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Crafty
October 26th, 2019, 09:04
I decided to make my own version of the official Dungeon Keeper 2 campaign that is much, much harder than the original, and also quite different in terms of level design. I know drubjak has already done this, but for me personally, even his changes still feel 'too' easy for highly skilled keepers and overall didn't actually change that much from the original.


So far I've only done the first level, but I literally began this project today (10/26/19). I plan to do every level the game has to offer.
I will warn you, the difficulty increase is VERY significant, this campaign is not meant for casual players. Even veteran players will more than likely have to
restart the first level a few times in order to get a feel for the map.

Unlike the original campaign, whenever you make an impactful kill, take out patrols, break into garrisons, claim outputs, or kill important heroes/creatures there are serious repercussions.
You didn't simply think you could wipe out an entire garrison and have zero retaliation, did you? Be cautious when attacking any garrisons or claiming outposts, such as Treasurys. 'Cus you will be punished.
My version of the campaign also heavily rewards exploration and killing hero garrisons/rival keepers. Every nook and cranny are there for a specific reason.
The overall changes to each level make for a playthrough of the campaign in terms of level design and often game objective completely different and refreshing. This campaign is more of my own work than the originals.

I've also removed possession from every level, and the ability to convert goodly heroes. Both are too easily abusable and ruins the entire campaign in terms of balance.
Hard limited the number of black knights you can attract on specific levels as well, as once again, another broken subject in DK2.
P.S. Doing Balance Changes as well, similar to TFO, along with new cinematics for each level and adding hero captains and more!

Doing a MASSIVE overhaul of the current levels released, and currently planned to finish the rest!





Level 1
https://i.postimg.cc/fRMyPnwf/g1.png

(Old/Outdated) Changes to Level "1"

I added a new kill objective that must be completed in order to access the Lord of the Land.
Added a hero garrison to accompany the new objective that stretches over a good portion of the map.
Added many strong units throughout the entire level, and in hero parties!
Added a gem; a well-defended gem.

(Old/Outdated) Updates:

Changed the monk to a knight.
Removed a trap from the gem room.
Removed added training room - made the level easier than intended.
Significant Changes! The level has been revamped!
New patrols introduced that you must dwindle down; it will be a blood bath, expect to lose a lot of goblins!
The level has turned into non-stop action and combat!

Massive Overhaul For This is Complete! Too many changes too list!

*New* 2.1 Updates:

Added new party that continuously attacks after the knight captain is killed. Can only be stopped when a specific portal is destroyed.
Minor terrain changes made for accessing the lord of the land.
Lord of the Land's party has been made stronger.
Fixed some triggers and other bugs, such as hero lair not being attackable.






Level 2
https://i.postimg.cc/9QP8WTHj/g2.png

(Old/Outdated) Changes to Level "2"

Added two new garrisons, each which house a very strong knight that is well guarded.
I encourage you to kill each of these knights that are well protected, as killing them gives you a much-needed gift for beating Lord Darius.
Like the previous level, I added a lot of strong units and several new hero parties.
This level should be easier for starting out but is much harder later than the first level.

(Old/Outdated) Updates:


Significant Changes! The level has been revamped!
New patrols introduced that you must dwindle down; it will be a blood bath, expect to lose a lot of creatures!
The level has turned into non-stop action and combat!
New garrisons and outposts!

Massive Overhaul For This is Complete! Too many changes too list!

*New* 2.1 Updates:

Minor changes to spawn timer on hero parties. Change made due to being too difficult late game, this should help with the scaling.







Level 3
https://i.postimg.cc/pTKYZMVM/g3.png

Changes to Level "3"

Map is significantly different from the original.
Many new stronger units and parties; the Lord of the Land's strongly defended fortress has been expanded and buffed.
This shouldn't be a surprise, but this level is twice as hard as the previous one.
I strongly encourage exploration of this map, you'll find goodies you need to win!

Updates:

Added a Mana Vault
Increased hero levels.
Nerfed how many hero parties attack at once
The map is now beatable!

Massive Overhaul For This is Complete! Too many changes too list!





