Yesterday, Treebeard would help me out in the campaign I'm building, making it in Deeper Dungeons for general use, by testing maps in live streams. Folks could give feedback for improvement, and I could see the maps played in the last version of KeeperFX. I would like it to be compatible with KeeperFX. Later on, once all maps are made, I want to start the KeeperFX implementation, making wav files, an image for the flags, and maybe use some new scripting also.
Unfortunately, it seemed the first map already is not compatible with KeeperFX, because the Hellhounds don't scout.
The behavior of Hellhounds in that map is very significant. The map starts off by the whole idea of Hellhounds attacking imps on a large river, forcing the player to guard post himself in. A tutorial for Guard Posts at water, if you will. For less experienced Keepers. The whole layout of the map, is based on the behavior of Hellhounds in the original game. Meaning, the parties stay at places, because they will not attack the Keeper, because his Heart is behind a Guard Post after water. But since the Hellhounds don't scout in KeeperFX, the Guard Post is not needed, and all the hero parties run to the Hearth at once, giving a rather empty map with one big fight, instead of lots of small fights during the game play.
So I have to make a complete new map, and maybe many more extra maps. For a different KeeperFX version of the campaign, without Hellhounds scouting, because KeeperFX folk seem to believe that Dungeon Keeper must be improved. This problem is already for 10 years in the KeeperFX community, that folks believe that they can improve this work of art that Dungeon Keeper is. For your information: If you change a recipe for your favorite food, it will not be your favorite food any more.
Any ways, I became active in Dungeon Keeper again, because there now is a free Dosbox version to download. I would quit Dungeon Keeper, when I only had KeeperFX to make it work on modern computers, because "fans" had destroyed the game by all the changes they made. KeeperFX has some what improved from that, but if I see TheTreeBeard play, I see all the faults KeeperFX has, and am not interested in playing it myself. Yes, building large rooms at once is nice, but not being able to select creatures from the icon menu by level any more, as is possible with the original game, is to much damage for me to bare. And I am sure I am not the only one. The changes in Keeper AI I read about, also don't make me happy. If Dungeon Keeper would crash, I always assumed the AI Keeper was cheating to win.
Ancient Keeper has now legacy .cfg files.
But the behavior of Hellhounds seems to be hardcoded in KeeperFX, my question at the Discord for technical problems gave no solution.
The second level Tree tested in KeeperFX, didn't give any problems. Except that the Hero Keeper didn't use the disease spell I gave him. This could however be, because there where no fights on the hero tiles, Tree played the map differently than I did in Deeper Dungeons. Friday Treebeard will most likely test one or two more maps for your folks, from the same campaign. Tree is the only one that has the files, except for me. And we'll see if more problems arise.
I make also many changes myself in the maps I make?
Not really. Yes, Column mode is new, invented by Jon Skeet. And using it is very difficult to do in a tasteful manner. But in my opinion, all the rules stay the same in the game with column mode, although it is sometimes hard to calculate why things are happening, as column mode creates it to be. I mean, kix also used a lots of column mode in his latest campaign, I see no where any damage to game play from it.
But not being able to select creatures by level is very damaging. I sometimes almost have to cry, when I see Tree throwing level 5 mistresses at dangerous parties, just because he can't select only level 6 mistresses in KeeperFX, as is easy to do in the original game.