Alec and Callum, the two main creators of Banners of Ruin have been very hard at work to deliver this excellent version of the game. There is still a lot of work to bring more content, balancing and cards hency why we're going into Early Access!
Thank you to all the community who helped us during beta and everyone who worked on the game.
The team at Goblinz hope you will like this new addition to our lineup. We really love it and hope you will too. If you do, help us by sharing the game with all your friends!
Cheers, MonteBearo (developers) & Goblinz Studio (publisher)
Legend of Keepers: Career of a Dungeon Manager - RedFanny
Here is our roadmap from Early Access to Full Release and the main features coming in the next updates. Scroll down for details.
COMPLETE ROADMAP
July - August
Moral gameplay improvements Revamped artefacts system Events balancing and improvements Visual improvements (Main Menu, Masters info tab)
September
New master: the Monkey Engineer New dungeon theme: Cursed Temple Starter Deck gameplay with new traps & artefacts A bunch of new monsters and a new monster type: Mechas New contracts & rewards system New events Players feedback integration
October - November
New champion: the Amazon New hero class: the Bard Traps system improvements Merchant task improvements Final Bosses
End of the year
New gameplay missions New monsters New traps New events 2 new champions
Beginning of 2021
V1.0 Full Release Switch version New dungeon theme: Pyramids Endless/Ascension mode
Legend of Keepers: Career of a Dungeon Manager - RedFanny
That's it, the vote is closed. The whole team has deliberated. We loved testing your monsters. You guys created some really cool mods. It was hard to make a choice!
Here are the results of Legend of Keepers' Modding Contest:
The competition runs from June 25 to July 9. The 3 winners (best gameplay, best graphics and top player vote) will each receive a Supporter Pack key. And one of them will receive a portrait "Employee of the month" displayed on the game menu.
Heroes can now be created with our ingame Modding tool! (Steam only)
Added a new modding interface to search for mods, subscribe, unsubscribe and vote for mods directly ingame!
8 new events have been added to the pool!
2 new events for each miniboss have been added to the pool during the second year of Slaveholder runs!
New Masters artworks in the interface!
Masters now have voice lines during dungeons!
Improvements:
Mods are now enabled before starting a run independently for each save slot instead of activating them in the modding tool. Subscribing and unsubscribing to a mod will still activate or deactivate said mod for all save slots.
Added a tooltip in the Schedule scene when hovering the Master’s portrait.
Monsters and traps now have a different portrait border style depending on their level.
Monsters and traps are now animated in the Shop.
Balancing:
Remaining heroes will now lose 20% of their maximum Morale when another hero is defeated (killed or scared).
Base Morale and Morale per level have been increased accordingly.
Hoplite’s base Life has been reduced from 450 to 400.
Hoplite’s base Power has been reduced from 50 to 40.
Hoplite’s Armor has been reduced from 80 to 70.
Hoplite’s passives increasing damage dealt and damage reduction have been reduced from 50% to 35%.
Druidess’s Nature Resistance has been reduced from 70 to 60.
Druidess’s Air Resistance has been reduced from -15 to -25.
Archmage’s base Life has been increased from 415 to 450.
Archmage’s Nature Resistance has been increased from -35 to -25.
Archmage’s Air Resistance has been increased from 25 to 35.
Dwarf’s Life per level has been increased from 60 to 70.
Dwarf’s base Power has been increased from 50 to 60.
Power scaling ratio of the Enchantress’s Blight attack has been increased from 0.15 to 0.3.
Lab Assistant events have been removed from the pool until further notice.
Negative R&D events have been removed from the pool until further notice.
The link between Thigh Supplier and Food Poisoning events is now clearer. Food Poisoning has also been made less punitive by reducing the healing cost to 200 instead of a cost scaling to the active monsters.
Rare monster cost from New Talent event has been reduced from 500 to 300 gold.
The monster killed through the Rematch event will now be chosen between the lowest level monsters available.
Bugs fixing:
Fixed an issue in the modding tool where unlock level for attacks was not saved correctly.
Fixed several issues when deactivating mods while a run was in progress with modded monsters activated.
