I think that a middle ground would be practical, where basic storage types have limits, but one can eventually build some sort of bottomless magical chests. I know from other games that having to constantly create new storage rooms for your ever growing pile of stuff can be annoying. This is both due to simpler implementation, and for players’ convenience. Right now you can store your entire dungeon’s treasure on one tile. It’s worth mentioning that the new storage system is fully moddable, so you can probably expect your favorite modders to come up with new custom storage furniture as well.Īnother topic are storage limits. This way you can have your items neatly organized, but you don’t have to. When a sword is produced, the game will start with looking for a specialized weapon rack to store it, and fall back to the old equipment storage if it’s not found. The first step towards this goal was to create a hierarchy of storage types, starting from the general “equipment”, “resources”, etc, and specializing them into more and more narrowing categories, like “weapons”, “bows”, “gold”, and so on. A simple “designate and forget” should do. On the other hand, I don’t want KeeperRL to require sophisticated storage micromanagement. Specialized storageĪ storage system overhaul has been on the table for a while, partly because piling items on the floor randomly is a bit counter-productive, and also because I want to give players new ways to design their dungeons in creative ways. They’ll help a lot in finding your desired item. After a bit of research, I’ve ended up adding simple tabs to the menu, which you can see in the screenshot above. Requiring listing every new item/material pair, it would become quite unreadable. What was previously stopping me from adding new materials was the workshop UI. The only issue is that it burns whoever touches it, which means that you’ll have to solve the problem of fire resistance for your workers and the users of infernite weapons. It is a permanently burning ore, which allows forging weapons that deal fire damage. The other material is “infernite”, borrowed from the Bonus Mod, as it is a cool and unique idea.
![dungeon keeper 2 general improvement mod dungeon keeper 2 general improvement mod](https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/7433402/a9da69f396cb73010209c77272fa6148dfac8fa5.gif)
#DUNGEON KEEPER 2 GENERAL IMPROVEMENT MOD FULL#
It allows crafting items with magical properties, and is super rare, to the point that you’ll only craft a few full sets of equipment with what you can mine with reasonable effort. The first one, “adoxium”, is named after your favourite evil god. For now I’ve settled on adding two new ores.
![dungeon keeper 2 general improvement mod dungeon keeper 2 general improvement mod](https://games-cdn.softpedia.com/screenshots/Dungeon-Keeper-2-Unofficial-Patch_1.jpg)
#DUNGEON KEEPER 2 GENERAL IMPROVEMENT MOD MODS#
Quite a lot of mods add new materials, and it’s really a no-brainer feature for vanilla. I’ve been looking to add more ores/materials to the game for a while, as an extra reward for exploring deeper z-levels.