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KeeperRL Alpha 32 hotfix 2 is out

This is another bug fixing update.

  • Research points are correctly awarded when a tribe is killed by goblin kaboomer(s).
  • A 'Slayer' title is correctly given to the master if a companion (such as a spirit) kills a tribe leader.
  • Increased the training limit of golden bookcases and adamantine training dummies to 99.
  • Fixed tutorial crash when digging down.
  • Fixed a crash when attacking a retired dungeon as an adventurer and a team is disbanded due to being wounded.
  • Fixed a world generating crash caused by placing a creature on a hidden door tile.
  • Fixed a dungeon retiring crash caused by the presence of an ice demon.


Big thanks to all bug reporters!

KeeperRL Alpha 32 hotfix 1 released

This patch fixes some common bugs that have crept into the recent update.

  • Fixed crash caused by using a drag & drop team member go-to order and then traveling to a different site.
  • Fixed crash when multiple equipped items are removed due to limb loss after being polymorphed.
  • Fixed crash caused by killing a creature along with its companions in the same move.
  • Special beasts with a fire or poison bite attack are now fire or poison resistant respectively.


I'm on the hunt for a few more remaining bugs so expect another patch soon. Happy hacking!

KeeperRL Alpha 32 is out!


KeeperRL Alpha 32 is released! This patch features major gameplay improvements, including an AI and combat overhaul, as well as new content additions, including adapting the Goblin Keeper faction from the Bonus Mod. Check out the patch notes below for more detailed information.

I’d like to thank everyone involved in crash testing this patch, sending bug reports and suggestions. Your help was invaluable!

If you would like to continue your saved game from Alpha 31, you can opt-in into the "Alpha 31 save compatibility" BETA branch under the game's properties in Library. Make sure to opt-out of the branch to go back to Alpha 32 when you're done!



[h2]Gameplay[/h2]
  • Improved combat formations AI, including keeping spellcasters and healers behind the front lines.
  • The type of AI can be switched between 'melee' and 'ranged' for every creature.
  • The game has the concept of polymorph, with multiple new polymorph spells and abilities of various kind.
  • Archer and mage classes receive the ability to have projectiles bypass allies with training.
  • Spellcasting AI will try to maximize the effect of projectile and area spells.
  • The speed and slowness effects apply only to movement and not other actions, ex. fighting, digging, etc.
  • Guarding activity and guard zones are split into three groups, and the activity is disabled by default.
  • Artifact potions with permanent effects are available as consumables in the minion menu, and minions will automatically consume them when ordered to pick them up.
  • The speed and slowness effects are allowed to coexist and cancel each other out.
  • The Keeper will also abuse workers, not only fighters.
  • The ring of spying will get destroyed if the spy attacks anyone.
  • The Keeper is allowed to copulate.
  • Peacefulness prevents creatures from using hostile spells and abilities.
  • Removed tech books.
[h2]Content[/h2]
  • Goblin faction adapted from the Bonus Mod.
  • Special z-level for the Goblin faction.
  • Orcs and ogres are replaced by goblins and trolls.
  • Vampires are granted the 'lord' status when reaching their max training level.
  • Added a 'blink' spell to vampires.
  • Shaman summons have been reworked as a generic companion system, with other creatures that have companions and pieces of equipment that can grant them. Companions always respawn up to a certain limit, and their stats may depend on their owner's stats.
  • Added setting to unlock all locked content.
  • Swords are swapped for clubs in bandits and rat people.
  • Green dragon has a 'poison breath' attack.
  • New red dragon lair.
[h2]Modding[/h2]
  • Prisoners can be converted using the Effect system, so you can add other ways of conversion other than the torture table.
  • The type of AI can be defined as 'melee' and 'ranged' for every creature.
  • Added a Flag requirement to immigration.
  • Added the ability to add flags to chosen keepers.
  • 'InTerritory', 'Humanoid', and 'Spellcaster' creature filters.
  • 'SpecialAttr' effect, which adds attribute bonuses that depend on chosen filters applied to the enemy.
  • Added an 'eyeball' property to furniture, so that new eyeball types can be modded.
  • Particle effects, such as glitter can be added to custom furniture.
  • Added 'SetCreatureName' and 'SetViewId' effects (see the ennoblement spell).
  • Reimplemented 'AITarget', 'AIDistance' and 'AIBelowHealth' with a generic AI effect which uses creature predicates.
  • Ranged weapon logic is removed from the game. Ranged weapons instead grant spells/abilities that shoot the missile.
  • Ranged spells have a 'maxHits' attribute, which defines the max number of creatures that are hit by the spell.
[h2]UI[/h2]
  • Drag-and-dropping team members on the map in the turn-based mode causes them to receive go-to orders.
  • Improved the order of sprite rendering, getting a more natural '3d' look.
  • Creature sprites are flipped horizontally based on their movement.
  • Reworked settings and 'load game' menus.
  • Added a message when content gets unlocked.
  • Improved workshop menu, including a 'change count' button.
  • Glyphs can be mass-applied to a stack of crafted items.
  • Added a 'choose all' button in the pillage menu.
  • Visual warning when torture is unavailable due to reached population limit.
  • Added a warning when spell or ability might harm an ally.
  • Question marks drawn in place of locked keeper and adventurer characters.
  • Started using short versions of very long workshop item names.
  • Creature description includes info on multiple heads.
  • Added a steam animation to automaton engines.
  • Added a 'peacefulness' effect animation.
  • Magic missile can be invoked using the 'f' key.
[h2]Fixes[/h2]
  • Prevented the leader from running after minions outside his base to abuse them.
  • Fixed a crash caused by casting a firewall or related spell on a candelabrum.
  • Added rendering optimizations.
  • Fixed storage warnings referencing a wrong storage type.
  • Workers won't drink all the booze that they were to haul to storage.
  • Potions of booze won't have an effect when thrown.
  • Glyphs can no longer be 'applied' in control mode, which did nothing and used up the glyph.
  • Fixed drawing bogus particle effects generated on different z-levels.
  • Fixed some enemy AI not returning to their territory at night.
  • The game considers peacefulness a negative effect so that AI uses it offensively.
  • Sleeping creatures will wake up when attacked by fire or acid.
  • Stopped Adventurer from sleeping multiple times if player keeps clicking the sleep order.
  • Fixed names of intrinsic items with prefixes, ex. fangs of poison, etc.
  • Shopkeeper debt is not shown if shopkeeper is dead or not nearby.
  • Fixed crash caused by recruiting allies that were stunned.
  • Fixed gnome traps requirements.
  • Fixed save incompatibility between the Linux and Windows platforms.
  • Fixed item tooltips in the pillage and trade menus.
  • Prevented creature attributes from going below 0.
  • Fixed crash caused by an applied item killing the creature.
  • Fixed mouse click glitch involving the mini map.
  • Fixed 'RemovePermanent' effect name.