Fixed an issue with passive attacks on modded monsters resulting in weird behaviors.
Fixed an issue with mods folders not being deleted when unsubscribing from one, resulting in unsubscribed modded monsters to keep appearing during a run.
Fixed an issue with modded monsters causing unwanted duplications.
Fixed an issue with the Enchantress’s Blight attack not correctly getting bonus damage from Penalties removed from heroes.
Fixed a remaining issue with the Siege task resulting in traps being duplicated.
Fixed an issue when not having enough monsters for the Business Trip task.
Fixed an issue with the Ballista that could soft lock the game.
Fixed an issue where Artefacts displayed were not correctly refreshed after tasks.
Fixed an issue where the turn order could stay displayed during preparation after a monster room.
Fixed an issue where the Hoplit’s Defensive Posture passive was also reducing damage taken from DoT effects.
And it's not over yet, because today: the Steam Summer Sale starts!
And we are very proud to announce the new game published by our studio: Banners Of Ruin. A roguelike card game with turn-based fights and breathtaking graphics. How not to fall in love? https://store.steampowered.com/app/1075740/Banners_of_Ruin
Legend of Keepers: Career of a Dungeon Manager - Akrythael
Modding interface has been fully polished.
Fixed an issue where monster cost and type were reset in the modding tool when editing an existing mod.
Fixed several issues with modded attack names and monster first names.
Modded monsters in a run are now removed if the player deletes or disables the associated mod.
Modded monster cost has been limited to a minimum of 50 gold.
Fixed an issue where the Ancestral Elemental monster was not considered as a rare monster.
Fixed an issue with the Huntress champion’s passive not applying its Stunned effect correctly.
Fixed an issue where the Sage elite passive description was not displayed correctly.
Fixed an issue with some chinese, japanese and korean characters not displayed correctly in specific game text areas.
Fixed an issue where the experience slider was not behaving correctly on the experience gained animation if the amount was not enough to level up.
Monsters preplaced but not confirmed during the preparation phase will now automatically be placed when going to the next room. This is to prevent players to leave an empty slot by mistake.
Added visual FXs for Earth Elemental and Dark Magus passives applying an effect when being killed.
Added a visual FX for stunned fighters when they skip their turn.
Cruel master, the time has come to introduce you to the new recruits. Choose well, a right-hand monster is crucial to your mission!
Meet the Father of the Damned:
Despite its slender appearance and fresh complexion, Masoch is part of the walls. After being dragged by adventurers in an attack several centuries ago, he was captured and then abandoned in a dungeon, sometimes serving as a distraction for employees from one decade to the next. Eventually, the resurrection spell doesn't really work on him anymore. Curious, the liche-docteures then conducted experiments, making Masoch the helpful intern we know.
Meet the Colossal Hydra:
When the Cyclops director adopted Chalcodon thanks to Dangerous Animal Sanctuary (a non-profit association in which she invests her free time), it already had its four heads, mark of a tortured past (it had been beheaded three times). Hungry, it immediately proved its usefulness by shredding a troop of lancers on the way home. A personal pet of the director, she regularly looks for dragonhydrasitters among her co-workers. Take care of it, it's a bit like her child.
Meet the Mermaid Matriarch:
Sannakji has a rather original resume. She used to work as a cook in different dungeons, where she was able to put her degree in human meat to good use. From there, she won several human hunting competitions. After a work accident, her own tentacle boiled in brain soup, she now aspires to a more peaceful job, where she can benefit from a foolproof health insurance.
Design your own monster thanks to modding!
Send us your creation and win your "Employee of the Year" portrait (best gameplay, coherence with the game universe, graphics, originality, quality of the animations).
Major Update: 0.8.0 patch notes
Features:
Modding is now available! Use the in game tool to make your own monsters! (Steam only)
Masters’ Promotions have been reworked! Enchantress has now access to new spells for the 2nd spell room and Slaveholder can now choose between 3 interns minibosses replacing the 3rd monster room!
New hero class: the Monk!
