I have some minor free time window, so I will gladly play a couple of levels and give you feedback.
I have some minor free time window, so I will gladly play a couple of levels and give you feedback.
Here is a preview of the 3.0 patch. It's Levels 1 to 11. Level 11 is what needs testing.
There's still some polishing I haven't quite finished. Effect generators are not present in all the maps, I haven't checked up on the debriefing text if there needs additional updating, things like that.
DKII Patch 3.0 Preview.zip
Here is the change log, largely unorganized. I'll give it better format and explain reasoning behind a lot of the changes when I finish the real update.
General Changes
Fixed the Heal Spell so it never misses, can be self-cast, and also allows Healers to heal allies in the dungeon if the allies are in fleeing status
Modified Shot Delays and Offsets of All Units / Traps to Match the Animations as best they can (due to multiple melee animations for most units, it is literally impossible to make them match up perfectly)
Heal Effect Globally Changed to the Unused Resurrect Creature Effect, Resembles DK1 Heal with Pinkish Hearts
Removed Book Explosion Effect from Library
Fixed Error where Graveyard still had the original 1750 Gold cost, instead of the updated 1250 value
Fixed a bug where if you build a Sentry and a Slow Trap simultaneously, after one is crafted, the workers don't bother to manufacture the other
Decreased Odds of Casino Jackpot from 1 in 32767 to 1 in 999999999
Impentrable Rock no longer provides wall furniture
Casino now has a Fruit Machine that makes terrible fruitcakes (it doesn't actually produce fruitcakes)
Changed Order of Keeper Spells, Traps, and Doors
Changed Text file so that the Skirmish / Multiplayer menus can properly reflect the above (this effects non-patched files)
Tweaked Text files to reflect statistics of Creatures, Rooms, Traps, Doors, and Spells
-New Spell Order-
Create Imp
Thunderbolt
Possession
Heal
Sight-of-Evil
Call-to-Arms
Crystal Field
Chicken
Invulnerable
Tremor
Inferno
Impentrable Rock from R75 G40 B20 to R40 G30 B20
Dirt from ??? to R75 G40 B20 to R30 G20 B10
Water from R35 G130 G105 to R65 G90 B50
Lava from R300 G200 B100 to R360 G120 B0
Gold from R180 G140 B52 to R240 G200 B80 to R180 G160 B50
Gem from R218 G180 B76 to R360 G240 B200 to R180 G150 B240
Vault from R115 G97 B65 to R30 G20 B10
Claimed Vault from R115 G97 B65 to R150 G125 B100
Claimed Vault Added Ambient Light R40 G40 B40
Claimed Tile from R90 G75 B65 to R80 G65 B50
Reinforced Wall from R115 G97 B65 to R80 G65 B50
Goblins less annoyed from food / pay
Trolls more annoyed from Lair / food
Knights more annoyed about pay / slap
Mercenaries much less annoyed from held
Guards less annoyed about Pay / held
Elves less annoyed about food / pay
Imp Light Radius is higher (2.0 to 2.5)
Dwarf Light Radius is lower (2.0 to 1.25) but Lighting is higher (255 to 511)
Reapers have "Red Aura"
Dark Angels have "Blue Aura"
Templars, Lords, and Kings have white "aura"
Fairies, Monks, and Light Wardens have light "auras"
Removed Blade Master Lighting
Adjusted Possession Eye Height on the Salamander, Bile Demon, Reaper, Blade, Samurai, Templar, Lord, and King
Spell Books have light, Player Colored Auras
Call-to-Arms light is brighter with a slightly larger radius and is player colored
Dungeon Heart light is brighter with a slightly larger radius and is player colored
Portal Gem light is brighter
Specials now have a light aura that is Player Colored
Gold has a bit of a glowing shine
Magic Missile Effect's Light Radius changed from 2.5 to 2, Color set from R255 G0 B255 to R127 G127 B511 (effects Ice Missile projectile)
Fireball Shot Effect's Light Radius changed from 2.5 to 1.5
Cannon Ball Shot Effect's Light Radius changed from 2 to 1.5
Freeze Spell Effect Light Radius changed from 2 to 1.5, Color changed from ??? to R127 G127 B511
Frozen Subject Effect Light Radius changed from 1.5 to 1, Z Coordinate changed from 0 to 0.5, Color changed from R140 G190 B250 to R50 G50 B200
Inferno Data 1 Effect Light Color changed from R400 G320 B100 to R511 G320 B100
Lava Fireball Effect Light Radius changed from 1 to 1.5, Color changed from R200 G150 B100 to R400 G150 B75
Added Light to Frost Ball Effect, Radius of 2.5, Color set to R511 G511 B511 (effects Ice Missile creation and Light projectile)
Added Light to Charge up Effect spiral, Radius of 2.5, Color set to R30 G112 B30 (effects Blade Flurry, Tearing Cyclone, and Banishment of Evil)
Added Light to Special Box Idle Effect, Radius of 2, Color set to R112 G112 B112 (effects Specials, Blade Flurry, and the latters' variants)
Added Light to Firebomb Explosion Effect, Radius of 2.5, Color set to R300 G150 B20
Added Light to Fireburst Trap Effects, Radius of 2.5, Color set to R511 G320 B100
Added Light to Explosion sputter Effect, Radius of 2.5, Color set to R511 G320 B100
Added Light to Horny Birth Effect, Radius of 2, Color set to R511 G100 B60
Added Light to Lightning Bolt Strike, Radius of 2, Color set to R150 G50 B255
Added Light to Resurrect Creature Effect, Radius of 2.5, Color set to R511 G0 B255
Added Light to Portal Sacking Effect, Radius of 1.5, Color set to R255 G255 B255
Added Light to Special Activation Effect, Radius of 2.5, Color set to R511 G511 B511 & Player Colored
Added Light to Firering, Radius of 2.5, Color set to R300 G150 B20 & Player Colored
Removed Elf Knifes Effect's Light (2 Radius, R150 G120 B120)
Removed Spot Hit 1 Effect's Light (2.5 Radius, R20 G250 B50)
Removed Disruption Shot Effect's Light (2.5 Radius, R20 G220 B50)
Removed Vampire Slow Shot Effect's Light (2 Radius, R240 G250 B120)
Revised Possession Mana Cost for all Creatures, following a formula to calculate potential danger of the creature under possession.
Melee Formula: (DPS * 5) * (1 + RunSpeed / 5)
Support Formula: Total DPS of All Spells + Melee DPS * X ; Doesn't Count Healing ; X = 1, 2, or 4 depending on the melee focus of the unit
Immunity to Chicken multiplies the cost by 1.5
Goblin: 90 to 326
Salamander: 90 to 243
Troll: 40 to 177
Bile Demon: 80 to 237
Black Knight: 90 to 324
Skeleton: 120 to 680
Rogue: 90 to 452
Dark Angel: 160 to 966
Reaper: 200 to 728
Warlock: 80 to 162
Firefly: 50 to 251
Mistress: 70 to 352
Dark Elf: 80 to 270
Vampire: 150 to 1053
Tunneller: 50 to 198
Guard: 175 to 345
Light Warden: 200 to 409
Knight: 210 to 414
Stone Knight: 100 to 336
Templar: 225 to 384
Mercenary: 250 to 611
Giant: 220 to 723
Samurai: 300 to 738
Blade Master: 300 to 382
Wizard: 100 to 321
Elven Archer: 80 to 214
Monk: 120 to 112
Fairy: 190 to 567
Lord of Land: 1250 to 2572
The King: 5568 to 6572
Revised Chicken HP calculations for all Creatures
Old System based on size
V.Small: 120 ; Small: 110 ; Average: 100 ; Large: 90 ; V.Large: 80
New System based on size + Max HP
V.Small: 100 + 5% ; Small: 85 + 4.5% ; Average: 70 + 4% ; Large: 55 + 3.5% ; V.Large: 50 + 3%
Total HP Gained from a Full Meal:
Goblin: 300 to 366
Salamander: 300 to 390
Troll: 300 to 498
Bile Demon: 480 to 1020
Black Knight: 450 to 765
Rogue: 300 to 306
Dark Angel: 300 to 330
Reaper: 450 to 485
Warlock: 220 to 214
Firefly: 120 to 137
Mistress: 220 to 246
Dark Elf: 300 to 378
Guard: 300 to 426
Light Warden: 220 to 296
Knight: 450 to 835
Templar: 450 to 885
Mercenary: 300 to 402
Giant: 480 to 570
Samurai: 300 to 378
Blade Master: 300 to 510
Wizard: 220 to 210
Elven Archer: 300 to 318
Monk: 300 to 282
Fairy: 120 to 117
Lord of Land: 480 to 1500
The King: 480 to 2220
Revised Slap Damage calculations for all Creatures
Old System based on size
V.Small: 30 ; Small: 80 ; Average: 150 ; Large: 240 ; V.Large: 350
New System based on size + Max HP
V.Small: 75 + 2% ; Small: 75 + 3.25% ; Average: 75 + 4.5% ; Large: 75 + 5.75% ; V.Large: 75 + 7%
Imp: 40 to 80
Goblin: 150 to 133
Salamander: 150 to 142
Troll: 150 to 183
Bile Demon: 350 to 355
Black Knight: 240 to 236
Rogue: 150 to 111
Dark Angel: 150 to 120
Reaper: 240 to 144
Warlock: 80 to 91
Firefly: 30 to 90
Mistress: 80 to 102
Dark Elf: 150 to 138
Tunneller: 80 to 107
Guard: 150 to 156
Light Warden: 80 to 120
Knight: 240 to 259
Templar: 240 to 276
Mercenary: 150 to 147
Giant: 350 to 180
Samurai: 150 to 138
Blade Master: 150 to 187
Wizard: 80 to 89
Elven Archer: 150 to 115
Monk: 150 to 102
Fairy: 30 to 82
Lord of Land: 350 to 395
The King: 350 to 715Creature Changes
Firefly
'Reintroduced' to the Patch
Firefly is a Support unit
Health: 750 (Warlock has 500)
Stun: 0
Spells: Firespark (2), Scorch (6), Flare (9)
Movement Speed: 1.6 (walking and running)
Pay: 175
EXP: 175 (Combat), 70 (Training)
Attraction: Treasury (1)
Explores, Trains, or Drinks with an even chance of all three
Refuses to Pray
Rarely annoyed outside of being held
Mistress
DPS / Attack: 34 / 68 to 52 / 104
Replaced Second Lightning with Thunder
Chicken Moved from Level 7 to 6
Thunder Moved from Level 6 to 9
Pay/Gold Held: 1420/2130 to 1320/1980
Mistress no longer tortures herself and now takes damage from torture
Convert Time from 250 to 180
Combat EXP: 175 to 150
Salamander
Removed Spit Fire
Added Firebomb at Level 10
Fixed an error where he had 1.65 'shuffle speed' instead of 1.75
Rogue
Health: 900 to 800
DPS / Attack: 64 / 224 to 68 / 238
Distance Can See/Hear: 6 to 7
Black Knight
Fixed an error where he had 0.6 'shuffle speed' instead of 0.8
Vampire
Chicken Replaced with Tearing Cyclone
Can now walk on water
Dark Angel
