4.00 star(s) 34 Votes

Kelniimir

Newbie
Dec 25, 2018
15
24
85
No need to apologize, I'm also laughing a lot about this disaster so I don't cry with anger, because I don't know what to do anymore, so everyone should laugh. :ROFLMAO::ROFLMAO::ROFLMAO::ROFLMAO::ROFLMAO:
1. You start the game. I usually start with lustful witch male, or ancient warrior. Used warrior because they could capture without collar (once per battle) in older versions, in newer it's lustful witch to increase lust and make capture easier, if intruder manages to pass Guardians somehow (implying he is strong and worth capturing ).
2. You mine some blocks to clear space and do mines. You need your gold mine and research mine. I prefer to search for patch with good gold income "blessing", but neutral will do as well. Don't forget to consider putting them in "circles" aka in 3x3 blocks with empty block in the middle, so you could place workshop in center later for extra income.
3. You place one of your starting characters on gold mine to get money, and click research mine manually, because no alternative. Level up at least your first one or two gold mines to maximum, then place workshop nearby as well.
4. You make 3-4 long thin corridor from entrance to room with your other character as guardian. Better to have long corridor filled with traps later.
4.5. Optionally here I move my "Throne room" in furthest part of dungeon from entrance. It's usually on the opposite side of the dungeon on any phase of game, just so I have more time if unexpectedly strong enemy will invade. Got raided successfully only once, in the beginning, while testing what would happen after.
5. You try catching raiding characters which are higher level then yours, while developing towards baths, healing stations and farms, for your characters to be self sustainable. But your FIRST PRIORITY is trade station. Because you need to trade better slaves. (upd. 19.x baths and farms are unlocked by default).
5.5 Start searching for slaves with good "working" talents, and place those in your priority buildings - gold mines and research labs.
6. You capture slaves using slave collars and any grenades you got. If you find weak slaves, you sell them and buy stronger ones. You buy more slave collars and grenades, as well as any recovery items. Alchemy was too cumbersome mechanic for me to craft them.
7. You can keep your initial slaves for entertainment, and weak slaves to work in mines, but keep few strong slaves, and sell-buy-capture when you see better one raiding you, or on market.
8. You buy gems to level up your fighters, but don't overdo. Before, gems were super efficient, on 18.x they are nerfed hard, so they do SOME, but not much.
9. By this point, you should be capable of defeating raiding parties, and you need Altar. You need to LURE IN (menu option called "Tempt Invaders..." under Altar menu, bottom right of screen, 3rd from the left) stronger raiders(so just choose highest level you can handle), defeat them, capture, and make them yours. Or sell them to buy better fighters.
10. By this point you have a lot of 0-10 lvl slaves which are workers, or children of your slaves you sell or keep because you like them, and few 50-100-200 lvl fighters. Don't bother upgrading low level slaves with gems any longer, it would cost you fortune and won't be effective anyway. It's faster and easier to wait for new day/roll of raiders you can lure in, untill one stronger than your slaves appears. So you LURE them in, bleed, poison, scare, seduce, and drop their sanity and HP to the point they stop resisting and agree to be captured by slave collar.
10.5 Technically here you can use graveyard and resurrect some strong invaders you failed to capture as zombies, but only if they were REALLY strong. They have positive sides, but I simply don't like zombies. Had few one, untill managed to capture raiders stronger than said zombies.
11. Get few more high level slaves and start sending them out for more gems. Not mandatory but got to have.
12. The further the day of progression is, the stronger raiders would come. If you did everything right, your guardians would be weaker than strongest attackers, but stronger than common one. So few of your guardians would be able to slay one strongest raider which you can LURE in manually. Then you capture them, and you have strongest unit. Untill there are stronger one you can LURE IN. Cycle and repeat.

That's the common cycle I'm going through since 15.x. There were some different things, like gems got nerfed, but besides this it's same. Some additions like re-rolling land plots blessings for better gold income and better food growth is optional, for when you have nothing else to do.
 
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Kelniimir

Newbie
Dec 25, 2018
15
24
85
What I might add in regards to ver 0.19 in particular.

1. Dev eliminated possibility to talk-spam into high relationship. Fair enough. But WHY your dungeon inhabitants are capable for REFUSING your demand to change their outfit / clothes!? Even while still wearing chains?! (they thought somehow incapable of refusing you force feeding them lust potions. Yeah, I know, such feature is not implement, still immersion breaking).

So anytime I see such behavior, I send them straight to jail, and do there all i want.
I'm dungeon master, and will not tolerate misbehavior.

IMO not all talking options should be spam locked, and dungeon inhabitants should have more "tiers". Slaves that sit in prison, slave which is free to roam but wearing a collar and have no ability to refuse dungeon master (they might not like it, but not refuse it), and then free denizens without collar, who have ability to refuse...and be disappointed for being put into jail for doing so.

2. Characters frequently forget their path route when they are just arriving - bough or "lost near entrance and captured" slaves models getting stuck on dungeon entrace, imprisoned slaves models getting stuck in rooms they were assigned to, inhabitants while being enslaved are still "assigned" to rooms and therefore standing there and not in Prison, imprisoned characters models spend whole playtime "walking" into each other...it seems new pathing broke how models behave on map in certain scenarios.

