The first, and biggest challenge was to identify effectively which units are non-melee, since a lousy bow doesn’t turn an ogre into an archer. Improving the AI should make the experience much more pleasant, in particular for non-melee units, which until now had a tendency to get killed in the front lines of combat. But in KeeperRL you typically lead teams of unlimited size, which either makes you dependent on disappointing team AI or forces you to take control of every team member, which slows down the game massively. The main problem is that roguelikes are normally single-character games (outside of an occasional pet or companion), in which you make very frequent and fine-grained decisions. The turn-based ‘roguelike’ mode is an important and distinguishing feature of KeeperRL, yet something that still causes a lot of friction for players.
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