The Casino jackpot glitch is making me want to break things. 3 glitched creatures hanging around my dungeon heart taking all the gold and refusing to do anything else. I eagerly await your release to end this tomfoolery.
The Casino jackpot glitch is making me want to break things. 3 glitched creatures hanging around my dungeon heart taking all the gold and refusing to do anything else. I eagerly await your release to end this tomfoolery.
I can't actually fix the glitch, I can only reduce the chance of it happening, which is what I did. It's 1 in 32767 chance regardless of Happy or Rigged setting, which is the lowest possible chance I can set it. For comparison's sake, in vanilla, when set to happy, it's 1 in 5000. When set to rigged, it's 1 in 20000. I did try to fix it before, but it only caused the game to crash whenever someone went to the Casino.
I do recall there being something that controlled the amount of Gold they recieved from jackpots in the level variables, but I don't remember 100% and I'll have to look through the whole list again. I can try to do some other things like make it so they collect no gold from a Jackpot, but I can't promise anything. It could be something hardcoded into the game, as I've found to be the case for a number of things. If that is the case, then it's far beyond my power to fix.
Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.
The Awakening: GM Powers Activate!
Tesonu is napping!
Eh, that sounds like enough of a fix to me. But it's done when its done, I can wait.
So I have the patch itself done, I've just been doing some thread related work to get that all done before I release the patch. I would be done already if it weren't for a series of delays that occurred over the weekend due to personal reasons, inconveniently whenever I tried to work on the thread. I don't really want to wait until I complete the thread as I have a good chunk already done, and I'm getting a bit frustrated with things just slowing me down, so I'll be posting the patch sometime today.
I'll update and finish the thread whenever I can after I post the update.
I checked out the released version and it seems that I had already changed it so... it'll be the same in the update, unfortunately. It also means that if you were playing the released version of the patch, you got extremely unlucky for it to encounter three times in the same game. One time is unlucky enough, I rarely see it happen myself, including when it happens to AI Keepers.
Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.
The Awakening: GM Powers Activate!
Tesonu is napping!
The new, updated Patch demo is here! Download [Link]
The thread, as mentioned, is incomplete, but it is mostly complete and I will get to finishing it eventually. You can still check out what's there for the time being. The Hero articles, however, will likely be rewritten as I haven't gone through them in my editing.
I would like to sticky this thread, as the GIM is also stickied, but I think it would be fair if I wait until I finish the thread, first.
This should cover the majority of the changes that have been made since the last patch. So much has happened that it is kind of tricky to get them all down.
General Changes
- The overall lighting has been dimmed significantly to capture a more preferable atmosphere (special thanks to Skarok for starting this before I continued and finished it)
- The tier system (fourth to first class) has been mostly removed (exception is the Dwarf), rebalancing units more around the idea of being stronger or weaker around certain points of the game
- The Thief has been removed in favor of the Mercenary (technically it's the same thing, but there's more to be done with a Mercenary concept compared to a Thief concept, plus it makes more sense logically)
- The Three Princes have been removed in favor of the Blade Master, Templar, and Samurai
- The highest pray value given to units has been decreased from 250 to 200
- Tiles needed for room requirements have been lowered to 1-3 tiles in most cases to grant a slight bit more control over the Portal attractions
- Torture damage has been altered for most units, creating a more appropriate difficulty for converting
- The Guard Post has been removed in favor of the Cyclone Trap
- Inferno shot type has less health, meaning it lasts for a shorter period of time (30 to 24), Damage values have been tweaked to compensate and make it more burst-like
- The addition of updated text files, correcting some typos in campaign mentor speeches, changing the debriefing screens, and properly identifying new creatures/spells/etc
- A fix to include a campaign overworld speech that introduces level 11 (sparklydell), never heard before in any official version of the game
- Established some family relationships between certain Keepers (super important)