3. When you have dungeon inhabitant which you want to enslave via corresponding contextual menu, but your jail cells and throne room is already full with prisoners, game ALLOWS you to click the option to Enslave, but then you are proposed with empty list of rooms you can assign character to.
COMPLETE SOFTLOCK.
Clicking crosses on windows, Esc, exit from courtroom button, tab, nothing works, by this point your only option is force close game and start from save.

3. Inventory filter resets after every sell.
Which is annoying even more, considering now I can have INDIVIDUAL inventory slot for 15 times the same item, even if color is identical. So I need to:
1. Choose filter to "clothes / weapon"
2. Click item.
3. Click to sell said SINGULAR item.
4. Choose filter again
5. Click next item.
6. Click to sell aforementioned item.
7. Keep cleaning trash manually after every raid.

4. Item attributes list and action buttons aren't separate, they're part of same area.
Therefore when I'm selling items, items would different attributes count would MOVE Buy/Sell buttons lower or higher. Which means you cannot even automate it, or do it without thinking, you need to PAY ATTENTION to not accidentally press BUY button, which is lower/higher this time, due to attribute list is shorter/longer. And then there is no buy button, so sell button is in different place AGAIN.
Overall, inability to check multiple items before selling was frustrating before, and how highly frustrating due to items aren't stacking any longer due to color.

Overall game crashes less often then before, but shows more glitches and issues than 18.x Alpha.

Also, menu is...
On Steam Deck LCD, I get 25-40 fps in game on 720p low, but 10 fps in menu. Before it was at least 15-18.
I might assume that icons and hearts dangling above to drop every time you hover over Patreon or Discord entries are eating all the frames :D
 
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Rogue Reaper

Member
Aug 7, 2021
121
98
96
Hey all,

I've made a BepInEx plugin that makes characters always accept lewd interactions and for making two characters hookup in court mode.


Gofile

Video of the plugin in action on a fresh save file:
View attachment 5337101
1- Download "Unity.Mono-win-x64" from BepInEx site ( )
2- Extract the contents of BepInEx-Mono file into the game folder (Dungeon-KeepHer_Alpha_0.19)
3- Put the .dll inside BepInEx/plugins
4- Run the game
Quotes to the original messages, so people know what the file it and how to install it.

Does anyone have this plugin? It appears to be gone from the gofile link.
Goddamn it and I Was About to Get it to
Has the BepinEx I downloaded as well as the DLL file that the modder made.
 

aifman7

Active Member
Oct 25, 2017
764
2,112
428
Dev is finally rebalancing the levels and stats, and no more level scaling based on gold or room count. That's huge. This is enough to get me to redownload and give it another chance, that was always the biggest issue with the game's balance in my opinion.

Thanks for the update!
 

awk

Newbie
Jun 14, 2019
34
28
69
I've been waiting to play this since the first release on this site. Wanted to wait for it to be a bit further down the road, finally going to download it now, it's looking very promising.
 

skyrfen

Ultimate Torrent Dude
Donor
Jun 13, 2021
4,682
2,821
387
DungeonKeepHer-0.19.1
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Dudenator

Member
Sep 2, 2017
109
234
129
Okay that's most of my problems addressed in a single patch that's good to see. The enemy level scaling was nuts if you made the mistake of having multiple gold mines.

Based off Keeper level is a much better idea.
 
Last edited:
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jimmyjoo

Active Member
Jun 28, 2019
774
408
248
Room research prices seem a bit out of whack. 4500 for a workshop and 7500 for a trading post? seems like it will take forever to make any sort of advancement
 

aifman7

Active Member
Oct 25, 2017
764
2,112
428
So far my only complaint is the tooltips going off-screen. Even the item category list when viewing a character's inventory is going off-screen. I can see the "W" in the Weapons category and I can click it, but if there are other categories to the right of that, I can't see or click on them because they're totally out of the window. Same for the Alcohol category under consumables. Switching to windowed or full screen doesn't make a difference, that part of the UI is cut off for me regardless. Not sure if that's a local issue for me or if others are seeing that too...

Other than that, this is already feeling way better than it did before in terms of game balance. I'm just getting started (have only been playing this run for around 20 minutes) but it's already miles ahead of where it was a few versions back. Nice work, dev!

Room research prices seem a bit out of whack. 4500 for a workshop and 7500 for a trading post? seems like it will take forever to make any sort of advancement
Feels okay to me. The first invader I killed gave me 3000 research as a level-up reward, maybe prioritize picking those rewards for your first few levels to get rooms unlocked and then let the passive research build up from the constructed rooms for other unlocks.

In previous versions, research points were completely useless once you'd unlocked everything so the dev is probably trying to balance that out now too. I agree, it's not in a perfect spot but the room unlocks still feel pretty doable to me.

Don't forget to level up your rooms and build workshops adjacent to them to increase research and gold earnings. If it's the same as before, you can really cheese it by surrounding workshops with gold mines or research rooms and leveling up the workshop instead of the rooms directly. I'm not quite to that point yet though so I'm not sure if it's as cheesy as it was before.
 

str8up

Forum Fanatic
Jun 4, 2020
4,265
2,304
428
I managed to have sex with one of the girls in my castle BUT cant remember how i got THAT menu
anyone know how to get it again?
 
4.00 star(s) 34 Votes