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kix
June 17th, 2018, 23:10
Made for and tested on unofficial keeperFX 0.4.6 release.

Name
Grail Run

Difficulty
6/10

Creation date
18/06/2018

In this map you have hero gate instead of portal. You get parties from it depending on the rooms you have claimed. More rooms of the same kind = higher level creatures spawn!


Download here:
v1.1:
1846



v1.0:
1844




http://keeperklan.com/attachment.php?attachmentid=1847&stc=1

PossessMePlease
June 23rd, 2018, 17:42
thanks a lot

kix
June 25th, 2018, 20:37
thanks a lot

Did you play it i? Liked it ?

YourMaster
June 26th, 2018, 23:32
I played it today, and I really liked what I played. The difficulty of this map is just right for me, and I was especially motivated when I found out I could level up my units.
The map is really creative, and a completely different play style from normal maps, instead of conserving your units the goal is to trade them away as many times as possible as quickly as possible since new ones spawn anyway if you time it right.

Unfortunately, I could not finish the map due to the pathfinding bug. My game hung when I think I was near the end. A real shame, I would have loved to finish it.

Two questions:
- Did you intend for a few of the neutral units to be claimable when you take the 'reveal map' special?
- Did you notice you can circumvent the entire hero dungeon on the south by digging against the southern rocks?

EDIT: After loading my last save, I did manage to complete the map without it crashing. I sold some bridges and dug out some spaces to reduce the pathways.

One final hint, when the final party spawns, set bonus level time to 0. Now there's still the countdown to the next party, so you think there's more to the map. I had not read the objective yet because I was busy killing avatars. I did not claim the neutrals yet because of that and was surprised when I won the level.

Hades
June 29th, 2018, 11:16
A recent update makes this game much harder (level 10 imps will teleport past doors meant to prevent expansion into unsafe areas)

YourMaster
June 29th, 2018, 11:56
Imps will not teleport past locked doors. Make sure there isn't an alternative route to whatever location. To be sure, simply drop a non-teleporting unit past the locked door and see how he walks home.

Hades
June 29th, 2018, 22:53
Also, the moment the spiders show up I am totally screwed. There is ZERO way I can win against them. Even the rebound based units get pasted by them.

YourMaster
June 29th, 2018, 23:03
Also, the moment the spiders show up I am totally screwed. There is ZERO way I can win against them. Even the rebound based units get pasted by them.

I must say I was surprised the spiders were surprisingly decent in a fight, but still they didn't manage to kill any units. There were lvl 10 spiders, but by the time they came I also had all my units between lvl8 and 10, and high level monks can't loose against the spiders. That left the rest of my army for the rest of the map.

The secret to this map is to keep killing all your units, to claim as many rooms as quickly as possible. Be sure to quickly kill your vampires or better yet simply sell the graveyard. What helps is the 'show map' special near the start. Protected by strong heroes, but most of them have no heal spell and they are on guard, so simply attack them with your full army several times until they are dead. This way you can easily find where there are more rooms to claim, which causes you to get higher level units. Keep fighting, when your units die, you get more free units.
The main thing to look out for is to have a full army again when the party spawns, but you have a timer in view, and you know that every 30 seconds you get a new wave of units.

kix
June 29th, 2018, 23:18
- Did you intend for a few of the neutral units to be claimable when you take the 'reveal map' special?
Yes, there is a dwarf who can be claimed this way.


- Did you notice you can circumvent the entire hero dungeon on the south by digging against the southern rocks?
If by circumvent you mean that you can make route from hero gate to dungeon heart shorter, then yes. However, I am not aware of any way where you are able to enter/claim the south dungeon besides using the main path.


A recent update makes this game much harder (level 10 imps will teleport past doors meant to prevent expansion into unsafe areas)
Annoying, I know. Simply sell graveyard when you no longer need lvl 1 vampires and imps will stop doing it. Or build a door as suggested.



Also, the moment the spiders show up I am totally screwed. There is ZERO way I can win against them. Even the rebound based units get pasted by them.
What I do is that I drop 3 :priestess: and a few of :archer: and :monk: at the northern guard posts and just sit and watch. Do not melee fight them.



Glad you liked it. The 1.0 version has had all water removed so I thought I got rid of possible pathfinding bug as I see clear log. Clearly not. Not sure when I get to update the map as I got problems with PC.

YourMaster
June 29th, 2018, 23:23
If by circumvent you mean that you can make route from hero gate to dungeon heart shorter, then yes. However, I am not aware of any way where you are able to enter/claim the south dungeon besides using the main path.

Like this:

1845

And I'm looking at your script now, I see you've used the script command 'set creature fear', but that doesn't work in combination with level_version(1) (https://github.com/dkfans/keeperfx/wiki/New-and-Modified-Level-Script-Commands), use the fear stronger or wounded command instead.

kix
June 29th, 2018, 23:31
Like this:
This enables the player to enter the west temple or to get a reaper. Not a big gameplay changer so I'll let this be as a reward for cunning player. But yeah cool find, thanks. Did not realise.



And I'm looking at your script now, I see you've used the script command 'set creature fear', but that doesn't work in combination with level_version(1) (https://github.com/dkfans/keeperfx/wiki/New-and-Modified-Level-Script-Commands), use the fear stronger or wounded command instead.
From what I remember I used it because warlocks were running away from power boosted tentacles. After that, even if the log shows errors it seems like it worked. I could be wrong though. Will take a closer look at it next update. Also at the final speech.


PS: also yes, I know there is a possiblity of selling bridge and trapping one (possibly final) party on the island with the first training room. Inteded.

YourMaster
June 30th, 2018, 00:32
This enables the player to enter the west temple or to get a reaper. Not a big gameplay changer so I'll let this be as a reward for cunning player. But yeah cool find, thanks. Did not realise.

Nothing wrong with it being there, so sure. Besides the easy early access to the final temple, I find the backdoor very convenient as it allows me to drop my whole army at the hero gate, and they walk back home fighting without me having to cast CTA.

Hades
July 1st, 2018, 12:53
The Pathfinding bug seems to not relent once.

YourMaster
July 1st, 2018, 18:33
The Pathfinding bug seems to not relent once.

I finished the map twice, both times it crashed first and I had to reload my save. However, for me, both times it was enough to close some paths with locked doors, and to sell the bridges crossing lava. I also dug out some lone pieces of dirt that were in otherwise open hallways. So it seems this map is just a tiny bit over the edge for the pathfinding bug.

kix
July 1st, 2018, 19:28
So it seems this map is just a tiny bit over the edge for the pathfinding bug.

Uploaded a new version with less bridges around dungeon heart, lowered lvls of some close heroes, fixed timer for final party.
I also have not experienced crash. Only once when the map still contained water, but that version was never uploaded here.

Hades
July 2nd, 2018, 12:07
So I finally completed the level.

+ Innovation with getting creatures
+ Originality with level design

- Gem had no purpose without getting bridges
- The pathfinding bug

All in all 9/10

YourMaster
February 22nd, 2020, 13:39
I think it's important to note that in KeeperFX 0.4.7U (https://keeperklan.com/downloads.php?do=file&id=137) updated with a recent alpha (https://keeperklan.com/threads/6928-KeeperFX-Unofficial-continued-development-alpha-builds), the pathfinding bug is fixed, so the level should play without any problems.