The loss of First Class units, buffing of certain other low class units, and addition of new Heroes at the cost of the three princes is moving the patch in a new direction. Now, there is far more variety with different types of units for the same role, but each fulfill that role differently. This goes for both Creatures and Heroes. Creature vs Hero matchups should become a possibility at some point, which is another reason to give each side fair treatment.Creature Changes
- Imp Health buffed from 75 to 125
- Imp lost both Haste spells but gains Teleport at Level 8 instead of Level 10
- Imp Fear / Threat buffed from 5 / 2 to 7 / 3, respectively
- Imps gain 17 instead of 14 experience from working, but their experience needed to level has been increased by 50%, ultimately making them slower
- Goblin Health buffed from 600 to 650
- Goblin DPS / Attack buffed from 20 / 40 to 23 / 46, respectively
- Goblins now gain the Flame spell at Level 10
- Goblin training exp increased from 70 to 80 per second
- Salamander health buffed from 650 to 750
- Salamanders can no longer research nor manufacture
- Salamanders can now drink at the Casino
- Troll health buffed from 1000 to 1200
- Troll DPS / Attack buffed from 13 / 65 to 14 / 70, respectively
- Trolls lost their Magic Missile spell but gains Other Invulnerable at Level 7
- Troll Walking / Running speed buffed from 0.5 / 1.05 to 0.7 / 1.35, respectively
- Troll Pay increased from 400 to 450
- Troll training / combat exp increased from 60 / 225 to 75 / 250 per second, respectively, however, Trolls require 1.5x the experience to they ultimately level slower
- Troll No Lair, No Food, and No Pay annoyance values increased slightly due to faster movement speeds (Troll was considered "slow" before and slow units have reduced annoyance values to compensate their movement while vice versa with faster units, Troll is now "average")
- Bile Demon Health buffed from 1800 to 2000
- Bile Demon DPS / Attack debuffed from 22 / 132 to 21 / 126, respectively
- Bile Demon lost Self Invulnerable
- Bile Demon Hunger time increased from 180 to 240 seconds
- Bile Demon Unhappy job is now Sulk instead of Sleep
- Black Knight Health debuffed from 3000 to 1400
- Black Knight DPS / Attack debuffed from 40 / 220 to 28 / 154, respectively
- Black Knight gained Self Invulnerable at Level 4 and Black Invulnerable (stronger Self Invulnerable) at Level 9
- Black Knight Running Speed increased from 0.6 to 0.8
- Black Knight Fear debuffed from 32767 to 2500
- Black Knight can no longer manufacture
- Black Knight Pay decreased from 6000 to 1000
- Black Knight convert time set to 220 seconds from being impossible to convert
- Black Knight training / combat exp increased from 35 / 125 to 45 / 150, respectively, Black Knights also only require half their previous needed experience to level
- Skeleton Health buffed from 300 to 350
- Skeletons now die instantly from torture
- Skeleton unhappy job set to Sulk instead of Sleep
- Skeleton training exp increased from 65 to 80
- Rogue is now a Blitzer, instead of a Flanker, and will prioritize enemy support
- Rogue Health debuffed from 500 to 450
- Rogue DPS / Attack buffed from 24 / 84 to 32 / 112, respectively
- Rogue Assassinate moved from Level 8 to Level 9
- Rogues can no longer research
- Rogue combat exp decreased from 250 to 225
- Dark Angel Health debuffed from 900 to 500
- Dark Angel DPS / Attack debuffed from 80 / 200 to 70 / 175, respectively
- Dark Angel Regen on Own Land debuffed from 10 to 5 per second
- Dark Angel lost two Disruption copies and the last Disruption is at Level 6, but gains Darkness (stronger Disruption) at Level 10
- Dark Angel Pay decreased from 5000 to 900
- Dark Angel convert time set to 200 seconds from being impossible to convert
- Dark Angel training exp increased from 30 to 40, Dark Angels also only require half their previous needed experience to level
- Horned Reaper Health debuffed from 1700 to 800
- Horned Reaper DPS / Attack debuffed from 60 / 360 to 56 / 336, respectively
- Horned Reaper Inferno moved from Level 7 to Level 4 and Flame moved from Level 5 to Level 6
- Horned Reaper Pay decreased from 4000 to 630
- Horned Reaper convert time set to 120 seconds from being impossible to convert
- Horned Reaper training exp decreased from 40 to 30, however, Horned Reapers only require half their previous needed experience to level, so they still level faster
- Mistress Freeze is swapped out for Chicken (but is still at Level 7)
- Mistresses can no longer manufacture
- Mistress convert time increased from 200 to 250 seconds (they still take no damage)
- Mistresses are much less obsessed with the Torture Chamber, now having a preference to Drink after Training, even when unhappy
- Vampire Health debuffed from 600 to 500
- Vampire DPS / Attack debuffed from 25 / 150 to 22 / 132
- Vampire Drain moved from Level 4 to Level 2
- Vampire first copy of Chicken (level 7) replaced with Freeze and moved to Level 8
- Vampire Pay decreased from 4000 to 1260
- Vampire convert time set to 175 seconds from being impossible to convert
- Vampires only require half their previous needed experience to level
Imps are now worth trying to keep alive, as high level Imps are much less afraid and won't run while also being harder to kill.
