Page 11 of 11 FirstFirst ... 9 10 11
Results 101 to 103 of 103

Thread: CAMPAIGN Assmist isle (2019)

  
  1. #101

    Default Re: CAMPAIGN Assmist isle (2019)

    Quote Originally Posted by 12114_v2 View Post
    ok smashed level 13 (reaper's yard), I will agree with "Xavit" that it is the first actually relatively challenging level of the campaign, and for once, it was more challenging than it was annoying (unlike that endless level 10 hit and run fly wave level, level 9, is it?).

    I wonder if the last level is harder...

    p.s I highly recommend updating the objective of reaper's yard and notifying the player that the only way you can get gold is by killing the knights (or at least give a hint, like "kill a knight and see what happens"), because I had to look that information up from a youtube walkthrough (that's the only thing I wanted to know and immediately stopped watching the youtube video once I got my answer). There's no way I would've guessed that this was the case (at least not in a reasonable amount of time), that ONLY knights give gold, and that they don't actually drop it on the ground (but rather deposit it straight into your bank account) so you don't need a bridge to get it. You shouldn't have to read scripts manually or look up youtube walkthroughs to find out how to deal with paydays.....
    Yeah, that level with the hit and run fly waves was annoying, but the third or fourth level of the "twin keepers", where the thieves steal your gold constantly, is more of a test of your patience than actual defying mecanics. Is so annoying that 90% of people playing that, will quit that campaign i'm guessing.

  2. #102

    Default Re: CAMPAIGN Assmist isle (2019)

    Hey, I updated the campaign recently. Minor tweaks to balance out most of the maps, like:
    -disabling possession in certain levels (like in first lvl)
    -limiting skeletons you can rise (like in reapes' yard)
    -disabling gold making through workshop (like in martyr's halls)
    -making some spells unavailable (like cave-in in relic tunnels)
    -making some hero parties stronger (most of the maps)
    -fixing some of the timers or win conditions
    -made some use of time mages and druids
    -used new tilesets and sprites
    -etc
    To balance out the new player limitations, new rewards were added to the levels which players found difficult even before these tweaks: mostly special boxes but also traps and gold or creatures.

  3. #103
    Fly Quuz's Avatar
    Join Date
    Dec 2019
    Location
    Russia
    Posts
    78

    Default Re: CAMPAIGN Assmist isle (2019)

    wow, this is definitely something to see for yourself. great job

Similar Threads

  1. Replies: 102
    Last Post: June 5th, 2024, 12:13
  2. Preview of my custom Campaign, The Barbarian Campaign
    By darkkingkongman in forum DK1 Maps
    Replies: 87
    Last Post: August 21st, 2020, 12:42
  3. Community Spotlight – January 2019 & Maintenance Update
    By Mentor in forum War for the Overworld
    Replies: 0
    Last Post: January 31st, 2019, 16:17
  4. lag in campaign
    By piojo in forum KeeperFX
    Replies: 18
    Last Post: January 22nd, 2011, 12:26
  5. A new campaign
    By Hapuga in forum DK2 Mapmaking
    Replies: 7
    Last Post: January 5th, 2010, 10:21

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •