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View Full Version : CAMPAIGN Assmist isle (2019)



kix
March 23rd, 2019, 19:59
Made for and tested on KeeperFX Unofficial - alpha 1896 (get it here (https://keeperklan.com/threads/6928-KeeperFX-Unofficial-continued-development-alpha-builds/page14))
also for 0.4.7

PLEASE LEAVE FEEDBACK

Name
Assmist Isle (2019)

Number of maps
14+2 bonus

Creation date
March 2019

Difficulty
challenging

Last update:
21th of July, 2020

Current/newest version is included in KeeperFX alphas.
download link for old version (https://drive.google.com/file/d/1V2YuIg2nLbWBR9FWRgJVeCkoj9Uz-ETd/view?usp=sharing)

Levels:

Deserted Crypt (click for video walkthrough (https://www.youtube.com/watch?v=Nx1Cyr5lf44))
Don't Fear the Reaper (https://youtu.be/Dy4HA3vUv2c) (click for video walkthrough (https://youtu.be/b8NyrHI4olg))
Lighthouse Underground
Martyr Halls
Opulent Point (click for video walkthrough (https://www.youtube.com/watch?v=KX2GJgOOcyY))
Ziggurat Blitz Massacre
Relic Tunnels
Springs Execration
Abandoned Sanctum
Fervent Asylum
The Phoenix Penitentiary
Mill Vault
Reapers' Yard
Comet Landing Grotto


Bonus:

Cloud Temple Ruins
Thieves Den Detour (click for video walkthrough (https://youtu.be/LIKfxel7VqE))






Acemist isle. An awfully poor and Christian place where its citizens die of old age, live a boring puritanical life and enjoy spreading their ludicrous beliefs. Some call it the second Poland. Do not underestimate them, however: they even managed to convert some of your minions which they'll gladly use against you. Their abominable accent makes the isle name sound as if they were mumbling 'Assmist isle'. A fitting future name once your bile demons are done with it, don't you think?




https://keeperklan.com/attachment.php?attachmentid=1949



There are some changes in this campaign:
Avatar is no longer one of kind and is considered a lord of the land.
Avatar's abilities changed to make him melee focused making him much more devastating foe, actually deserving the title lord of the land rather than being an overly durable wizard.
lvl 1: Melee swing
lvl 2: Armour
lvl 4: Heal
lvl 6: Freeze
lvl 8: Meteor
lvl 9: Invisibility
lvl 10: Speed

Warlock's base health increased from 350 to 375.
Warlock's spellbook changed - added teleport at level 5 and word of power becomes available at level 7 along with sight.
Sleep experience gained when next to gold increased from 200 to 250.

Tentacle's sleep experience gained when next to water increased from 400 to 600.

Samurais don't see invisible units by default but only when they gain sight at level 10.

Vampires gain poison cloud at lvl 6.

Wizards' missile replaced with fireball. Wizards can shoot poison cloud at lvl 3. Wizards are no longer immune to gas.

Witch/priestess health improved from 300 to 350, changed spellbook:
lvl 1: Melee swing
lvl 2: Fly
lvl 3: Hailstorm
lvl 4: Rebound
lvl 5: Wind
lvl 6: Lightning
lvl 7: Teleport; making her the only hero with the ability (besides tunneller)
lvl 8: Heal
lvl 10: Meteor


WALKTHROUGH, only use when stuck! it spoils the fun.

(this walkthrough assumes you read all the hints and objectives that appear ingame)
(full walkthrough for version 1.2 coming soon)

Videowalktrough for 1st and 5th level above.

Don't Fear the Reaper
Tunneler appears and will dig towards you once you summon an imp. Although he's slow and dumb and sometimes forgets what he's doing and returns you still don't have much time. Build your dungeon and focus on research. Dig east for gold, no danger there. Drop bugs and flies back to entrance so they don't occupy space (creature limit is 7). Keep must obey spell on and slap your creatures so they hurry up. When barracks and torture chamber are available build some to attract orcs and mistresses. Put everyone to training room, slap then often. There is a challenge when won you'll be 50,000 gold richer in the next realm(:you'll need to defeat both dwarves, claim the 2 white paths from both sides, dig one slab and touch the eye on the altar before the timer runs out; beware,the warlock might mess up your small army). One or two parties of tentacles will attack but the chances are you won't even notice and the ally will deal with them. After the tunneller is dead, save your game. Try to make the ally meet the reaper first, so his creatures drain some of his HP. This should not be a problem but sometimes luring him in possesion mode is needed. Reaper can 2-3 hit your creatures so if in serious danger, hold your mages in hand, drop them to fire and pick them up. The game is won after the reaper is defeated.

Ziggurat Blitz Massacre
What was that? Previous map seemed too short? Don't worry this one makes up for it. Take care for your imps at the beginning as you have no create imp spell. Do not dig out the gold pile northern to yellow keeper's lair, as it will level up his warlocks later. Claim the area around you. Notice that the most southern tile you can claim has a conceal monster spell. Hero parties will be digging from the south to your dungeon, later giving you access to graveyards; claiming them is the key for winning this map. Drop your imps around graveyard and continue claiming. Ignore the room with dwarves and barbarians for now. Drop all your imps on the northern spot with wizards and allied warlocks. Imps will have no problem defeating wizards. Then break the north door, claim library, dig some gold and get the disease spell located to the west of the northern gold vein. Break the door of the room with dwarves and barbarians and lure them out. When standing on your tiles, cast disease on of them and retreat. After the disease has spread and most of them has died, conceal your imp and claim the guard post they are using. Finish off the remaining heroes using the allied warlocks. When you get your first vampire break the remaining door and kill the monks. If you were quick enough, you'll be able to free some more allied warlocks.
Break into another room and wait for monks to come out. Careful, hold imps in your hand because of fairies. Progress through northern area and get more vampires. Small northern room has call to arms spell which you'll use to free the dragons from the room ahead. Now dig along the room borders and soon you'll be in an open area and an altar with a green aura on it. Possess any creature and walk over it. This will generate imps for you when less than five are under your command.
Now progress, get as many vampires as you can, free as many yellow keeper's creatures. When invaded from south, try to kill the tunneller on your area. He carries lots of gold and if he drops it on the other keeper's rooms you won't be able to pick it up. Sometimes he will wonder off and dig around fortified rooms so if you're lucky you're be able to claim some graveyards early. Also, notice there is a cave east about 10 tiles south and 7 east to yellow keeper's southern bridge. This is a second way heroes will use to get to your dungeon. Careful as there are 2 lvl 10 horned reapers: one in the southern dungeon tunnellers come from. He is on a guard post, however will run free if he leaves it. The second one is behind the doors of the south-west temple with water cross. After the hero dungeon heart is destroyed, a couple of knights,monks, one fairy, avatar and witch will spawn. Defeat them and you win.

Lighthouse Underground
When you start you're out of gold, no creatures. Wait for a tentacle to spawn. Lucky for you the tentacle snatched some gold from heroes. Kill it by either slapping or letting it die somehow and pick up the gold it drops. Now you've got gold to summon imps. As soon as you do a starter counts: a random boosted hero with a hellhound will attack your dungeon and you must prepare for them until then. Do not dig all the gold: you will build lair around one slab of gold so the warlocks you'll attract will level up by resting. Also place the lair for tentacles close to water for the same reason. Claim the portal, claim the path to the east, getting lair and a hatchery. Now whenever you feel ready to take on 6 level 1 tentacles, dig west until you reach path connecting hero gate to water. Look for braced door: the tentacles guarding the library are located there.
Now there are 2 hero dungeons in this land: south-west one, there you'll find training room (creature levlel is limited in this scenario), heal and call to arms spell and a workshop. In the south-eastern one you can find 3 bile demons (and more will become available through portal), 2 dragons, some imps, speed creature and must obey spells. Also some dungeon specials. List through the ressurect creature special: you can ressurect horned reaper! You do not have to choose between the 2 dungeons, both of them are very possible to raid in time.