Goblin bonuses seem minor, but when combined with higher training values, they can now easily stack on bonuses. This gives them a finer edge against other units, especially when they reach the absurd levels of 8 and beyond. Plus, the Flame stun ability allows them to always be useful. While they were decent enough before, there wasn't much point to having one around and the reduced expenses didn't really help make up the difference.
Salamanders are about the same, that extra durability boost does help make up for their lower melee damage. They also needed a buff somewhere if they were to continue competing with the Goblin.
Troll works in a similar manner as the Goblin, and are best used with Goblins in aggressive rush type strategies. The loss of Magic Missile is a plus, as they no longer waste time casting it and immediately move into tanking position, something easier to be done with higher movement speed. Other Invulnerable is like the Goblin's Flame, a unique ability that always keeps them relevant. They needed these changes desparately as they were very poor before.
Bile Demons now function as a raw Health type of tank. They also leaned on being overpowered before, so technically they've been debuffed but the good news is that they're less annoying with food now as some nice compensation.
Black Knights, now dropped from being First Class units, are gimmicky tank units that rely on Invulnerability to make up for their lower Health. They're also quite aggressive in damage for tanks and can help eliminate glass cannons this way.
Skeletons are a little less glass and cost much less to train, on top of training faster. The latter is very significant, actually. This was a very much needed buff.
Rogues weren't all that special before and needed something to give them an edge, hence the buffs to damage to compliment their invisibility. This is also to help them compete with the buffs going around other normal Creature units.
Dark Angels haven't changed at all in function, they're simply weaker so they can no longer be considered "top tier". They're still late game, however, but not in a really overpowered kind of way.
Horned Reaper does revolve significantly around Inferno, which is why he now recieves it at an early level. This has a side effect of him using it in the Training Room and Combat Pit, which makes it more difficult to manage him. His damage is mostly kept intact, it's mostly his Health and spells that took a drop when transitioning from First Class to Normal Class.
Mistress with Freeze doesn't work well. As nice as it is on its own, Freeze does cancel out the stun, meaning the target doesn't take double damage. Chicken, on the other hand, synergizes very well with stunning and is a nice buff to the Mistress.
Vampires are, funnily enough, stronger, due to modifications done to Drain. They were just really bad first class units before. Vampires act as mid and late game support units with Drain, then turn into carry type units when they reach Levels 9 and 10.Hero Changes
- Dwarves gain 17 instead of 14 experience from working, but their experience needed to level has been increased by 50%, ultimately making them slower
- Guards can no longer research
- Royal Guard Health debuffed from 2250 to 950
- Royal Guard DPS / Attack debuffed from 52 / 286 to 24 / 132, respectively
- Royal Guard Stun time increased from 1 to 2
- Royal Guard Regen on Own Land debuffed from 40 to 20 per second
- Royal Guards are no longer immune to Chicken
- Royal Guards can no longer research nor manufacture
- Royal Guard Pay decreased from 7000 to 1350
- Royal Guard convert time set to 240 seconds from being impossible to convert
- Royal Guards are attracted by the Guard Room (9 tiles) rather than the Combat Pit (25 tiles)
- Royal Guard combat exp increased from 150 to 175, Royal Guards also only require half their previous needed experience to level
- Royal Guards now gain minor happiness from being held instead of remaining neutral
- Knights can no longer research
- Knight convert time increased from 150 to 160 seconds
- Stone Knight Health buffed from 3500 to 4000
- Stone Knight DPS / Attack debuffed from 30 / 180 to 20 / 120
- Stone Knight Regen on Own Land debuffed from 180 to 0 per second
- Stone Knight lost first copy of Self Invulnerable (Level 3) and Other Invulnerable, but kept second copy of Self Invulnerable (Level 8)
- Stone Knight Pay decreased from 9000 to 1750
- Stone Knights no longer die instantly from torture
