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Thread: Veteran Version of Official Campaign

  
  1. #1

    Default Veteran Version of Official Campaign

    I decided to make my own version of the official Dungeon Keeper 2 campaign that is much, much harder than the original, and also quite different in terms of level design. I know drubjak has already done this, but for me personally, even his changes still feel 'too' easy for highly skilled keepers and overall didn't actually change that much from the original.


    So far I've only done the first level, but I literally began this project today (10/26/19). I plan to do every level the game has to offer.
    I will warn you, the difficulty increase is VERY significant, this campaign is not meant for casual players. Even veteran players will more than likely have to
    restart the first level a few times in order to get a feel for the map.

    Unlike the original campaign, whenever you make an impactful kill, take out patrols, break into garrisons, claim outputs, or kill important heroes/creatures there are serious repercussions.
    You didn't simply think you could wipe out an entire garrison and have zero retaliation, did you? Be cautious when attacking any garrisons or claiming outposts, such as Treasurys. 'Cus you will be punished.
    My version of the campaign also heavily rewards exploration and killing hero garrisons/rival keepers. Every nook and cranny are there for a specific reason.
    The overall changes to each level make for a playthrough of the campaign in terms of level design and often game objective completely different and refreshing. This campaign is more of my own work than the originals.

    I've also removed possession from every level, and the ability to convert goodly heroes. Both are too easily abusable and ruins the entire campaign in terms of balance.
    Hard limited the number of black knights you can attract on specific levels as well, as once again, another broken subject in DK2.







    Changes to Level "1"
    I added a new kill objective that must be completed in order to access the Lord of the Land.
    Added a hero garrison to accompany the new objective that stretches over a good portion of the map.
    Added many strong units throughout the entire level, and in hero parties!
    Added a gem; a well-defended gem.

    Updates:
    Changed the monk to a knight.
    Removed a trap from the gem room.
    Removed added training room - made the level easier than intended.
    Significant Changes! The level has been revamped!
    New patrols introduced that you must dwindle down; it will be a blood bath, expect to lose a lot of goblins!
    The level has turned into non-stop action and combat!







    Changes to Level "2"
    Added two new garrisons, each which house a very strong knight that is well guarded.
    I encourage you to kill each of these knights that are well protected, as killing them gives you a much-needed gift for beating Lord Darius.
    Like the previous level, I added a lot of strong units and several new hero parties.
    This level should be easier for starting out but is much harder later than the first level.

    Updates:

    Significant Changes! The level has been revamped!
    New patrols introduced that you must dwindle down; it will be a blood bath, expect to lose a lot of creatures!
    The level has turned into non-stop action and combat!
    New garrisons and outposts!








    Changes to Level "3"
    Map is significantly different from the original.
    Many new stronger units and parties; the Lord of the Land's strongly defended fortress has been expanded and buffed.
    This shouldn't be a surprise, but this level is twice as hard as the previous one.
    I strongly encourage exploration of this map, you'll find goodies you need to win!







    Changes to Level "4"
    Unlike the original campaign, this will be the first level where you will have to deal with another keeper!
    This keeper, however, has allied with the Lord of Land to eliminate you so that he may be spared for
    when the goodly heroes successfully win. (so he thinks..)
    You can choose to ignore the keeper, but I'd advise you to kill him - for you will need his portals to truly beat this level.
    Like the previous level, I highly recommend exploring to help you breach and kill the goodly lord hiding in his updated, bigger, beefy fortress.
    Removed possession.
    Expanded the map.

    Updates:
    Added a strong party that spawns after killing Keeper Darius.







    Changes to Level "5"
    Significant changes to this lords hideout.
    New portal to claim. (Highly suggest you find it and claim it, for you'll need it to surely beat this level)
    Added a gem; a well-defended gem.
    Of course the usual, much stronger heroes and new hero parties, garrisons, outposts, and more!
    Removed possession.







    Changes to Level "6a"
    Several new outposts surrounding your dungeon.
    Significantly increased the fortress with patrols, traps, outposts, and a shit load of strong units. (As this map should've originally been since in the story you're attacking head on to the lord's castle!)
    You can no longer convert goodly heroes, only evil creatures that turned goodly. (This way the player can't overly abuse the torture chamber)
    I will note that this is a big step up from the difficulty of the previous levels. Beware! Expect to die a lot over the tiniest of mistakes.
    In general, overhauled the level design. (Like every previous level.)
    Removed possession.






    Changes to Level "6b"
    This level is completely different. There now are two keepers you must slay in order to win this level, along with the goodly lord of this land!
    The two keepers have allied with the heroes. I recommend killing Lilly before making an attempt to take out the good lord or the other keeper, Diana.
    Per usual, lots of patrols, hero parties, new garrisons, outposts, etc.
    Significant map changes and objective changes. Added several new lieutenants that must be eliminated. I recommend having good defenses, for when you kill a lieutenant, you may be smitten.
    Added a hidden gem.
    Removed possession, and the ability to convert goodly heroes.
    P.S. This level is ****ing hard!!







