build to avoid hitting the memory limit of 32-bit programs.
  • Fixed the "Keeper in danger" warning in the turn-based mode.
  • Removed the limit of 30000 dug out tiles.
  • Added an option to perform operations such as loading, saving and world generation on the same thread in order to debug issues with very long saving/loading times. (Please get in touch if you experience unreasonably long saving/loading times)
  • AI Fighters with restricted movement (immobile, tied up, etc) will not be sent out in raids.
  • Fixed crash caused by a creature dying when teleported by the Audience effect.
  • Fixed crash when paying for items while blind.
  • Added diagnostics to figure out another crash.
  • Fixed some typos and building descriptions.