Relic Tunnels
Dig from the south of your training room about 5 tiles east, so you can get to water only through the corner of path. Let the two tunnellers fortify the walls near the corner, but before they do possess one of the tunnelers and lead him to the scavenger eye on the altar. You should hear a 'magical' sound upon activating the scavenger. From now on it's a 'time attack' map as the heroes will open a path to the green keeper in about 25 minutes. Now up to 5 tunnellers will be spawning once in a while, however you have to pick them up as there is no path to your dungeon heart (if there was, the dragons would have attacked you). Ignore the allied blue keeper for a while, do not train your tunnelers and dig west hugging the unpenetrable rocks, so you do not accidentaly open a path for dragons. There are tunnels to the north and lava maze to the south. A slapped level 1 tunneller will barely make it to the end if you know exactly where to go, but giving it a few tries will be worth it: a couple of lvl 3 hellhounds are at the end of the lava maze.
Lose no time: explore the tunnels, if you find imps take extra care so they survive as soon you'll have no tunnelers and you will be unable to summon any more imps for a while. Dig all the way to the north until possible, then east. There you'll find some demon spawns and orcs. Train them and continue exploring the tunnels. The door behind the first knight you encounter lead to the room with the hero-wiping spell. Now make sure you've got a few imps as your tunnelers die off before you touch the altar. If not, use ressurect special you might have found to revive one. Or revive a tunneller later. Possess a creature and touch the altar. There are three possibilities depending on how quick you were:
1) a path to green keeper is still closed: that's ok as the tunneller has yet to spawn
2) the last tunneller spawned but the spell killed him, leaving the path to green keeper closed: never mind, another parties will spawn and open the path
3) the last tunneller spawned and the path to green keeper is open: use cave in spell (if you found it) to scare away the imps claiming your territory if you haven't found the kill-switch yet
As the path opens and all of green keeper's creatures are dead, defeat the keeper and claim his prison. Now all you need is a torture chamber for your prison. The blue keeper has one! De-ally (by clicking his face in info panel) the blue keeper and claim the larger one, leave the smaller one to him! Ally him again so he won't attack you or reclaim the room you stole from him. Convert some heroes but keep in mind you'll lose them again so don't worry about converting them too much. Turn the higher leveled one into skeletons. The haste isn't over yet, as you'll have to continue exploring the tunnels so that you can safely reach the second spell at any time before the parties get overwhelming. As soon as you have the destroy walls spells do use it two times: first time to break the wall leading to the spell (just defortify it so you won't accidentaly touch it) and the second time to break the wall northern of blue keeper's portal. As soon as you do it possess your imp and dig the penetrable rock close to blue keeper's portal. He'll soon claim it. You cannot attract any creatures in this land, but the blue keeper can and will do it very quickly. As soon as he has about 10 creatures, de-ally again and imprison and convert all his creatures. His creatures do not return into portal so be careful: there's no second chance. Also that makes him now useless, destroy his dungeon heart.
If there is a long pause between hero waves (you should get a message about it) prepare, as soon you'll use the spell: lots of high level heroes will spawn all around the dungeon. After they are wiped out you are out of spell charges but there's one final party coming to pay a visit! Defeat them and you win.

One Shot
This is a puzzle type of map. To defeat the knight and samurais that will spawn you'll need a boulder trap. To get to the boulder trap (just east behind the portal) you'll need a flying creature to fly over there, destroy the scavenger and reclaim** the area around it. To get a flying creature and a call to arms spell you need library.
Library is located in the north-west corner of the map. Surrounded by giants. However you'll only get trolls in this land who will not research. So you'll need a, let's say, warlock. Open the map. Do you see few slabs of impenetrable rock east to your dungeon? That's where the warlock is located. To get there claim the portal, hatchery south and north to the portal(timer will begin) and get the reveal map special east to your treasure room. Now you can see how to get there, where to get additional trolls, where to free imprisoned allied keeper's warlock, etc. Call to arms spell is located to the west of the library - in the lava room with an archer. Build one slab of bridge, pick it up, sell it and you've got it. Now flying creature. Notice the torture chamber in the room to the center-east. Use one of the trolls: lead him there in possesion mode (using the cave with near the transfer special), cast call to arms spell on torture room until he destroys one slab of it close to the wall. Reclaim** the tile close to wall, dig through it and you've got torture chamber: put one troll in there to create a ghost. Now do the same thing to the rooms near scavenger, pick up the boulder and place it in the cave close to dungeon heart, save it after the party spawns, and activate the boulder by hand when you feel like it could hit them. Good luck.
If you're doing the challenge, a message will appear once all the heroes are dead. The transfer special is on an unclaimable land and if solved how to claim it, you'll be able to transfer one of your creatures into the next realm (I recommend transferring level 10 troll). Theoretically, you could also transfer one of some other creatures but it's not worth the work. Don't forget the hidden world special!

**reclaim: how to create a unclaimed tile on a land that is already yours? Make one of the trolls angry, build barracks where you want the unclaimed tile and put the troll in there. He'll soon destroy it. This way if you claim it, the wall next to it changes to unfortified if not adjacent to its native tile. This might be necessary if you claim all the tiles next to the fortified wall that needs to be dug.

Springs Execration
In this map you'll be facing occasional hero visits and a green keeper that only has vampires. There are 4 hero dwellings, which when captured will spawn low level heroes for you. However when claimed all, it is capable of spawning a very decent hero party with improved levels for you. As the first one I recommend getting the blue dwelling (the north one) as on the way you'll find a couple of level 10 trolls and a big workshop. Simply touch-possess the flame to capture it. You can get to the red one by the same tunnel that leads to the west of your dungeon heart. Beware the heroes there, though. Near the green one you'll find beetles, great along with spiders for sacrifice in the temple located to the north-east (look for impenetrable rock).
Green keeper's vampires' levels are limited, although not forever. Defeating him right after you have at least 4 level 7 mistresses gives a huge financial advantage. If you choose to dig to the north-east corner for boulder trap you'll be dealing with one more hero gate, however at least the green keeper's vampires army won't be growing.
As soon as orcs andd mistresses reach level 10, place them into workshop to make traps. There is also fairly guarded steal hero special both in the north-west and south-west corner.

Abandoned Sanctum
In this level you'll have to find and destroy every insect lair there is. Dig to portal, then north, claim the library, workshop (behind the doors). And when ready claim the small hatchery. Continue digging north-west for gold, keep one slab of gold so the warlocks can rest-level. Do you see the graveyard to the east? Well you're going to have to go round the large center area to get it, so forget it for now. Continue to the small white dungeon with two tiny treasure rooms. Now from there you can choose to go north-west or east. North-west leads to a hero dungeon with two monks ready to claim straight away. After you do that continue the east route, dig all around to the graveyard. On the way, at about south-east to the map center you'll find a rooms with libraries around, there is a lvl 10 imp-spawning portal behind the magic door! Claim it. After you get graveyard and a few vampires, dig form graveyard to the north: you'll dig into a training room. From there finally dig into the big hatchery, but be careful as it is crawling with bugs! When your vampire reaches level 2, possess and go all the way through the insect tunnel located south to your first workshop. At the end you'll fly over the lava to find 2 unclaimed witches! There is also a level 5 troll with increase special in the north-west corner of the map. Next level up your creatures, raid hero dungeons, especially the north-eastern one. Wizards, bile demons, and even convertable monks await there. Destroy every lair and survive the insect attacks and the land is yours.

Fervent Asylum
Quickly claim the temple and barracks and put the horned reapers destroy the door leading to the graveyard. Or don't if you don't care for vampires and you want to save yourself from a high lvl party spawning there right after you claim your second library. The choice is yours. Now what somewhat useful at the beginning, dig south form your temple and you'll find unowned tentacles and some water and lair - place them there to rest. After third barracks is claimed about 10 high level barbarians will spawn. Try to use the reveal special as soon as possible (located to the hero start room close to your dungeon heart. Do not dig through the 'gold room' located in the center-west area of the map. At some point, lots of lvl 3 dwarves will spawn. Defeating them is not a huge problem, however this will advance your progress in the map fairly, so if you don't you'll buy yourself some time. There is a training room lightly guarded to the south of the gold room just mentioned. Destroy the heroes' dungeon heart before the heroes destroy yours - or before you'll run out of gold.

Just south of your dungeon there is an unowned avatar and horned reaper. There are two ways to get there: one way is to get to the end of the map and get the destroy walls special. The other is much faster: dig out the gold located close to the entry of your dungeon (the 2 magic doors and a guard post). Dig around it as well. You'll tunnel into a cave with 2 dwarves. Defeat them and dig the gold vein they are guarding, there a level 5 vampire will join you. Dig the corners of the room with avatar. Train the vampire until he has wind, cast call to arms(found close to the first workshop) right in the corner of the room, place your creature there and use the vampire to blow the creature through the corner, claiming avatar and the horny. For the room with specials, you'll have to use destroy walls.

The Phoenix Penitentiary
Possess the warlock, walk out of the dungeon by heading east and then north over the lava. There defeat the 2 dwarves and pick a door to destroy. As soon as destroyed quickly depossess the warlock and pick the your new imps up. Be careful with imps, as you'll be unable to summon more until you claim library. Now start taking over the territory around your dungeon heart. Start by the largest room. There, 2 warlocks will join you. Next the room to the north which is the most eastern one for another warlocks. Dig the gold close to your treasure room however keep one slab for warlocks. Now you can, for example, take over the north-east hero dungeon with archers and one barbarian. Kill them with your most skilled warlock in possesion. There is a training room, boulder trap and a few of your warlocks. Don't get too greedy with gold, as going above 70,000 will spawn level 10 thieves. You know how annoying can invisible thieves be? Raid the big hero dungeon in the center. Careful, as there is a level 8 witch behind the third braced door. Before you breach there, dig one tile west in the room before her. You'll find a warlock and a ressurect special. Let the witch activate rebound and then when it wears off quickly drop your warlocks to kill her with meteor. Now a room with 3 doors is open. Do not rush straight into the library, visit the other 2 paths to free some more warlocks. In the southern corridor you'll locate the first knight - do not defeat him yet if you wish to convert and take knights to the next level. After you break the door leading into the library let one dragon let out and wait for the second one. Drop one warlock so he the dragon fires meteor, pick him up and drop full hand warlocks. After all of them cast meteor, pick them up again. Do this for both dragons if you have trouble defeating them.
After the library is claimed finish the hero base: continue by the west doors north but skip the north iron door (leading to room with gems) for now and turn east. There is an empty room behind the iron door which when claimed, the fortified walls become penetrable - dig through them and you'll find hellhounds - your new door breakers (if you haven't transferred barbarians from bonus).
By now you've probably noticed you're getting raided by 2 kinds of parties, one of which are fairies. You should interfere and stop them before a dozen of rebound ready fairies show up. Lucky for you it is very simple. To do this possess one of your hellhounds and lead him all the way through the small cave to the altar and touch it. Do not waste the time breaking all the magic doors: let the heroes open them up for you.
Back to the last room: as soon you claim tiles close to gems a party of high level fairies with tunneller spawn in the passage preventing you from raiding the second, south-western dungeon. Defeat the fairies, claim the passage and dig through to few level 6 samurais. Find the iron door, claim the slab they stand on and dig through the one rock. You'll have access to the hall leading to the area you can see on map. In the north-eastern corner of the room is located create imp spell. So another reason to visit it. Progress through rooms, wiping them out but skip the dungeon heart for now. East to end passage with 2 wizards, the green keeper is located. You are terribly outnumbered, however most of his creatures are tentacles known for their sluggish regeneration and a few ghosts and skeletons with no heal ability. Break into his dungeon, and soon as you encounter his army, try to cast disease and back off. (or if you don't care about converting knights, just let the green keeper fight the army at hero heart) You'll notice the disease spreads through his lair straight away, if not attack him again and let him spread the disease on his creatures once again without the need for casting it again. After a while your warlocks will have no problem defeating the green keeper's army. Do it and claim his torture chamber. Now you can start converting. After the first knight is dead or converted another one will show up in about 8 and a half minutes in the north-eastern hero dungeon. The only thing left to take care of is the blue keeper. Put all your warlocks into scavenger room to scavenge him off the warlocks he has. Now use the same tactic: build a bridge to the blue keeper attack him, disease and back off. Make sure to sell the bridge. Soon his orcs and mistresses die off and you should have no problems defeating his avatar and the remaining knight that is walled in the south-east. Cast armageddon spell to summon him. Convert or kill and you win.

