I could download them just fine. So here.
I could download them just fine. So here.
Anyway, those are patches, I asked for an executable. I cant extract the exe from the packed patcher.
I recall that the General Improvement Mod used both the 1.51 and 1.7 executables. It's how Wyrmcast got the Keeper AI to function as in 1.51.
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!
Fun fact. The function that makes the Create Imp spell increase in mana cost for each additional Imp is tied to its Shot Type, not the Keeper spell itself or the mana cost or anything, not some outside setting. The Shot Type in question is a generic "Create Creature", literally the same thing as Skeleton Army. Rather, the shot type has some hardcoded bs tied with the Keeper Spell in order to make it work, that is literally tied to making the Create Imp spell cost more per Imp. Same thing with the Dark Angel Skeleton Army, hardcoded to the Dark Angel. If any other creature uses it, the Skeletons don't die. It's a generic shot type with no special property or anything checked in the editor, it just has some hardcoded bs in there.
I accidentally broke this at some point after the 1.0 patch, dunno when, but it'll be fixed in the next patch release.
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!