- Stone Knight combat exp increased from 100 to 125, Stone Knights also only require half their previous needed experience to level
- Thief to Mercenary is now a Blitzer, instead of a Flanker, and will prioritize enemy support
- Thief to Mercenary Health buffed from 450 to 700
- Thief to Mercenary DPS / Attack buffed from 22 / 44 to 40 / 100, respectively
- Thief to Mercenary Melee Recharge increased from 2.0 to 2.5 seconds
- Thief to Mercenary Stun time increased from 0 to 1 second
- Thief to Mercenary Spell Set revised from Self Invisibility (Lv3), Other Invisibility (Lv5), Great Invisibility (Lv8) to Arrow (Lv3), Self Invulnerable (Lv8), Knives (9)
- Thief to Mercenary can now Reveal Adjacent Traps
- Thief to Mercenary can no longer research
- Thief to Mercenary Manufacture value buffed from 4 to 40
- Thief to Mercenary Pay increased from 800 to 2000
- Thief to Mercenary convert time increased from 30 to 50 seconds
- Thief to Mercenary no longer explores and prioritizes Training over Drinking when Happy
- Thieves to Mercenaries are now attracted by Treasury (1 tile) instead of Casino (3 tiles)
- Thief to Mercenary training / combat exp decreased from 80 / 350 to 70 / 200, respectively
- Thief to Mercenary no longer gets angry with Creatures
- Giant is now a Flanker, instead of a Blitzer, and is no longer concerned with enemy support
- Giant DPS / Attack buffed from 50 / 300 to 67 / 402, respectively
- Giants gained Greater Bash (no damage short-ranged stun) at Level 3
- Giants are now attracted by Hatchery (20 tiles) instead of Training Room (9 tiles)
- Giant training / combat exp increased from 40 / 175 to 45 / 225
- Wizard Spell Set revised from Magic Missile (Lv1), Meteor (Lv5), Great Invulnerable (Lv9) to Earth Blast (Lv1), Ice Missile (Lv5), Fire Storm (Lv10)
- Wizard combat exp decreased from 225 to 150
- Elven Archer Health buffed from 400 to 450
- Elven Archer lost Slow but gained Chaos Charm at Level 9, Arrow moved from Level 7 to Level 5
- Elven Archer training exp increased from 60 to 75
- Elven Archer gender has been secretly confirmed (but at a terrible price)
- Monk Magic Missile swapped for Fireball (still at Level 2)
- Monk combat exp decreased from 250 to 175
- Fairy Super Meteor (Level 8) replaced by Chainfire (Level 9), a stronger spell that can vary in damage or hit multiple targets in specific situations
- Lord Spell Set revised from Great Heal (Lv5), Self Invulnerable (Lv8), Great Invulnerable (Lv10) to Full Heal (Lv5), Blade Flurry (Lv7), Black Invulnerable (Lv9)
- Added the Blade Master, a melee unit with crowd control abilities
- Added the Templar, an ability based melee tank
- Added the Samurai, an ability based melee blitzer
Royal Guards act as an interesting alternative to the normal Guard now. Their basic stats are inferior, but they still have Health regen to make up for any loss in fighting ability in the early game when fighting defensively. They still have a higher burst of damage, which can be used for something. The most unique differnece is Normal Heal and Other Invulnerable compared to the Great variations that the Royal Guard has, giving her far more support capabilities in the late game.
Stone Knights no longer rely on insane Health regen to stay alive, but have a slight increase in Health instead to maximize that area instead. Other than that, they functions just about the same as before. They're super tanks, being all about raw defense more than anything else. Their damage is rather disappointing, however.
Mercenaries are a little bit more than what meets the eye. They're very powerful in the early game due to the amount of burst damage they can do, especially with Arrow. They're like rush type units, and are meant to be used to win the game before their Payday takes its toll. When properly leveled, the Mercenary is a powerful blitzer but with defense. Self Invulnerable can go a long ways to protecting the Mercenary and is just what every blitzer needs to not die within the first few seconds of combat. No more of this pansy support Thief crap.
Giants were admittedly rather weak. They had nice burst, but it wasn't enough and they tied way too quickly. They also trained very slowly. These buffs are just what they needed to make a real difference.
Wizards were pretty poor before due to their spell set. They simply had nowhere to shine. This new spell set turns them into super burst units with a variety of functions, typically leaning on crowd control however. They're very powerful and tricky to play around, but are also very fun to use.