Fixed an error where he had 1.7 'shuffle speed' instead of 1.9
Horned Reaper
Health: 1600 to 1200
Replaced Flame with Meteor Blast
Meteor Blast from Level 6 to Level 8
Combat EXP: 175 to 200
Training EXP: 30 to 40
Size: Very Large to Large (eats / sleeps less, takes less slap damage)Hero Changes
Guard
Health: 2200 to 1800
DPS/Attack: 56/168 to 54/162
Heal: Lv5 to Lv4
Combat EXP: 250 to 225
Knight
Health: 3000 to 3200
Heal Removed
Combat EXP: 225 to 200
Stone Knight
Added Great Heal at Level 8
Self Invulnerable from Level 8 to 10
Templar
Replaced Self Invulnerable with White Invulnerable
Invulnerable Moved from Lv4 to Lv5
Replaced Flame with Great Banish
Great Banish Moved from Lv7 to Lv8
Light Moved from Lv9 to Lv10
Changed Icon from Dark Angel to Pray Icon
Mercenary
Health: 1400 to 1600
DPS / Attack: 80 / 200 to 88 / 220
Combat EXP: 200 to 250
Make the Mercenary more of a tankier Blitzer
Samurai
Health: 1600 to 1400
DPS / Attack: 94 / 188 to 104 / 208
Critical Strike (Level 10)
Changed Samurai Icon to be a Blade
Make the Samurai more of a technique based Blitzer
Blade Master
Health: 2500 to 2200
Changed Blade Master Icon to be a Large Blade
Changed Blade Master melee Icon to be Knight blade instead of Skeleton blade
Elven Archer
Combat EXP: 150 to 125
Distance Can See/Hear: 8 to 7
Fixed an error where she has 2.1 shuffle speed instead of 1.8
Monk
Training EXP: 60 to 40
Combat EXP: 175 to 150
Fairy
Replaced Thunder with Thunder Strike
Training EXP: 50 to 55
Combat EXP: 200 to 175
Royal Guard is now the Light Warden
Light Warden is a flanker unit
Health: 1400 (Guard has 1800)
DPS / Attack: 62 / 124 (Guard is 54 / 162)
Melee Recharge: 2.0 (Guard is 3.0)
Stun: 0
Spells: Banish (4), Light Ward (7), Shining Spear (9)
Movement Speed: 0.8 / 1.6
Pay: 1350
EXP: 200 (Combat), 50 (Training)
Attraction: Guard Room (9)
Guards, usually Prays when unhappy, Refuses to Drink
Lord of the Land
Lord Heal Level 5 to Level 8
Threat Level: 200 to 400 (for music)Creature Spell Changes
Invulnerable
Added different creation effects depening on the Invulnerable variation
Meteor
Added FB0 Additive Alpha 'Mesh' to Projectile effect (Subtle difference, Flame / Fireball use this for example)
Changed projectile effect from Firebomb shot to Firebomb2 shot (Wizard's Super Firebomb in vanilla)
Increased projectile speed from 0.5 to 0.9
Guided Arrow to Piercing Arrow
DPS / Attack: 48 / 432 to 32 / 128
Recharge: 9 to 4
Pierce Effect
Changed Icon from Guided Arrow to Sureshot
Changed Hit Thing Effect: Hit Spot 2 to Physical Hit Effect
Piercing Arrow Shot Type
Health: 60 to 40
Speed: 0.7 to 1.25
Arrow
Changed Hit Thing Effect: Hit Spot 2 to Physical Hit Effect
Guided Bolt
Changed Hit Thing Effect: Hit Spot 4 to Physical Hit Effect
Lightning
DPS / Attack: 6 / 54 to 16 / 112
Recharge: 9 to 7
Ice Missle
Recharge: 30 to 34
Overall DPS: ~4.6 to ~3.77 Per Target
Total Damage: 70/140 to 128
Damage Per Second: 20/40 to 28
Damage Duration: 3.5 Seconds to 4.5 Seconds
Damage Radius: 2 to 1
Freeze Duration: 5 Seconds to 7 Seconds
Projectile Speed: 1.2 to 1.0
Projectile Radius: 0.2 to 0.25
Adjusted Effect to Easier Tell when the Damage AoE is still in effect and when it stops
Flame
Changed Icon from Firebomb to unused Disruption
Increased projectile size by ~50%
Cleave
Changed effect from Spike Trap Blood Effect to a combination of Spot Hit 2 / Spot Hit 3
Adjusted Blade Master's Shot Offset to make Cleave trigger half a tile ahead of him, giving it noticably better range in normal circumstances
Greater Bash
Changed Icon from Stun Imp Special to Throw Mode
Knives
DPS / Attack: 90 / 1710 to 94 / 1786
Added Hit Thing Effect: Physical Hit Effect
Chaos Charm
Added Possession sound effect
Changed General Effect from cloud thing to Resurrect Creature
Set the Turncoat Effect as the Death Effect instead of Hit Thing Effect (still displays when hitting a creature)
Set Hit Thing Effect to Possession Chosen Creature
Inferno
DPS: 64 to 48
Damage: (1536/24) 64 to (1440/24) 60
Recharge: 24 to 30
Effect: Added small delay before Inferno casting, Inferno now sets off almost one tile ahead of the cast point
Added creation smoke effect and small flame to show where the Inferno will set off
Changed Icon from Firebomb to Keeper Inferno
Assassinate
DPS / Attack: ~74.6 / 6720 to 59.5 / 7140
Recharge: 90 to 120
Adjusted Effect to make it look more unique and removed sound
Rogue no longer casts it on Traps or Doors naturally
Chainfire
Adjusted Effect to make the Fireball / Explosion look really huge and significant
Changed Icon from Firebomb to unused Disruption
Increased projectile speed from 0.8 to 1.1
Darkness
DPS / Attack: 87.5 / 5250 to 150 / 10500
Recharge: 60 to 70
Added Creation Effect: Fear Trap Effect
Exchanged old Hit Thing Effect (Fear Trap) for Vampire Entrance data 3 effect (orbs of energy expanding out)
Increased size of projectile noticably
Light
DPS / Attack: 100-300 / 2000 to ??? / 1000
Recharge: 20 to 12
AoE Range: 4
Old Effect: Hits 3x
New Effect: Travels 2.5 Tiles, Forms Range from Origin AoE for 2.5 Seconds, Bonus damage to targets as a projectile (1k damage w/stun, Hits 2x)
Firestorm
Added FB0 Additive Alpha 'Mesh' to Projectile effect (Subtle difference, Flame / Fireball use this for example)
Changed Icon from Firebomb to Keeper Inferno
Drain
Added Creation Effect
Blade Flurry
Changed start up effect from Transfer Creature to charge up effect spiral
DPS / Attack: ~199 / 5568 (1392*4) to 188.5 / 1508*4 (6032)
Effect Range: 4 to 3 Tiles
Full Heal to Lord Heal
Recharge: 16 to 20
Heal: 48000 to 16000
Invisibility
Duration: 10 to 11
Recharge: 28 to 31
Invisibility Time: 35.7% to 35.4%
Chicken
Duration: 30 to 14
Recharge: 70 to 36
Chicken Time: 42.8% to 38.8%
Added "Hit Thing" Effect (same as creation effect)
-New Creature Spells-
Firespark
DPS / Attack: 52 / 104
Recharge: 2
Range: 4
Light Ward
DPS / Attack: 12 / (480 total / 240 hits) 2 damage
Recharge: 20
Range: 6
Effect: Creates a Light Ward 2 Tiles Forward, Deals 8 Damage Every Second for 60 Seconds to All Enemies in a 3 Tile Radius
Scorch
DPS / Attack: 150max / (3600 total / 30 hits) 120 damage
Recharge: 24
Range: 3
Effect: Creates a Short Line of Fire that Damages Targets Constantly as the Fire Passes Through Them
Thunder Strike
DPS / Attack: 81 / 324 (due to stun bonuses, damage is effectively 972)
Recharge: 12
Range: 5
Effect: Stun, Hits a second time almost immediately afterwards for guaranteed stun bonus damage
Critical Strike
DPS / Attack: 104 / 2496
Recharge: 24
Range: 6
Effect: Sends a Samurai Image Forward and it Deals Damage on 1 Tile, Samurai Level 10 Melee Damage * 2
Firebomb
DPS / Attack: 85 / 1360
Recharge: 16
Range: 5
Effect: Damage Ranges from Origin, 2 Tile Range
Flare
DPS / Attack: 112.5? / 120
Recharge: 32
Range: 3
Effect: Pierce, Creates 1/3 Scorch when hit thing, Explodes after 2 seconds / travels 5.2 tiles for 600 damage AoE over 1.25 sec in a 2 tile radius
Meteor Blast
DPS / Attack: 36 / (540/3) 180
Recharge: 15
Range: 3
Effect: Short range pierce projectile, Explodes into mini Inferno blast with every hit, +240 damage w/stun on target, Hits allies
Shining Spear
DPS / Attack: 248 / 496
Recharge 2
Range: 3
Effect: Pierce, Short Range
Banish
Recharge: 24
Range: 6
Effect: Stuns target 1.5 Seconds after impact, Stuns again after 6 Seconds
Tearing Cyclone
Effect: Delayed Summon, Creates Cyclone 3 Tiles Away, Stuns and Damages Simultaneously, 3 Tile Radius
DPS: 2.8-5.6
Damage: (6*14*2) 3
Range: 4
Recharge: 30
Great Banish
DPS / Attack: 140 / (3640 / 5) 728
Recharge: 26
Range: 6
Effect: Stuns target 4.5 seconds after impact, then stuns 4x after every 2.5 seconds, deals damage every stun
White Invulnerable (self invulnerable)
Duration: 17
Recharge: 50
Invulnerable Time: 34%
Lord Invulnerable (self invulnerable)
Duration: 18
Recharge: 30
Invulnerable Time: 60%Keeper Spell Changes
Keeper Chicken
Recharge: 40 to 36
Value: 13 / 21 to 12 / 20
Can be cast anywhere
Keeper Create Gold Replaced with Crystal Field
Mana Cost: 25000
Recharge: 44
Effect: Deals 10 constant damage for 12 seconds for a total of 480 damage
U.Effect: Deals 20 constant damage for 12 seconds for a total of 960 damage
Cast Rule: Any Land, LandTrap and Door Changes
Traps and Doors now require 2000 manufacturing points to be crafted (as opposed to 1250)
Trap Gold Costs upped by 25%
Magic Door
Health: 2800 to 2000
Regen: 400 to 500
Recharge: 1 to 3
Damage: 20 to 100
Mana to Fire: 300 to 500
Hero Barricade to Iron Barricade (now normal Barricade)
Hero Portcullis to Portcullis (now normal Door)
Cost: 9000 to 10000
Secret Door is now the Spiked Door
Health: 4000 (Braced Door has 2400)
Regen: 10 (Braced Door has 60)
Cost: 4500 (Braced Door is 1000)
Effect: Deals 216 damage every 4 seconds when enemies are nearby
Mana Cost to Fire: 500
Cyclone Trap
Cyclone Radius: 3 to 2 Tiles
Gas Trap
Damage Radius: 2 to 3 Tiles (it was supposed to be 3, for some reason it was 2 while having a firing range of 3)
Damage: 30 to 25
Fear Trap
Health: 2400 to 1900
Recharge: 4 to 2
Boulder
Gold Cost: 15000 to 12500
Speed Increased from 2.5 to 3 Tiles Per Second
Does Not Slow Down Regardless of Damage Taken
Fireburst Trap revised
Health: 6000 to 1700
Regen: 16 to 8
Damage Type: Inferno to Inferno + Range from Origin
Damage: 112 * 24 to 250 (Inferno Constant) + 0-250 (Range from Origin)
Recharge: 15 to 5 Seconds
Firing Range: 1 to 2
Gold Cost: 15000 to 5000
