KeeperRL - Michal Brzozowski
It's been more than two weeks since the last alpha release, so it's time for a short summary, followed by general plans for Alpha19.

Let's start with bugs :). This release was especially prone to them. The first type are bugs caused by changes in game logic to accommodate the campaign mode. Those are usually simple to figure out (as they exist purely in my own code). Most involved breaking something in the single map mode, which I didn't test enough before releasing. I hope to have the majority of them fixed in the next "hotfix" update in the following week. The other type of bugs were caused by porting the game to the Microsoft Visual Studio compiler. One does not simply copy sixty thousand lines of code into software developed by Microsoft and expect everything to work :D.

There is one nasty bug that crashes the game during saving (or perhaps only while autosaving). The nastiness comes from the fact that it doesn't get reported, i.e. it crashes the program so badly that reporting also goes down. All my knowledge about it comes from anecdotal reports from players, which is a very bad situation. I suspect it might have to do with high RAM usage by the game. I'll work on improving this in Alpha19. Meanwhile, I hope to get more data on the crash. If it has happened to you, I'll be very grateful for an email or a post on the forums with your system specs (especially RAM), details on the game you were playing (whether single map or campaign, number of villains in the campaign, etc), and if it has happened to you just once or more frequently.

There are also a few low level bugs, mostly concerning the graphics and multimedia library SFML, which I'm planning the replace with SDL soon (which will replace current bugs with new ones, hopefully fewer :P). They usually manifest themselves by the game not starting at all or by weird crashes not connected to gameplay. There are also missing dll errors caused strictly by the port to the Microsoft compiler. I think I've done everything correctly to resolve them, but some players still have problems running the game, so I'll have to spend some more time on this.

The feedback about the campaign mode was very positive, which makes me very happy. I think it adds a lot of freshness to the game, and breaks the routine of the old single map gameplay. I hope to continue this trend with future updates, watch out for big announcements soon :).

Alpha19 will feature various small gameplay improvements, mostly involving the campaign mode. Among them, adventurers will be able to roam the campaign and fight multiple keeper dungeons. Maps will be filled with extra content, besides the main occupant. On your home map you will find minor enemies and some surprises. Keepers will be able to place notice boards on their maps, where passersby will be allowed to add notes. The notes will be stored on the server, so the boards will function as primitive, medieval chat rooms. :)

More details on Alpha19 coming soon.
KeeperRL - Michal Brzozowski
It's been more than two weeks since the last alpha release, so it's time for a short summary, followed by general plans for Alpha19.

Let's start with bugs :). This release was especially prone to them. The first type are bugs caused by changes in game logic to accommodate the campaign mode. Those are usually simple to figure out (as they exist purely in my own code). Most involved breaking something in the single map mode, which I didn't test enough before releasing. I hope to have the majority of them fixed in the next "hotfix" update in the following week. The other type of bugs were caused by porting the game to the Microsoft Visual Studio compiler. One does not simply copy sixty thousand lines of code into software developed by Microsoft and expect everything to work :D.

There is one nasty bug that crashes the game during saving (or perhaps only while autosaving). The nastiness comes from the fact that it doesn't get reported, i.e. it crashes the program so badly that reporting also goes down. All my knowledge about it comes from anecdotal reports from players, which is a very bad situation. I suspect it might have to do with high RAM usage by the game. I'll work on improving this in Alpha19. Meanwhile, I hope to get more data on the crash. If it has happened to you, I'll be very grateful for an email or a post on the forums with your system specs (especially RAM), details on the game you were playing (whether single map or campaign, number of villains in the campaign, etc), and if it has happened to you just once or more frequently.

There are also a few low level bugs, mostly concerning the graphics and multimedia library SFML, which I'm planning the replace with SDL soon (which will replace current bugs with new ones, hopefully fewer :P). They usually manifest themselves by the game not starting at all or by weird crashes not connected to gameplay. There are also missing dll errors caused strictly by the port to the Microsoft compiler. I think I've done everything correctly to resolve them, but some players still have problems running the game, so I'll have to spend some more time on this.

The feedback about the campaign mode was very positive, which makes me very happy. I think it adds a lot of freshness to the game, and breaks the routine of the old single map gameplay. I hope to continue this trend with future updates, watch out for big announcements soon :).

Alpha19 will feature various small gameplay improvements, mostly involving the campaign mode. Among them, adventurers will be able to roam the campaign and fight multiple keeper dungeons. Maps will be filled with extra content, besides the main occupant. On your home map you will find minor enemies and some surprises. Keepers will be able to place notice boards on their maps, where passersby will be allowed to add notes. The notes will be stored on the server, so the boards will function as primitive, medieval chat rooms. :)

More details on Alpha19 coming soon.
May 7, 2016
KeeperRL - Michal Brzozowski
Note: retiring in single map mode is currently broken, I'm working on a fix. For now I recommend just saving your game and not retiring until I fix this.

  • Display info when fetching the list of retired dungeons.
  • Display additional info when fetching fails.
  • Fixed crash caused by giving items to a creature that can't carry them.
  • Fixed campaign retirement crash.
  • Added missing dll files from VC++ redistributable.
May 7, 2016
KeeperRL - Michal Brzozowski
Note: retiring in single map mode is currently broken, I'm working on a fix. For now I recommend just saving your game and not retiring until I fix this.