Elven Archers were also lacking quite a bit. They survived solely on the gimmick of having 8 tile range and being annoying to kill, but it wasn't enough. Therefore, they were changed around to have stronger early game. They train fast and can get Arrow rather quickly, giving them a burst that works well with Mercenaries. They're at a loss in the mid game, much like Mercenaries, but in the late game, Elven Archers can gain Chaos Charm, which is a powerful control ability that can make confusing large scale battles even more confusing, but in a way that benifits.
Monks were pretty good before but the problem is that Magic Missile didn't work well with their purpose. It had a short recharge time, which caused them to cast it more frequently, doing pitiful damage while distracting them from their main purpose, which is to Heal and Protect allies. With Fireball, Monks are not only stronger in damage, but the long recharge time for the spell allows Monks to be available for more frequent castings of Great Heal and Great Invulnerable. They are now ready to be known as that annoying son of a b*tch Healer on the enemy side.
Fairies weren't overpowered enough in the late game, so I made them stronger. Prepare to cry with Chainfire.
Lords weren't strong enough either. Boss Tier has pretty high standards, as it so turns out. Lords are now super annoying with Full Heal, have some crowd control with Blade Flurry, and even greater protection with Black Invulnerable.
Blade Master is a totally new concept. The idea is to give the Hero Side some kind of Area of Effect specialist. Originally, they were Mage Knights, but that didn't work out so well, so now comes the Blade Master. It's a bit awkward to fill the role of Area of Effect with a Melee Unit in DK2, but it works. They utilize both Cleave and Blade Flurry and can be absolutely crushing against rush type units, especially if they're not leveled properly. Their weakness happens to be the more durable targets that simply shrugg off their damage.
Templars are interesting units. They have a respectable amount of Health on top of Health regen, making them pretty decent tanks in the early game. They lack proper damage output, however, which puts them behind the Knight. When they gain Invulnerable Self, they act similarly to the Black Knight as a tank, but become more unique as they level. Flame provides them with a disabler stun ability to slow down enemy aggression, while the Light Spell allows them to literally shine in the late game. It is a finisher, being so powerful in damage that it completes the Templar as a unit, covering her last weak point. The one problem is getting her to reach that level.
Samurai were great in DK1, so why not the DK2? They make themselves known on the Hero Side as being the supreme quick hitter, much like the Goblin on the Creature side. They can quickly stack damage when trained properly and possess Thunder and Freeze, two very powerful and solid abilities, to give them an edge in the mid and late game.Creature Spell Changes
- Spit Fire Range increased from 3 to 5, Aiding the Salamander as a Support Unit
- Guided Arrow DPS / Attack buffed from 22 / 220 to 24 / 216, Recharge decreased from 10 to 6 seconds, Allows the low leveled Elven Archer to attack more frequently without sacrificing much burst
- Arrow DPS / Attack debuffed from 32 / 480 to 28 / 448, Recharge increased from 15 to 16 seconds, Compensation for Arrow being used at lower levels by the Elven Archer and Mercenary
- Drain Damage buffed from 10% to 20% of Max Castor Health, buffing the Vampire considerably
- Flame DPS / Attack debuffed from 40 / 400 to 18 / 288, Recharge increased from 10 to 16 seconds, Compensation for Flame no longer being a high tier spell for the Horned Reaper alone, Effects the Goblin, Reaper, and Templar
- Assassinate DPS / Attacked adjusted from 63 / 2520 to 44.8 / 3360, Recharge increased from 40 to 75 seconds, Damage is still 30x Base Rogue Attack / 5x Level 10 Rogue Attack
- Inferno DPS / Attack debuffed from 45 / 45 (1350 damage total) to 32 / 32 (768 damage total), Recharge decreased from 30 to 24 seconds, Compensation for the Reaper no longer being high tier and getting the spell earlier
- Disruption DPS / Attack debuffed from 40 / 2000 to 35 / 1750, Still is equal to 10x base Dark Angel Damage
- Self Invulnerable duration buffed from 7 seconds to 9 seconds, Effecting the Black Knight, Stone Knight, Templar, and Mercenary