    Changes to Level "7"
    Drastic changes to the level per usual, such as: new outposts, garrisons, patrols, parties, etc.
    Hidden Gem added.
    Added 3 lieutenants required to kill in order to gain access to the lord's secluded hideout. Be warn, killing a lieutenant does not go unnoticed.
    This level is ridiculously hard, so hard, in fact, I'm not sure if it's beatable, yet. Good luck!
    And of course, removed possession and the ability to convert goodly heroes.





    Changes to Level "8"
    Expanded the map.
    Signfincant level changes to design, per usual.
    Traditional new garrisons, outposts, patrols, hero parties, etc.
    My personal favorite level so far purely due to level design! (This level took me the longest to create, a rough 14 hours...)
    Now you must kill six guardian wizards along with the Lord of the Land.
    Added gems.
    I had many problems with this map working correctly and managed to get it to work after hours of tedious
    debugging, one of the problems was the cinematic scrolling I added, so that has been completely removed, sadly.
    Maybe in the future, I'll try to find a fix but for now, I'm leaving it as is.
    OH yeah, the level is, of course, HARD AF.





    Here is the link for the finished levels, just simply extract it and copy it into your dk2 map folder.
    I recommend using version 1.3, for the AI works much better than the keeper AI in version 1.7. In fact, version 1.7 AI doesn't work at all.


    Version 1.3:
    Download Veteran Campaign

    Version 1.7:
    Download Veteran Campaign



    I am currently in the process of testing every level finished this far, making them harder and adding small/large revamps of level design. Currently done with the first three levels, check them out, they're WAY harder and new additions!! Work in progress on the 4th level - around 70% done. Updated 11/26/19



    Please provide feedback with any problems encountered, or if a specific level is simply unbeatable.
    If players are struggling to beat a specific map, I will add hints on this post to the respective level.
    Thanks in advance!
    Last edited by Crafty; November 27th, 2019 at 01:06.

  2. #2

    Thumbs up Re: Veteran Version of Official Campaign

    I played the first two so far. You've really made them difficult and it took me an hour of juggling creatures to beat each of the levels. Though I'd rather have the Goodly heroes being stronger rather than having them in overwhelming numbers.

    For 1.7 version, would it be possible to enable the Elite Creatures for these maps?

    Also, for fun, as you can only have goblins in the first level. Could you add a Goodly Hero named "Goblin Slayer" as a nod to the manga/anime maybe with a Black Knight/Elite BK skin?

  3. #3

    Default Re: Veteran Version of Official Campaign

    Quote Originally Posted by Pendrokar View Post
    I played the first two so far. You've really made them difficult and it took me an hour of juggling creatures to beat each of the levels. Though I'd rather have the Goodly heroes being stronger rather than having them in overwhelming numbers.

    For 1.7 version, would it be possible to enable the Elite Creatures for these maps?

    Also, for fun, as you can only have goblins in the first level. Could you add a Goodly Hero named "Goblin Slayer" as a nod to the manga/anime maybe with a Black Knight/Elite BK skin?
    Yeah, I got carried away with the hero portal numbers with the first couple of levels.. not like that for the rest.

    Yes I can enable the support for elite creatures for 1.7 (Although should be enabled by default, but I'll check to be sure.)

    Sure! I can name the level 5 Knight Captain to "Goblin Slayer" and make him an elite goodly knight

  4. #4

    Default Re: Veteran Version of Official Campaign

    Quote Originally Posted by Crafty View Post
    Yes I can enable the support for elite creatures for 1.7 (Although should be enabled by default, but I'll check to be sure.)
    Well I tried manually launching the game on Level20 and with the goblin and warlock room setups. The elites still did not arrive. I didn't know about Elite creatures when I played DK2 decades ago and couldn't find information if they were only supposed to work only in skirmishes.

    Gameplay hints for other players
    Level 1&2&3:
    • As you cannot build bridges. Avoid fighting on water as Imps won't bring back KOed creatures to their lairs.


    Level 1:
    • At some point a dwarf will breach your dungeon and Goodly Heroes parties will use that as an invasion path. Better to make an opening yourself.
    • As there is no Imp spawning spell. To level them up, have the Imps damage your reinforced wall by temporarily telling them to break it. Afterwards they will slowly try to repair it.


    In Level 1&2 all my creatures including imps had a tendency to suddenly take a "Report danger" job. That frustrated me to hell as they would venture beyond the dungeon and have to pick them all up to avoid getting them killed. I think this was also a reason for my imps to stop repairing walls as they would turn 90 degrees back and forth.