Level 4
https://i.postimg.cc/nV2QtGzJ/g4.png

Changes to Level "4"

Unlike the original campaign, this will be the first level where you will have to deal with another keeper!
This keeper, however, has allied with the Lord of Land to eliminate you so that he may be spared for
when the goodly heroes successfully win. (so he thinks..)
You can choose to ignore the keeper, but I'd advise you to kill him - for you will need his portals to truly beat this level.
Like the previous level, I highly recommend exploring to help you breach and kill the goodly lord hiding in his updated, bigger, beefy fortress.
Removed possession.
Expanded the map.

Updates:

Added a strong party that spawns after killing Keeper Darius.

Massive Overhaul For This is Complete! Too many changes too list!






Level 5
https://i.postimg.cc/QMCG0P3s/g1.png

Changes to Level "5"

Significant changes to this lords hideout.
New portal to claim. (Highly suggest you find it and claim it, for you'll need it to surely beat this level)
Added a gem; a well-defended gem.
Of course the usual, much stronger heroes and new hero parties, garrisons, outposts, and more!
Removed possession.

Massive Overhaul For This is Complete! Too many changes too list!






Level 6a
https://i.postimg.cc/L8mJWC53/g1.png

Changes to Level "6a"

Several new outposts surrounding your dungeon.
Significantly increased the fortress with patrols, traps, outposts, and a shit load of strong units. (As this map should've originally been since in the story you're attacking head on to the lord's castle!)
You can no longer convert goodly heroes, only evil creatures that turned goodly. (This way the player can't overly abuse the torture chamber)
I will note that this is a big step up from the difficulty of the previous levels. Beware! Expect to die a lot over the tiniest of mistakes.
In general, overhauled the level design. (Like every previous level.)
Removed possession.


Massive Overhaul For This is Complete! Too many changes too list!






Level 6b
https://i.postimg.cc/KzqbLvcz/g1.png

Changes to Level "6b"

This level is completely different. There now are two keepers you must slay in order to win this level, along with the goodly lord of this land!
The two keepers have allied with the heroes. I recommend killing Lilly before making an attempt to take out the good lord or the other keeper, Diana.
Per usual, lots of patrols, hero parties, new garrisons, outposts, etc.
Significant map changes and objective changes. Added several new lieutenants that must be eliminated. I recommend having good defenses, for when you kill a lieutenant, you may be smitten.
Added a hidden gem.
Removed possession, and the ability to convert goodly heroes.
P.S. This level is ****ing hard!!


Massive Overhaul For This is Complete! Too many changes too list!






Level 7
https://i.postimg.cc/KvWbGF1t/g1.png

Changes to Level "7"

Drastic changes to the level per usual, such as new outposts, garrisons, patrols, parties, etc.
Hidden Gem added.
Added 3 lieutenants required to kill in order to gain access to the lord's secluded hideout. Be warn, killing a lieutenant does not go unnoticed.
This level is ridiculously hard, so hard, in fact, I'm not sure if it's beatable, yet. Good luck!
And of course, removed possession and the ability to convert goodly heroes. :)


Massive Overhaul For This is Complete! Too many changes too list!






Level 8
https://i.postimg.cc/L6WwfPsR/g8.png

Changes to Level "8"

This map has been completely redone.
This is a brand new level 8 inspired by the original.
This is 100% new, with of course the original speech and cinematic included in it.
You now have to kill all five of the goodly wizards that helped take down the previous keeper in this realm.
I won't go into the 100s of additions/changes from the original level, play to discover them!

Massive Overhaul For This is Complete!






Level 9
https://i.postimg.cc/DzrmWDbG/g9.png

Changes to Level "9"

There are now four goodly hero captains that I'd advise you to kill before the timer runs out! Beware, for it will not be a simple task. You must be swift.
Massive overall to the level design, including updated original outposts, two new massive connected fortresses, and serious defenses to go along with them.
Newly added secrets scattered throughout the map, make sure to explore to find them!
Increased the allotted time to 3 hours before Lord of the Land spawns. (Seems like a lot, but once you play the map, you'll wish you had more :))
Insane amount of newly added content, which this map originally was severely lacking. (Spent roughly 10-15 hours just on content and smarter AI)
And of course, significantly increased the difficulty!
Enjoy!







