KeeperRL

KeeperRL

CW - Dragon
41 Comments
WaldoIsntHere 7 Aug @ 11:43pm 
How do you use the potions that you make? I don't see them on the consumable list.
Shadowing  [author] 1 Aug @ 12:31am 
Will look intro it
AldunithZ 31 Jul @ 10:39pm 
Encountered bug that shuts the game down when starting a Playthrough with the CW - Dragon Mod as a Undead Dragon. Initiates crash-reports tho so thats good.

And when playing as a Black Dragon. The Dragon Keeper dies by walking into water because of it's Blindness. Wish it wouldnt walk into water/Lava when it is idle/uncontrolled.
Shadowing  [author] 17 Apr @ 10:44am 
1. ok its an error thanks, potions had wrong tech reuierement.
Shadowing  [author] 17 Apr @ 10:41am 
1. have to check
2. ban weapon use
yuriski1st 17 Apr @ 7:56am 
I have 2 questions:

1. What does "Draconic Magic" actually do? Since I could already make potions out of gems before.
2. Is there a way to keep the dragon keeper from equiping weapons weaker then their natural one?
Shadowing  [author] 6 Jan @ 3:30am 
No just split dragons intro two categories in order to stop overflow
Complete Edition Man 1 Jan @ 10:08am 
oh I see. So Dragon 2 should be the most up to date one then
Shadowing  [author] 1 Jan @ 3:23am 
just split categories ingame intro dragon 1 and dragon 2. Keepers going out of window is game code bug.
Complete Edition Man 31 Dec, 2024 @ 10:40am 
I'm sorry, but what is that supposed to mean? You are going to put each dragon into its own mod?
Shadowing  [author] 31 Dec, 2024 @ 1:35am 
will split dragons ontro two categories in new version.
Complete Edition Man 30 Dec, 2024 @ 7:37pm 
I've also heard it's included in the 10bonus mod as well, so maybe it works better there.
Sergal 30 Dec, 2024 @ 6:49pm 
Mod still works. The menu to pick your dragon has it sliding way out of frame, but all dragons are selectable and the mod functions as it should :)
Complete Edition Man 26 Nov, 2024 @ 11:45am 
So how's this mod doing? I see that there haven't been any comments on its page since May and it was last updated in June. Does it still work? Are you still working on it?
Lupus 26 May, 2024 @ 11:53am 
hey try your mod maybe give the bold Swarm or rise the Pop count its relly hard to get it up. Dont feel like a Swarm
FlareFluffsune 28 Mar, 2024 @ 11:40am 
Control your keeper, pick them up and use them.
Diethyl 27 Mar, 2024 @ 6:52pm 
How exactly does one use the gems from the spirits? I've turned them into potions but I have no clue if they've been used by my keeper if there's something else I'm supposed to do
Cheese Mogul 18 Mar, 2024 @ 1:12pm 
Kobold guards are by default set to ranged, and even when set to melee often do not attack and prefer to just get hit
Zen 11 Mar, 2024 @ 1:16pm 
Red dragon hatchlings appear to have undead for some reason?
FlareFluffsune 11 Mar, 2024 @ 9:53am 
I learned you can get more monsters using succubi or something but the ones I have are getting pregnant but don't lay any eggs or something. Do you know if that's supposed to happen?
Shadowing  [author] 9 Mar, 2024 @ 4:46am 
might be size issue. will look intro that
FlareFluffsune 9 Mar, 2024 @ 2:41am 
Everything appears to be working as intended now that's awesome work. But I don't understand the Riding Drake, I can't seem to get any minion to mount them which I assumed was their role?
Shadowing  [author] 7 Mar, 2024 @ 4:16am 
They should be fixed in newest version.
FlareFluffsune 6 Mar, 2024 @ 7:22pm 
Any fix for the kobold worker recruitment? Because I may as well start a new game then seeing as I have no Stable and am stuck at 5 workers.
Shadowing  [author] 6 Mar, 2024 @ 11:26am 
yea mods gets loaded only at start of new game
FlareFluffsune 6 Mar, 2024 @ 9:30am 
Seems to work to add the stable but doesn't work for existing saves by the looks of it.
AccidentByDragon 6 Mar, 2024 @ 7:09am 
for anyone looking for a quick temp fic, go into the mod file in your docs and add "stable" to "building groups" in the keeper_creatures file
AccidentByDragon 6 Mar, 2024 @ 6:45am 
might need to tweak so you can build a stable or remove the requirements for stables on some of the minions
FlareFluffsune 5 Mar, 2024 @ 9:33am 
I lost all but 5 of my workers and I can't hire any more because of this error. Oh dear. :steamsalty:
FlareFluffsune 5 Mar, 2024 @ 8:41am 
I just got a different error trying to hire 4 kobolds. :C
FATAL immigration.cpp:251 : groupSize == 1 is false. ExponentialCost doesn't work for immigrant groups larger than 1.
Dirg 5 Mar, 2024 @ 7:43am 
Attempted hiring a worker group of 4 in a new game with today's mod update and crashed. Update also did not include a fix for the missing stables.
Dirg 5 Mar, 2024 @ 7:02am 
Was going to deactivate the mod, but noticed the update button in the UI... Will do another run and report back. No change notes on the mod page, bug fixes?
Dirg 5 Mar, 2024 @ 6:58am 
Can confirm, game crashed when attempting to hire workers. My specific case details: workers died off under the free hire threshold and attempted to rehire a group of 4.

Stables is also missing with this mod being the only one installed.
FlareFluffsune 4 Mar, 2024 @ 5:39pm 
How do I build a stable? I can't seem to find a construction called that nor find information on it. I need "1 stable" before I can get my dragon hatchling.
FlareFluffsune 4 Mar, 2024 @ 2:52pm 
The error seems to change? I have 100 gold and tried to hire but now it says "Not enough gold missing 25 of 34"
FlareFluffsune 4 Mar, 2024 @ 12:42pm 
I got the same error not too long into my new game, I've only just got the game and completed the tutorial and only have this mod. "FATAL collective.ccp 1034 Not enough gold missing 30 of 30"
DragynDance 2 Mar, 2024 @ 3:39pm 
I know they are supposed to, what I am saying is the crash seems related to that. If you keep hiring kobold workers, you eventually crash with the old error.
Shadowing  [author] 2 Mar, 2024 @ 8:57am 
Kobolds are supposed to appear in groups from 1 to 4
DragynDance 2 Mar, 2024 @ 8:28am 
Update fixed the crash on launch, however, you get the error again and a crash after recruiting a bunch of worker kobolds. Also it seems unintended that every time you recruit a kobold worker, the next one is a group of many of them. Anyway, that means this bug seems to be tied to worker kobolds the group immigration mechanic.
Rat 2 Mar, 2024 @ 7:28am 
ok :Rat_Laugh:
Frimmerdah 1 Mar, 2024 @ 6:37pm 
Got error "FATAL collective.ccp 1034 Not enough gold missing 30 of 30, very excited by all the work you are doing though thank you!