- Fixed an error with Other Invulnerable, where it unintentionally had a Recharge of 46 seconds instead of 36 seconds, effecting the Troll and Guard
- Added Cleave, an early game ability with area of effect, unique to the Blade Master
- Added Blade Flurry, a late game ability with area of effect that acts as an upgrade to Cleave, unique to the Blade Master and Lord of the Land
- Added Earth Blast, a basic burst type spell that stuns and negates half of invulnerability, unique to the Wizard
- Added Ice Missile, a mid game spell that freezes all targets in a line and stacks damage based on how many enemies it hits, unique to the Wizard
- Added Fire Storm, a late game spell that stuns a target then summons a stronger hailstorm and a more burst-like form of Creature Inferno, unique to the Wizard
- Added Chainfire, a powerful late game projectile spell that hits up to 15 times and can sometimes split its damage between foes, unique to the Fairy
- Added Darkness, a late game spell that acts as a superior to Disruption, unique to the Dark Angel
- Added Light, a powerful late game projectile burst type spell that hits up to three times, unique to the Templar
- Added Greater Bash, a short ranged stun ability that deals no damage, unique to the Giant
- Added Chaos Charm, a late game burst type ability that has a brief turncoat effect, unique to the Elven Archer
- Added Black Invulnerable, a late game ability that acts as a superior to Self Invulnerable, unique to the Black Knight and Lord of the Land
- Added Full Heal, a super powered boss spell that fully heals any unit except King Reginald, unique to the Lord of the Land
- Removed Magic Missile, as Troll, Wizard, and Monk no longer use it
- Removed Super Meteor, as Fairy now has Chainfire
- Removed Slow, as Elven Archer now has Chaos Charm
- Removed Other Invisibility, as the Thief as the Mercenary no longer needs it
- Removed Great Invisibility, as the Thief as the Mercenary no longer needs it
Room Changes
- Casino Gold Cost decreased from 900 to 800
- Guard Room Initial Health buffed from 4000 to 5000
- Guard Room Regeneration buffed from 50 to 100
- Graveyard Gold Cost decreased from 1750 to 1250
- Graveyard Max Health debuffed from 20000 to 10000
- Graveyard Initial Health debuffed from 10000 to 3000
- Graveyard Regeneration debuffed from 100 to 50
Guard Rooms have the unique advantage of slowing down enemy aggression. They have so much Health at max that it takes Imps forever to claim them. Being able to stop enemy claiming of land can be crucial, as you force an opponent to either fight on your territory or hold off their assault, buying you precious time. The concept is nice, but the values were too low and it took the room too long to reach max Health, even when planning ahead of time.
The Graveyard changes are a result of the room no longer being considered a higher tier room, as the Temple and Combat Pit still are. This is due to Vampires no longer being "First Class". However, with Vampires being extreme late game units as they are, it is possible these changes may be reversed, at least to an extent.Keeper Spell Changes
- Create Imp Upgraded Creates a Level 3 Imp instead of a Level 5 Imp, compensation for the Imp buffs
- Tremor Mana Cost increased from 30000 to 50000
- Tremor Recharge Time increased from 20 to 50 seconds
- Chicken Mana Cost decreased from 35000 to 30000
- Chicken Recharge Time decreased from 50 to 40 seconds
- Chicken Normal Duration increased from 10 to 13 seconds
- Chicken Upgraded Duration increased from 17 to 21 seconds
- Inferno Mana Cost increased from 75000 to 125000
- Inferno Recharge Time increased from 60 to 90 seconds
- Inferno Normal Damage adjusted from 55 * 30 (1650 damage total) to 60 * 24 (1440 damage total), the spell is noticably weaker overall but also just as noticably has more burst
- Inferno Upgraded Damage increased from 70 * 30 (2100 damage total) to 90 * 24 (2160 damage total), the spell is about the same overall in damage but has much higher burst to better suit the spell's purpose
Despite the original nerfs to the Tremor Spell, it was still very powerful simply in how quickly it could be recast. It's strong because Traps and Doors are strong, and Tremor is the simple solution to bypassing that, which is why it needed to be nerfed again.
The Chicken Spell was nerfed quite a bit originally, and unjustly I say. Let there be Chickens.