Traps emphasize mana to fire cost over mana drain much more
Trap: New Mana to Fire / Drain vs Old Mana to Fire / Drain
Sentry: 250 / 5 vs 225 / 5
Hail: 350 / 10 vs 300 / 15
Lightning: 1000 / 20 vs 500 / 25
Slow: 25 / 10 (unchanged)
Cyclone: 2500 / 25 vs 750 / 50
Spike: 250 / 15 vs 50 / 20
Gas: 50 / 25 vs 10 / 50
Freeze: 750 / 20 vs 500 / 25
Fireburst: 300 / 15 vs 200 / 20
Alarm: 0 / 0 vs 0 / 5
Fear: 500 / 25 vs 500 / 75 (new Fear Trap activates twice as often)
Boulder: 10000 / 0 vs 0 / 75Level Changes
General Levels
- Added Difficulty Variance due to rebalancing of certain Creatures and Heroes
- Certain Heroes have their levels adjusted (Guards and Royal Guards/Light Wardens) due to Spell Set Adjustments
- Fireflies are Available
- Altered edge terrain in various levels to ensure that an extra layer of Impentrable Rock is over the edge of the map (Edge of map rock is different from normal rock and I can't change it so it still has default rock settings)
- Revised most mission briefing text and added an extra sub objective line to help explain things to new patch players
Level 3
- Some Wizards from Hero Parties were replaced with Elves
- Added more land to the west to make it easier to assault the traps on the western Hero Gate
- Tweaked Trap Placement / Selection
Level 4
- Made it possible to invade Lord's Keep "normally" and adjusted terrain to make it more obvious
- Buffed Lord's Supporting Heroes and added a couple Sentries / Hail Traps in the Lord's Chambers as a result of the above
- Lord now has one scripted retreat to his 'safe spot' when he's at 30% Health (just before summoning the third party of reinforcements)
- Reduced Gold throughout the map, mostly at the beginning and slightly towards the end, to encourage more aggressive play
Level 5
- Lord Wizards are Level 9, making them slightly more durable, compensating due to the Lord's lacking Heal spell
- One of the Warlocks is replaced with a Firefly
- Player can no longer attract through the Portal
- The two Hero Gates at the Lord's waiting chambers are claimable after the Lord calls for reinforcements
- The main Hero Gate (where Hero attack parties come from) is claimable when the Lord dies
- Adjusted placement of Mikaelios' Dungeon Heart Traps and added a Hail Trap
Level 6a
- Granted Level 2 Firefly at the beginning, but lowered levels of Goblins and 1 Warlock as a tradeoff
- Win conditions are changed to wiping out the Lord's entire Party as opposed to just killing the Lord himself, regardless of playing defensively or offensively
- Added more reward Gold to the Water Room
- Added some more Heroes to the Eastern Side of the Hero Castle
- Added another Hero Party to the Hero Script of the Eastern Side of the Hero Castle
- Delayed respawn time of the Hero Parties of the Eastern Side of the Hero Castle by 30 seconds each
- Added a couple Traps to empty rooms on the western side of the Hero Castle
- Locked all the doors to the 'Water Room'
- Expanded the starting Training Room to fit in two more Creatures
- Removed an impentrable rock tile around the eastern starting Treasury to make it possible to open up to the water from that room
Level 6b
- Granted Level 2 Firefly at the beginning, but lowered levels of other Creatures as a tradeoff
- Added more Gold at the beginning
- Increased Lord's Stay at the two main outposts by a few minutes total
- Lowered the levels of the Knights at the second post of the Lord's escape route from Lv9 to Lv8
- Increased the levels of the Wizards in the Lord's party from Lv7 to Lv9
- Adjusted special Lord retreat conditions so that the Lord only flees at a lower percentage of Health
- When the Lord is attacked, the Knights and support units of the Lord's party will attack the Player
- Adjusted one of the mini Trap Rooms to make it better fortified
- Added a new, small / hidden alternative path at the beginning
- Made it possible for some of the northern Mercenary Heroes to wander closer to Player domain
- Increased Creatures / Blue's Training Room to remain symmetrical with 6a's starting dungeon
- Win condition changed to wiping out the Lord's entire party instead of just the Lord
- When the Lord dies, the rest of his party will attack the Player
- When the Lord is attacked, the Lord's Party (outside of its initial members) will now attack the Player
- No longer zooms to the Heroes at the outpost at the end of the first bridge if they are killed before a fleeing Tunneller reaches them (also no longer zooms to the Tunneller in the same conditions)
- Added five small Guard Rooms around the Lord's chambers to reveal those areas through interrogation
Level 7
- Added some Light Wardens in a few areas, replacing other melee Heroes
- Strengthened the room outside the Lord's Chambers and made it more difficult to lure the Heroes out
- It is now possible to obtain the "Locate Hidden Land" special
- If Gormagon is killed or the Lord is critically injured in the Gormagon fight and flees as a result, then the Gormagon Hero Gate will stop spawning Hero Parties
- Gormagon now casts spells more frequently and makes a larger effort to save his Creatures, increasing his survival rate against the Heroes
- Delayed the spawning of the northern Hero attack bridge
- When fighting the Lord's at his chambers, win conditions are changed to wiping out the Lord's entire Party as opposed to just killing the Lord himself
- Adjusted some of the Specials
Level 8
- Southwest Patrol and Invasion are Lowered in Level Due to Certain Statistical Changes
- Northwest Main Patrol Party has 1 Lv6 Light Warden Swapped for a Lv7 Monk, Remaining Light Warden Buffed from Level 6 to 9
- Northwest Side Party (Northern Most Room) has its Elves reduced from Level 2 to 1 and the Samurai leveled from 5 to 7, they all die instantly now
- Two of the Elves Guarding the Northwest Wizard Have been replaced with Lv9 Monks
- Terrain around the Northwest Gem is altered to make it so you can't make any big "shot-cuts" by shortening the bridge for Imps
- Terrain around the Northeast Wizard is altered to avoid exploiting him
- Invasion Party that appears for not killing the Southwest Wizard has its Elves buffed from Level 4 to 5
- Invasion Party that appears for not killing the Northwest Wizard has changed from two Lv5 SKs / Lv6 RGs to three Lv5 Knights / one Lv9 Warden
- Invasion Party that appears for not killing the Southeast Wizard has lost one Guard but its remaining Guard is buffed from Lv5 to Lv7
- Invasion Party that appears for not killing the Northeast Wizard has changed from two Lv9 Fairies / Lv5 Giants to three Fairies (lv5-7) / 1 Lv9 Giant
- Standard Invasion Party that appears regardless has its Fairy debuffed from Lv8 to Lv6, Samurai debuffed from Lv5 to Lv4, and Lv8 RG replaced with Lv9 Knight
- Lord Invasion Party has its Giants buffed from Lv7 to Lv9-10 and it spawns a little bit faster (Every 270 seconds to every 240 seconds)
- Lord Reinforcement Party is changed from Lv7 Samurai / Monk / Lv8 Royal Guard to two Lv10 Monks / one Lv9 Light Warden
- Altered Terrain in the Southern Bonus Area to make the long bridge harder to claim due to Elven Archer / Sentry Trap fire
- Buffed the Heroes Past the First Room in the Southern Bonus Area
- Added two Guards to the Knight/Giant group in the Southern Bonus Area
- The Knight/Giant/Guard group in the Southern Bonus Area now properly join together to attack the Player when attacked themselves
- Added three Light Wardens to the Southern Bonus Area's special room
- Wizards have a Threat Level of 250 instead of 60 (for music)
- Wizard Fire Storm Recharge time reduced from 50 seconds to 10 seconds (Just for this map of course)
- Wizards Gain Corruption instead of Chaos Charm at Level 10 (Corruption being a boss variant of Chaos Charm, only effects the fifth Wizard)
- Altered the introduction scene so that skipping the opening will cancel out the camera zooms to each Wizard and the Rogue
- Win conditions are changed to wiping out the Lord's entire Party as opposed to just killing the Lord himself
- Altered terrain in the Southern Bonus Area to make it impossible to breach certain walls to make the section easier
- Increased rewards from the Southern Bonus Area
- Buffed the Wizards in the Lord's area and added a second Lv10 Knight
- Wizard class is now named to 'Guardian Wizard' for this level only
- Wizards have a light effect and a special death effect for this level only
- Revised the terrain in the Lord's area to make the Lord fight more difficult (prevents him from being easily swarmed and bursted down or lured out)
- Adjusted trap placement / usage in the Lord's area due to the above
- Adjusted Lord's script so he spawns reinforcements at a steadier pace and only calls for reinforcement four times instead of six times
- Removed Lightning Trap from Northwest Wizard's battle area
- Wizard Stun Time dropped from 1 to 0 seconds
- Southeast Wizard patrol party respawn time cut in half
- Swapped Prison / Torture Chamber Locations
- Added a neutral Firefly to the Hero Prison with the neutral Dark Elf
- Revealed the Gem / Prison in the Northwest / Southeast Section of the map at the start of the level
- Reveals the Specials in the Southern Bonus Area after killing the last Wizard
- Altered Northwest Terrain to prevent easier access to Torture Chamber
- Altered Southeast terrain to prevent easier access to the Prisons / Neutrals
Level 9
