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impboy4
February 28th, 2019, 00:30
Here it is, the Anniversary Campaign V1.0! Enjoy

Be sure to backup the original campaign before playing this!

Update: I made a boo boo on level 19. Horny can't claim gem. It is fixed now.

Update 2: Overlooked 2 more flaws in the last two levels. They've been fixed as well.

Update 3: This is URGENT. I have to take the link down until further notice till level 4 is either found or remade. I saved over it by accident when I was making level 20 so yeah. Sorry for the inconvenience.

Update 4: Crisis averted, level 4 is restored!

Update 5: The level 4 that was restored was a buggy version. I had to fix it so re-download so you got a working level 4.

Update 6: Secret 1's hero invasion scripts had the wrong triggers.

https://keeperklan.com/downloads.php?do=file&id=136

Woudo
February 28th, 2019, 09:09
Add me on snapchat and send pics.

Of the maps, that is.

It's nice to see map layouts. Some can be really interesting and worth emulating in other games.

Endrix
February 28th, 2019, 14:46
A kind of new game plus?

Do you add the maiden of nest? With introduction from temple in level 17. Or 2 neutrals in level 16 before. That's how I do it.

I also thought about having each of the elite versions happen once in the campaign. Except goblin and firefly twice.

Level 20 with real Zachariah and Furnace in the south would great I think.

impboy4
February 28th, 2019, 20:13
Add me on snapchat and send pics.

Of the maps, that is.

It's nice to see map layouts. Some can be really interesting and worth emulating in other games.

I do not have snapchat or any social media. I also don't want to spoil people; so you're gonna have to play them or open them in the editor to see them yourself.


A kind of new game plus?

Do you add the maiden of nest? With introduction from temple in level 17. Or 2 neutrals in level 16 before. That's how I do it.

I also thought about having each of the elite versions happen once in the campaign. Except goblin and firefly twice.

Level 20 with real Zachariah and Furnace in the south would great I think.

This isn't an edit; it's all completely new. All maps are made with the 1.3 version of DK2 so no 1.7 stuff. The elite creatures are there in the level they are introduced except the goblin (crashes the game if you hover your cursor over him).

damedog
March 14th, 2019, 21:29
Will certainly check this out when I have a chance. I like the idea of adding new Keepers in, I always enjoy maps with multiple opponents more.

shpoiler
April 9th, 2019, 03:56
So, does this work on 1.7 at all? Will check it out this week. Just started playing again. Excited to see this.

impboy4
April 9th, 2019, 14:51
Yes, it works on all versions, but the best experience is 1.3-1.5 because of the Keeper AI being better at attacking/defending in those versions.

shpoiler
April 12th, 2019, 09:49
Yes, it works on all versions, but the best experience is 1.3-1.5 because of the Keeper AI being better at attacking/defending in those versions.


Ah see I wondered that. I honestly thought I was just immense at the game still after all these years. Must get the previous version too!

Metal Gear Rex
April 12th, 2019, 14:19
Ah see I wondered that. I honestly thought I was just immense at the game still after all these years. Must get the previous version too!

Don't jump to any conclusions, the actual AI is still pretty stupid.

YourMaster
April 12th, 2019, 17:30
Aren't we all?

impboy4
April 14th, 2019, 03:58
Yes, all versions of the AI are stupid, but you'd want to pick the least stupid to get the better challenge.

Kotiranta
April 14th, 2019, 08:49
Yes, it works on all versions, but the best experience is 1.3-1.5 because of the Keeper AI being better at attacking/defending in those versions.

How could AI become worse with the latest patch? :confused:

YourMaster
April 14th, 2019, 08:52
With the popularity of the beetle in DK1, they decided to add bugs with each patch in DK2.

Serious answer, click here (https://keeperklan.com/threads/2957-Have-GOG-DKII-which-patches-would-work-best?p=42014&viewfull=1#post42014) to learn more.

Kotiranta
April 14th, 2019, 09:05
With the popularity of the beetle in DK1, they decided to add bugs with each patch in DK2.

I actually do miss those guys in DK2 : D

Thank you for the link, that was really interesting to read. Glad I've found this forum.

shpoiler
April 17th, 2019, 06:01
Really liking what youve done with this patch, adds a different twist to everything. On level 10 I think, green does not attack nor can you attack green. Its the level where youve to cross the water with the heroes spread out in the middle and elven archers everywhere with blue on the otherside of the water. Was ready to walk through him then couldnt lol.

impboy4
April 18th, 2019, 01:21
Really liking what youve done with this patch, adds a different twist to everything. On level 10 I think, green does not attack nor can you attack green. Its the level where youve to cross the water with the heroes spread out in the middle and elven archers everywhere with blue on the otherside of the water. Was ready to walk through him then couldnt lol.