New champion: the Dwarf! Thorgrim is joining the fight ;)
New rare monster: the Ancestral Elemental! Available only for the Enchantress.
New speed button in dungeon! Choose between 3 different game speed!
Improvements:
The main menu background is now super badass!
Added an animation at the end of a run or after a game over to display experience gained by the master.
Ritual task added during year 2 for the Enchantress to learn new spells or amplify spells of the 2nd spell room.
Interview task added during year 2 for the Slaveholder to improve the intern miniboss.
Improved Slaveholder’s Burning Whip spell animation to allow it to be visually played on mid or back heroes.
Balancing:
Masters now have access to 1 talent point at level 1, for a total of 20 at max level.
Stunned is now considered as a Status and is no longer taken in count for gameplay mechanics implying Penalties.
Satyre’s stats have been completely rebalanced. Base price has been reduced from 200 to 150.
Vampire’s base Power has been reduced from 60 to 50. Power gained at level 3 has been increased from 10 to 20 accordingly.
Gnoll will now start with her first attack and her passive. She will now gain her second attack at level 2 instead of her passive.
Treants in the starting monsters from Enchantress talent are no longer immune to Enchanted Seed.
Stacks of Enraged from Knight’s elite passive have been reduced from 10 to 5.
Stacks of Slowed from Ice Wizard’s attack have been reduced from 2 to 1.
Ice Wizard’s base Power has been reduced from 60 to 45.
Archmage’s attack now applies Frostbite (2).
Stacks of Ignited Shield gained by the Archmage from his passive have been increased from 1 to 2.
Damage reflected by the Ignited Shield effect has been increased from 20% to 35%.
Archmage’s AoE damage ratio from passive when he kills a monster has been increased from 0.3 to 0.5.
Enchantress talent granting Flamboyant Lightning a chance to apply Burn has been increased from 10/20% to 20/40% chance.
Hero’s Passive heal at the beginning of each turn has been removed from the available passives pool temporarily.
Herbalist and Shaman can no longer come with healing Passives. Added the Demoralized immunity passive to their pool accordingly.
Imahdjagan and Mamluk can longer come with Morale regeneration Passives. Added the damage increase on monsters affected by Enraged passive to their pool accordingly.
Added the Poison immunity passive to Berserker and Knight’s pool.
Damage and Morale increase from the Troll Beer artefact has been reduced from 15/35/55% to 15/25/35%.
Fountain of Youth heal has been reduced from 30% to 20%.
Blood and Tears gained from heroes during 2nd year have been reduced by ~30%.
Bug fixing:
Fixed all the additional room issues.
Fixed an issue where the Druidess champion was using her passive even when Stunned.
Fixed an issue where the Troll Beer artefact was not increasing Morale correctly.
Fixed an issue where monsters killed by Ignited Shield after a melee attack were changing the monsters position on screen for the next group of monsters and were not correctly showing their death animation.
Fixed an issue where the Enchantress talent increasing Treants Life bonus was not applied correctly.
Fixed an issue where monsters and traps tooltips were not showing correctly on the room minimap.
Fixed an issue where the Ring of Wrath artefact was applying to the Goblin’s Drummer team buff attack.
Fixed an issue with the Siege task when the player had only a few traps or none available. The trap duplication issue is resolved as well with this fix.
Fixed an issue where the game was saved when going back to main menu during a task, allowing players to abuse it during their runs.
Fixed an issue with monsters displayed in the Black Market task that were incorrectly going out of the parchment scroll.
Fixed an issue where Treants had a price of 0 in the Black Market.
Fixed an issue where tasks couldn’t be clicked when switching language on the Schedule scene.
Fixed an issue where Sacred Altar and Fountain of Youth room icons were inverted.
Fixed an issue where effects in talents tooltips were not loaded with the correct amount of stacks when a talent was upgraded.
Texts in tooltips are now correctly refreshed in Dungeon when changing language.
Many typos fixed.
Hotfixes 0.8.0.1:
Fixed an issue where scaring 2 or 3 heroes would result in a blocking bug where rewards were not showing at all.
Fixed an issue with mods deleted preventing players to get back to a run in progress containing elements of the deleted mods.
