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Dungeon: Keep Her - Patreon Release - Alpha 0.8

Hello, Keepers! Alpha 0.8 introduces guard servants, a new save system, the Infirmary building, the starting Imp race and other small things!


Stationed characters will now defend their rooms, allowing you to control them in battle, use their abilities and level them up!

This system gets rid of the old "hire guard" systems and population cap. Note that abilities are now much more varied and still need some thorough rebalancing!


Severely injured characters will not be able to fight and must first recover. They will always look for the new Infirmary building, where they can quickly get back on their feet. Alternatively, you can also use bandages or just wait it out.

Bandages can also be used in battles for a quick heal. Infirmaries will produce bandages over time.


I noticed lots of players were having trouble with saving and loading their games, so I focused on fixing some of these issues and reworked the profile system to allow for multiple saves!


Starting out a new game is a little different than it used to be: The tutorial has been reworked to accomodate for the new mechanics, you now start with two Lv. 30 servants of the unique Imp race and a randomized Helper.

Since your starting servants also need to eat, players now also start out with a built Stockpile and some food to last until they can produce their own. Stockpiles no longer need to be researched, since having an inventory is an integral part of the game (including early game).


For the next updates, I feel like all the recently added systems tie up the main gameplay loop well enough for me to spend a few updates focusing on adding more variety and content to already existing systems, which basically means: more races, items, buildings, animations, poses, clothing, weapons, hairstyles, etc...

I also want to look into fixing bugs, balancing current mechanics and adding some small but needed QoL features, like a better way for players to track their servants and their needs.

In short: polishing current mechanics instead of adding new save-breaking ones. Either way, let me know what you think I should focus on next!


As always, have fun and feel free to join the Discord for progress posts, general discussions, suggestions or to report any weird behaviours or bugs you may find along the way!

Thank you!


Changes:

-Servants can now battle as guards

-Reworked profile system

-New Infirmary building

-New Imp race

-3D body hair and fur

-Slightly reworked tutorial

-And more small things and bugfixes

Comments

hate aussi que sa arrive :3

shakumol

Perfect. I'll look forward to it.

Scaleo

for the moment I agree about the mechanism that Scaleo said would need to be corrected also add something like if ever the two slaves die that we can resuscitate them or recruit from slave merchants because it's a little painful to do nothing waiting for the invaders to invade us, we feel that we also defend ourselves if possible to make a little modification as it would make the game quite fun and educational as we will say here is what I think of its updates

shakumol

Overall, this is a good update that build upon the new mechanics and establishes a framework from which the game can be expanded. (great work.) Although, I'm kinda missing the more Non-con and torturous elements. Hopefully in the future, we'll have some more Evil and cruel actions implemented. But for now, this is excellent. And you're doing a great job.

zumbrell

Thank you! Most of the issues you brought up really are due to unbalanced mechanics, which is something I will address in this and future updates, now that I feel like we finally have a good foundation for the main gameplay loop. For instance, the reason they get excited and angry at the same time when you're touching them is mainly because I couldn't properly tune the values and conditions to not overlap each other yet. Characters get too strong because I couldn't play enough late game scenarios to know where I should usually keep their levels and abilties at. I can now better focus on these, knowing the base game is somewhere I like it to be. Combat interactions will be back, but performed by your guard characters (character on character animations).

K Dev

Maybe I should clarify it in the flavor text for the bathhouse building, but it works when characters feel their hygiene is at a low enough level, they will then take baths on their own, without the need to assign them. The socialization aspect is still to be included, yes! It will happen when characters have relationships stats with one another.

K Dev

A balance pass would help those of us who want to actually want to play the game as a game. Some transparency in what the invader level is linked to would also be very helpful. And a way to make it go down. I would really rather spend tech to lower the dungeon notoriety to something that gives me invaders I actually have a tiny chance of capturing than delay invasions. A slight misstep in priorities seems to be enough to drop hopelessly behind the combat curve right now. Also the optimal dungeon design appears to be to making a donut of traps around the entrance and hope that the invaders get into a infinite walking loop and die or get bored before finding the one tunnel that leads to the optimized production base. If someone breaks through, they can just be bribed off. Monster level invaders that would annihilate my actual defenders are completely helpless when given a spiked circle to walk in. Which doesn't seem like a fun balance setup and makes the entire servants system completely optional. The relationship system could use some explanation as well. Raising relationship through interaction seem to take way too long to be practical when there's a dungeon to manage, can drop suddenly if I choose to small talk at the wrong moment (or randomly?), and also consumes energy which makes my favored minion likely to be horribly murdered in combat they're less prepared for. Gonna be honest, I preferred the old combat interactions where energy management, resistance, and breaking free at least made sense in context. Right now, it seems like the frustration meter will skyrocket for doing exactly what the prisoner is asking. (It might be a bug, should the character be gaining Frustration AND Relation just for hovering the tooltip over their body?) It's also completely possible to have both starter imps die of... something... while you're in the very early game. With food fully available, outside combat, and no warning that one of their needs has has gone critical. Edit: It's unclear what fetishes, if any, the current system is meant to appeal to. There's no romantic options, combat sex is out (which I sorely miss), and even though the tools seem to lean aesthetically towards S&M domination, functionally you get slapped for deviating from the sub's exact wishes, which makes them feel more like they're the dom but just super passive aggressive about everything. There's not a visible method that creates a resistant-to-compliant/corrupted character arc besides just annoying the captured characters.

Scaleo

Not sure if this is a bug or if the features aren't fully implemented but, the Bathhouse doesn't work as advertised. Not only do my gals not clean themselves, only one person can be assigned to a bath at a time. Meaning, there's no socialization either. Tried building multiple baths adjacent to one another and assigned my ladies to them but all that did was open my lair up for a free tour by a heroine.

Zerro


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