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Thread: Templars' Nightmare

  
  1. #1
    Dungeon Keeper Duke Ragereaver's Avatar
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    Default Templars' Nightmare

    Templars' Nightmare

    Templars' Nightmare

    This realm has earned it's name from the worst case scenarios the vigilant Templar Knights have to face on a daily base: Evil Keepers, horrific Vampires and wicked Sorcerors plague this land. There is one simple solution to it, this realm has to be purged!

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    Edit: texture has been added

    Edit: As of 28-08-2022 this map now requires KeeperFX. I recommend version 0.4.9 and up.
    Last edited by Duke Ragereaver; August 28th, 2022 at 14:54.


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  2. #2
    Dungeon Keeper Duke Ragereaver's Avatar
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    Default Re: Templars' Nightmare

    Templars' Nightmare has been updated. This is with KeeperFX in mind so I hope this level will thus be now more balanced and enjoyable to play.

    Changelog:
    • You start with higher level imps and more of them, but with less gold.
    • Script changes
      • Human does not get the ability any longer to build the Scavenger Room once claimed.
      • Upon Yellow Keepers’ defeat the Blue Keeper gets a free level 10 Vampire in addition to a lot of gold.
      • Raised the level of Creatures entering the map at some points
      • Fewer Dark Mistresses available to attract for everyone.
      • Beetles are no longer available to be attracted.
    • Minor changes to the Heroes’ dungeon including
      • Fewer traps.
      • Added a lot of magic doors in the corridor with the Blue Keeper.
      • More useful rooms.
      • More neutrals and spells/specials to be found.
    • Heroes have been rebalanced.
      • Are more defensive with some pre-placed Heroes assigned to guard posts and the final party defending the Heart.
      • Early Heroes are a little bit tougher while later ones are weaker.
      • The amount Hero parties that spawn have been downtoned, weakened or downright deleted.
    • All Keepers can now attract Hell Hounds without the need of the Scavenger Room.
    • The Warlocks that you can rescue are now much more worth it:
      • Better stats
      • Changed/added some abilities
      • Gas immunity
    • Yellow Keeper
      • Is still defensive (type 02) but is now as fast as a “full” AI (type 00).
      • Can now attract a limited amount of Trolls, Dark Mistresses and Orcs without the need of their rooms.
      • Starting Trolls and Dark Mistresses have been deleted. So meaning with the above point the Yellow Keeper should have a more randomised army and less of a headstart compared to you.
    • Blue Keeper
      • Is now a slow AI (type 01)
      • Becomes belligerent once a condition has been met.
      • Can now attract Orcs without the need of the Barracks room.
      • Can no longer build extra Scavenger Rooms.
    • Avatars are now vulnerable to boulder traps and chicken spell.
    • No more “Beware, the Lord of the Land is approaching!” with every Knight spawn.
    Last edited by Duke Ragereaver; August 28th, 2022 at 15:15.


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  3. #3
    Spider
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    Default Re: Templars' Nightmare

    I remember this level from the original version. When I encountered blue, it was the most belligerent KFX AI I have ever known! Very impressive persistent attack, despite the swathe of traps I had placed. I think I was heading to inevitable defeat when an alpha broke savegames, so I never got to find out.

    I'm playing the new version. I haven't encountered blue yet, but I'm about to. I'll let you know how I get on,

    great level (though loss of beetles hurt a bit!)

    dayo

  4. #4
    Dungeon Keeper Duke Ragereaver's Avatar
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    Default Re: Templars' Nightmare

    Indeed! KeeperFX made the AI much more competent compared to the original Dungeon Keeper on which the level was based on than was intended. The Heroes are also stronger compared to the original game so too much was going on at the same time. It was actually outright unfair and not fun I would say.

    So thats why I decided to update the level to KeeperFX standards.

    I'm playing the new version. I haven't encountered blue yet, but I'm about to. I'll let you know how I get on,
    Great, please do let me know! I assume you have defeated the Yellow Keeper already?

    (though loss of beetles hurt a bit!)
    Yes but I found it too easy otherwise to mass Dark Mistresses through sacrifice and I wanted to emphasize the other Creatures you can attract/neutrals you can find.
    Last edited by Duke Ragereaver; August 30th, 2022 at 19:11.


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  5. #5
    Ghost
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    Default Re: Templars' Nightmare

    I found it a bit too easy. The only annoying thing the Blue AI does is scavenge your minions. The rest of the maps pace is decided by the player.

    Maybe remove a gem or force the player to move over the map. I could just train my minions to level 10, easily remove yellow. And work my way down whites dungeon. Didn't need any traps from the workshop.

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