KeeperRL Adventure Campaign - Test Run B - KeeperRL Adventure Campaign gameplay
Today we are looking at KeeperRL The Adventurer's Campaign in KeeperRL Alpha 19 version of a game. Sit back relax and enjoy some good KeeperRL The Adventurer's Campaign
gameplay as I explore all that The Adventurer's Campaign has to offer and learn how to level up our hero.
Watch the KeeperRL The Adventurer's Campaign in the Playlist: http://bit.ly/KeeperRL_Adventure_A19
You can buy KeeperRL here: http://keeperrl.com/
If you liked KeeperRL The Adventurer's Campaign you may also enjoy my other Let’s Play videos:
►Let’s Play Dwarf Fortress https://www.youtube.com/playlist?list=PLCZleGQiTyuAsXBz9yPeMtj793M8Oohto
►Let’s Play KeeperRL Keeper mode http://bit.ly/KeeperRL_19
►Let’s Play Rimworld https://www.youtube.com/watch?v=4cmtW8bjqqQ&index=1&list=PLCZleGQiTyuCL6Gs0xA_sa_JFWh417ta8
CHANNEL INFORMATION:
I play mostly Indie Games. I love base-building, survival, strategy and adventure games. All that is accompanied by mature, relaxed and family friendly commentary and great quality 1080p video. You will find something new on a channel everyday.
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PLAYLIST CODE:
KeeperRL The Adventurer's Campaign 03/08/2016
CREDITS:
Thumbnails and channel art design thanks to Dibujor check him at http://www.dibujor.com/
Here is some more information about KeeperRL:
Keeper alpha 19 notes:
KeeperRL alpha 19 is released! This update improves graphics and UI, and introduces sound effects! There are also minor gameplay changes and numerous bugfixes and improvements. See below for changelog.
I'd also like to announce that, for personal reasons, the development of the game will be stalled in December and January. After that it will resume as normal. (so there's no reason to worry about its future!)
Changelog:
Added adventurer campaign mode.
Fixed management of autosave files so that there is a always a file to recover from.
Switched from SFML rendering and audio library to SDL2, OpenGL, and OpenAL.
Decreased RAM usage by about 50% by reusing objects for identical map tiles.
Optimized the rendering logic to get about a 50% increase in framerate in the early game.
Moved back from Visual Studio to MinGW compiler to avoid some technical issues with the former.
Added message boards that can be built by Keepers and function as primitive chat rooms.
Added small random settlements: human and elven villages, dwarf and kobold caves.
Added forest animals: deer, foxes and boars to maps.
Added different body materials, which affect combat and types of dropped corpses.
Enabled passing through doors of friendly settlements.
Added opt-in collecting of game statistics.
Added question marks and town names to minimap.
Added a message for when a minion learns a new spell.
Made the game work on a single thread to avoid some technical issues.
Changed the ratios of hills and forest in level generation so that trees are found more easily.
Made the keeper always be spawned next to a mountain.
Fixed conquering of cemetery level.
Fixed crash when creature is insta-killed by a spell.
Removed Sokoban from the single map mode to avoid level generation issues.
Fixed crashes when exiting the game.
Fixed crash involving the power spell animation.
Fixed scrolling in the minion window.
Fixed various issues that prevented winning, retiring, and playing as adventurer in single map mode.
Prevented the giant spider from getting entangled in her own webs.
Fixed a minion spell learning bug.
Fixed item pricing and shopkeeper bugs.
Fixed ambush bug that caused the player to be invisible forever.
Fixed message refreshing that caused some confusion when the game ended.
Fixed various issues in music playback.
Fixed switching tabs in creature control mode.
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