Green is your ally on level 10; there's a sub-plot in the secret levels where you recruit keepers for your own alliance against Nemesis and the king; provided you can beat your recruits.

shpoiler
April 18th, 2019, 01:25
Green is your ally on level 10; there's a sub-plot in the secret levels where you recruit keepers for your own alliance against Nemesis and the king; provided you can beat your recruits.

Ah okay that makes sense. Will definitely be playing some more of it this weekend!

Again, really appreciate what youve done. :cool:

impboy4
May 30th, 2019, 05:38
Campaign is finished, look at the OP for the download.

Skarok
May 31st, 2019, 15:40
Will be checking this out later, keep up the good work champ.


Don't jump to any conclusions, the actual AI is still pretty stupid.

Rude.

Quuz
February 29th, 2020, 19:41
This campaign is very similar to the original. The difficulty is not much higher. This is a complete redesign of all original maps with the same triggers.
Ideal for those who once again decided to re-run the campaign.
Thx for this game expirience impboy4.

RyliKeeper
September 3rd, 2020, 18:37
Thank you a lot impboy4 for the effort you put into this campaign, I got plenty of hours of entertainment of it. I liked especially that you kept your remakes in the spirit of the original game and that you used many unused sound files for the levels.

I especially liked the idea that you recruit these other keepers for your cause in the secret missions whose Aid you get in multiple levels and then finally in the last mission all of them are present.


However, I took a bit issue with the last level - it felt a bit incomplete. I didn't think there was too much going on: Both the goodly Heroes and the other keepers didn't seem to do too much.
Since I made some levels for myself mostly a few years ago I took it upon myself to find out why that was the case. I ended up modding the level heavily to have this intense finale that I craved after playing this awesome campaign! I would like to share that version with you and I will write a change log with reasoning below.
The level now has a medium to high difficulty and takes around 2-3 hours to complete, depending on strategy.


Here are the Change Notes:

* I use the General Improvement Mod (GMI) as baseline as it makes the game a lot more enjoyable to me. I understand not everybody feels that way, therefore I add a non-GMI version. I think GMI is more balanced and allows for ranged units to be impactful.


Modified the Keepers' starting dungeons and behaviour - each now has a creature flavour (Blue Dark Angels, Green Vampires, Yellow Dark Knights & Archers, Purple Mistresses & Archers). They also received some traps for dungeon defense.

AI keepers received mana vaults on start. The human keeper may also find a few if he goes looking for them...

Raised Trainable Creature Level to 6 from the training room - This mostly helps the AI keepers to get some stronger minions as the Human keeper will use Combat Pits most likely anyway. (AI seems to ignore using combat pits)

Removed Freeze Abilities from Vampires and Monks as they trivialized the battle with the King. To compensate Vampires received an additional drain ability at lvl 6 and monks and additional heal. (Mistresses kept theirs at lvl 8 as getting one is very difficult imo. If you for whatever reason feel the need to cheese that fight, try getting a few of them)

AI keepers receive an extra hero portal each to allow for slightly more creatures for them. Yellow receives an extra regular portal as yellow struggles hardest against heroes. These portals are impossible to be claimed by the player or other keepers.

Fixed an oversight that caused later Hero Parties to not spawn.




[Spoiler Alert]: If you plan on giving this map a shot and wish to go in "blind", then stop reading the next notes.


Added & Modified Hero Parties - As time progresses they get stronger.

Made the first Line of Hero Gates in the Hero Castle destructable, preventing assiciated hero parties from spawning. This might however draw the ire of the heroes...

Added two destructable hero outposts to the map from which additional hero parties may spawn.

Added basic decision trees to Heros to allows them to focus their attacks on other keepers if they manage to destroy their primary kill target keeper. This gives incentive to the human player to defend his allies so that heros won't overwhelm the alliance of keepers.

Buffed the King's health & health regeneration by a very large amount. He is a very tough opponent, requiring a large force to deal with. In addition he may flee if he feels threatened and summon aid from the outside world.

Modified the Defense Party that comes to the aid of the king once he is first engaged: Now they attack the allied keepers instead, acting as a kill squad. If left to their own devices they will kill off all other keepers and then move to kill the player.