Mill Vault
So which fort do you want to raid first? Choose one. Also choose one of the four path that you'll close with your lava path (located in one of your rooms guarded by giant). Do not put any more traps in there as the heroes won't use that path. Apart from fairies of course. Get rid of the prisoners. Either slap them to death or wait until your spiders have freeze and drop them close to prison to save yourself lots of clicks. Also be careful so the invading heroes don't destroy the important rooms you can't build. Do not sell all the prison: convert some level 10 heroes already in your dungeon (giants and archers...) into skeletons. You are limited to 8 skeletons in this scenario.
Hero waves will seem like a child's play at first but soon become quite challenging. Progress to each fort is rewarded the same: a boulder trap, levels 5 and 7 neutral monks, some gold and the final reward with room and creature spawn. Careful, as the creatures will only continue spawning if at least one of a kind is under your command. Before you break into forts, dig through the gold located the northernmost and southernmost to find 2 hellhounds. Make sure to put them into training room. There are also some neutral level 10 imps to find. You will be able to claim 2 or 3 creature dwelling if you hurry up. Perhaps all of them? Didn't manage to yet. The final party spawns after the two couples of archers and giants are over.

Westward Bound
I won't go into details with walkthrough of this level as it would be too long. Basically all you need is in messages and objectives. The difficulty of parties behind doors is suggested by the door type: the stronger the doors, the stronger the party. Careful, as warlocks' meteor might free the creatures you do not want to free. The final hero base to the very south has some boulder traps inside. Beware as they might erase half of your party. Once you destroy the dungeon heart 2 reapers probably invade your dungeon. Hurry up and free the creatures behind the white dungeon heart room. Use multiply creatures special only after you have all the creatures, used up all increase and ressurect specials. Good luck in the final battle!

Bonus 1: Cloud Temple Ruins
A the start of the level you're walled in by yellow keeper. Look around the map and you'll see a bit of area the yellow keeper is about to claim and a little bit of water with giants. How to get out? Surely you've noticed the first time you've had played this game what happens when an imp claims an enemy tile. He breaks it into a unclaimed path for a moment and then claims it. So first, wait for the yellow keeper's imps to go get near the portal and once they claim the neutral claimed tile quickly drop your imp there. Possess him and walk him southward along the impenetrable rock straight into the area with giants. Giants will eventually march to his dungeon and defeat them. Now when his dungeon heart is shattered, it is your time to open up. See the boulder trap close to your dungeon heart? You've guessed it: you're going to use that against them. Lure the giants somewhere far away from your dungeon and yellow keeper's workshop so your imps can claim it and transport the trap in there. Deploy it and kill the giants with it. Build up your dungeon and head west to the barbarians guarded ruins.
The blue keeper will try to enter the center ruins area at some point. He is quite slow so no hurries, but be careful: if he does reach the hero dungeon heart and manages to destroy it (or you), dozens of lvl 10 barbarians will spawn and if not prepared, they might defeat you easily. Defeat the blue keeper, destroy the dungeon heart, eliminate all barbarians and the victory is yours. There is also a bunch of fairies about 4 tiles west and 3 north from the southernmost hero guard post. Although no transfer special in this map, if won, barbarians from this land will be joining you randomly throughout the campaign.

Bonus 2: Thieves Den Detour
There are 3 ways out of your dungeon: south leading to lava, west leading to horned reapers who are about to attack you, and east. The lava trap you have will prevent them from reaching you, so you're safe. Possess one of your imps and head east. Run around the giant, dwarves until you reach a dead end. Notice that one fortified wall can be dug through. Dig through it and you'll create an unclaimed path. This is a checkpoint for your imps, you can drop them here any time. And to any unclaimed path you'll find. Now for the most difficult part of the map: run over the guard post avoiding hero missiles and try not to fall. Dig through the rock at the end. Now you'll have to run over lava and choose one of 3 doors: the middle one heading west contains 5 more imps. The eastern magic door leads to the part of dungeon you should visit first. Approach the doors and let one of the giants behind (or out) to open them. Now you'll have to avoid a few boulder traps and one thief. The thief guards the gold pot to the south of him. Pick it up and pick up your imp. Put the gold into treasure room. The bridge should be now available. Save your game and build it from the south of your dungeon over the lava as far away from it as you can. Make sure you build the farthest reaching bridge possible otherwise you will not have enough soon and it becomes unwinnable. Continue with the west lava room, make the giant open the other magic door. Run over the lava and dwarves and let the monks open magic doors for you. You are now in the room with poison gas traps. The room can be crossed without triggering a single one but you probably won't be that lucky. However on the third or forth try, when the traps are visible it becomes possible. Now continue past the transfer creature special. 4 areas are ahead of you: lava and isles with warlocks and wizards, large area with boulders (with a room with more imps!), guard posts over the lava and then small passage where you'll find unclaimed land with final gold pot (if imp takes it just drop him to treasure room). Now you have just enough of gold to build bridge connecting your dungeon and the first isle separated by temple slab. There you'll find an unowned thief.
Save the game. Slap and posses the thief, cast invisibility and run through the reapers, break the door and continue forward. You'll activate a lava trap. If you get stuck there quickly deposses and pick up the thief so he won't get eaten by reapers. Next part is kind of difficult and you only got one try so make sure you saved your game. Go north just behind the temples and a lava trap. Defeat the wizard on the guard post. Stand next to the braced door and break it without activating the boulder trap behind it. Cast invisibility and wait for it to take effect (only about a few seconds but it's not instant). Ignore the boulder trap for now a go have a look what it looks like at the end of the passage: an anvil, horner reaper on a guard post and iron door. What you'll need to do is to activate the boulder trap and let it kill the reaper. After he's dead it's safe to smash the iron door find the dwarf and take the gold pot behind it.
Save the game. Build 5 more slabs of bridge so you can get to the room with lvl 10 archers and wizards. What you'll need to do is to break the iron door in possesion when the heroes are firing at you. Use the dwarf with his rebound. Now hop over the guard posts again - this will take some tries as there are lava traps. Defeat the wizard, archers and samurais at the and, break the door, claim flies and make sure you get the call to arms spell. If not, touch it in possesion. Ensure at least one of the flies stays alive. Cast call to arms to the warlock lair located to to the south of the call to arms spell altar. Possess the fly, fly over there and let it attack the lair. Now all the gold pots are on claimed land, however if you cast warlock's word of power spell they get moved. Move them to the unclaimed land, cancel the call to arms pick up the gold. Now connect the bridge the bridge to the final south area but in a way that the heroes will not get to your dungeon. Just build the bridge one tile north-west to the temple near lava. Get there with warlock in possesion by corner crossing. Once you're there you need to blow away or move with word of power all the heroes there to the lava surrounded by temple. Once they all gather on the one tile surrounded by lava start shooting meteors at them in possesion. Once they're dead destroy the dungeon heart and dig to the transfer creature spell. The dwarf died misteriously, however 2 witches appeared out of nowhere. Good for you, they make better troops.



1949

YourMaster
March 24th, 2019, 00:16
Great, I checked out the script of the first 2 levels, and see you used some new script commands. I've actually made a map to demo them, but I never finished play-testing it. I don't think most people really appreciate how much can be done with the 'add_to_flag' command. I'll properly check out your maps sometimes.

