KeeperRL

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Dinoking Mar 1, 2024 @ 5:09pm
Prisoner Conversion
Is anyone else having trouble recruiting certain creatures, because i have tried converting a prisoner cyclops and witch over 20 times and they don't convert they just die? Has certain creatures been made unrecruitable with the torture chamber because when i tried converting other prisoners like a bandit they converted almost instantly?
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Showing 1-15 of 22 comments
TheRealL Mar 2, 2024 @ 1:27am 
I think it has to do with their morale, but im not 100% sure
Michal Brzozowski  [developer] Mar 2, 2024 @ 2:44am 
If you're trying to do it by reloading the save over and over then that won't work as it will always have the same result for a given creature.
Skay24 Mar 2, 2024 @ 3:47am 
New to game can humans in the castle sart capture and convert creatures??
Arne Mar 2, 2024 @ 4:07am 
Originally posted by Skay24:
New to game can humans in the castle sart capture and convert creatures??
Do you mean if you pick the white knight as a keeper? Yes, they can convert other creatures
Dinoking Mar 2, 2024 @ 6:46am 
Originally posted by Michal Brzozowski:
If you're trying to do it by reloading the save over and over then that won't work as it will always have the same result for a given creature.
Ah ok, that is good to know
Skay24 Mar 2, 2024 @ 10:13pm 
Hi, so I started the Castle scenario, and have captured few dark elves prisoners civilians, so I have more hands to work. But how I convert them to be my people and not prisoners?
TheRealL Mar 2, 2024 @ 11:33pm 
You build a torturing table and drag and drop them on it. Your minions will then beat them up, until they join you, die or the timer runs out
Arne Mar 3, 2024 @ 12:00am 
Originally posted by Skay24:
Hi, so I started the Castle scenario, and have captured few dark elves prisoners civilians, so I have more hands to work. But how I convert them to be my people and not prisoners?

I wouldn't convert them though, they are far better as prisoners. Reason: If you convert them, they will stop digging and building (only workers and prisoners do that).
Skay24 Mar 3, 2024 @ 4:34am 
Wait so dark elves workers as I capture them, after converting will they stop working? WIll they join my worker force? If I hold a lot of prisoners, will some try to escape?
Last edited by Skay24; Mar 3, 2024 @ 4:35am
Arne Mar 3, 2024 @ 6:01am 
Originally posted by Skay24:
Wait so dark elves workers as I capture them, after converting will they stop working?

Yes, there are several units with the dig/work-ability, but they don't work except if they have a hidden trait called "WORKER" - but only your standard workers and your prisoners have that trait
-> if you convert prisoners, they just turn into regular units and loose that trait
-> they will stop working


Originally posted by Skay24:
If I hold a lot of prisoners, will some try to escape?

Yes, I think (don't know), that the revolt risk is dependend on the number of creatures you have. So if you have quite a lot of creatures, you can keep a lot of prisoners without having the risk of a revolt
Dinoking Mar 3, 2024 @ 9:44am 
Originally posted by Skay24:
Wait so dark elves workers as I capture them, after converting will they stop working? WIll they join my worker force? If I hold a lot of prisoners, will some try to escape?
Yes if you convert the dark elves they will not longer work and will just be combat units. Prisoners will revolt if you have too many but they will only start having a chance to revolt if your prisoner count is a little over half of the total amount of units you have. So if you have 50 units then you can have about 24-25 prisoners with no chance to revolt but if you have more than that then there is a chance it revolt.
23Chromosomes Mar 9, 2024 @ 11:02am 
Originally posted by Michal Brzozowski:
If you're trying to do it by reloading the save over and over then that won't work as it will always have the same result for a given creature.
What file sets this? Want to make a mod that changes this. I cant find the relevant part in github though.
Chowmein Mar 9, 2024 @ 4:08pm 
Is this correct game behaviour or a bug? Playing as a Classic Knight. Captured and tortured/converted two horses, which appeared as normal fighting mobs, but I can't do anything with them. Can't assign them to a New or Existing team. None of my NPCs can even use them as mounts. Takes up a slot each, and I just had to control them and walk them into magma.
Skay24 Mar 9, 2024 @ 4:34pm 
Originally posted by Chowmein:
Is this correct game behaviour or a bug? Playing as a Classic Knight. Captured and tortured/converted two horses, which appeared as normal fighting mobs, but I can't do anything with them. Can't assign them to a New or Existing team. None of my NPCs can even use them as mounts. Takes up a slot each, and I just had to control them and walk them into magma.

Any unit or monster you torture will become a regular fighting monster or unit. And they will take a slot in your unit count. Had same idea with enemy workers but after conversion they are just a fighting unit.
Adversary Mar 9, 2024 @ 8:30pm 
Originally posted by Chowmein:
Is this correct game behaviour or a bug? Playing as a Classic Knight. Captured and tortured/converted two horses, which appeared as normal fighting mobs, but I can't do anything with them. Can't assign them to a New or Existing team. None of my NPCs can even use them as mounts. Takes up a slot each, and I just had to control them and walk them into magma.
You need units with the Rider trait and a mount of an appropriate size. Mounts in turn must have the Steed trait. If your horses for some reason don't have the Steed trait, then there might be something wrong. Otherwise, you need units of an applicable size.

Goblins can ride wolves and deer, but can't ride ki-rin or dragons. Imps can ride rats and ravens but not wolves and deer. These are but two examples.
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