Okay, here's what I have done so far for the next version of KeeperFX. This will also include some files from my unofficial patch of the original Dungeon Keeper game. Please tell me if you agree/disagree on these changes. And below are some comments to explain some points. Note that some of these changes are ideas taken from MGR's patch.
Code:
Drain creature spell now takes a longer time to reload (same as Lightning)
Lightning creature spell's Damage reduced to 15
WOP creature spell's Damage increased to 150
Wizard has now Persuade as anger job
Wizard can now see invisible creatures
Barbarian also requires 1 tile of Barracks to be attracted
Barbarian's Fear reduced to 17
Barbarian's Armour spell is now acquired at level 4
Barbarian has Grenade at level 9
Barbarian has now Orc as natural enemy
Archer has Grenade at level 7
Dwarf has Grenade at level 10
Dwarf requires 1 tile of Treasury and 1 tile of Workshop to be attracted
Dwarf has now Troll as natural enemy
Knight requires 16 tiles of Lair, 36 tiles of Training and 25 tiles of Garden to be attracted
Knight has now Horny as natural enemy
Knight now does 120 damage points to boulder
Knight has now Kill Creatures as anger job
Avatar can now see invisible creatures
Avatar has Hailstorm and Meteor spells swapped
Avatar has now Kill Creatures as anger job
Tunneller requires 1 tile of Lair to be attracted
Priestess has Sight at level 6
Priestess has now Kill Creatures and Persuade as anger jobs
Giant requires 25 tiles of Lair and 15 tiles of Hatchery to be attracted
Giant has now 950 of health instead of 650
Giant's Salary has been increased to 98
Giant now eats 5 chickens instead of 3 when hungry
Giant has Grenade at level 7
Fairy's Dexterity and Defence have been doubled
Samurai does not see invisible creatures anymore as he already has Sight spell
Samurai doesn't leave the dungeon anymore when angry
Horny can't research anymore
Horny has now Knight as natural enemy
Horny has Missile moved to level 10 and doesn't have the Armour spell anymore
Skeleton can now see invisible creatures
Skeleton's Recovery has been reduced to 1
Demon Spawn has Armour spell at level 10
Fly's Dexterity and Defence have been tripled
Beetle's Armour has been doubled
Hellhound has Rebound at level 7 and Heal at level 9 (Fireball spell removed at level 8)
Hellhound now does 30 damage points to boulder
Hellhound has now Kill Creatures as anger job
Ghost's Fear has been reduced to 0
Ghost's Defence has been increased by 2/3 of his original value
Ghost has now Freeze at level 7 and Hailstorm at level 10
Tentacle's Recovery has been increased to 2
Tentacle doesn't leave the dungeon anymore when angry
Imp isn't humanoid anymore
Orc has now Barbarian as natural enemy
Troll has now Dwarf as natural enemy
Poison Gas trap has now 7 shots
Must Obey spell's price is now 50 instead of 25
Disease spell's Transfer Percentage reduced to 2
Disease spell's Lose Percentage Health reduced to 2
SOE spell has this price now :
100 - 125 - 150 - 175 - 200 - 225 - 250 - 275 - 300
Heal spell has this power now :
80 - 180 - 280 - 380 - 480 - 580 - 680 - 780 - 980
Lightning spell has this power now :
3 - 4 - 6 - 8 - 10 - 13 - 16 - 20 - 25
Disease spell has this power now :
300 - 350 - 400 - 450 - 500 - 550 - 600 - 650 - 700
Chicken spell has this power now :
240 - 280 - 320 - 360 - 400 - 440 - 480 - 520 - 800
Steel door's Manufacture Required increased to 30000
Boulder trap's Manufacture Required increased to 30000
Lightning trap's Manufacture Required increased to 24000
Word of Power trap's Manufacture Required increased to 22000
New sacrifices replacing existing KeeperFX recipes:
TROLL + TROLL = ORC
FLY + BUG = TROLL
BUG + DEMONSPAWN = TENTACLE
FLY + DEMONSPAWN = HELL_HOUND
FLY + SORCEROR = HERO FAIRY
BUG + TROLL = HERO ARCHER
SKELETON + SKELETON = SPEED ALL
DARK_MISTRESS + DARK_MISTRESS = INVISIBILITY ALL
DRAGON + DRAGON = HEAL ALL
SORCEROR + SORCEROR = REBOUND ALL
ORC + ORC = ARMOUR ALL
HELL_HOUND = FLY ALL
VAMPIRE + BUG = FREEZE ALL
VAMPIRE + SPIDER = SLOW ALL
Floating Spirit can't be turned to chicken
Ghost can't be turned to chicken
Imp can't be turned to chicken (computer players won't do so anymore)
Knight can't be turned to chicken
Skeleton can't be turned to chicken
Barbarian PartnerTraining increased to 20
DemonSpawn PartnerTraining increased to 90
Giant PartnerTraining increased to 30
Ancient Keeper and Post Ancient Keeper campaigns have been improved
Lightning creature spell's Damage reduced to 15
I have slightly reduced the damage since Lightning spell can do multiple hits on motionless or slow targets.
Giant has now 950 of health instead of 650
I really found strange that Giant has lower health than the Barbarian which has 700. I wanted the Giant to be a bit like a Bile Demon : a tough creature.
Fairy's Dexterity and Defence have been doubled
Since the Fairy is slim and can fly, I considered rather normal for her to be hard to hit, but also, to allow her to hit more often.
Skeleton's Recovery has been reduced to 1
A creature made of bones should take a whiiiiile to heal himself. By the way, about my older post asking if the Skeleton should be nerfed, I decided to leave him the way he is. I tested with a Missile spell and it's just ridiculous when they're facing against a hero with Rebound. Depending on the amount of Skeletons you get, you could lose so much of them so that you could create a Vampire if you had the Graveyard. I also tested without Missile or Lightning spell but again, it's ridiculous to have tons of Skeletons "dancing" around the combat field, with the hero having the possibility to actually kill one of them, bringing one from the "dancers" coming for the battle. Finally, Lightning was just the perfect spell.
Fly's Dexterity and Defence have been tripled
Same thing as the Fairy above.
Ghost's Defence has been increased by 2/3 of his original value
Since the Ghost is made of... whatever it is, then I consider logical that he could become difficult to hit.
Must Obey spell's price is now 50 instead of 25
This is the very acceptable limit. Higher price costs too much when, for example, you only have one face of Gem block available.
Disease spell's Transfer Percentage reduced to 2
Disease spell's Lose Percentage Health reduced to 2
Okay... Mefisto? You have to TRUST ME about these values. They may seem quite low, but they're still quite deadly. Here, I'm pretty sure that there's a check when a creature is colliding with another creature at every game turn. If a dragon crosses another dragon for example, then maybe 8 game turns have passed while they were crossing into each other. 8 game turns x 2% percent chance already gives 16% which is 1 chance on 6 to get diseased. I didn't look at the code to confirm, this is just my guess. And about the percentage of health lost, I wanted it to be like hunger, which is 50 health points, but here, it's different since it's based on percentage. I tried with a higher value, but the spell is just still too much deadly. At 2%, the creature loses 1/50 of his health which is not that bad. If you take a Bile Demon at level 1, it equals to 24 which is half the hunger, but once level 10, it's twice the hunger (99). Here, I want the Disease spell to be somewhat like the hunger, damaging the creature quite a bit, but not to death. I guess I'm not wrong with the calculations above. Tell me if I am.
I have also brought some modifications to the original campaign levels and Deeper Dungeons levels.
Now I'm up for your comments.