- Light Wardens guarding the southern most Entry Gate are replaced with Samurai
- Added three final attack parties that appear after the Lord's party is defeated
- Win conditions are changed to wiping out the Lord's entire Party and the attack party after him as opposed to just killing the Lord himself
- If the Lord dies, the rest of his party will attack the Player
- Adjusted the script for Lord's spawn point to make it properly random as opposed to a more scripted randomness
- Properly removes all of Jarquidos / Purple's creatures if the intro is skipped before they're killed
- Reworked attacking Hero Parties so that the party itself is random between 1 to 4 possibilities (3rd attack party is still stronger than 1st / 2nd and has a different 4 possibilities)
- Reworked attacking Hero Party spawn time so that it is more random (1st party 550 to 650 sec, 2nd party 1050 to 1350 sec, 3rd party 1550 to 2050 sec)
- Set mentor's message 'Be wary of this Knight...' to be played after 10 minutes as opposed to 15 minutes
- Added two unused mentor messages to be played after 5 and 15 minutes
- Fixed an error where System Messages get turned off if the intro is skipped too fast
Level 10
- Replaced two out of the four Guards west of the first bridge with Light Wardens
- Replaced two out of the four Giants east of the second bridge with Knights
- Elves west of the second / third bridge are swapped with the Wizards that are east of the first / third bridge
- It is now possible to obtain the "Locate Hidden Land" special
- The Mentor will only announces the Heroes' Attack if you claimed at least one of the main bridges (without that bridge, the Heroes don't attack the player)
- The Elves guarding the first and third bridge will now delay their attack on either Keeper for 100 seconds (gives the main Hero invasion parties time to move ahead of them)
- If the Lord dies, the Light Wardens that guard his chambers will attack one of the Keepers when the invasion begins, depending on bridges claimed
- Hero Stone Bridges have triple Max Health on this map
- Removed two of the Lightning Traps and adjusted trap placement on the two outposts on the third main bridge
- Slightly tweaked Lord's Patrol route to make him travel one tile less on each of the second main bridges
- Blade Master in Lord's Party lowered from Lv9 to Lv8, but the three Samurai's levels are increased by 1 (Blade Master doesn't have Blade Flurry but now there is a Lv10 Samurai with Critical Strike)
- Fixed an error where a Knight / Guard from the Asmodeus Invasion Party did not have their objectives reassigned to patroling the Hero Fort after the Lord picks up the Portal Gem (Reinforcement party summoned if the Lord is still alive, the Knight is the leader)
- Added rock around the northern Portal so that the Player isn't immediately exposed to the Hero Fort (Dwarf party will still eventually mine through to open the Player up)
- Adjusted terrain around the northern Portal and added a trail of gold heading west to make the western gold section more obvious (also increases the western gold amount by five blocks)
- Adjusted the water boarderline leading into the southern area as well as the trigger for the southern Hero Party script to prevent accidental triggering if the Player doesn't want to venture south / claim the southern Portal
- Added six gold blocks to the southern area
- When attacking one of the Lv4 convertable Knights down south, they'll all change their objective to Kill Player instead of just one of them
- Added two Lv5 Elven Archers and a Lv5 Guard to guard the southeast Gate, all convertable
- Northern invasions now stop some time before the final invasion (Southern invasions continue, however)
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!
So after taking some time away from the patch, I started working on it again some time ago.
I began playing through the start of the campaign again and felt there were some things that could be done to significantly better the first few levels, so I decided to get back into level designing with some tweaks / revisions to the first five maps. I ended up devoting a lot more to these revisions than I initially expected; for example I playtested the first two levels six to eight times each to make sure their changes are just right, which is a lot considering their simplistic design.
For the third to fifth levels, I felt that they had problems that were more fundamental in their design, as I tried to make them resemble the original maps more than I should have. So, I decided to redesign those maps from complete scratch. With the new designs, they do a much better job of teaching the player certain things; the third level is now a complete Hero Invasion map to express more defensive combat and the use of traps, while also getting the player used to dealing with multiple Hero Parties at once.
In general, the level revisions make the maps far more interesting by boosting the challenge and feeling of pressure while also increasing the pacing of the map and making it so there's less time when the player is 'doing nothing', even in the first level. They feel much less tedious to play through, even as a more experienced player like myself, and also provide the player with new features / abilities sooner as opposed to later. I intend to keep this approach as I go through the campaign again to make revisions.
As for how far along I am with these revisions, the first four levels are complete and the fifth level is in progress. The new fifth level's basic map is near complete; I just need to perform a bit more polishing on the terrain. Afterwards, I can move onto adding objects, Heroes, scripts, and revisions for the Keeper AI. Lastly, there is the testing, of course.
With these level revisions, I also have some experimental balance changes that I'm working with. They mostly involve Creature side Support units, as the addition of the Firefly does make a lot of impact. I want to make sure that not only is the Firefly good to go, but that other Support units are properly carrying their own weight and stand out as being unique by comparison.
I plan to release these level revisions and experimental balance changes once I finish up the fifth level. I don't know when that'll be considering the extent at which I've been playtesting the maps and everything going on around me as I work, but it'll be some time within the near future.
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!
Minor update. First five levels are coming along fine. I think I'll have them ready by this weekend by the latest. Additionally, I'll be including a multiplayer map for additional testing... called 'Multiplayer'. Here are some thumbnails of the maps I did complete revisions of.
Level 3:
Level 4:
Level 5:
Multiplayer Map:
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Last edited by Metal Gear Rex; November 1st, 2014 at 08:06.
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!
verynice
Minor update. The next release will be soonâ„¢.
I would have released it last weekend, however, I decided to do some last minute changes to the Hero Side after feeling that some of them felt a little too 'plain' when they shouldn't. The biggest Hero change involved some rebalancing done to the Guard, as he's a common Hero so this naturally has a fairly significant impact on all levels being released. There are some other changes relating to Traps that also have a significant impact on level 3 and onward.
So, during this week, I've been replaytesting the maps and tweaking again to properly adjust them to these latest revisions while also testing said revisions for their general balance. I'm currently on Level 4 and almost done. Level 5 shouldn't take too much more of my time, although I don't think I can accurately estimate how long it'll be.
Overall there's a much larger list of balance changes than I initially expected there to be. Some of said changes are with units / other unavailable within the first five levels, so they'll only be usable / testable in that Multiplayer (and Skirmish, although the AI probably can't handle the terrain) map. The balance on such things may not be spot on due to much more limited test information, but there should be a clearly defined direction as to where I'm taking the balance direction, much like how each map highlights the kind of approach I want for future maps.
Update over.
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!
So for those that saw / remember the change log of the last demo release, I've been attempting to create some sort of Spiked Door (renamed to Blade Door to match its new effect) to replace the Secret Door. I've noticed some weirdness with its attack range vs its firing range, so I attempted to try and fix it.
screw you dkii
Didn't work. There's some more weirdness with DKII because, for some unfathomable reason, doors have one tile extra range towards the North and West of it when it comes to the 'attack doors', or at least with the Blade Door's AoE. This is a big deal because, as the picture shows, you can place a super strong door on one side and a Blade Door behind it, effectively making a simple but super combo door if you put them in the right position. In other words, it's abusable as hell and I have no way to fix it because DKII is ignoring the shot offset settings for some other absurd reason.