    Haven't beaten Level 3 yet. As suddenly 3 LVL 7 hero parties decided to attack me at once and even having 5 LVL 8 Warlocks with 10 sentries wasn't enough to hold them off. Couldn't get to +500 mana regeneration for sentry ammo as I don't want make too many openings for Hero invasions. Wish there was at least one mana Vault nearby.

  5. #5

    Default Re: Veteran Version of Official Campaign

    I learned that the player can not obtain elite creatures in campaigns, so that is unfortunate. I've also been unsuccessful in changing creature names. The suggestions you've given related to level one I can sadly not add.

    Also, I've received feedback from others as well that level 3 appears to be unbeatable, due to the same reasons as you mentioned. I will tinker around with that level some more and find a solution to solve it, without taking away from the difficulty.
    However, do you think you could beat it with a mana vault? If so, I will add one which you can claim.

  6. #6

    Default Re: Veteran Version of Official Campaign

    Yeah my tinkering with DKII level editor led me to the same conclusion about the elite creatures. Individual creatures can be made elite though.

    So I made the one goblin an LVL 2 elite and replaced the other with a LVL 2 elite warlock. They don't matter much but are a bit tougher. I also added a mana vault near a hidden thief. Once it is obtained, it becomes much more feasable to win as mana would hover around 100k. Normally one battle would consume like 40k from sentry shots.

    Modified Level 3 for v1.7 (use command line argument -level level3_vet)
    Last edited by Pendrokar; January 15th, 2020 at 16:46.

  7. #7

    Default Re: Veteran Version of Official Campaign

    Amazing Campaign. Incredibly difficult, but the thrill of victory deserves it. Thank you for your work!

  8. #8

    Default Re: Veteran Version of Official Campaign

    Quote Originally Posted by Pendrokar View Post
    Yeah my tinkering with DKII level editor led me to the same conclusion about the elite creatures. Individual creatures can be made elite though.

    So I made the one goblin an LVL 2 elite and replaced the other with a LVL 2 elite warlock. They don't matter much but are a bit tougher. I also added a mana vault near a hidden thief. Once it is obtained it, becomes much more feasable to win as mana would hover around 100k. Normally one battle would consume like 40k from sentry shots.

    Modified Level 3 for v1.7 (use command line argument -level level3_vet)
    Nice way to add elite creatures for level 2.
    Yeah, the level becomes much more beable with the mana vault! I will be adding that suggestion to the level.

    Quote Originally Posted by Quuz View Post
    Amazing Campaign. Incredibly difficult, but the thrill of victory deserves it. Thank you for your work!
    Thanks! I haven't worked on the campaign in months, due to holidays/level 9 odd bug pissing me off, discouraging me from further working on this project. But don't worry, I've been working on a new, fresh, 100% original campaign in design and ideas!

  9. #9
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    Default Re: Veteran Version of Official Campaign

    Quote Originally Posted by Crafty View Post
    I've also been unsuccessful in changing creature names. The suggestions you've given related to level one I can sadly not add.
    Changing the name is possible but it will change the name of all creatures of that species. It requires tinkering with the text file as well so that means needing to overwrite people's text files and it gets kind of messy but then again, you're already overwriting the original campaign.

    If you have editor pro, which you can easily get here, there's "Unique Name Text ID" to the lower left of the Creature Configuration window, so you just need to edit a line in the text.str file. There's some placeholder lines you can edit no problem, and while you can technically add new lines, I don't recommend it as anyone who doesn't overwrite their text file will experience a crash, whereas otherwise they would merely get the placeholder line (although that looks silly too but it's not as bad as getting a crash of course).

    Keep in mind that the unique text id gets saved as apart of global data, so you can overwrite it or have it pass onto other levels. Fixing it isn't a big deal though as it's just one value.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

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  10. #10

    Default Re: Veteran Version of Official Campaign

    Quote Originally Posted by Metal Gear Rex View Post
    Changing the name is possible but it will change the name of all creatures of that species. It requires tinkering with the text file as well so that means needing to overwrite people's text files and it gets kind of messy but then again, you're already overwriting the original campaign.

    If you have editor pro, which you can easily get here, there's "Unique Name Text ID" to the lower left of the Creature Configuration window, so you just need to edit a line in the text.str file. There's some placeholder lines you can edit no problem, and while you can technically add new lines, I don't recommend it as anyone who doesn't overwrite their text file will experience a crash, whereas otherwise they would merely get the placeholder line (although that looks silly too but it's not as bad as getting a crash of course).

    Keep in mind that the unique text id gets saved as apart of global data, so you can overwrite it or have it pass onto other levels. Fixing it isn't a big deal though as it's just one value.
    Good to know, albeit a lot of work for something so minor. Perhaps when I come back to this campaign I'll consider the effort to do make such changes.

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