KeeperRL Alpha 32 testing build is available

An unofficial Alpha 32 build is out on the BETA branch. Check it out if you're an experienced player and want an early glimpse of all the new stuff!

Please post your feedback in this thread or in the comments below.

If you are new to KeeperRL, it is strongly recommended that to stick to the official Alpha 31 patch for now, as this build is very unstable, and the tutorial doesn't work at the moment.

Please also note that until the patch is officially released, the save file format may change at any moment, and you saves may be lost. (although I'll do my best to avoid this).

To opt into the build, please go into the game's properties, BETA tab, and choose the "dev" branch.

The state of Alpha 32

It’s been a while! KeeperRL Alpha 32 is slowly reaching its final shape, so I want to update you on all the latest stuff that made it into the game.

News number 1: The Goblin Keeper.



Many of you probably remember the Goblins from the Bonus Mod. For those that don’t – it’s a super unique faction in one of the most popular mods. Go check it out!

With SoftMonster’s and RighteousSinner’s permission (the latter given before Righteous sadly passed away), the Goblins are making it into the vanilla game! I’ve made many adjustments and added quite a few ideas of my own into this hilarious faction, while trying to stick to the original spirit. I feel like this will be an amazing addition to the game.



Having added the Goblins, I decided to scrap Orcs and Ogres from the whole game, and copy some of the goblin specializations back to the Dark Mage and Dark Knight keepers, since they have much more character, and I never liked the Orcs’ and Ogres’ visuals.

On the topic of factions, another one coming up is the Necromancer, but it requires more work, so not wanting to postpone Alpha 32 for too long I’ll leave it for the next update. There are some nice ideas in there, including an Abomination minion that’s assembled from body parts of fallen enemies, and a phylactery mechanic that makes a creature semi-invincible. So I’m still very optimistic about what should come out of it once the Necromancer is fully fleshed-out.

Another new feature is a continuation of combat improvements described earlier, which allows giving go-to orders in the turn-based game mode. For now the order ends once the minion reaches the target, and in the future I want to add UI for more sophisticated orders, like ‘go-to and wait X turns’, ‘go-to and scout’, etc. But even in its basic form I find this feature very useful, especially when ‘stand ground’ is turned on, you can easily position your team for combat.



On the topic of combat, another important change is the speed system. From now on speed and slowness will only affect movement, and all other actions, like attacking or destroying stuff will always take one turn for all units. This levels the playing field a bit, since these effects used to give a massive (dis)advantage to the unit. I’ve also allowed creatures to be affected with both speed and slowness and the same time, causing them to cancel each other out, which lets you temporarily boost your slow minions with a speed potion or vice-versa.

There have been improvements in the visuals as well. Sprites are now drawn in a way that gives a bit more realistic 3D effect, and creature sprites will change orientation horizontally based on movement (see the first gif).



At this point all that’s left is some testing, and helping out modders with updating their mods to Alpha 32. You can expect a testing build released to Steam very soon, and the official update not long after.