Level 10
https://i.postimg.cc/8kHhfNyd/g10.png

Changes to Level "10"

Exactly like Level 8, the entire level has been built from a new map!
The map is heavily inspired by the original level 10. Instead of the player and Asmodeus being south and north, changed to east and west. (This was made specifically to fix north/south bug.)
The Player now has 2 hours before the heroes kill Asmodeus for the portal gem. You'll wish you had more time.
Asmodeus has a completely revamped dungeon and buffed up forces & defenses. (of course)
100% new level designs and originality, which also pays respects to the original level 10 design. (I do this with all the VC maps :))
The Heroes now have a Lord of the Land to lead the charge, accompanied by protection.
Lots of new secrets to discover!
And my signature style - severely increased difficulty. Enjoy!







Level 11A
https://i.postimg.cc/PJn0s8bj/g11a.png

Changes to Level "11A"

All rival Keepers dungeons have been completely revamped and severely changed.
Each rival keeper now has its own unique theme instead of being the same.
Added heroes to the level.
Added more secrets.
Expanded the map.
Overall difficulty increased by tenfold.




Secret Levels Below
I decided to completely redo the all secret levels since they're so boring and basic it'd be hard to improve upon them with what given with. Now the Secret levels will be a 5 campaign mini-series of keeper rivalries with heroes throw-in. Lead your Faction of Keepers
to victory against enemy factions! There will be 5 Keepers on every level! Will be adding a story to each level too that can be read here, enjoy the bloodfest.





https://i.postimg.cc/mDPXPYZd/s2.png

Changes to Secret Level "1"

Completely new map! Play as Keeper leading two of his allied Keepers to Kill the Lord of this Land and Kill two rival Keepers!
This map will take a long time to beat, and it will not be easy!
Thumbnail of the level below if you'd like to see the pretty layout! https://i.postimg.cc/xTbjyM7z/s1.png






Here is the link for the finished levels, just simply extract it and copy it into your dk2 map folder
I recommend using version 1.3, for the AI works much better than the keeper AI in version 1.7. In fact, version 1.7 AI doesn't work at all. (Unless Using GIM Patch)


Version 1.3:
Download Veteran Campaign (http://www.mediafire.com/file/ly3z5mctyqwv2ln/VC_1.3.zip/file)

Version 1.7:
Download Veteran Campaign (https://www.mediafire.com/file/8ge5tnfdg288b8y/VC_1.7.zip/file)

A complete overhaul of the levels is in the works! Download them and try out the finished ones using the same link above! Most levels will be completely different, or have newly added areas/expanded maps, difficulty increased, new patrols, garrisons, and elite creatures on every map for you to liberate or discover, new cinematics, and much more!



Please provide feedback with any problems encountered, or if a specific level is simply unbeatable.
If players are struggling to beat a specific map, I will add hints on this post to the respective level.
Thanks in advance!

Pendrokar
January 10th, 2020, 17:11
I played the first two so far. You've really made them difficult and it took me an hour of juggling creatures to beat each of the levels. Though I'd rather have the Goodly heroes being stronger rather than having them in overwhelming numbers.

For 1.7 version, would it be possible to enable the Elite Creatures for these maps?

Also, for fun, as you can only have goblins in the first level. Could you add a Goodly Hero named "Goblin Slayer" as a nod to the manga/anime (https://goblin-slayer.fandom.com/wiki/Goblin_Slayer) maybe with a Black Knight/Elite BK skin? :rolleyes:

Crafty
January 10th, 2020, 19:44
I played the first two so far. You've really made them difficult and it took me an hour of juggling creatures to beat each of the levels. Though I'd rather have the Goodly heroes being stronger rather than having them in overwhelming numbers.

For 1.7 version, would it be possible to enable the Elite Creatures for these maps?

Also, for fun, as you can only have goblins in the first level. Could you add a Goodly Hero named "Goblin Slayer" as a nod to the manga/anime (https://goblin-slayer.fandom.com/wiki/Goblin_Slayer) maybe with a Black Knight/Elite BK skin? :rolleyes:

Yeah, I got carried away with the hero portal numbers with the first couple of levels.. not like that for the rest.

Yes I can enable the support for elite creatures for 1.7 (Although should be enabled by default, but I'll check to be sure.)

