v4.1 Update to "A Keeper's Duty"

Dome Keeper

Defend against waves of alien attackers in this innovative roguelike survival miner. Dig for resources and choose from powerful upgrade paths. Is there enough time to mine a little deeper and get back to defend before the monsters attack your dome?

[h2]Hey Keepers,[/h2] It's been a while since "A Keeper's Duty" released and we've been closely watching the feedback. We incorporated this into some improvements and a lot of balance changes. [h2]Prestige[/h2] Because of the big changes to balance, we are starting season 7 for prestige now. Please keep in mind the warning about fairness that you see ingame: People who use exploits to gain the highest scores (top 100) will get banned. Don't worry about accidental use - the cases that are bannable are excessive and very structured with the exploit usage. Some parts of cheat detection are automated, sometimes i go over it manually and delete scores and possibly ban people. If you want to appeal for a ban, contact me. But i don't have time for a "ok i cheated but now i will stop" scenarios, as this is time that i don't spend making the game better for everyone. [h2]Modding[/h2] With the port to Godot 4, the ways the game can be modded changed a lot engine side and that required a lot of work on our end. Modding is now supported properly again, with improvements to the modding popup ensuring compatibility. We have some plans to push modding a bit in the future. One part of that is making a more mod-friendly modding EULA. If you are a modder and have an example of a EULA you like, please share. [h2]Future Plans[/h2] Don't expect exciting content in the near future. As explained with the last update, we don't have any content lined up now. Our efforts will go into two things now: multiplayer and consoles. We can't confirm any consoles yet and don't have a date for multiplayer. Just know that we are on it, it's our focus now. [h2]Changelog[/h2] Here is what's new for [b]v4.1.0[/b]: [h3]Additions, Improvements and Changes[/h3] [list] [*] started season 7 for prestige after vast balance changes [*] massively improved performance. Also added option to render game at half resolution, which looks very similar but should run much faster. [*] improved modding and made it compatible with v4 of Dome. You'll now get info in the modding popup about mods being incompatible due to not being updated to the latest version. [*] added restart button to pause menu [*] Anti Stall should work properly now [*] drones don't bug out when resources are unreachable [*] added overcharge tutorial [*] improved visual clarity of tesla reticle [*] brightness setting now works again [*] fixed cases of extractor and converter pushing resources out of the map [*] shredder now shreds faster when there are a lot of resources [*] improved map generation for chambers, as sometimes they were placed too far from their ideal place, heavily affecting the runs difficulty [*] chambers are a light source now too and can be seen through the vignette [*] a ton of other bugfixes [/list] [h3]Balance[/h3] [list] [*] Engineer: changed Power Drill a bit. Slightly lower speedup than before, and the hardness mechanics is changed by simply buffing drill against hard rocks instead of treating the hard rock all as medium density rock. [*] Assessor: Split has lower cooldown again. Spheres also get a global speed buff with the supplement. [*] One way Teleporter: cooldown from 20s -> 5s. It now can also teleport items, gadgets and supplements. [*] Laser: DPS increase, last stage 180 -> 210 [*] Tesla: changed base damage being higher early and lower late, last stage 180 -> 155. Slightly reduced quick shot strength and orb stun strength. [*] Artillery: increased stun size of deafening blast a bit [*] Repellent: Growth time 1.5 cycles initially, going to 0.9 with upgrades. [*] Orchard: Growth time going to 0.9 cycles with upgrades. Increased buff strength and duration. [*] Droneyard: Slightly higher upgrade cost. Slightly fewer battle drones overall. [*] Furnace: increased wave delay, decreased how long resources last in burning. [*] Spire: added supplement that slows down monster projectiles globally by 40% [*] Chainsaw: increased damage, last stage 65 -> 80. Also fixed speed upgrade not doing anything. [*] Drillbert: buffed drill strength. Drillbert won't get scared anymore during battles, if you have the supplement. [*] Mushroom: Added upgrade to automatically consume mushrooms on flyby. Added upgrade to make mushrooms grow quicker in the dome. [*] Resource Packer: 5s longer recharge by default. Upgrades now also make the packs shrink more. Added supplement that brings cooldown to 1.5s [*] Shockwave: More expensive, slightly less damage and stun strength. Supplement cooldown addition 5s -> 8s and +1 stun strength [*] Lift: now also speeds up the keeper when going downward inside it [*] Missiles: Damage increased, last stage 200 -> 250 [*] Gadget Chambers in prestige don't go quite as deep [*] Mineral Tree grows much faster [/list] Thank you for playing <3 [h2]Update[/h2] I just pushed a hotfix: [list] [*] fixed a lot of prestige runs ending up on the cheater board erroneously [*] fixed stage not showing up properly that explains if there is an issue connecting to steam and thus the game can't run [*] fixed mods not showing up properly on Mac [*] fixed bug that would cause some mods to not load completely [/list]