The faces there express my current mood.
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!
New patch is finally here! The reason why this took so much longer is relating to me constantly finding things to tweak and thus requiring more time to properly playtest to see how it effects the campaign. I wrote the majority of this change log late at night. I hope it doesn't show too much ^^
This update includes the first five levels of the campaign and a bonus Multiplayer / Skirmish map. The latter three campaign maps have been revised from scratch.
This patch is considered experimental. While any unit, trap, etc included in the five campaign maps is very much tested, there are a lot of changes to units beyond that (seen in the Multiplayer map) that aren't as confidently tested.General Changes
Sell price of Rooms, Traps, and Doors has dropped from 50% to 25%
Portals now will not attract creatures if the Player has reached the 20 cap
Most projectiles have had their "Health" lowered by 66%. This impacts how long they last before they die and thus how far they can travel.
Sell price adjustment is in response to the sheer amount of gold gained from selling another Keeper's rooms after defeating them.
Trap / Door sell price adjustment is a side-effect, but it's still fair nevertheless.
Portal change is actually related to the script, rather than patch data itself. It makes it so that Skeletons / Vampires obtained before reaching 20 creatures actually do count against the Portal limit and it also stops various kinds of abuse, or at least helps neutralize them.Unit Changes
Payday values have been rebalanced, lowered in the case of most Heroes, after re-evaluating that unit's strength.
Manufacture values rebalanced, mostly lowered, due to a general workshop movement (see trap section)Goblin
Goblin
No direct changes
Firebomb Spell (previously named 'Flame')
DPS / Attack: 36 / 576 to 40 / 640
Range: 3 to 5
Changed effect
Firebomb's damage increase is to simply give it a bit more burst as it's old value was barely higher than the Goblin's Lv10 attack (552).
The range increase is to match it up to Fireball as Firebomb is now a Goblin only spell.Salamander
Salamander
No direct changes
Meteor
Changed Meteor Effect
Super Meteor (previously named 'Firebomb')
DPS / Attack: 170 / 2720 (1360 * 2) to 112 / 2352 (1176 * 2)
Recharge: 16 to 21
The graphical change to Meteor is apart of a larger movement to properly distinguish all the fire based projectiles. It also resembles Super Meteor more, which is fitting.
Super Meteor's damage tweaking is after re-calculating its overall theoretical damage and realizing how absurdly high it was. The spell was previously on my watch list as I wasn't 100% certain of its balance.Troll
Troll
Fear: 750 to 1000
Run Speed: 1.35 to 1.45
Manufacture: 120 to 80
I noticed that the creature side struggles a lot with Fear Traps, which is why I gave this small but significant buff to the Troll.
The Troll's running speed is in response to a buff of movement speed for the Black Knight, as I would like to keep the Troll safely in the lead of being the most mobile tank.
Aside from the general Workshop movement I'm performing, the Troll no longer needs as absurdly high a Manufacture value because of how strong he's become as a unit overall. He's still the lead manufacturer on the creature side.Bile Demon
Bile Demon
Health: 4000 to 3700
DPS / Attack: 42 / 252 to 38 / 228
Combat EXP: 175 to 150
Added Fart at Lv6
Added Diarrhea at Lv9
Fart
DPS / Attack: 77.14 / (1080 total) 180*6
Recharge: 14
Range: 2
Effect: Range from Origin, Area Effect Range of 2
Diarrhea
DPS / Attack: 83.08 / (2160 total) 360*6
Recharge: 26
Range: 2
Effect: Range from Origin, Area Effect Range of 3
I'm looking to make the Bile Demon more interesting as a tank compared to the other tanks and these changes also take him back to his roots. The stat changes are more of a necessary drawback to his additional spells.Black Knight
Black Knight
Health: 2800 to 2200
DPS / Attack: 56 / 308 to 62 / 248
Recharge: 5.5 to 4.0
Black Invulnerable: Lv9 to Lv5
Self Invulnerable Removed
Walk Speed: 0.5 to 0.6
Run Speed: 0.8 to 1.0
Combat EXP: 150 to 175
Pay: 1000 to 880
Awake Time: 430 to 520
One problem with the Black Knight having two Invulnerable spells is that the AI isn't the smartest about using them and would sometimes overwrite Black Invulnerable with the inferior Self Invulnerable. This series of changes provide a solution to that problem by building the Black Knight around obtaining Black Invulnerable at an earlier level.
Changes involving the Black Knight's attacking is to help identify the Black Knight as the most aggressive of all tanks, which is apart of a larger movement to better differentiate all tanks.Skeleton
Skeleton
Health: 700 to 950
DPS / Attack: 72 / 324 to 78 / 351
Lightning: Lv5 to Lv4
Thunder: Lv7 to Lv8
Payday: 300 to 400
Training EXP: 80 to 70
Combat EXP: 350 to 275
Lightning
DPS / Attack: 16 / 112 to 24 / 168
Range: 3 to 4
Effect: Weakened effect to symbolize it's lower damage compared to and to better differentiate it from Thunder
As apart of a movement that began after the original patch release, I've buffed the Skeleton to be more on par with a 'standard' unit rather than being considered a more expendable unit. The Portal change is what really makes this possible without making Skeletons abusable.
As they're no longer expendable units and to balance their higher stats, they now train slower but gain the Lightning spell a level sooner to make up for it. The additional delay in obtaining Thunder helps prevent Skeletons from being abusable and is also no longer necessary for the Skeleton to obtain sooner.
Changes done to the Lightning spell are actually meant for the Mistress, but they're fair changes when applied to the Skeleton nevertheless.Rogue
Rogue
Health: 800 to 600
DPS / Attack: 68 / 238 to 88 / 484
Recharge: 3.5 to 5.5
Run Speed: 1.65 to 1.85
Invisibility: Lv4 to Lv5
Added Snipe at Lv7
Assassinate: Lv9 to Lv10
Removed Second invisibility (Lv6)
Train EXP: 60 to 45
Combat EXP: 225 to 200
Pay: 930 to 1000
Hunger: 300 to 480
Awake: 430 to 550
Invisibility
Duration: 11 to 30 Seconds
Recharge: 31 to 96
Invisibility Time: 35.4% to 31.25%
Snipe
DPS / Attack: 24 or 47.25 / (2400 or 4725 total) 75 * 32
Recharge: 100
Range: 7
Effect: Super Fast Projectile, Stun, Hits 32x, Deals Additional Damage to units with a stun time of 1 or higher
Assassinate
DPS / Attack: 57.12 / 7140 to 29.04 / 8712
Recharge: 120 to 300
Effect: Rogue Lv10 Melee Damage * 5 to Lv10 * 3
Due to the changes done to the Skeleton, the Skeleton has become more of the 'standard blitzer' which makes the Rogue redundant. Therefore, I began to move the Rogue more towards a unique 'sabotage' or assassin type of unit, which is something I tried before but failed. However, I'm trying this concept again with a slightly different approach and also some new ideas.
The Rogue's damage adjustments give him some significant burst, which can help him one-shot or at least two-shot a lot of support units if he's well trained.
The single Invisibility good for the Rogue's new purpose as part of the Invisibility time goes to the cast animation. The relative Invisibility time may be much worse, but the extended duration should help him sneak in and deal damage.
Snipe is set up specifically so the Rogue can actually strike a unit from afar, then give him enough time to move in and get at least one hit in while the enemy is stunned. This combos with Assassinate very well.
Assassinate's DPS may be weaker, but it's overall designed to deal more raw damage with the intent of the Rogue having a fair amount of downtime where he isn't out attacking enemies.
These new stats for the Rogue are entirely untested so I am unsure of how (im)practical they are.Dark Angel
Dark Angel
Health: 1000 to 800
DPS / Attack: 140 / 350 to 160 / 400 to 120 / 300
Regen: 10 to 20
Disruption: Lv6 to Lv4
Added Blizzard at Lv6
Darkness: Lv10 to Lv9
Run Speed: 1.9 to 1.7
Pay: 900 to 700
Train EXP: 40 to 55
Combat EXP: 200 to 250
Disruption
DPS / Attack: 70 / 3500 to 6.25 / 75
Recharge: 50 to 12
Shot Speed 0.5 to 0.35
New Effect: Pierce w/Stun
Blizzard
DPS / Attack: 12 to 27.42 / (168 + 216 (384) total) 6 * 28 constant damage + 6 * 36 range-from-origin
Recharge: 14
Range: 6
Effect: Freezes for 6 Seconds and produces two AoEs (Constant and Range-from-Origin damage) with 2 tile radius
Darkness
DPS / Attack: 150 / 10500 to 281.25 / 4500
Recharge: 70 to 16
The Dark Angel has always acted like an upgraded Skeletons, with some differences in regards to the Dark Angel's level of burst and his quick-hitting style and more late game focused abilities. Especially due to the Skeleton changes, I wanted to redesign the Dark Angel to make him more interesting and also more accessible as an alternative blitzer.
While the Dark Angel's stats are weaker, all of his abilities have been designed to be more frequently cast with shorter recharge times to make up for it.
The reduction to the Dark Angel's running speed makes him less 'suicidal'.
Disruption is pretty much a new spell now as it's no longer damage focused, but instead is meant for stunning targets in a line as a more support based ability. This keeps it strong at all points in the game.
Blizzard as a new spell helps expand on the Dark Angel's variety by granting him not only a freeze but also a damage area of effect. This combined with Disruption better mark him as an ability focused blitzer.
Darkness is still a burst type spell, but it has of course been toned down in its burst so that it can be more frequently cast.Warlock
Warlock
Health: 500 to 400
Hailstorm: Lv6 to Lv7
Pay: 725 to 675
Heal
HPS / Heal: 80 / 960 to 120 / 720
Recharge: 12 to 6
Hailstorm
DPS / Attack: 96 / (960 total) 30 * 32 to 112 / (1120 total) 35 * 32
I noticed a problem with the Warlock in that he reached his max potential far too soon compared to the Firefly and Dark Elf (the latter comparison a bit less relevant). To change this, I buffed Hailstorm and delayed it a level, increasing the Warlock's potential and also requiring a bit more effort to reach that potential. This change has also impacted the Fairy.