Sure! I can name the level 5 Knight Captain to "Goblin Slayer" and make him an elite goodly knight :)

Pendrokar
January 11th, 2020, 12:08
Yes I can enable the support for elite creatures for 1.7 (Although should be enabled by default, but I'll check to be sure.)
Well I tried manually launching the game on Level20 and with the goblin and warlock room setups. The elites still did not arrive. I didn't know about Elite creatures when I played DK2 decades ago and couldn't find information if they were only supposed to work only in skirmishes.

Gameplay hints for other players
Level 1&2&3:

As you cannot build bridges. Avoid fighting on water as Imps won't bring back KOed creatures to their lairs.


Level 1:

At some point a dwarf will breach your dungeon and Goodly Heroes parties will use that as an invasion path. Better to make an opening yourself.
As there is no Imp spawning spell. To level them up, have the Imps damage your reinforced wall by temporarily telling them to break it. Afterwards they will slowly try to repair it.


In Level 1&2 all my creatures including imps had a tendency to suddenly take a "Report danger" job. That frustrated me to hell as they would venture beyond the dungeon and have to pick them all up to avoid getting them killed. I think this was also a reason for my imps to stop repairing walls as they would turn 90 degrees back and forth.

Haven't beaten Level 3 yet. As suddenly 3 LVL 7 hero parties decided to attack me at once and even having 5 LVL 8 Warlocks with 10 sentries wasn't enough to hold them off. Couldn't get to +500 mana regeneration for sentry ammo as I don't want make too many openings for Hero invasions. Wish there was at least one mana Vault nearby.

Crafty
January 12th, 2020, 05:52
I learned that the player can not obtain elite creatures in campaigns, so that is unfortunate. I've also been unsuccessful in changing creature names. The suggestions you've given related to level one I can sadly not add. :(

Also, I've received feedback from others as well that level 3 appears to be unbeatable, due to the same reasons as you mentioned. I will tinker around with that level some more and find a solution to solve it, without taking away from the difficulty.
However, do you think you could beat it with a mana vault? If so, I will add one which you can claim. :cool:

Pendrokar
January 14th, 2020, 19:53
Yeah my tinkering with DKII level editor led me to the same conclusion about the elite creatures. Individual creatures can be made elite though.

So I made the one goblin an LVL 2 elite and replaced the other with a LVL 2 elite warlock. They don't matter much but are a bit tougher. I also added a mana vault near a hidden thief. Once it is obtained, it becomes much more feasable to win as mana would hover around 100k. Normally one battle would consume like 40k from sentry shots.

Modified Level 3 for v1.7 (use command line argument -level level3_vet) (https://www.mediafire.com/file/gb9pir5ejb47a0d/level3_vet.zip/file)

Quuz
January 15th, 2020, 09:05
Amazing Campaign. Incredibly difficult, but the thrill of victory deserves it. Thank you for your work!

Crafty
January 15th, 2020, 16:23
Yeah my tinkering with DKII level editor led me to the same conclusion about the elite creatures. Individual creatures can be made elite though.

So I made the one goblin an LVL 2 elite and replaced the other with a LVL 2 elite warlock. They don't matter much but are a bit tougher. I also added a mana vault near a hidden thief. Once it is obtained it, becomes much more feasable to win as mana would hover around 100k. Normally one battle would consume like 40k from sentry shots.

Modified Level 3 for v1.7 (use command line argument -level level3_vet) (https://www.mediafire.com/file/gb9pir5ejb47a0d/level3_vet.zip/file)

Nice way to add elite creatures for level 2.
Yeah, the level becomes much more beable with the mana vault! I will be adding that suggestion to the level. :)


Amazing Campaign. Incredibly difficult, but the thrill of victory deserves it. Thank you for your work!

Thanks! I haven't worked on the campaign in months, due to holidays/level 9 odd bug pissing me off, discouraging me from further working on this project. But don't worry, I've been working on a new, fresh, 100% original campaign in design and ideas!

Metal Gear Rex
January 20th, 2020, 23:00
I've also been unsuccessful in changing creature names. The suggestions you've given related to level one I can sadly not add. :(

Changing the name is possible but it will change the name of all creatures of that species. It requires tinkering with the text file as well so that means needing to overwrite people's text files and it gets kind of messy but then again, you're already overwriting the original campaign.

