keeperrl
keeperrl copied to clipboard
List of issues I found on version 2022-08-31
A.I cannot shoot/cast through iron bars even if its doable manually
If you advanced teleport on a free forbidden area space you don't even get the warning and the spell fail directly instead of letting me choose.
Stuff start lagging more and more with regular warlock keeper, 30 monsters + along with level Z lvl -10 to 40+ (Maybe its related to multiples stairs/teleporter paths on floor 2-3? I am talking about 3 paths total. But im pretty sure its related to number of floors... Anyway after floor 30+ there is not much more of interest.. I guess you could add base rezz on mountains Z -3-9 instead and add the fancier ores and more of it starting from 15 to 30 (On top of more surprises per floors... 2-3 would be nice and maybe make underground invasion more challenging if you hit 2 dwarves homes on the same floor) Anyway a player would never use those as building site, only for gathering more ores/money making those extra floors quite meh...
Teleporters and stairs are broken with mass invasions on both sides... Monsters (ANY KIND) will start popping around further and further away from teleporters/stairs bypassing walls/doors/traps/anything making enemy spawn inside spaces that do not make any sense at all, that radius should have a max of 3...
Necromancer infinite minions just make things too easy when playing as it (swarmer everything) and very annoying when dealing with their dungeons/invasion (40+ swarmer undeads to deal with each invasions)
Necromancer is kinda boring to play, very few research and building items compared to regular warlock/chaos knight keeper, very easy to break the game with zombie/skeleton king (seem impossible to kill in melee when fully upgraded, at least they seem a TINY bit vulnerable to multiples mages which no goodies/neutral factions seem to have a lot of)
Banishing creatures as necromancer should not affect minions morale. getting rid of minions that are lacking a head or an arm happen very often at the beginning and your minions are easy to replace and I don't want to divest every useless minion to make them drown to their death..
Skeleton king 70 atk 70 def vs very good equipped legendary humanoid 100 atk 81 def, and legendary humanoid(no melee vulnerability) just get murderized. (They honestly need a VERY good nerf... on top of a pop limit... Its just bad design.. Also pop could come from level like dnd/pathfinder necromancy, higher level keeper = more control = more pop)
As a Warlock/Chaos knight keeper You only get a max of 3 Legendary humanoid if they die you can't get more. Then on the other hand necromancer can have 50 120 atk/100 def skeleton kings.... (easy to do farming enemy keeper's pig farm or longer but still easy rat distillery farming in your homebase)
Prisoners' feel utterly useless since you cannot control them like other minions, they just suicide themselves in enemies without being of any uses in combat (even the yellow dragon I captured is worthless since I can't control it)
Currently restarting my invasion from the necromancer multiples times and also realizing that his horde get lost and stop moving and get stuck on other floors when I destroy stairs and portals (to stop him from glitching through my walls like a godamn cheater... Bear in mind that there is still a way in just much further away)
Suggestion:
Skeleton/zombie king balance suggestion: Either make them all vulnerable to magic so they have a proper glaring weakness or cut the max atk/def power by 1/3 or cut max atk/def power by 1/2 but give them swarmer as base traits
Maybe another kind of defense for magic damage too since armor don't make an ounce of sense protecting against magic and we currently have magic defense ring that already add another huge 30% resist to current armor.. Would be nice to have mages types resistant to magic and melee/ranged not being resistant but being resistant to physical, and hybrid like shamans/priests/clerics being half and half resistant to physical/magic some melee minions like juggernaut/Teutonic knight could have physical and ranged resistance