I wasn't fully satisfied with the Warlock's healing, so I ended up buffing it in ways. Even if the raw heal value is weaker, simply giving the Warlock the ability to heal more frequent is a very significant buff that makes Warlocks much more reliable. That is overall the position I want Warlocks to be in.
The Warlock's health reduction was to keep him as being the most vulnerable of support units, which is fair considering his increased strength as a support unit.Firefly
Firefly
Health: 750 to 700
DPS / Attack: 12 / 24 to 28 / 56
Firespark: Lv2 to Lv3
Scorch: Lv6 to Lv7
Flare: Lv9 to Lv10
Removed Explore Job
Fear: 250 to 500
Now Hates Guard, no Longer Hates Pray
Pay: 175 to 350
Firespark
DPS / ATK: 52 / 104 to 18 / 36
Recharge: 4 to 2
Range: 3
Shot Speed: 1.0 to 0.4 (travels 4 tiles)
Effect: N/A to Pierce
Scorch
Range: 3 to 2
Flare
Range: 3 to 2
Shot Health: 8 to 5 (2 to 1.25 game second duration)
Shot Speed: 0.65 to 0.5 (5.2 to 2.5 tile distance)
Changed effect
The biggest change is the removal of the Explore job. The Firefly was greatly hindered by the terrible Explore AI, making him the MOST frustrating unit to manage despite otherwise being a very good unit. The Fear, Job hate, and Pay tweaks are related to the removal of the explore job. The Firefly had such low Fear value to make him run away if he encountered enemies on his exploration (too bad the AI is pretty dumb there too). The Firefly being able to use the Guard Room was only to try and help manage the exploration job. His low Payday was due to him already having a big drawback with suicidal exploring.
The Firefly is meant to provode AoE damage support in the form of line damage, but is limited by range. Firespark has been redesigned to be a short ranged pierce projectile. While Flare's damage hasn't been changed, its max distance has been shortened, which is funnily enough a buff. When it reaches max distance, Flare explodes into an AoE. With a shorter max distance, the explosion hits more consistantly. The overall reduction in attack range keeps the Firefly close to the frontlines where he is vulnerable, which is the balance to his overall incredible damage output at mid and max level.Mistress
Mistress
Health: 850 to 900
DPS / Attack: 52 / 104 to 70 / 140
Lightning: Lv3 to Lv5
Chicken: Lv6 to Lv7
Replaced Thunder (9) with Frost Wave (9)
Train EXP: 50 to 65 to 70
Pay: 1320 to 1120
Lightning
DPS / Attack: 16 / 112 to 24 / 168
Range: 3 to 4
Effect: Weakened effect to symbolize it's lower damage compared to and to better differentiate it from Thunder
Chicken
Recharge: 36 to 32
Chicken Time: 38.8% to 43.75%
Frost Wave
Recharge: 28
Range: 4
Distance: Travels 4 Tiles at 0.5 Tile Speed
Effect: Freezes for 4 Seconds, Pierce
Effect2: Every time it hits a target, it produces a 2 tile damage radius that deals 20 damage over 0.75 seconds
Effect3: At max distance, it produces a 'Crystal Wall' which can freeze a unit for up to 9 seconds, dealing 400 damage over time
The Mistress is a unit of whom I've struggled to balance compared to other support units, so I'm trying again with a bit of a different approach.
Stun support isn't as useful earlier on as the bigger threats are usually in the form of ligher creatures like Goblins, and they're resistant to stunning. There's also less burst to benifit from stun damage due to everything being low leveled. Therefore, the Mistress in the early game will now act as a blitzer to help take down smaller units, basically being a mini Skeleton without the instant death penalty. Her upgraded stats will help support her in this role.
The damage increase in Lightning gives the Mistress a slight water advantage, but the biggest difference is the increase of range from 3 to 4 tiles. This makes it so the Mistress stays consistently behind the Dark Elf, but in front of the Warlock, thus increasing her survivability. Mistresses will now combo very well with Dark Elves due to changes done to the latter, thus this change with Lightning's range is even more significant.
The loss of Thunder does cause the Mistress to lose her late game damage and surpreme water advantage, but the Mistress isn't supposed to be doing direct damage anyhow. Dark Elves and Fireflies have that role covered already. Instead, they now have Frost Wave, which gives them area control similar to Wizard Ice Missile. While Frost Wave isn't damage focused (although the light damage is still a bonus) and can't stack as crazily, it does have the unique trait of causing a super freeze if it catches an enemy at the end of the projectile's life.Dark Elf
Dark Elf
DPS / Attack: 20 / 100 to 35 / 175
Training EXP: 45 to 40
Guided Bolt: Lv5 to Lv6
Knives: Lv8 to Lv9
Pay: 560 to 720
Manufacture: 8 to 10
Bolt
DPS / Attack: 64 / 384 to 68 / (408 total) 102*4
Effect: Deals damage over 1 second on the tile
Guided Bolt
DPS / Attack: 72 / 864 to 80 / (960 total) 240*4
Speed: 0.7 to 1.5
Effect: Seeks Target, Deals damage over 1 second on the tile
Knives
DPS / Attack: 94 / 1786 to 132 / (2508 total) 418*6
Effect: Deals damage over 1.5 second on the tile
Changed Visual Effect
I've always felt that the Dark Elf bordered on being overpowered as she was good throughout the entire game, despite having more emphasis on late game, with her only weakness being that she's limited to direct damage. The Dark Elf was indirectly nerfed as the Warlock (and supposedly the Mistress) improved and the introduction of the Firefly challenged the Dark Elf's role. The changes done to the other support units seemed to overshadow the Dark Elf, so I ended up attempting some more direct rebalancing.
All of the Dark Elf's spells have this effect (Critical damage as I like to call it) where they deal weak initial damage but it stacks on more if the unit is still or slow moving. While all of her spells have been buffed in damage, there's still the added drawback of them being weaker in more lively fights. Additionally, due to the way the spell functions, this has added synergy with stuns as the projectile will hit the target multiple times, thus it will stack on stun duration and can help keep bigger units stun locked. This change overall makes the Dark Elf more interesting with flavorful strengths / weaknesses.
Guided Bolt and especially Knives recieved rather huge damage boosts, which is why they're delayed an extra level. This, combined with the reduced training rate, hinders the Dark Elf in the early game while still keeping her strong in the mid and late game, which is right where I want her.Vampire
Vampire
DPS / Attack: 44 / 264 to 50 / 300
Drain: Lv2 to Lv3
This is just a little experiment I want to try out and see how it greatly impacts the Vampire, but I never had the time to test it.Dwarf
Dwarf
Dwarf light changed from RGB: 511 to R:511, G255, B63
The color change is supposed to represent a torch light, which I think is much more interesting than just a white light in the water.Guard
Guard
Health: 1800 to 1600
Other Invulnerable: Lv7 to Lv4
Halt added at Lv6
Heal (Lv4) replaced with Great Heal (Lv8)
Train EXP: 55 to 65
Combat EXP: 225 to 250
Fear: 2500 to 1000
Pay: 960 to to 470
Manufacture: 60 to 40
Attraction: Workshop to Hatchery (still 3 tiles)
Halt
Effect: Freezes for 3 Seconds
Recharge: 15 Seconds
Freeze Duration: 20%
A lot of the Heroes are rather 'slow' and I wanted to change this for the Guard. I also found him to have some problems due to the changes done with the Heal Spell, as now the spell is better designed for a support unit rather than a melee unit. In general, Heal had the problem of just dying out of usefulness when the late game came, but sometimes super annoying in the early game if the opposing player didn't have very high DPS.
The rebalancing of the Guard grants him more balanced strength throughout his levels as a support melee. Invulnerable is always useful while Heal is fixed, which is why I moved it down and gave him Great Heal at a higher level. Halt is simply a nice minor support ability that has a similar effect as Goblin Fireball in that it stops the Guard from rushing the frontlines. The lack of an early game heal makes him less annoying as an enemy if a Player just has a few Goblins, while in the late game the Player should be prepared to deal with his healing.
The drop in Fear is similar to the increase in Fear for the Troll, in that it's an opposite movement to make Heroes a little less resistant to the Fear Trap.
The attraction change is to establish the Guard as the most basic of all Heroes, the Hero Goblin so to say.Light Warden
Light Warden
Health: 1400 to 1200
DPS / Attack: 62 / 124 to 64 / 128
Banish: Lv4 to Lv3
Light Ward: Lv7 to Lv6
Fear: 5000 to 2500
Pay: 1350 to 560
Train EXP: 50 to 60
Combat EXP: 200 to 225
Attraction: Guard 9 Tiles to 2
Shining Spear
DPS / Attack: 248 / 496 to 256 / 512
Some of the reasoning behind the Light Warden changes are similar to that of the Guard's, such as a desire to have a few 'faster' Heroes and a drop in Fear resistance. Gaining her abilities a bit sooner is important as the Light Warden's abilities really define her.Knight
Knight
Pay: 1500 to 1200
Manufacture: 12 to 10Stone Knight
Stone Knight
Health: 8000 to 2600
DPS / Attack: 40 / 240 to 42 / 168 to 52 / 208
Recharge: 6.0 to 4.0 Seconds
Added Soul Blade at Lv1
Self Invulnerable Replaced with Stone Invulnerable: Lv10 to Lv5
Great Heal: Lv8 to Lv9
Walk Speed: 0.4 to 0.5
Run Speed: 0.6 to 0.9
Train EXP: 30 to 40
Combat EXP: 125 to 150
Attraction: Workshop Tiles 15 to 3
Pay: 1750 to 1000
Manufacture: 150 to 100
Stone Knight's Melee Range set from 0.65 to 0
Stone Knight now uses Soul Blade for normal Melee Attacking
Stone Knight is set to a Support Unit (for technical reasons)
This causes Blitzers to prioritize him, making him a very good tank
Soul Blade
Attack: 8% of Max HP
Recharge: 4
Range: 1
Effect: Drain (Damage based on Percentage of Max Health)
Stone Invulnerable (self invulnerable)
Duration: 6
Recharge: 15
Invulnerable Time: 40%
The Stone Knight used to be one of the most boring Heroes, but now he is one of the most interesting. While I previously thought it was impossible due to the way DKII's creature AI is screwed, I still managed to come up with a way to create a functional Heal tank, and now the Stone Knight will take up that role.