Legend of Keepers: Career of a Dungeon Manager - Akrythael
Here's a hotfix to solve most of the issues brought with the latest update.
Players who had issues with the bugged additional room of monsters or trap should give up their current run, then close the game and verify game files on Steam. They can then start a fresh one to avoid any further issues with rooms generation during year 2.
If that doesn't work, we're very sorry for the inconvenient but you'll have to delete the save and create a new one.
Hotfixes 0.7.0.4:
Voice over added to the Cyclop’s dialog about resting rooms at the beginning of the first dungeon of year 2.
Fixed an issue preventing the Goblin Drummer passive to work correctly.
Fixed an issue with the drag & drop in the team management window.
Fixed an issue with the monsters and artefacts that shouldn’t be available for masters to still be offered as a reward.
Fixed an issue with the Siege task if the player had 4 or less traps available.
Fixed an issue with the Bone Catapult behavior.
Fixed an issue with a hero’s passive reducing damage taken by traps that could make traps heal the hero.
Fixed an issue with rooms generation during year 2 in specific situations.
Legend of Keepers: Career of a Dungeon Manager - RedFanny
Hi everyone,
Version 0.7.0.3 of Legend Of Keepers is now live!
What's in it? • 3 new rooms: Fountain of Youth, Campfire and Sacred Altar • 3 new monsters: Goblin Drummer, Gnoll and Satyr • New task: the Siege • Disable screen shake option
Many of you gave us this feedback: that the game was too easy. Now an extra room is being added from year 2 and will give you a hard time! And SO MANY of you also asked us for a Gnoll as a new monster. It's done :) What do you think?
Early Access Update: 0.7.0.3 patch notes
Features:
Disable Screen Shake option added in the Settings!
New random rooms during year 2 to help heroes: Fountain of Youth, Campfire or Sacred Altar!
3 new monsters: the Goblin Drummer, the Gnoll and the Satyr!
New task: the Siege! Rent some of your traps to the Company in exchange for some gold!
Improvements:
Dungeon environments will now be restricted for each master. Slaveholder gets Fortress and Frozen Caves. Enchantress gets Frozen Caves and Aztec Ruins.
Monsters in Garrison and traps in Stock are now in a scrollable area.
Tasks tooltip will now be shown sooner.
Improved save slots visual feedback to better see when there’s a run in progress.
Finishing a run or losing one will now take the player back to the master selection screen instead of the main menu.
Uppercase “i” in turkish will now be displayed “İ” correctly.
Mamluk’s elite passive description has been changed to make it clearer that only monsters killed by the Mamluk will trigger the passive.
We’ve tried something to improve performances and avoid the GPU to go completely nuts on some computer configurations. If you had issues with performances, please try to set the video quality settings to Low or Very Low. We need as many feedback as possible from players who had issues with the game’s performances prior to this update, so feel free to come on our Discord or post on the forums about this.
Balancing:
Burn effect will now deal 5% of the fighter’s maximum Life as Fire damage per turn.
Frostbite effect will now deal 5% of the fighter’s maximum Life as Ice damage per turn.
Goblin, Orc, Ghost, Bone Catapult and Pile of Bones are no longer available during Enchantress’s runs.
All 4 Elementals, Elemental monsters Artefacts, Cursed Prism and Pandora’s Box are no longer available during Slaveholder’s runs.
Morale given back to all heroes from the Mamluk’s elite passive has been reduced from 20% to 10%.
Master Regeneration bonus from Workouts and Rewards has been changed to 20% instead of a flat 2.
Master Power bonus from Workouts and Rewards has been changed to 10% instead of a flat 10.
Frozen Caves’ Snow Balls disaster has been changed from Front targeting to AoE. Damage has been reduced from 50 to 20 during year 1 and from 75 to 40 during year 2.
Bugs fixing:
Fixed a remaining issue with the Ignited Shield effect from the Archmage Champion that could still cause the game to hang during fights.
Fixed a remaining issue with Jubokko’s immunity that was preventing monsters at the front and the back to be swapped by the Wizard’s skill if the Jubokko was placed at the center of the group.