Inferno was fine before, but the only issue with it was that it didn't execute the original concept as perfectly as before. It's a super spell, a massive nuke, and it is going to be harmful to someone. The idea is to cast it in a way so that it's more harmful to the enemy than the castor. The spell is also more devisating when it catches an enemy by surprise, but at the same time, is much more harmful to the castor of an enemy successfully plays around the spell and baits it out at a bad time. The spell can be seen as a game ender, in both a direct and indirect way.Trap Changes
- Spike Trap Damage increased from 93 to 108, but its recharge is increased from 3 to 4, lowering its overall DPS
- Fixed an error with the Freeze Trap, where it had a Recharge time of 20 seconds and duration of 20 seconds instead of 12 and 9 respectively
- Fireburst Damage adjusted from 45 * 30 (1350 damage total) to 56 * 24 (1344 damage total), about the same but just with more burst
- Fixed an error with the Fireburst Trap, where it had a Recharge time of 12 seconds, instead of the intended 15 seconds
- Fireburst Mana to Fire increased from 2500 to 5000
- Added the Cyclone Trap, a utility type Trap like the Slow Trap that can stun ALL units within a certain radius for a lengthy duration
Level Changes
- All Levels - Readjusted Wizard, Mercenary, and other Hero Levels to adapt to the new stats and abilities, Elves are used more as a replacement to the Wizard, Mercenaries are a little more common
- Level 1 - Knight is now named "Antonius"
- Level 2 - Added a new small mini section with a special item
- Level 3 - Starting Area is now fully revealed
- Level 3 - Moved the central part of the main Hero Fort back a bit and made it so Wizards leave the frontlines to go into the fort, making them less annoying to deal with when claiming land
- Level 3 - Added a Sentry Trap on each Hero Gate to help protect them / support Heroes
- Level 3 - The single high leveled Mercenary that appears now ignores enemies and goes straight for the Treasury
- Level 3 - Lord is Level 6 instead of Level 8 due to Blade Flurry, Knight bodyguards and Lord's Hero Party are buffed significantly to compensate (Lord still suicide charges to attack the Player, however)
- Level 4 - Swapped out the Level 10 Guards protecting the Increase Level Special for Level 10 Knights and a Level 10 Wizard, also revealed the area to inform the Player
- Level 4 - Moved the Lord's Fort a bit so it's not adjacent to the unique "Edge of Map" tiles, making the intro look a bit nicer
- Level 5 - Reduced the amount of Gold on the map by a significant amount
- Level 5 - Added some Guards to protect the lone Wizard and Sentries within the Hero Fort
- Level 5 - Added a few more Fear Traps in certain areas
- Level 5 - Added the Locate Hidden Land puzzle (but the hidden land itself hasn't been updated)
- Level 6a - Gave the Player a Level 3 Troll at the start of the map
- Level 6a - Elves at Level 9 are lowered to Level 8 to prevent enemy use of Chaos Charm
- Level 6a - Tweaked a lot of Hero Levels in various areas
- Level 6a - Fixed an error where the Lord wouldn't attack the Player even if the Player killed enough Invasion Hero Parties
- Level 6a - Fixed an error where Heroes would continue to spawn from one of the gates within the east side of the Hero Fort (or something like that, there was an error there but it's been a while since I fixed it)
- Level 6b - Tweaked a lot of Hero Levels in various areas, making a higher variety of units available for convert but reducing the overall amount
- Level 6b - Replaced the Royal Guards with Samurai, giving a sneak peak of them
- Level 6b - The four Knight guardians at the very end are now all Level 9
- Level 6b - The Lord will now run for the gate when attempting to bait him into the dungeon / he is injured
- Level 6b - Replaced the two Fear Traps near the start with a Cyclone Trap, as they were very annoying
- Level 6b - Removed the Boulder near the start, as that was just dumb
- Level 6b - Adjusted Trap Placement a bit in other, less notable ways
- Level 6b - Fixed an error where certain Hero Tiles near the end were dirt path, removing Sentry Traps
- Level 6b - Excessive Traps, Doors, and Heroes that were left over from the 6a version of the map but didn't impact 6b in any way have been removed
- Level 6b - Certain atmospheric changes / fixes have been made so that the Blue Creatures up north properly assault the castle and Threat Level 2 music or higher will constantly play as it occurs
- Level 7 - Added a bit more and repositioned the Gold at the beginning and moved the Portal so it is no longer directly connected to the Dungeon Heart
- Level 7 - Added a few Sentries around Gormagon's dungeon and adjusted the terrain to make it more difficult to bridge directly to the Hero Side
- Level 7 - Removed the "secret entrance" to the Hero Fort
- Level 7 - Added more Gold to the east lava tunnel
- Level 7 - Added high leveled Wizards and adjusted the terrain to protect the southwest Hero Gate better
- Level 7 - Buffed the Hero Waves to increase the amount of pressure on the Player