All of the Stone Knight's ability and stat changes have been changed to fit this new design. He no longer performs normal melee attacking, but instead attacks with a short ranged Drain spell. Drain works because it's the only spell in the game that scales with leveling in a direct manner. Due to the Stone Knight attacking with Drain, he can actually consistently pierce enemy Invulnerability as an additional strength.
For technical reasons, the Stone Knight is considered a support unit by the game, as this was the only way to get him to consistently use Soul Blade for attacking. This is a mixed blessing, as it causes Blitzers to focus on him, which is good because he's supposed to tank. It's bad because he doesn't have the sheer health of a normal Knight and relies on healing, so he can be bursted down and be killed instantly in some situations.Mercenary
Mercenary
Pay: 2000 to 1500
Manufacture: 40 to 30
Knives
DPS / Attack: 94 / 1786 to 132 / (2508 total) 418*6
Effect: Deals damage over 1.5 second on the tile
Changed Visual Effect
The Knives change is meant for the Dark Elf, but I've always been concerned about the Mercenary's late game and whether or not it's worth to keep him considering his high payday. So for this, I am fine with the buffing of Knives also effecting the Mercenary.Samurai
Samurai
Health: 1400 to 1100
DPS / Attack: 104 / 208 to 112 / 224
Train EXP: 40 to 60
Combat EXP: 200 to 225
Pay: 1200 to 700
Critical Strike
DPS / Attack: 104 / 2496 to 112 / 2688
The Samurai's stat changes, funnily enough, are meant to differentiate him from the Mercenary and better establish the Mercenary's strength of being the tankiest blitzer while the Samurai is the best quick hitter. It also provides better enemy / general unit variety.Blade Master
Blade Master
Health: 2200 to 1400
DPS / Attack: 58 / 232 to 78 / 234
Recharge: 4.0 to 3.0
Cleave: Lv4 to Lv3
Added Slice at Lv6
Run Speed: 1.6 to 1.4
Combat EXP: 175 to 200
Pay: 1300 to 940
Manufacture: 20 to 15
Changed voice
Cleave
DPS / Attack: 58 / 928 to 78 / 468
Recharge: 16 to 6
Changed effect
Slice
DPS / Attack: 52 / 468
Recharge: 9
Range: 2
Distance: Travels 1.6 Tiles at 0.4 Tile Speed
Effect: Pierce
Effect2: At max distance, the Slice projectile will stay for another second and deal an additional 468*4 (1872 total) damage if an enemy is standing there
Blade Flurry
DPS / Attack: 188.5 / (6032 total) 1508*4 to 234 / (2808 total) 936*4
Recharge: 32 to 12
Radius: 3 to 2 Tiles
Effect: Range-from-Origin AoE that hits 3 times then finishes with a Constant AoE
Changed effect
I found the Blade Master to be statistically a little boring as he appeared similar to the Knight, being a durable unit with heavier swings, although he wasn't the only one to share this problem. The Blade Master's stat changes are to help spice him up a bit. With shortened ability recharge times, he becomes a more ability based Hero. He's statistically weaker than the Mercenary, but still supports better with Slice and Cleave.Wizard
Wizard
Health: 450 to 500
Regen: 20 to 30
Pay: 1750 to 850
Magistorm (previously named Firestorm)
Redesigned
Old: Hits the target twice and stuns in the second attack, producing Hailstorm and Lesser Inferno
Hailstorm hits 32x with Range from Origin Damage
Lesser Inferno hits 12x with Inferno Damage
Damage Value: 84 (Total Direct / AoE Damage: 168 / 1008-3696)
Radius: 2
Recharge Time: 50
New: Hits the target, then produces a custom Hailstorm and a still Earthblast projectile. Earthblast stuns the target constantly and produces a 'Blizzard' AoE for every hit, then produces a Custom Inferno shot when it dies
Earthblast hits 8x with constant stuns, the 7 hits gain stun bonus damage if the unit has 1+ stun time (9x or 16x direct damage in total w/initial projectile hit)
Hailstorm hits 48x with Range-from-Origin Damage
Blizzard hits 4x with Constant AoE Damage (32x in total as 8 copies are produced from each Earthblast hit)
Inferno hits 32x with Inferno Damage
Damage Value: 30 (Total Direct / AoE Damage: 270 or 480 / 1920-3360)
Radius: 2
Recharge Time: 60
Slowed down projectile speed from 0.5 to 0.4
Enhanced graphical effect
I wanted to try out giving the Wizard a bit of extra durability while on his own land and so far the change seems fine. As for Magistorm, well sometimes I figure out a way to re-invent a spell into something really cool and I just can't help myself ^^. Graphically, Magistorm is a real piece of work and should be checked out solely for that.Elven Archer
Elven Archer
Arrow replaced with Bursting Arrow (still at Lv5)
Training EXP: 75 to 70
Combat Exp: 150 to 125
Manufacture: 20 to 15
Bursting Arrow
DPS / Attack: 64 / (384 total) 192*2
Recharge: 6
Range: 7
Effect: Produces a Range-from-Origin AoE with 2 Tile Radius when it hits a target
Chaos Charm
Effect Time: 6 to 7
Recharge: 40 to 42
Charm Duration: 15% to 16.6%
Shot Speed: 0.5 to 0.25 (travels 10 to 7 tiles at max)
Shot Health: 20 to 28 (5 to 7 game seconds)
Changed effect
Bursting Arrow is a spell concept I came up with and really wanted to impliment in somehow. It's a simple but good spell concept. Giving this to the Elven Archer is actually quite good as it gives her (yes it's a her deal with it) a lot of crowd control for small units, while Chaos Charm is good for taking down big guys (lol). It just compliments her really well.Monk
Monk
DPS / Atk: 28 / 56 to 44 / 88
Fireball (Lv2) replaced with Holy Fire (Lv4)
Great Heal: Lv4 to Lv5
Great Invulnerable: Lv7 to Lv8
Training EXP: 40 to 55
Holy Fire
DPS / Attack: 12 / (144 total) 16*9
Recharge: 12
Range: 4
Effect: Initial Stun, Hits 9x, Bonus Damage / Stun Time to Units with 1+ Stun Time
The original Magic Missile was terrible for the Monk because it had a low recharge time, thus he wasted a lot of time casting it and that would cause him to not respond in time to an injured unit. He does need at least one of these spells to properly stay at range. Fireball was a good solution due to it having an 8 second recharge time, but the problem is that it gave the Monk a lot of power in the form of burst. I should have changed this sooner, but I was originally going to give him Magic Missile again, although tweaked to have an even longer cooldown. Then I came up with this spell idea.
Holy Fire is good for the Monk because it's weak on its own, outside of early game damage. Yet, it still has some interesting combo synergy with its stun capabilities while also having a high cooldown so the Monk can do a lot of healing when necessary.Fairy
Fairy
Health: 350 to 300
DPS / Attack: 20 / 50 to 38 / 95
Hailstorm: Lv2 to Lv3
Thunder Strike: Lv5 to Lv6
Pyro: Lv9 to Lv10
Removed Explore Job
Combat EXP: 175 to 125
Training EXP: 55 to 60
Hailstorm
DPS / Attack: 96 / (960 total) 30 * 32 to 112 / (1120 total) 35 * 32
Thunder Strike
DPS / Attack: 81 / (972 total) 324*3 to 82 / (738 total) 246*3
Recharge: 12 to 9
Pyro (previously named Chainfire)
Hits 4 times instead of 15, but the first hit is a stun and each hit produces a 1 tile Range from Origin AoE
Effectively still hits 15 times due to stun and AoE bonuses on the individual target, with the added bonus of dealing additional damage to neighboring enemies if there is a lot of clutter
DPS / Attack: 350 / (4200 total) 280*15 to 325 / (2925 total) 195*15
Recharge Time: 12 to 9
Changed Effect
A lot of the changes for the Fairy involve turning her into the most active support unit, as she will almost never be not casting a spell at max level. I also want to make her have a late game focus similar to that of the Dark Elf.
The changes in Pyro are similar to that of Magistorm and Bursting Arrow, in that I had an idea on how to revamp the spell and just went with it, giving it a little bit more flexibility. It's new effect is also pretty neat.Templar
Templar
Templar is now a Support Unit
Health: 3500 to 1000
White Invulnerable replaced with Crystal Field (Lv5 still)
Great Banish (Lv8) replaced with Mass Banish (Lv6)
Light moved from Lv10 to Lv9
Train EXP: 35 to 60
Pay: 1400 to 990
Attraction: Temple 12 Tiles to 1
Crystal Field
DPS / Attack: 68 / (544 total) 68*8
Recharge: 8
Range: 3
Effect: Constant AoE with 2 Radius
Mass Banish
Recharge: 24
Range: 3
Effect: Pierce
Effect2: Stuns target 1.5 Seconds after impact, Stuns again after 6 Seconds
Light
DPS / Attack: 555.5 / (10000 max) 1000*10 to 200 / (3600 max) 600*6 Range-from-Origin damage
Range: 6 to 3
Radius: 3 to 2
Shot Health: 4 to 5 (1 to 1.25 second duration)
Shot Speed: 1 to 0.65 (4 to 3.25 max tile distance)
Effect: Stuns, Pierce (no longer damages units with the projectile itself)
Effect2: When it reaches its max distance, it explodes into a Range-from-Origin AoE
The Templar, like the Blade Master, I did find to be a little boring. After tossing concepts back and forth, I ended up turning her into a support unit as there's already enough melee Heroes.