Fixed an issue where the dead and scared hero visual feedbacks were not displayed on Champions.
Fixed an issue with the Mamluk’s elite passive that was triggered from monsters killed by any heroes from the group instead of kills made by the Mamluk only.
Fixed an issue where some Artefacts were playing their activation animation when hovering attacks during a fight.
Fixed an issue with the Hoplite’s first passive that wasn’t taking the correct target for Armor damage reduction.
Legend of Keepers: Career of a Dungeon Manager - Tavrox
It is a very delicate work: balancing. We've got to take into account new comers, mid-core players and veterans. We cannot only rely on individual input, we have to gather every feedback and see what are the big trend. When YOU feel X or Y is OP, we might have data that says otherwise.
You might no know, we have ingame analytics that help us understanding difficulty: what are the deadliest compositions, the most used skills and so on.
We saw several streamers getting bored. We saw several people pausing after their first game, not even looking at the skill tree! We feel the roguelite-genre needs a few death to understand, reflect on your strategies and finally enjoy the game.
Today's patch is about balancing: we have globally made the game more dangerous, but you also have more health!
We still need you opinion after playing. Do you feel these changes improve the game? Make it worse? We may have the general overview, your opinion still matters. Join the discord and tell us what you think! http://discord.gg/goblinzstudio
----------- Full Patch Note
Early Access Update: 0.7.0.2 patch notes
Features:
New language available: Traditional Chinese! The Chinese language that was already available is now listed as Simplified Chinese.
Improvements:
Added a visual feedback on attacks, spells and disasters preview for players to know if that will be enough to kill or scare the targets.
Heroes killed and scared are now each displayed individually in the game over/end of run recap.
Heroes’ skills wording have been improved in english and french. Other languages will follow with the next translation update.
Credits have been updated.
Balancing:
Heroes Power per level has been reduced by 40%.
Heroes Life and Morale per level have been increased by 100% with specific exceptions for some classes and champions.
Heroes passive generation has been improved to avoid having several healing passives in the same group. Passives generated will also be more diversified than before.
First week during the 2nd year is no longer a dungeon to avoid players to face 2 dungeons in a row.
Enchantress’ base Life has been increased from 500 to 750.
Slaveholder’s base Life has been increased from 900 to 1200.
Masters’ Regeneration has been increased from 1% to 2% of base Life.
Life healed by the Doctor task has been increased from 10% to 20%.
Removed the Furnace trap from the Enchantress’ starting traps.
Removed the Poison Darts trap from the Slaveholder’s starting traps.
Replaced the Vulnerable effect from the Pilgrimage Site plunder by Tiredness.
Hoplit’s Champion piercing mechanic from his passive is now working the same as Skeleton Soldier’s Impalement attack. The monster behind the first target will take the mitigated damage dealt to first target as pure damage.
Bugs fixing:
Fixed an issue causing the game to incorrectly display a game over in a specific situation when facing the Archmage Champion.
Fixed a remaining issue with Jubokkos that could still lead to the game hanging when facing a Wizard hero.
Fixed an issue with the Intimidation Morale increase from the Slaveholder’s talent displaying the wrong values.
Fixed an issue with the Mamluk Elite passive that was working with a raw number instead of a percent based on maximum Morale.
Fixed an issue not taking in count heroes scared in the game over/end of run recap.
Fixed an issue with the Bloodthirsty coach event that could take the same monster twice for the training.
Fixed an issue with Plunders if there were not enough monsters to pick as volunteers.
Added a few more code security to avoid game to hang.
Fixed an issue with the Earth Elemental’s Flint Shards starting at 4 stacks of Nature weakness at level 1 instead of 3.
Fixed an issue that could lead Rewards to be empty.
Fixed an issue with the Enchantress Blight’s attack damage calculation.
Fixed an issue causing the Ice Skeleton and Vampire passive to not be activated when heroes would start the fight with the corresponding effect already applied to them.
Removed a remnant Enraged mechanic when plundering too much that was still applying to a random hero in a specific situation.