EDIT:

Case in point, for example this bit from your script from 10005:


IF(PLAYER0,FLAG2==0)
IF(PLAYER_GOOD,TOTAL_CREATURES==0)
QUICK_INFORMATION(1,"There are no more heroes left in this land. Win the scenario to transport some traps into the next realm.",ALL_PLAYERS)
IF(PLAYER0,TIMER0<50000)
SET_FLAG(PLAYER0,FLAG2,1)
ENDIF
IF(PLAYER0,TIMER0>=50000)
IF(PLAYER0,TIMER0<60000)
SET_FLAG(PLAYER0,FLAG2,2)
ENDIF
ENDIF
IF(PLAYER0,TIMER0>=60000)
IF(PLAYER0,TIMER0<66000)
SET_FLAG(PLAYER0,FLAG2,3)
ENDIF
ENDIF
IF(PLAYER0,TIMER0>=66000)
IF(PLAYER0,TIMER0<70000)
SET_FLAG(PLAYER0,FLAG2,4)
ENDIF
ENDIF
IF(PLAYER0,TIMER0>=70000)
IF(PLAYER0,TIMER0<75000)
SET_FLAG(PLAYER0,FLAG2,5)
ENDIF
ENDIF
IF(PLAYER0,TIMER0>=75000)
IF(PLAYER0,TIMER0<80000)
SET_FLAG(PLAYER0,FLAG2,6)
ENDIF
ENDIF
IF(PLAYER0,TIMER0>=80000)
SET_FLAG(PLAYER0,FLAG2,7)
ENDIF
ENDIF
ENDIF

Can be done with half the IF statements if you use the add_to_flag command:




IF(PLAYER0,FLAG2==0)
IF(PLAYER_GOOD,TOTAL_CREATURES==0)
QUICK_INFORMATION(1,"There are no more heroes left in this land. Win the scenario to transport some traps into the next realm.",ALL_PLAYERS)
SET_FLAG(PLAYER0,FLAG2,1)
IF(PLAYER0,TIMER0>50000)
ADD_TO_FLAG(PLAYER0,FLAG2,1)
ENDIF
IF(PLAYER0,TIMER0>60000)
ADD_TO_FLAG(PLAYER0,FLAG2,1)
ENDIF
IF(PLAYER0,TIMER0>66000)
ADD_TO_FLAG(PLAYER0,FLAG2,1)
ENDIF
IF(PLAYER0,TIMER0>70000)
ADD_TO_FLAG(PLAYER0,FLAG2,1)
ENDIF
IF(PLAYER0,TIMER0>75000)
ADD_TO_FLAG(PLAYER0,FLAG2,1)
ENDIF
IF(PLAYER0,TIMER0>80000)
ADD_TO_FLAG(PLAYER0,FLAG2,1)
ENDIF
ENDIF
ENDIF

kix
March 24th, 2019, 17:38
Case in point, for example this bit from your script from 10005 Can be done with half the IF statements if you use the add_to_flag command:

That's right, levels 10005 and 10001 however didn't need much scripting that's why I was wasting IFs as if there was no limit.

YourMaster
March 25th, 2019, 00:50
I played the first one, and managed to beat it. Not on the first attempt mind you, this is a map that requires a lot of speed but since you are in the dark you will be very careful. You even have quite a bit of story to read which takes time you don't really have. The reaper came, the reaper destroyed.
On my second attempt I knew I could just go safely to the right, dig rooms for my dungeon, mine as much gold as I could before my ally took it all and train up my bile demon, 4 warlocks and 2 demon spawn with lots of slapping an speed and what not. When the reaper came this time my ally had two creatures (the others he lost to tentacles) and my units were level 4. I was sloppy with dropping my warlocks and lost them to the reaper, but imps saved the day. They fought the reaper while on the dungeon heart from an angle where he could not hit them back, and 2 imps killed the lvl10 reaper.

My respects if you manage to take out those lvl8 dwarfs before the bonus timer runs out in your play tests, but I don't think I can manage that, so I'll go to lvl2 without the bonus gold.

kix
March 25th, 2019, 15:48
Uploaded a new version with few changes below. I said to myself I won't be uploading a new version after every single note lol but I feel feedback on first level of a campaign is especially useful so the players continue playing.
-tunneler appears when player summons his first imp or ally player builds a training room
-did the same for 4th level, other levels already had the 'feature', or was not that necessary (we'll see)
-dwarves are now 1 level lower and the time for gold transfer slightly increased. Still pretty difficult to get it in time, but doable, tested
-horny health boost decreased slightly
-added neutral spider near the gold = player has a creature with freeze now (although mine got destroyed by Dr. Goldstein before horny showed up)
-fixed some typos throughout the campaign
-used the proposed code for 10005, no gameplay changer

YourMaster
March 26th, 2019, 00:11
Since you got me playing again, I first completed my demonstration map (https://keeperklan.com/downloads.php?do=file&id=135) on the add_to_flag command before I moved on to the second level of your campaign.

I really like the map, you seem to have picked up the techniques I demonstrated on my maps, but you're actually creative enough to make good maps with them. I actually restarted a few times at the beginning, but that was still fun because I just screwed up and you made clever ways around that. For example I accidentally claimed the workshop with all the units so they killed me. After that the fairies at the workshop gave me (especially my imps) quite some trouble. I decided to save-scum your levels, because otherwise I'll be there forever, and I believe you design your maps around that.
After I got past the lvl9 fairy I managed to get the ball rolling a bit and started making some good progress on the map, unfortunately most of my vampires were dead before I got to the training room and I never got a large amount of them. With the training room they were easier to keep alive, but you started attacking with larger parties as well, and I kept losing my imps when a massive hero party came, so I could not bring all those bodies to the graveyard fast enough. This kept my vampire numbers low, I think I had 8 before I noticed they kept dying on their own. I don't know if this is by design, but after I already lost a few I got the message that I would keep losing them. Perhaps you can be a bit generous here for the players who are struggling and leave us with a certain minimum.

But when I was using my 6xlvl3 + 1xlvl5 vampires to kill the lvl8 samurai in the center some huge army attacked and this time the yellow keeper was overwhelmed as well and since I was no help I died as well.
I'll certainly try again another day from a bit older save to see if I can kill the samurai just a bit quicker to claim the graveyard there.

EDIT: I finished level 2, I really enjoyed it. One of the best - if not the best - DK map I've ever played. The difficulty here I think is spot on for experienced players, the map is polished really well, tons of secrets, nice use of hidden tunnels.
As a small point of criticism though, I remember the bonus objective of not getting any angry vampires, and I think I succeeded, but the game tells me nothing. Not when I win and not when I start the next level. I do start out with 2 vampires, but don't know if those are my bonus vampires, or if I would have gotten more if I did get the bonus.

kix
March 27th, 2019, 12:51
my demonstration map (https://keeperklan.com/downloads.php?do=file&id=135) on the add_to_flag command.
I played it today and managed to win on the first time. I started digging far to the west, discovered the level 2 warlock, built treasure room and mined the gold to the west, near dungeon heart. Barbarians started spawning but they didn't touch my lvl 2 warlock. I discovered the graveyard with lots of ghosts in there and broke into the library and claimed it. Claimed the workshop, although it took a few times but since dwarves had no heal it was just a matter of few minutes. Noticed the hero gate just west to the workshop through the sight spell so I walled the potential party in. I next headed to the north where I discovered tentacles and dragon, also got some more warlocks from somewhere, built lair next to water, lava and gold so they level up. I heard lava so I dug to the northern pool getting one more dragon. I saw samurai close to the lava pool so I dug towards there without opening path for samurais to reach me. Witch came out but was rekt by vampires. Meteor'd the samurais and giants inside and claimed the torture chamber but I never got prison so no converts(forgot to dig to it). It was just then when I first decided to sacrifice my 2 remaining imps in hope I get some more and really did. And discovered the yellow keeper. Fortified the workshop, placed one poison trap I managed to get near the northern treasury and defeatet the first monk. Then the monk to the very west and then the last one near the yellow keeper. It was fun and quite enjoyed playing it however I never managed to get to the west dungeon with gems before the yellow keeper is defeated. I understood you're just not meant to. Also my creatures at the end were getting annoyed for some reason and were deserting. That's when I decided to take on the yellow keeper.
I checked the script and you really did use the add_to_flag to the max. I also liked the version check at the start, can I just copy it into the first map?


EDIT: I finished level 2, I really enjoyed it. I remember the bonus objective of not getting any angry vampires, and I think I succeeded, but the game tells me nothing.
Thanks, glad you liked it. There is a message if you're unsuccesful at it, but yes the player has no way to know. Will hotfix when I upload a new version.

YourMaster
March 27th, 2019, 15:32
I checked the script and you really did use the add_to_flag to the max. I also liked the version check at the start, can I just copy it into the first map?

Yes, of course. I made this map to demonstrate some uses of the add_to_flag command, so I'm happy to see the script command used in this or other creative ways. I hope it provided you with some inspiration, even if a bit late. Now the game can count.

And there's no prison on the map, the torture room can be used to create ghosts from vampires or your other units, which can then be used to take on the yellow keeper. On strategy you did not use was using lots of high level ghosts to create lots of traps. There's not much to the east, just stuff you can use possession/cta/barracks for, most important thing is the monk.