If you have editor pro, which you can easily get here (https://lubiki.keeperklan.com/html/dk2_tools_mapedit.php), there's "Unique Name Text ID" to the lower left of the Creature Configuration window, so you just need to edit a line in the text.str file. There's some placeholder lines you can edit no problem, and while you can technically add new lines, I don't recommend it as anyone who doesn't overwrite their text file will experience a crash, whereas otherwise they would merely get the placeholder line (although that looks silly too but it's not as bad as getting a crash of course).

Keep in mind that the unique text id gets saved as apart of global data, so you can overwrite it or have it pass onto other levels. Fixing it isn't a big deal though as it's just one value.

Crafty
January 21st, 2020, 02:14
Changing the name is possible but it will change the name of all creatures of that species. It requires tinkering with the text file as well so that means needing to overwrite people's text files and it gets kind of messy but then again, you're already overwriting the original campaign.

If you have editor pro, which you can easily get here (https://lubiki.keeperklan.com/html/dk2_tools_mapedit.php), there's "Unique Name Text ID" to the lower left of the Creature Configuration window, so you just need to edit a line in the text.str file. There's some placeholder lines you can edit no problem, and while you can technically add new lines, I don't recommend it as anyone who doesn't overwrite their text file will experience a crash, whereas otherwise they would merely get the placeholder line (although that looks silly too but it's not as bad as getting a crash of course).

Keep in mind that the unique text id gets saved as apart of global data, so you can overwrite it or have it pass onto other levels. Fixing it isn't a big deal though as it's just one value.

Good to know, albeit a lot of work for something so minor. Perhaps when I come back to this campaign I'll consider the effort to do make such changes.

Crafty
August 5th, 2020, 20:54
Fresh new overhaul for both levels 1 and 2 are now available to play! Check out the updated description in the original post for more info, located near the bottom. Use the same links to acquire the new levels! (Currently only for version 1.7)

UPDATE: I'm now completely redoing the secret levels and can now play the first secret level! It will be a 5 level campaign mini-series where you fight along with allied keepers and defeat rival keepers!

Crafty
January 14th, 2021, 23:16
Levels 1-3 have been updated. New additions to first three levels, won't mention what they are, for I do not want to spoil it. :)

Big changes to level two's difficulty curve, the end game is a lot harder now, is no longer a curb stomp with 15 level 10 goblins.
The two captains also give better rewards when slain, but they are now harder to kill.

More big changes to level three, the level's early game are easier to deal with and don't become overwhelmed by mid-game. Added additional hero parties for diversity :)

The first 3 map revisions 2.2 are now live! (Should be the last time these maps are touched.)

OneLastBattle
January 17th, 2021, 06:02
I like the complex map design, the increased difficulty and especially the unique dungeon designs but there's a few things I'm less a fan of.

For example, while more difficulty is great it should be fair difficulty. While elite hero parties spawning on the death of key captains is one thing, combined with indestructible hero gates spawning infinite attackers behind your lines and it just gets irritating since you can't move your traps forward and pushing up actually means more squads spawn instead of less. The nature of creature/imp roaming means you'll constantly have to babysit to make sure nobody walking around the middle of your expanded dungeon gets ganked by random hero squads spawning in the middle of your base. If the gates were destructible and the later ones just produced stronger squads you could get a similar level of difficulty without all the irritation.

Also, while the new Keeper dungeons in 11a are huge and expansive it's very weird how they're all allies considering in the original it was a Free For All and half the fun of the map was figuring out when the best time is to jump in on two enemies fighting. So instead it just seems like a bit of a slog as you fight through four comically huge dungeons all directly beside each other. Personally I'd like it more if you rebalanced it so it worked as a free for all.

Also also, I really loved the first bonus level and the idea of maps with allies is neat. However, it seems to randomly crash constantly within the first 10-20 minutes to the point where it's almost unplayable without constant save reloads. I don't have this issue with any other maps so I think there must be a unique issue with this one. Also in the cases where I made it further in before a crash an absurdly huge army of high level heroes came and ate my allies. Is that supposed to happen or is there some trick to saving my allies?

Crafty
January 17th, 2021, 17:40
I like the complex map design, the increased difficulty and especially the unique dungeon designs but there's a few things I'm less a fan of.