  • Display info when fetching the list of retired dungeons.
  • Display additional info when fetching fails.
  • Fixed crash caused by giving items to a creature that can't carry them.
  • Fixed campaign retirement crash.
  • Added missing dll files from VC++ redistributable.
May 6, 2016
KeeperRL - Michal Brzozowski
  • Added setting to disable scrolling with mouse wheel
  • Fixed retired dungeons window
  • Fixed crash when saving an adventurer game after keeper has been killed
  • Fixed crash in settings when no valid fullscreen resolutions were found
May 6, 2016
KeeperRL - Michal Brzozowski
  • Added setting to disable scrolling with mouse wheel
  • Fixed retired dungeons window
  • Fixed crash when saving an adventurer game after keeper has been killed
  • Fixed crash in settings when no valid fullscreen resolutions were found
May 5, 2016
KeeperRL - Michal Brzozowski
  • Fixed crash triggered by killing a tribe leader in single map mode.
  • Added Windows XP support to the 32-bit build.
May 5, 2016
KeeperRL - Michal Brzozowski
  • Fixed crash triggered by killing a tribe leader in single map mode.
  • Added Windows XP support to the 32-bit build.
KeeperRL - Michal Brzozowski
The "campaign" update is finally out! For those of you who haven't followed the development, campaign is a new game mode that takes place in an overworld, divided into a grid of smaller maps. The player builds his or her base on one single map throughout the whole game, but can travel to other maps to attack villains. Those villains may also include retired dungeons made by other players. Thus we now have Keeper vs Keeper battles! Games have gotten longer this way, and have much more replay value. The classic "single map" mode is still included, although it will be subject to changes in the future.

Check out the video and changelog below for more details.
https://www.youtube.com/watch?v=j402fYUtWcw

Save file format has been changed, so If you'd like to keep playing your saved games from Alpha17, you have to go into the game's properties in the Steam client, and choose BETA branch "old_saves". The Steam client will then download the Alpha17 version for you (don't forget to change back to Alpha18 later!)

Unfortunately, due to a bug in an external library, sound effects are still disabled on Mac, sorry. :(

  • Campaign mode, including Keeper vs Keeper battles!
  • Added geology tech, now used to uncover ores.
  • Added command to switch team leader.
  • Menu to choose new team leader when current one is killed.
  • New attack trigger to finish off the player after a lost battle.
  • Added a task for Keeper to sit on throne (and generate mana).
  • Flying creatures can no longer fly over Sokoban holes.
  • Made doors lockable when outside of buildings tab.
  • Keeper's full title is displayed in combat messages.
  • Tasks window has a scrollbar.
  • Made hint about [new team] button more clear.
  • Minimap UI gets a border.
  • Fixed crash when trying to whip a pig.
  • Fixed UI crash involving dropping multiple items.
  • Fixed UI crash involving all team members getting killed.
  • Fixed UI crash caused by uninitialized variable.
  • Fixed message bug about praying to a web instead of breaking free.
  • KeeperRL is ported to the Visual Studio C++ compiler, which means better error reporting and possible Steamworks integration.
KeeperRL - Michal Brzozowski
The "campaign" update is finally out! For those of you who haven't followed the development, campaign is a new game mode that takes place in an overworld, divided into a grid of smaller maps. The player builds his or her base on one single map throughout the whole game, but can travel to other maps to attack villains. Those villains may also include retired dungeons made by other players. Thus we now have Keeper vs Keeper battles! Games have gotten longer this way, and have much more replay value. The classic "single map" mode is still included, although it will be subject to changes in the future.

Check out the video and changelog below for more details.
https://www.youtube.com/watch?v=j402fYUtWcw

Save file format has been changed, so If you'd like to keep playing your saved games from Alpha17, you have to go into the game's properties in the Steam client, and choose BETA branch "old_saves". The Steam client will then download the Alpha17 version for you (don't forget to change back to Alpha18 later!)

Unfortunately, due to a bug in an external library, sound effects are still disabled on Mac, sorry. :(

  • Campaign mode, including Keeper vs Keeper battles!
  • Added geology tech, now used to uncover ores.
  • Added command to switch team leader.
  • Menu to choose new team leader when current one is killed.
  • New attack trigger to finish off the player after a lost battle.
  • Added a task for Keeper to sit on throne (and generate mana).
  • Flying creatures can no longer fly over Sokoban holes.
  • Made doors lockable when outside of buildings tab.
  • Keeper's full title is displayed in combat messages.
  • Tasks window has a scrollbar.
  • Made hint about [new team] button more clear.
  • Minimap UI gets a border.
  • Fixed crash when trying to whip a pig.
  • Fixed UI crash involving dropping multiple items.
  • Fixed UI crash involving all team members getting killed.
  • Fixed UI crash caused by uninitialized variable.
  • Fixed message bug about praying to a web instead of breaking free.
  • KeeperRL is ported to the Visual Studio C++ compiler, which means better error reporting and possible Steamworks integration.
...