EDIT: o, and the creatures probably get annoyed because they get disturbed in their sleep.

kix
March 27th, 2019, 15:55
And there's no prison on the map.
You're right, the only one has lava trap on it. Didn't notice back then

Pylo
March 29th, 2019, 10:40
Oh boy a new campaign, amazing! I was highly impressed by your Dungeons and Keepers campaign and had alot of fun playing it. In fact now that im posting this, i want to thank all of you mapmakers for the awesome free content you are sharing. I played and enjoyed every map and campaign that you can find here, so thanks to all of you for the work you are putting into this and keeping this game alive for so many years!

kix
March 29th, 2019, 14:07
Oh boy a new campaign, amazing! I was highly impressed by your Dungeons and Keepers campaign and had alot of fun playing it. In fact now that im posting this, i want to thank all of you mapmakers for the awesome free content you are sharing. I played and enjoyed every map and campaign that you can find here, so thanks to all of you for the work you are putting into this and keeping this game alive for so many years!

Glad to hear you enjoyed it. On this campaign I'd appreciate some feedback what you enjoy/hate the most, what is confusing, etc. Also, don't forget to check on this thread every now and then! as this is a very new campaign and might receive a couple of updates in near future. If a specific new version requires you to start all over, just use skip from cheat menu.

Pylo
April 2nd, 2019, 12:20
Ok i played the first 5 levels, without being aware of your walkthrough.
First level took me 4 tries, nice short and crisp introduction into the campaign with the allied keeper system and a tough but doable bonus mission (which i didnt manage to beat in time because i thought i have to claim the whole area and never did it in time, now i realize i can just run in there in possession mode to finish it).
On the 2nd level i had alot of fun at the beginning trying to figure out how to advance. Also i feel like you really put some thought into small things e.g. at one point i was thinking "man i could really use a door to trap my imps so they stop dying so often!" then i saw the unclaimed tiles surrounded by lava... or that you added some barrels to the archers trapped on islands so they can enjoy a drink while guarding this place, how nice of you :D . Didnt manage to beat this one though, a huge wave of level 6/7 fairies with alot of monks crushes me every time, i was probably too slow after the timer starts.
3rd level took me a couple of tries of aimlessly walking around with the possessed tentacle until i realized that he drops gold after dying. From there on this level was quite easy compaired to the others, i totally forgot about the xp bonus from resting thing, but the bile demons and orcs i got from the temple did the trick.
On the 4th level i think my game is bugged, since when i use the first relic all of greens units die, but i dont get the message i see in the script, my creatures are still capped at 3 and he keeps getting level 10 witches back. Maybe its because i didnt use the first relic right away? I let the level 10 knight walk towards my base, quickly get the destroy wall, steal level 9 warlock, kill the other 3 mages and kill the knight with chicken spell. Then i still had both charges and used the first as soon as the tunneller opens a path to green, which i maybe have to use before they spawn? Or maybe its because i claimed the tunneller spawner quite late, like after clearing the first relic room, dont remember exactly. Also my tunnellers never stop spawning and you mention in your walkthrough that they should stop at one point, so maybe the map bugged for me way before that. Oh and i also had no idea that you can de-ally other keepers, so i would have probably never been able to beat this map without the walkthrough anyways. Btw nice use of secret tunnels and caves here to get some extras.
On the 5th map i also got stuck without your walkthrough, since i wasnt aware of the trick to make your tiles unclaimed again to get the torture room. The jump and run part to get the warlock was funny! Again a tough but doable bonus mission, a long enough poison gas corridor for the level 9 giants will probably do it. The surprise 3 level 7 thieves actually gave me quite some trouble, but maybe because i only realized them when they were already at my heart, anyways an endless rain of level 1 trolls eventually beat them. Also on this map some of the heroes completely ignored everyone and walked straight to my heart, which led to all of my allies orcs following them getting trapped in my heart room and starve. Also my own units getting trapped there continously aswell was a bit annoying, but not so much.
Looking forward to the rest of the campaign, i only managed to beat 2 levels on my own so far and appreciate the difficulty, often times i pause and really have to think about on how to continue the level.

kix
April 2nd, 2019, 13:35
Thanks for the feedback, yes I often edit the level after I playtested it a few times to fix some annoying things: imps being annoying? So I Provide a door or lava to the map so they chill.


On the 4th level i think my game is bugged, since when i use the first relic all of greens units die, but i dont get the message i see in the script, my creatures are still capped at 3 and he keeps getting level 10 witches back.

Sounds like some flag was not added to. Are you sure you are using the patched version? That would explain it. That would completely change the 2nd level gameplay. The third level does not use almost any of the new commands, that's why it went smoothly - it worked correctly.
On my next update I'll add the YourMaster's clever code to the first level to check for valid version and make the player lose if he does not have one.

YourMaster
April 2nd, 2019, 22:26
3rd level took me a couple of tries of aimlessly walking around with the possessed tentacle until i realized that he drops gold after dying. From there on this level was quite easy compaired to the others, i totally forgot about the xp bonus from resting thing, but the bile demons and orcs i got from the temple did the trick.



Sounds like some flag was not added to. Are you sure you are using the patched version? That would explain it. That would completely change the 2nd level gameplay. The third level does not use almost any of the new commands, that's why it went smoothly - it worked correctly.
On my next update I'll add the YourMaster's clever code to the first level to check for valid version and make the player lose if he does not have one.

I'm halfway the third level at the moment, and there's nothing to make orcs with. In fact, with KeeperFX Unofficial there's not a single way to make Orcs from the temple. So Pylo, you're playing the campaign with a version of the game that can't play it. This campaign uses script commands introduced in a recent alpha version (https://keeperklan.com/threads/6928-KeeperFX-Unofficial-continued-development-alpha-builds) of KeeperFX Unofficial (https://keeperklan.com/downloads.php?do=file&id=121). I suggest you update to continue playing.

Pylo
April 4th, 2019, 19:03
Oops i see, thanks for the link.

YourMaster
April 4th, 2019, 22:40
I continued on the third level, and I won on the first attempt.
Not long before the timer ran out I managed to claim a training room and a graveyard, that in combination with the temple and all the heroes that had spawned could have made my army quite powerful. I felt I should have been able to get there quicker. However, I still managed to quickly get myself up to 8 vampires, and managed to train my 9 bile demons I got from sacrificing spiders to level max of 4. This was when I was attacked by the souped up hell hound and wizard, which decimated almost my entire army. When they died I won the level.

I assumed I had to still kill the lord of the land, and was surprised when I won, but rereading the objectives I figured this was intentional. I enjoyed the level, but did not manage to explore everything.

kix
April 5th, 2019, 15:13
by the souped up hell hound and wizard
Yeah the boss is always random, it's chosen from samurai, wizard, thief, etc. Good job



Uploaded new version. Always liked the kill-switch idea from 4th level and felt I should add a map where you can use it as you like, so
-added new 'acolyte altar' to level 2 that when activated kills some heroes - a minor change but might make map a little more interesting
-added new final level that uses the idea heavily
-changed the level design for lvl 5 slightly
-added version check to first level
-some minor decor changes

YourMaster
April 5th, 2019, 17:47
I'm guessing you're not a native English speaker, but the new objectives in the level script have some typo's.



I hear a dungeon heart beating behind these doors
Your vampires are nearly of their full strength <- Sentence cannot be structured like this.
blessed the ziggurat weakining your vampires,
it takes a whole centruy to
(18,"You tcuched the


And why did you use the 2 steps to check the KeeperFX version? The code on my map did it with an if-statement fewer, do you somehow expect problems with that?

kix
April 6th, 2019, 01:55
That's what I get from not reading the hints ingame and using syntax highlighter that makes string literals bright green on a white background. I'll fix it with next update.

I'm too paranoid and know it will never happen but in case a version with campaign flag and without add to flag comes out lol.

YourMaster
July 1st, 2019, 21:45
I haven't played for quite a while, and have misplaced my saves so I jumped right in at Level 4 (since I finished the first three a while ago). And so far I'm a bit lost with this level, not knowing what to do. There's loads of text at the beginning, some messages even disappeared before I could read them all and I restarted to see what's it all about, but it's information overload and nothing really clicked on what to do. I looked around, found a tunnel north I can't open, can't find anything in the large dirt segment east, can't do anything with the tunnel to the south. And everything is in slow motion with the very slow tunnelers you have.
Since exploring was fruitless I decided to take the portal of my ally instead. I found out this is quite annoying and went after the 'dragon altar' instead. With reloading my save 2 times I managed to get the altar activated and the dragons walled out, like one of the messages said, but I hoped to get units instead of just tunnelers. But, the 5 tunnelers I used to kill my ally only to find this did me no good and I still could not claim this neutral portal. I haven't found any units that can do research or anything else useful on the map. Before I stopped playing for a bit, I dug my way around the dragons and get to an open space and lava on the other side. I'll continue playing, and will see if I can do something there, but I have no idea if I'm on the right track or not.
A small point of feedback, on one of the earlier messages I think you wanted to replace 'witches' with 'priestesses' or something, and left both names instead.

EDIT: I continued a bit. I got my two hounds from the lava-maze easily enough and started to explore the rooms with low level heroes in the mountains, making progress here. Then I got a message that the path to the green keeper was opened, but this fight is way, way over the top for me. Green has countless imps and lvl 10 heroes, and I have my 5 tunnelers and 2 hounds that can't be trained. I tried beating green with my hounds by using possession to exterminate the imps, but I think he can make more or had even more than I thought.
I'm not sure now if this is a challenge I have to face, or that green attacked me before I was ready. And if the latter, if I spend too much time destroying blue with tunnelers, or if I'm not supposed to go north-east yet and that that triggered this attack.

kix
July 1st, 2019, 22:44
I'm actually planning to replace second-to-last level (westw.bound) and release an updated version of the campaign, without neutrals in prisons. Hopefully this month. Based on your feedback, I'll also add more hints to the level.

Yeah you were doing fine - there's nothing to do except heading east, although eliminating the blue keeper was a waste of (precious) time and actually rendering the level unwinnable as you'll need him later on. - a warning will be added too.
Don't hesitate to use the walktrough in my first post for now. This is not a straightforward level.

YourMaster
July 1st, 2019, 23:43
OK, but with the texts, that's a tip for all maps and other mapmakers as well,... don't front load all your instructions. Get the player up and running, there's plenty of time waiting in an early map, when rooms or gold are being dug or whatever for some text. Give the player messages when they are relevant, that he can act on them right away. And stuff a player must not forget should go in objectives, not information messages.
And I'll retry the map with looking at the walkthrough another day.

By the way, I had no idea time was precious on this level. Nothing tells me I have to hurry up. If at all possible, tell me this not just with messages, but with the level design as well.

kix
September 5th, 2019, 20:53
Proudly announcing v1.2 with some major changes.
-'One Shot', 'Westward Bound' levels removed
-added 4 new levels
-no neutrals in prison/torture rooms. Hope I removed them all
-some texts reorganised, fixed typos
-changed order of some levels. Order of levels can be found in the main post

YourMaster
September 11th, 2019, 00:33
Great, thanks. I haven't been playing DK for a while, but I tried your campaign again today and noticed the first level is a different one from the one I beat before. Got my ass kicked twice already because is simply couldn't keep up with all the insects spawning with the few traps I had. And I don't know if I'm too slow and the timer is sending them, or too fast and triggering too many attacks myself. I'll try again next time.

When I'm in the mood for some DK, your campaign is certainly the one I'll play first.

kix
September 24th, 2019, 18:31
Just a quick hotfix:
There was a design flaw in level 5 where you're required to build a bridge, and defortify some walls by claiming tiles nearby. That didn't happen. The level was still winnable - you could dig corners of the room and blow everyone out of the room by the wind spell. But that wasn' what objective promised. Now fixed.
-some quick infos eye functions in the first level were targeting unrelated areas.
-in the first level, added door near to the dungeon heart so player is tempted to dig that way. Also slightly reduced power of a couple of parties
-it was possible to transfer a :skeleton: from the first level, that wasn't too rewarding though: creature limit in second level is strict and you'd get better creatures from portal. So player also gets a :vampire: shortly after start if transfer was successful
-renamed 1st and 5th level
-the reaper level's design was changed slightly earlier in 1.2

YourMaster
September 24th, 2019, 22:22
On the new version I tried 3 more times to get past the first level and failed. The first time I simply triggered a party of insects to the south-east before I had anything beyond the first few imps I made, but after that I got quite a bit further, but I have no idea how to win. I trigger parties of insects early on, have no units and just a few traps that aren't enough to actually kill the insects. By the times the large groups spawn the first traps are long gone and all I can do is sell whatever I have to get some money for lightning until I get overwhelmed. I also tried triggering as many parties as possible quickly so that I can kill more with a single lightning strike but to no avail.

I think I need a hint to be able to get past this level. Am I supposed to use my imps in first person to keep the insects near the traps or something?

kix
September 25th, 2019, 09:48
Let's say for the main insect dungeon (where workshop is located) there are mostly at least two doors where to go, one of them contains room that triggers insects, other contains some sellable rooms with traps or specials. So if you triggered an insect party, don't go further, try to find some more traps before you proceed. Exception are 3 3x3 rooms in a row heading north where the second one is scavenger - those spawn insects without mercy. There are also at least 4 secret rooms, so dig wherever it seems empty. One is right at the start, just a few tiles south-west to the boulder trap - contains lvl 3 imps. Other one, for example you'd find if you dug from your dungeon heart completely straight southwards - 3 more traps. It's safe to dig around the map, there is one weak surprise insect party south-west and (triggerable) heroes in the very south - not too strong either. Do not count on getting any units.
And sure, I place traps around dungeon heart and if they don't stop the attacks I'll drop an imp nearby (and long click him so he doesn't escape) so they trigger the traps a few times more. Or lure them in possession.
One more hint: the largest party spawns when you take their lair.

kix
September 26th, 2019, 10:36
Contrary to most other campaigns, there are no surprise deadly parties. Assmist Isle is safe to dig around how you please. That doesn't apply to locked doors, of course. Strength of the (hero) doors usually indicates how strong the parties behind are.

YourMaster
September 26th, 2019, 14:06
Yeah, but I found the imps by listening on the map and looking at the walls you provided as hints. But imps still can't fight spiders. And the party at the south west, even though it was very weak, it did kill me because I did not have a single trap yet.

kix
October 18th, 2019, 13:06
A few minor changes with v1.2.2
As I said it's important to polish the first level so players won't give up playing the whole campaign
-changed traps you start with, added more traps
-removed one surprise party
-level 13 - Reapers' Yard: final party made significantly stronger

YourMaster
October 21st, 2019, 23:47
I played it again, this easier version of level one, and I managed to win now. With your hint of putting all traps around the heart, and the additional trap you provided I won by the skin of my teeth. I was getting desperate, but sold all my traps and rooms before the enemies could kill me end ended up with 32100 gold, just enough for victory.

The second level I played before, but I believe it had changes now. I did not go for the bonus objective because the map is challenging enough without it. I did claim the prison and recaptured the skeleton, but never got around to researching the torture room. The reaper attacked before it was researched, and I won the fight again by a very narrow margin, my last warlock shot a meteor that took out the reaper. Well, I guess if it died I could have delayed the reaper enough for the lvl10 tunneler I captured to turn into a skeleton and finish the job.

Two points of feedback though. First, you numbered your levels in the 10000 and onwards, which looks dumb in the high score list. Since you've made your own highscore file, you might as well number your maps 1 to 13.
Secondly, on lvl2 your object is to take out the reaper, but the level was not won when I captured it. I would use an IF_CONTROLS statement here on the victory condition.

kix
October 22nd, 2019, 13:49
Well done. Just wondering, If you had over 32000 gold worth of rooms + traps, why not just cast lightning strike 2-3 times to wipe the enemy out and continue the level? If you'd managed to transfer a (possibly level 7) skeleton you would be rewarded with a vampire in the next level (besides the skeleton).
In the second level, the lightning trap the skeleton guards is the reward; managing to convert him is possible but I never do that.
I actually never look at highscore table. So yeah thanks for pointing that out.

on lvl2 your object is to take out the reaper, but the level was not won when I captured it
What's wrong with that

YourMaster
October 22nd, 2019, 17:53
Well, first of all, I did not know there was any reason to play on, I did not know there was a reward for playing on.

And second of all, you don't seem to understand how close to dying I was. My heart was just a few hits from a beetle away from death (I already had to reload my save more than once because it got destroyed), and there were several parties on the way towards my dungeon that were very difficult to stop. To kill that many units they need to be bunched up, and without doors and without being able to tank some damage on the hearth that's not really doable. Besides, I had the feeling I had almost used up all the gold on the map, I mined out the blocks in the east, captured and sold the temples all the way up north and had already received a warning message that if the party stole gold victory might become impossible.
It's not that I had lots of rooms left, it was my last tiles of workshop to sell, and the placed traps about to run out, and I just barely made the amount. If I waited a few seconds more I would have lost.

As for level 2, with the reaper in prison you've basically won the map, but you don't know that for sure. It happens often on maps that if you reach the victory condition on a map you'll first get attacked by a final party before you actually win. This way you make the player spend time with it in prison, not knowing if he won it or not. Keep in mind, in KeeperFX the normal campaign levels are also all modified so that the victory condition is basically 'capture or kill', so there's an expectation there. I see no reason for the map not to be won with the Reaper in prison, but if you really want it to be killed/converted I think it would be best to straight up tell the player that when he has it in prison ("Kill or Convert the reaper and move on to the next realm." or whatever).

kix
October 26th, 2019, 19:04
That's ok, transfers are just bonus that have to be earned. Not a cruicial thing of course. Yes, in the situation you're describing that was probably the only way.

As for the message I understand what you're saying. However "take out" is a synonym for kill which does not suggest the reaper can be captured. Also the message actually says "make the day his last one" which explicitly states he should be killed. If it makes sense at all
You're right about some other messages further in campaign though. I sometimes use the word "defeat" which may imply both killing & capturing.

kix
November 5th, 2019, 22:19
Added videowalkthrough for two short levels: lvl 1 and 5.
See main post

YourMaster
November 5th, 2019, 23:33
I just posted your first vid on the discord, because I got people to play your campaign there, but they also failed to get past the first level. (And were ready to give up on your campaign).

Edit: looking at the start of the video,.. that makes sense. You dug south on the east of your dungeon heart, so all the traps could go east. I dug out through were the magic door is, so had to place traps mainly west and so had trouble when parties came from beyond the bedrock floor.

Edit2: now I had to tell somebody how the cheat menu works so he could skip the level and continue to the next one.

kix
November 5th, 2019, 23:35
I just posted your first vid on the discord, because I got people to play your campaign there, but they also failed to get past the first level. (And were ready to give up on your campaign).

