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Thread: Knights Manoeuvre hidden realm and keeperfx change list

  
  1. #1

    Default Knights Manoeuvre hidden realm and keeperfx change list

    Hi,
    I recently started playing the game again and I've been loving these new campaigns. Very creative and exciting.

    In level 9 of the ancient keeper campaign there is supposedly a hidden realm that I can't figure out how to get to. I believe it is a puzzle involving claiming/not claiming a certain part of the map to make a wall disappear, but I can't figure this out. Anyone know what I'm talking about?

    Also, I haven't been able to find an accurate list of the changes keeperfx is doing to the original dungeon keeper game. For example, I remember in the old game at level 10 the speed spell had a significantly reduced duration. But this was fixed in this version of the game right? What else was improved upon the original game?

  2. #2
    Warlock
    Join Date
    Sep 2012
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    402

    Default Re: Knights Manoeuvre hidden realm and keeperfx change list

    You use Call to Arms to bring your Mistresses/Dragons/Reapers to the closest library and destroy it. One spellbook with Destroy Walls should make it to the other library, making Destroy Walls available for use.

  3. #3
    KeeperFX Author mefistotelis's Avatar
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    Sep 2009
    Location
    Poland
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    1,235

    Default Re: Knights Manoeuvre hidden realm and keeperfx change list

    Quote Originally Posted by SWong37 View Post
    Also, I haven't been able to find an accurate list of the changes keeperfx is doing to the original dungeon keeper game. For example, I remember in the old game at level 10 the speed spell had a significantly reduced duration. But this was fixed in this version of the game right? What else was improved upon the original game?
    There's no such thing as complete list of changes.

    KeeperFX isn't really changing original DK, but rewriting it.
    So, parts of the code are being written anew. Even tho their outcome is kept similar to original, every function is different from the original DK code.

    There is a log of changes in KeeperFX readme:
    https://code.google.com/p/keeperfx/s...rfx_readme.txt
    There is a update log on KeeperFX repo:
    https://code.google.com/p/keeperfx/source/list
    And DragonsLover patch has its own changelog.
    But that's all, to get the behaviour and gameplay changes related to original DK, you'd have to just play and see what's different.

  4. #4

    Default Re: Knights Manoeuvre hidden realm and keeperfx change list

    Quote Originally Posted by mefistotelis View Post
    There's no such thing as complete list of changes.

    KeeperFX isn't really changing original DK, but rewriting it.
    So, parts of the code are being written anew. Even tho their outcome is kept similar to original, every function is different from the original DK code.

    There is a log of changes in KeeperFX readme:
    https://code.google.com/p/keeperfx/s...rfx_readme.txt
    There is a update log on KeeperFX repo:
    https://code.google.com/p/keeperfx/source/list
    And DragonsLover patch has its own changelog.
    But that's all, to get the behaviour and gameplay changes related to original DK, you'd have to just play and see what's different.
    Were Avatar's stats and skills changed? I seem to remember him having the same or more attack power than the horned reaper and 10 spells, but I recently noticed that he only has 307 power and 8 spells.

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