Once the king is defeated chaos ensues - The allied keepers planned to coup the player keeper to get revenge for their defeats in previous recruitment levels all along and steal away his victory. Fight your former allies to claim the portal gem! That is, if the heroes didn't already kill them...

Many smaller changes were not listed because they were too minor to be worth mentioning.





Small personal notes: The map runs mostly stable, it crashes around 0-3 times for me per play through, depending on whether the stars align or not. However, I found having too many creatures spawn or be on the map at the same time to be contributing to this. Therefore, don't convert too many enemies, especially when not using GMI (GMI makes conversions very difficult). Thus I tried to not make too many creatures spawn at once and stagger large invasion spawns.

Save often and enjoy!

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impboy4
September 9th, 2020, 16:39
I really appreciate your effort, but your version strays too much from the vanilla and defeats the story of the Alliance with those changes. I made the plot that you and your Alliance all get to destroy the overworld together.

This is good standalone though.

RyliKeeper
September 21st, 2020, 08:06
I really appreciate your effort, but your version strays too much from the vanilla and defeats the story of the Alliance with those changes. I made the plot that you and your Alliance all get to destroy the overworld together.

This is good standalone though.

I take it you playtested it once then.

During the modification work I started off with the level ending once the king died, but I thought it would be great for gameplay to have it go on a little longer. I found the version with All AI keepers against the players the most satisfying to as it posed a bit of a challenge, depending on how many friendly keepers you were able to keep alive. I also tested an FFA version, but that went nowhere, as AI Keepers didn't manage to defeat each other or send anything to the player.

If you're interested I can come up with a version, that ends once the King dies, should be easily doable with some Win condition changes. (There is a Trigger looking for King dead + All keepers dead, switching to only requiring the death of the king should solve it).

However, in order to spice the level up in difficulty I'd also weaken the AI keepers a bit, making them more reliant on Human Player support.
I'd:
- Lower trainable lvl in training room for 6 to 5. (Or even back to 4)
- delete the goodly portals from the AI bases, move their evil portals in their locations instead. (This will block the keeper from benefiting from letting his allies die.)
- remove some green player vampires

RyliKeeper
September 25th, 2020, 16:05
Hey there again!

I did the promised changes and then some.

There are again 2 version, this time one with a King, that goes on the offensive! He will assist certain Hero Parties in Securing kills on your allied Keepers. It is up to you to force him back!


- Reverted trainable level to 4 in the training room
- minor changes to map layout, improving goodly giant navigation to player's dungeon.
- removed hero portals from allied keepers bases, moved regular portal to their locations. Adjusted keeper dungeon layout accordingly.
- New: Instead of waiting for his fate, the King takes up arms against you and your allies personally!
- Removed Thunderbolt Keeper spell. (Made killing the King too trivial, as "Immune to Lightining" attribute seems bugged)
- Added Stop ability to the King
- Lowered Stun duration to 0. He gets briefly stunned by lighting (Traps & Mistrisses & Fairies)
- Reduced King health regeneration by ~66%, making him more easily killable on his own land.

- Level ends on King death. However, if you decide to continue playing, you may duke it out with your fellow keepers.

I recommend the version with the offensive king, more fun imo!

RyliKeeper
October 10th, 2020, 13:43
I fleshed out the idea some more and did some more polishing.

Changes:
- Slight layout change so that AI keepers will no longer claim the neutral dungeons of deafeated keepers (unless a new path is dug by heroes or the player). Claiming empty dungeons made the keepers weaker, as their creatures were spread around the map more, leading to a worse defense.
- Reworked King decision tree. He no longer gets distracted by destructions of hero portals, once he picks a target to attack. He now attacks until he is repelled or until his target is dead.
- Fixed a bug where a fleeing king would start attacking again, making him run in circles until he was killed.
- Added the far-away hero portals as triggers for king attacks.
- added more mana vaults for the player to find :)
- Changed the way the final defense wave spawns. It can no longer spawn at the same time as the Final Attack wave.
- Stone knights moved to the final defense wave (was on offensive wave)
- fixed some Speech misfiring
- Changed Prince abilities slightly, one is now Attacker, one is Disabler, one is Healer. (Doesn't make much of a difference tbh)
- increased King Run Speed slightly.



All in all I am happy with how the map turned out. If you want to, you can incorporate it in your package! (Was built on your nice work, anyway :) )
Would you mind if I opened a new thread for this map in order to get some playtesting? Of course I would mention that it was built on your map package, giving you the credit and linking to this thread.

Best wishes
Ryli

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