For example, while more difficulty is great it should be fair difficulty. While elite hero parties spawning on the death of key captains is one thing, combined with indestructible hero gates spawning infinite attackers behind your lines and it just gets irritating since you can't move your traps forward and pushing up actually means more squads spawn instead of less. The nature of creature/imp roaming means you'll constantly have to babysit to make sure nobody walking around the middle of your expanded dungeon gets ganked by random hero squads spawning in the middle of your base. If the gates were destructible and the later ones just produced stronger squads you could get a similar level of difficulty without all the irritation.

All reoccurring hero parties (infinite unless you break the portal) will stop spawning once you destroy their portal. The only portals you can't break are the 1 x 3 portals (which you're not supposed to be able to) that way intended 1 time only parties can spawn. Unless you've encountered a level where they do keep spawning after destroying a portal, that is not intended and I will fix it. (let me know which level this happened, if it did)


Also, while the new Keeper dungeons in 11a are huge and expansive it's very weird how they're all allies considering in the original it was a Free For All and half the fun of the map was figuring out when the best time is to jump in on two enemies fighting. So instead it just seems like a bit of a slog as you fight through four comically huge dungeons all directly beside each other. Personally I'd like it more if you rebalanced it so it worked as a free for all.

Only green and yellow are allied, I believe. Blue and Pink should not be allied with anyone. Thank you for the feedback though! I will definitely consider changing up how the level plays out. I am currently in the process of rebalancing the levels. (again XD)


Also also, I really loved the first bonus level and the idea of maps with allies is neat. However, it seems to randomly crash constantly within the first 10-20 minutes to the point where it's almost unplayable without constant save reloads. I don't have this issue with any other maps so I think there must be a unique issue with this one. Also in the cases where I made it further in before a crash an absurdly huge army of high-level heroes came and ate my allies. Is that supposed to happen or is there some trick to saving my allies?

Thanks! I'm glad you enjoy the concept. I'll look into it crashing to see if I can identify why that is happening... Can you think of anything specific that happens right before the crash? Like one of your allies dying or killing an enemy keeper or big hero party spawn?

And yes, at least one of your allies is meant to die (blue) due to his dungeon heart being exposed and being weaker in general. (unlike pink) You can save him but it is quite difficult.

Thank you for taking the time to leave your feedback!

OneLastBattle
January 17th, 2021, 21:51
All reoccurring hero parties (infinite unless you break the portal) will stop spawning once you destroy their portal. The only portals you can't break are the 1 x 3 portals (which you're not supposed to be able to) that way intended 1 time only parties can spawn. Unless you've encountered a level where they do keep spawning after destroying a portal, that is not intended and I will fix it. (let me know which level this happened, if it did)

The most annoying examples I can think of are on level 6b, where there's at least one big hero room that has unclaimable terrain surrounding it, making it effectively indestructible. I think there are a few other examples I might be missing but just check if the same terrain is used elsewhere.



Thanks! I'm glad you enjoy the concept. I'll look into it crashing to see if I can identify why that is happening... Can you think of anything specific that happens right before the crash? Like one of your allies dying or killing an enemy keeper or big hero party spawn?


Sorry I really can't think of anything in particular. Sometimes it happens after a few minutes and I don't even get to the first hero attack, sometimes it takes around twenty minutes. The speed and restarting/loading doesn't seem to make a difference except to possibly delay it slightly. Hopefully you can figure it out

Looking forward to the next maps!

Crafty
January 17th, 2021, 22:42
The most annoying examples I can think of are on level 6b, where there's at least one big hero room that has unclaimable terrain surrounding it, making it effectively indestructible. I think there are a few other examples I might be missing but just check if the same terrain is used elsewhere.



Sorry I really can't think of anything in particular. Sometimes it happens after a few minutes and I don't even get to the first hero attack, sometimes it takes around twenty minutes. The speed and restarting/loading doesn't seem to make a difference except to possibly delay it slightly. Hopefully you can figure it out

Looking forward to the next maps!

Hmm, I checked the map and the hero lair around the portals on 6b are claimable, have you tried claiming them with your imps?

I'll do some testing soon of Secret Level 1 to try and isolate why it is crashing.