- Level 7 - Adjusted Hero Levels to emphasize Giants and Fairies more in certain areas over other Heroes, especially during the Lord Battle
- Level 7 - Fixed an error where the Hero Invasion script wouldn't loop properly (not sure if this was in the released version or if it appeared when I was editing the map but it did exist at one point and it has been fixed)
- Level 8 - Map has been redesigned essentially from scratch, baring some basic resemblence to the released version such as different sections for the Wizards and the idea of needing to kill all Wizards to reveal the Lord, but other than that, the new map can't really be compared to the old map
- Level 8 - Wizards have stronger stats and unique spell sets to make them act as mini-bosses
- Level 8 - Samurai are introduced
- Level 9 - Revised the map so that the Lord appears much sooner, but stays at each stopping point for longer periods of time, making it more a challenge of reaction and faster paced planning
- Level 9 - Redid all Hero, Trap, and Door placement from scratch
- Level 9 - Removed the center row as an entering and stopping point, due to the vulnerability of that row
- Level 9 - Adjusted the terrain / placement of the northwest destructable Hero Gate, making it more accessible to the Player from the start
- Level 9 - Added a second Portal and a Mana Vault at the start
- Level 9 - Revised the intro to make it even better
- Level 10 - Revised the level to emphasize Asmodeus more as a threat rather than just the Heroes, the level also continues after the final Hero Invasion, even if the Heroes kill Asmodeus
- Level 10 - Asmodeus will now successfully attack the Player if he is still alive after the final Hero Invasion
- Level 10 - Revised trap placement in Asmodeus' dungeon to make him more defensively powerful
- Level 10 - Asmodeus' Creature Pool has been tweaked, giving him less small Creatures and more durable units
- Level 10 - Asmodeus has only three Portals instead of four during the majority of the map, but gains two more Portals during the final Hero Invasion to have more than ever before
- Level 10 - The three northern Hero Gates are now spread out and also spawn Hero Parties that attack Asmodeus
- Level 10 - The final Hero Wave now focuses entirely on Asmodeus by default, but switches over to focusing on the Player depending on how many bridges the Player claims
- Level 10 - The three bridges and Hero patrols are revised to make capturing the bridges less frustrating but still challenging as a different strategy and approach is needed for each bridge
- Level 10 - There are now Level 9 Elven Archers at the bridge, introducing Chaos Charm
- Level 10 - The Lord now patrols the second bridge rather than remaining in his chambers
- Level 10 - If the Lord dies, all northern invasion scripts stop, the patrol reinforcements are weaker, and the final Hero Invasion is also significantly weaker
- Level 10 - Removed the western alternative entrance to the Hero Fort and replaced it with a small section of Gold
- Level 10 - Blade Masters are introduced
- Level 10 - It is worth mentioning that there exists a secret ending where the Player can get a sneak peak at the Templar and battle a special boss
- Level 11 - A version is now known as the easiest, B version is the hardest, and C version is the most gimmicky
- Level 11 - Belial gains some more durable units at the start of the map and as it progresses, allowing him to better hold against the new threats
- Level 11 - Drako has a second Portal in the A variation, like how he does in the B variation
- Level 11 - Kronos remains inactive for a longer period of time in the B version but his Creatures are much stronger when he does attack
- Level 11 - Morgona no longer has Thunderbolt
- Level 11 - Raksha is significantly stronger, even more so in the B version, partially to compensate for the Dark Angel nerfs, and is more reckless with Inferno
- Level 11 - Raksha will now attack sooner if Morgona is killed early on
- Level 11 - In the B variation, the starting Creatures are gained immediately from claiming the Portal, rather than the immediate start of the map
Last edited by Metal Gear Rex; March 25th, 2014 at 00:47.
Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.
The Awakening: GM Powers Activate!
Tesonu is napping!
I like a lot of changes, everything looks very reasonable (number-wise). I am looking forward to playing this some time soon.
Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.
The Awakening: GM Powers Activate!
Tesonu is napping!
Don't cheer too soon. Have been trying without too much success,... Had an installation working from here not too long ago that still kept crashing, and now installed a fresh copy of dungeon keeper silver I don't get working(followed all steps in the troubleshooting forum). In either case, both are already patched to 1.7 which you advice against. Not sure how I can get hold of a 1.3 version(I don't think I still have my hardcopy), so I think I'm going to give your demo a go on 1.7 anyway.
Edit: Read the readme, won't work, too bad. Guess I'm going to look for the old cd or give up again.
Last edited by YourMaster; March 25th, 2014 at 19:46.
Managed to install it, played the first level, so far so good.