The Templar is a bit of a late support unit as she requires some training, similar to the Mistress. She has a lot of synergetic / combo abilities like Mas Banish, which is basically normal Banish that pierces foes. Using this in combination with Crystal Field and other units can allow her to stack on damage or even cause a bit of a stun lock. Light is still very powerful, although not as crazy OP, and acts as a very flashy initiater / finisher to battles.Lord of the Land
Lord of the Land
Health: 8000 to 10000
DPS / Attack: 160 / 480 to 200 / 600
Regen: 250 to 300
Attack Range: 0.65 to 0.75
Walk Speed: 0.7 to 0.6
Run Speed: 1.8 to 1.5
Lord Invulnerable: Lv9 to Lv7
Replaced Lord Heal with Lord Slice (still Lv8)
Replaced Blade Flurry (Lv7) with Lord Blade Flurry (Lv7)
Lord Invulnerable (self invulnerable)
Duration: 18
Recharge: 30
Invulnerable Time: 60%
Lord Slice
DPS / Attack: 166.67 / (2000 total) 400*5
Recharge: 12
Range: 3
Distance: Travels 7.2 Tiles at 0.6 Tile Speed
Effect: Pierce
Effect2: Whenever Slice hits a target, it will produce a second projectile that stys for another second and deals an additional 400*4 (1600 total) damage if an enemy is standing there
Lord Blade Flurry
DPS / Attack: 400 / (6400 total) 1600*4
Recharge: 16
Radius: 3 Tiles
Effect: Range-from-Origin AoE that hits 3 times then finishes with a Constant AoE
With the revised levels 3-5, I noticed a bit of an issue with how high the Lords were being leveled at in order to provide a decent challenge. This is due to the maps being longer and thus player armies would level up, but it was still concerning as there would then be a lack of variety in lord levels as they'll all be levels 7-9 for the majority of the campaign for an 'average' threat level. With increased stats, it allows me to have more variety with levels while still keeping the Lord at a decent level. He can scale up better as a boss throughout the campaign.
Lord Slice acts similarly to Blade Master Slice, but it's naturally much better. It's faster and travels farther. It's special bonus damage isn't at the peak of the projectile distance, but for every target it hits, which is quite crazy. Fast moving units will be resistant to it but then they're likely to have difficulty dealing with Lord Blade Flurry and then just normal Lord attacking.
Lord Blade Flurry, damage wise, is just above that of the old Blade Flurry. It is, however, much more powerful due to its halving of recharge time compared to the old Blade Flurry, which is why it's a Lv9 spell.King Reginald
King Reginald
Changed Heal Effect to Resurrect Creature
This basically gives King Regniald a cool looking 'aura' while he's fighting on his own land. Well it's pink so 'cool' is subjective.Room Changes
Prison
Gold Cost: 1000 to 1250
Slight discouragement to building larger prisoners due to Skeletons becoming stronger.Keeper Spell Changes
Keeper Crystal Field
Duration: 12 to 6 Seconds (overall Damage is same)
I was very cautious when making Crystal Field to prevent it from being abused and the spell ended up being on the weaker side of things, so I'm experimenting with the idea of shortening the overall duration of the spell so it can deal its damage faster. It still needs testing though as it won't come into the campaign until level 6.Trap and Door Changes
Manufacturing cost for Traps / Doors increased from 2000 to 3000
Reverted the 25% increase in Trap Gold Cost
Removed Mana Drain from all Traps
Increased Mana-to-Fire for all Traps based on certain systematic calculations
The more I try to balance Traps, the more I realize they're imbalanced in some way, thus inspiring this new movement to hopefully fix certain fundamental problems when it comes to using traps.
Trap power level is about the way I would want it, but the problem is that they're too strong in the early game while becoming noticably less relevant in the late game. The increase in manufacturing cost, along with the overall decrease in unit manufacturing rates, delays Traps in the early game and causes players to sacrifice something else (such as training time) to get an early lead in traps.
Mana drain is actually quite bad as it punishes players for their investment and for having foresight / proper planning while also limiting the placement of traps. The limitation in placement makes traps more easily avoided, which then ruins the time, gold, and mana invested in Traps. The removal of mana drain allows Traps to be placed all over the dungeon. This is a Trap's way of scaling up into the late game with constantly leveling creatures. Traps still cost gold and the increased manufacture time makes it so a dungeon full of traps is still a heavy investment. Too many traps in one place can also eat up loads of mana fast.Doors
Barricade
Regen: 0 to 2
Gold Cost: 500 to 300
Iron Barricade
Gold Cost: 2000 to 1200
Blade Door (previously Spiked Door)
Gold Cost: 4500 to 5000
Regen: 10 to 30
DPS / Attack: 54 / 216 to 72 / (432) 108*4
Range: 1 to 0
Recharge: 4 to 6
Changed firing effectTraps
Sentry Trap
Health: 1600 to 1500
DPS / ATK: 32 / 96 to 48 / 96
Recharge: 3 to 2
Range: 6 to 5
Hail Trap
Gold Cost: 1750 to 1250
DPS / ATK: 64 / (384) 12*32 to 96 / (576) 18*32 Range from Origin Damage
Lightning Trap
DPS / ATK: 66.67 / 600 to 80 / 720
Slow Trap
Range: 7 to 6
Slow Duration: 5 to 2
Freeze Trap
Health: 3000 to 4000
Regen: 24 to 32
Freeze: 9 to 2
Recharge: 12 to 3
Freeze Duration: 75% to 66%
Gold Cost: 3750 to 4000
Fireburst Trap
DPS / Attack: 50-100 / 250*2 to 45-90 / 225*2Level Changes
Revised most mission debriefing text again
Possession is removed from campaign maps (still obtainable via cheats)
Added Lava fireball effects, Portal mist effects, and Special mist / sparkle effects
Revised Lv3 through Lv5 from scratch
-Level 1-
Adjusted terrain to discourage heading north for gold first
Added 8 Goblin Limit
Adjusted and expanded trigger for Hero attack script;
Original, Gold Mined >= 9000 + 5 Goblins
New, 1 of 3 Conditions
Gold Mined >= 9000 + 5 Goblins
6 Goblins
Killed 6 Heroes
First Party has one of its Lv1 Dwarves boosted to Lv2, Lv4 Dwarf is now Lv5
First Dwarf Party attacks 15 Seconds sooner
Second Party has its Lv2 Dwarves boosted to Lv3, with one of them boosted to Lv4, Lv4 Guard is now Lv5
Second Dwarf Party attacks 5 Seconds sooner (in addition to the above 15 second drop)
Knight Party attacks 12 Seconds sooner (in addition to the above 20 second drop)
Changed Knight's Party from 7 Dwarves (3,2,2,1+) to 2 Guards (3) and 4 Dwarves (4,2+) (Total Power = From 8000 HP + 256 DPS to 10900 HP + 338 DPS)
Changed Knight's Party so that it no longer destroys rooms
Adjusted Knight's attack script so that his position relative to his party is consistent
Knight's speech is now played when he calls his party forth and begins to attack the player, also zooms to the Knight
Adjusted Knight's script so that, when attacked, he calls his party and will attack the Player earlier
When the Knight attacks the player, any remaining Heroes will also attack the player
Win conditions changed so that all Heroes must be defeated
Camera zooms to the Knight when he's defeated
-Level 2-
Added 4 starting Imps, all Imps are now lv3
Guards patrolling the fort are now Lv5 from Lv3
Altered some of the terrain around the starting area
Limited to 6 Goblins and 4 Warlocks
Added 2 Lv5 Guards to the Bonus Wizard group
Changed 1st Hero Party from 5 Dwarves (2,1+) to 6 Dwarves (4,3,2 even)
Changed 2nd Hero Party from 7 Dwarves (2,1+) to 3 Dwarves (4,3+) & 3 Wizards (3,2+)
Changed 3rd Hero Party from 1 Dwarf (2), 2 Guards (2,1), & 3 Wizards (3,2,1) to 6 Dwarves (5,3,3,2+), 3 Guards (4,3+), & 3 Wizards (5,4+)
Changed Hero Party Attack conditions
1st Party: 1 Lv2 unit to 2 Lv3 units
2nd Party: 2 Lv4 units to Researching Create Imp
3rd Party: Researching Thunderbolt & 2 Lv3 units to Researching Thunderbolt & 2 Lv5 units
Added a minimum 60 second separater between 1st to 3rd Hero Parties to prevent overlapping parties
Changed Lord Party from 11 Wizards (5,4,4,3,3,3,2,2,2,2,1) to 8 Dwarves (5,5,4/3+ even), 4 Guards (4,3+), & 4 Wizards (5,3,3,2)
Changed Lord's script so that he retreats when at 75% HP instead of 60% and he no longer has any 'force run' commands
Once the Lord's retreat condition is met, he will attack the player naturally when at 100% HP instead of 90%, Removed the additional requirement of the leading member in the Lord Party needing to be attacked
If the Lord hits 45% HP before he can safely retreat, he will initiate his attack immediately instead of waiting to heal up.
The 3rd and Lord Party in addition to the bonus Wizards no longer destroy rooms
Win conditions changed so that the Lord Party must also be defeated
Last edited by Metal Gear Rex; November 29th, 2014 at 11:26.
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!
Uhm, I can't be the only one unable to open spoiler tags, right?
I want to read the patch notes to see if it's worth a download, but I genuinely don't know how to open them.
Also replaying DK2 for like the 5th time, never grows old.
See this topic: https://keeperklan.com/threads/4865-...m-on-the-forum