Oh. Thanks for that

kix
November 8th, 2019, 00:30
Added 2 new walkthroughs and fixed wrong positioning on bonus lvls landview. So just cosmetic changes in v1.2.3

AncientWay
November 9th, 2019, 14:30
Hey,

I've discovered your campaign thanks to YourMaster on the KeeperKlan discord server.
What a great surprise! I just reached level 5, and I enjoy playing it as much as I did with Ancient Keeper and Post Ancient Keeper, which are by far my favorite campaigns.
Moreover, bonus objectives are intelligent, useful and funny to fulfill.

Here's my feedback for the first 4 levels :
- 1st level is all about fast exploration and trap management. As I rarely play with traps, I found enjoyable to have to use them to survive, in order to reach the 32k gold objective.
Tunnels are also a new funny thing, but I did not understand at the beginning what the hell was that :eek:
- I found the 2nd level more challenging, because of the last fight, which is really close in all situations. The level is even more though if you want to complete the bonus objective. I did not have the time to explore the whole map, so I probably missed several things on this level. However, having an ally, even if he's not that useful (except for the last fight) was quite cool (this is something I wanted to find in AK/PAK campaigns).
- 3rd level is once again about exploration. Easier than the other levels I played for the moment, I was expecting a really tough fight at the end. However, pretty cool fights against heroes with low level creatures :dragon:
- 4th level took me a looooong time at the beginning, because of the significant lack of rooms and spells. Then I got samurais, and I rushed the hero base, no longer using prison and torture room.
Then came the last fight. THIS FIGHT! Hardest fight I had to deal with (including AK and PAK) because of my rush (barely had 12 creatures able to fight). I'm afraid this could be too punitive for someone struggling and converting all the heroes during hours, then getting wiped by the last fight with all those hero waves.

I'm gonna pursue through the maps and provide feedbacks once I'll reach lvl9/10.

Keep up the good work, your campaign is truly amazing!

kix
November 9th, 2019, 15:49
Hi, great to have some feedback.

Tunnels are going to appear a lot more throughout the campaign. Took me some time when I first encountered them in YourMaster's maps, this campaign introduces them at the very beginning. In the second level, except for the side objective there's not much else on the map.. So don't worry about missing anything. It's a really simple map about killing a 'boss' unit. The third one could be considered slightly easier than the previous ones, although longer than both of them combined.
Forth level takes indeed a very long time to complete. Plus the final battle is quite a challenge I believe you. Prepare well, there's a mistress in the north-west corner of the map (accesible through the tunnel), claim any neutrals and dungeon specials before heading into the battle.
Good luck!

CSWinnall
January 1st, 2020, 00:56
Hi
Please could you tell me what triggers the library in martyr halls please as i got the first few times but now i cant seem to get it please? Im really struggling to finish of the last wave of heroes. I have about 130 creatures but it still isn't enough.

kix
January 3rd, 2020, 00:17
Hi
Please could you tell me what triggers the library in martyr halls please as i got the first few times but now i cant seem to get it please? Im really struggling to finish of the last wave of heroes. I have about 130 creatures but it still isn't enough.

Hello, library is unlocked as soon as player converts a wizard. Good luck in the final battle. If you don't succeed and don't wish to try again, consider winning the map using cheat menu, as the final battle in this level is very likely to be changed in future (to be easier).
What do you think of the maps so far?

CSWinnall
January 3rd, 2020, 17:24
Hello, library is unlocked as soon as player converts a wizard. Good luck in the final battle. If you don't succeed and don't wish to try again, consider winning the map using cheat menu, as the final battle in this level is very likely to be changed in future (to be easier).
What do you think of the maps so far?

Hi, i completed without library in the end. I saved the level increase till last minute and managed to finish it with about 150 creatures.
Maps are interesting and are a challenge which I like. I get frustrated sometimes but once you find the trick to each level you get a satisfied feeling.

CSWinnall
January 7th, 2020, 01:46
Hi
Just to make you aware that it crashed on me while playing ziggurat blitz massacre just as i got to the dungeon heart. doh!
Oh well don't think i would have won anyway this time.

1965

kix
January 7th, 2020, 10:32
Hi
Just to make you aware that it crashed on me while playing ziggurat blitz massacre just as i got to the dungeon heart. doh!
Oh well don't think i would have won anyway this time.

1965

Good to know.
Although it has never happened to me in that level, it is very possible as it is a complex map and the filled corners fix has not been applied to any of the maps of this campaign yet. I plan to do that next month.Not all the maps are that complex and even with the more complex ones, the chance is probably quite small - it has not occured when I was playtesting them a couple of times - so, don't wait for my fix, go ahead and continue the campaign if you feel like it.
Try to reload the game from your last save, that usually helps, if not, just skip the map for now.

CSWinnall
January 8th, 2020, 20:48
Hi

sorry its done it twice on the next level too Relic Tunnels.


1966

YourMaster
January 10th, 2020, 14:26
Both of you please wait a few days. Pending further testing, it seems the pathfinding bug will be completely fixed in the next alpha that will be released.

CSWinnall
January 10th, 2020, 15:44
Thanks

YourMaster
January 10th, 2020, 17:31
Here, try this: https://keeperfx-loobinex.keeperklan.com/alphabuilds/FX_Unofficial-0_4_7_2014_alpha_patch_from_1913.zip

CSWinnall
January 10th, 2020, 17:50
will do Thanks

kix
January 23rd, 2020, 19:07
Very nice. Thanks for sharing!

You're welcome.
How did you do? What levels did you like or did not like? Which ones were difficult?

CSWinnall
February 2nd, 2020, 23:47
Hi Kix/Yourmaster

Im playing level 3 and none of my creatures will attack the monk or the hound except the vampires they have the flee symbol above their heads also the this is happening on the Grail Run level too. I'm running the latest alpha just wondering if the last update changed something?

cheers

YourMaster
February 3rd, 2020, 00:06
Hi,

That's indeed creatures being fearful and there has been a change in a recent alpha. I would have expected though that without new configs, units would not be scared. I'm assuming you did not change kix' config files at all here,...
Do you perhaps have a save-game for me with units fleeing?

kix
February 7th, 2020, 10:12
Hi, fear is one of DK features that never worked as intended. Unfortunately there was an attempt to revive the feature and it resulted in behaviour you're describing.
Skipping the level is probably your only option. Use the cheat menu: add -alex to run options (in launcher), then ingame while you're in possession press F12

YourMaster
February 7th, 2020, 11:56
So you've seen it too? If you have a save from somewhere where it's not working as intended, I'd love to receive it so I can tweak/fix/remove the fear behavior.

kix
February 7th, 2020, 14:39
I remember 1 or 2 years earlier (version around 0.4.6) warlocks were running away from stuck meleers and scripting fear didn't work as intended. I have not yet downloaded the latest version

YourMaster
February 7th, 2020, 16:35
Yes, in the final official versions the fear implementation is broken. In the Unofficial version I switched it off completely, and in the latest alpha I re-implemented a new, fixed fear system. So CSWinnall, I would love to receive a save that says the contrary, so I can see how/where/when it goes wrong and fix that.

CSWinnall
February 15th, 2020, 13:54
Sorry havent been playing for a while ill get one to you asap

CSWinnall
February 15th, 2020, 15:10
Hi so I played the level again and replicated the issue here is my save when the timer gets to 0 a level 10 hound and level 10 hero arrive and all creatures except Vampires flee from them all creatures are restricted to level 4

1970

I saved it as .txt file is this correct or do you need me to save it as something else because i cant upload a .sav

cheers

YourMaster
February 15th, 2020, 17:06
Hi, thanks for the save. I looked at it, and the behavior seemed ok to me from a technical perspective. How scary units are is based on the strength and health of the units, and these level 10 units have been given a massive health boost in the script, the Wizard for example has gotten 20 times as powerful so it is deemed 20 times as dangerous. And you indeed only get low level units to fight these boosted lvl10 units.

I made some changes to the game, when it's available from alpha 2034 you can start the level fresh and it shouldn't happen as much anymore I think. If it's not enough than kix can tweak the settings in the creature config.

CSWinnall
February 15th, 2020, 17:16
OK ill give it a go. The Level is still winnable as it is but it involves a lot more luck than before and you are only able to use the Vampires that you have raised.

YourMaster
February 15th, 2020, 19:35
OK ill give it a go. The Level is still winnable as it is but it involves a lot more luck than before and you are only able to use the Vampires that you have raised.

I've build the alpha version, see here (https://keeperfx-loobinex.keeperklan.com/alphabuilds/FX_Unofficial-0_4_7_2034_alpha_patch_from_1913.zip).

Hades
June 7th, 2020, 18:17
On Martyrs Hall and Dear God is it the most brutally punishing level ever. Maybe it's just me, but I really hate levels where you have to walk on eggshells (Oh Hey, Surprise Hero Parties of L4-6 that stomp all over your L2 armies) and where you are constantly on the verge of bankruptcy.

And I just killed the first/second Avatars at great cost, so How many waves do I have to kill after that?

kix
June 8th, 2020, 09:51
I'm planning to make some changes to the campaign soon and the first thing is making this map easier.
I suggest you skip the level for now. How were the other levels? any problems?

EDIT: uploaded a version where final waves are easier

carlose132
June 22nd, 2020, 05:57
Hi. I just to say thanks for this campaign. It was awesome and very hard, i skipped one lvl cause honestly i didnt undertand what to do. But overall one of the best maps i've played.

YourMaster
June 22nd, 2020, 08:23
Could you describe to him which level you did not understand?

carlose132
June 29th, 2020, 04:52
Could you describe to him which level you did not understand?
Maybe it was the 4, I didnt know that you could use the call to arms spell for ever without gold, after i saw a video i got it, but for that time i already have skipped it

kix
June 29th, 2020, 11:09
I didnt know that you could use the call to arms spell for ever without gold, after i saw a video i got it, but for that time i already have skipped it
It was the fifth one. You're right you can't use CTA spell forever without gold, but in that level you never run out of gold completely, so it is possible. Well done if this was the only level you skipped, the levels, especially the later ones are very hard

carlose132
June 29th, 2020, 23:07
It was the fifth one. You're right you can't use CTA spell forever without gold, but in that level you never run out of gold completely, so it is possible. Well done if this was the only level you skipped, the levels, especially the later ones are very hard

It took a lot of restarts jeje. For example the reaper lvl was insane until i got some luck that i possesed a reaper and the other followed me and killed a knight, with that gold i could plan the game better without getting messed about 0 gold and reaper fighting themselves. I guess many levels having some luck is nice, like getting less damage, or when enemy get "stuck" in a place that cant hit you, but you can.

kix
July 21st, 2020, 12:53
I've uploaded a new version. Whats new:
-made most of maps slightly EASIER
-fixed some typos

Treebeard
September 17th, 2020, 10:43
Hi, long time lurker here.
I've played both your Dungeons and Keepers and Assmist Isle campaigns (currently streaming the latter; shameless plug) and they are both excellent campaigns and would highly recommend playing both of them to others. I'm currently playing through level 12(?) Mill Vaults and so far there have been no bugs in the campaign. I've loved the integration of the new scripting features of KeeperFX in the campaign - I think they work great and really open up the scope of DK1 mapmaking.
Great work :)

YourMaster
September 17th, 2020, 11:34
Well, continue the plug and link the stream/vods for people here.

Treebeard
September 17th, 2020, 17:53
Well, continue the plug and link the stream/vods for people here.

Hah, thought I could look at popping it in a signature, but looks like I might have to be an established member before that ;)

www.twitch.tv/thetreebeard1 is the stream, still have some of the Isle campaign up - might look to put it on Youtube when I get the chance to edit it down.

kix
September 20th, 2020, 20:42
Hi, long time lurker here.
I've played both your Dungeons and Keepers and Assmist Isle campaigns (currently streaming the latter; shameless plug) and they are both excellent campaigns and would highly recommend playing both of them to others. I'm currently playing through level 12(?) Mill Vaults and so far there have been no bugs in the campaign. I've loved the integration of the new scripting features of KeeperFX in the campaign - I think they work great and really open up the scope of DK1 mapmaking.
Great work :)

Hi, having full videos of people playing this campaign is the most valuable feedback I could have so thanks for that.

You're doing really great, almost making the maps look easier than they actually are. Perhaps the only thing you need to work on is your reapers' anger management. The next level you are on relies heavily on that. Tip: stand on corpses to make them happier.

Good job discovering the shortcut to flies in the 2nd bonus level, although you didn't have to kill all those wizards and archers with dwarf - just run past them.

Interesting you chose the harder option in relic tunnels - to face the huge wave with your units. The other option was to use relic at that point and let the blue keeper attract mistresses and bile demons, deally him, and convert the creatures he attracted.

Good luck in the final level, that one is definitely the most difficult. Takes a few attempts.
Also, you didn't stream the first levels right?

YourMaster
September 21st, 2020, 00:57
Twitch keeps videos up for just a short time. So that's why you'd need to hope he'd put them on youtube.

Treebeard
September 21st, 2020, 07:22
Hi, having full videos of people playing this campaign is the most valuable feedback I could have so thanks for that.

You're doing really great, almost making the maps look easier than they actually are. Perhaps the only thing you need to work on is your reapers' anger management. The next level you are on relies heavily on that. Tip: stand on corpses to make them happier.

Good job discovering the shortcut to flies in the 2nd bonus level, although you didn't have to kill all those wizards and archers with dwarf - just run past them.

Interesting you chose the harder option in relic tunnels - to face the huge wave with your units. The other option was to use relic at that point and let the blue keeper attract mistresses and bile demons, deally him, and convert the creatures he attracted.

Good luck in the final level, that one is definitely the most difficult. Takes a few attempts.
Also, you didn't stream the first levels right?

Thanks for the reply! I've streamed all the levels in the campaign and saved the vods so what I'll do is ill edit them a bit and pop them on Youtube, putting a link on the stream since I've really enjoyed playing them.
For the relic tunnels second shrine I had one of the hellhounds accidently wander over it and I didn't reload so I guess that made it a bit harder.

I'll look to play the last two levels this evening, GMT, if anyone is interested in checking out the campaign.

dayokay
September 26th, 2020, 11:53
I've made a start on a pot file for the in-game messages for this campaign. I have completed 3 so far, so a way to go yet, and I'll need to test them out. When it's done, it will allow for translations to be made if anyone wants to.

I thought I'd say, in case anyone else was thinking of doing it?

Dayo

Treebeard
September 26th, 2020, 15:17
So I've had a play of the last two levels in the campaign, didn't quite manage to beat the final level.

Reaper's Yard, second last level I found to be enjoyable. I felt as though the ending of the level wasn't too difficult, I'm guessing the intention is you would lose some minions but I ended up beating the level with no minions lost and the end was a pushover.

For the last level, I've played through it twice and have maybe gotten about three quarters of the way through, I found the ending on this level to be the opposite of the previous level - very challenging :D
I gave in and had a look at the level script and I've got a couple of ideas for the ending now, I'll play through it again at some point.

Thanks for the campaign!

kix
September 27th, 2020, 14:34
I've made a start on a pot file for the in-game messages for this campaign. I have completed 3 so far, so a way to go yet, and I'll need to test them out. When it's done, it will allow for translations to be made if anyone wants to.

Great, thanks.


For the last level, I've played through it twice and have maybe gotten about three quarters of the way through, I found the ending on this level to be the opposite of the previous level - very challenging.

I watched your attempts and you were doing pretty good. Some tips:
-you've got sight spell from the start but you don't use it
-begin trapping the northern parties by blowing them into the corner sooner + cast disease there so they die off - they will keep reinfecting each other until there's noone left there
-confont the fairies in the tunnels where your units are not in the line of sight for fairies to shoot. if overwhelmed, cast chicken on them
-when monks, vampires and horny waves begin - lock the party in a room, cast chicken on horny so he won't escape - drop your units in the room - convert monks and vampires as they heal themselves in tortre chamber.
-avatar & wizards wave - use steal heroes if you've got some
-final wave: chicken hornies

Thanks for playing and for the videos

Treebeard
September 27th, 2020, 16:47
I did end up figuring out to trap the northern party spawn in that room they spawn in, but have been having difficulty with the other waves - thanks for the pointers!

I still think the waves are fair though - I think you got the difficulty on them right, even though I haven't beat them yet haha.

yunior89
October 19th, 2021, 12:07
Thanks for playing and for the videos

Hi excuse me again, how to trigger the end of the Martyr level? i am making waves without break and the level doesnt finish.
Thank you!

kix
October 22nd, 2021, 20:08
it's limited by amount of hero types you have converted. So it might take a while but not more than let's say 8 waves

Quuz
December 14th, 2022, 00:00
Okay. Defeated all but the penultimate level. I had 5 horned, 4 wizards, 2 vampires and 5 dragons. On the map just no more units ) I've tried a dozen times and can not imagine how you have to beat off these huge waves of heroes ...

Very inspiring campaign. Amazing, challenging and interesting. Almost every map has some special mechanic, the levels are very diverse. Thank you, for your work. Really enjoyed these levels.:lord:

kix
December 14th, 2022, 19:37
So you've managed to win all the levels except the Reapers level? Even the last one? I remember making it harder a year ago but also successfully tested it. Perhaps a game update in between made the level harder somehow. I'll try to beat the level on the latest alpha.
The creatures you've mentioned are quite possibly the only ones a player can have but it is also possible to make skeletons. Did you also try the level using skeletons?

Thanks, always happy to hear some feedback on my maps.

Quuz
December 15th, 2022, 15:45
Right, everything except the reaper level. No, I didn't make skeletons, but I have a feeling they won't live too long in the waves. Mages, dragons, and vampires heal, and horned reapers successfully run to the lair. That said,I keep throwing chickens on their heads for healing. However, when the fairies start flying, the incoming damage becomes too much.

The level with the vampires made me sweat, the level with the bugs was interesting, the level where the creatures came depending on the captured rooms was very challenging. The last battle was way too brutal there.

Anyway it was a great 2 weeks of playing in the evenings))

kix
December 15th, 2022, 22:38
I played the level today and only won thanks to loading like 15 times. Figured out what you've been doing wrong: you said 5 hornies and 4 wizards were the max but my army peaked at 7 hornies and 9 wizards and there were still some wizards left on map. Got no vampires but had 3 skeletons who didnt make it to the last wave. You need to scavenge all the reapers and wizards you can. Still the level was insane, when I defeated the last avatar I only had 1 creature left: one wizard. He defeated him thanks to rebounding freezes and freezing the avatar himself. Had to sell all my rooms and doors to afford lightning strikes.