Hey guys, completely new, and I hope I am posting this in the right subforum.
I got back into DK1 this last few weeks, and could not resist a little editing and modification...ing... of some creatures and spells.
Thought I would share my ideas to see what people think, for feedback - is it a load of nonsense; might it totally ruin the game; or might I have some neat ideas?
It's a long one!
Ok:
I decided to balance the Warlock with the Wizard by giving them both Drain, Heal and Rebound. But I also decided to make them "opposites". So I made the Warlock ice focused, and the Wizard fire focused.
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Why did I give the Wizard Flame Breath? Becaus as I see it, it is essentially just a beam of fire. I originally gave him Word of Power, but since that is a close range melee attack, he never used it against ranged fighters, say, if he was going off against a Warlock. So essentially, he was "down" one attack. This way he is guaranteed 3 ranged spells.
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I decided to make the Dragon the fire focused evil creature, since the Warlock no longer was. I removed Grenade, as I did from all those who had it, since they never use it.
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Furthermore, I modified Flame Breath to be a proper ray attack, that matches Drain and Lightning in range. So now it is a ranged attack that reaches a much larger distance. It is a Dragon's fire breath, right? So it should reach much further than just in front of their face. That also helps the Wizard having it, so now he has 2 long-ranged beams, with Drain as well. I also boosted the damage of FB just a little, to 5.
I also saw for myself what people here were talking about, regarding the Dragon being weaker in KFX. So I buffed his health and armour slightly.
Also, I made him a proper ranged spell-caster. Too often I would see him slowly trudging after a Mistress, doing basically NOTHING to her, while she just zooms off backwards, with Speed, ripping the Dragon apart with Lightning/Drain. Now he won't chase her because he is ranged, and with Fireball too instead of Grenade, he has more spells to cast.
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I decided to make the Fairy defence focused. I removed Lightning, Navigating Missile, and Meteor, and otherwise gave her more self-buff and enemy-nerf spells.
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Hopefully, now, she should spend more time casting Drain, and less time casting simple attacks, thus spending more time just regaining her health, buffing herself, and nerfing the enemy.
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I kept the Witch mostly as she was, basically an Air/Storm elemental Witch, but I removed Rebound since I gave that to the Monk. Rebound is so OP it seems a little unfair for ALL good spellcasters to have it.
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I modified Wind. I made Wind - *HOPEFULLY* - a more reasonable and more usable spell. I slowed its Speed stat down so it does not blow so far, but also gave it a little damage of 25.
Also, I decided to make the Witch immune to Gas, so she does not do herself in with her own Poison Cloud. And I gave her Teleport. That may be a wrong choice. I came off the back of The Witcher 3, with the sorceresses teleporting everywhere.
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I made the Monk defence focused, since he is Holy and his focus should be healing and life.
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I decided to give Horny Timebomb. But I modified it so it takes longer to recharge, so it cannot be streamed so quickly (since it is so damaging); and since he is a melee attacker, he won't fire it much anyway.
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:timebomb:
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I modified Trolls so they grow into Orcs beyond Level 10, so hopefully they will be more useful. Essentially, lesser Orcs.
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Now to talk about a group of modifications.
I removed all spells from the Fly, Beetle, and Spider. Why would a Fly be able to Speed itself up? Why the hell would a Beetle have freeze?
And the Spider? Ok I guess, with the Spider having Slow and Freeze, you could spin it as the Spider using its web to slow down enemies, or hold them in place; but why on earth does it have Hailstorm? Why is a Spider spitting chunks of ice???
These are not specified as magic creatures, just giant insects.
So I decided to view the Ghost, Tentacle, and Hound as the new low-tiers. (Now getting that implemented in the game is another matter).
They are rather weak, even at level 10, but they are much more useful, especially with my modifications... hopefully.
Fly = Ghost
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I removed Melee from the Ghost;
Made them Ranged;
Made them only attack if it is another Ghost (like Imps only attack Imps) OR to protect the Dungeon Heart.
Buffed their Defence - ability do dodge - because they are a Ghost, right? Most hits will go through them.
Buffed their Speed, because they are a Ghost, right? They have no weight holding them down.
Set their Primary Job as Exploring.
So now they are, hopefully, an invaluable explorer.
They will not attack, so they do not compromise their Invisibility, so they remain invisible (UNLESS it runs out and they forget to cast it again); so hopefully they will reveal more of the map without alerting anyone to their presence. Hopefully this makes them actually DESIRABLE to have them around. Unlike the Fly, who is always visible, and they just go straight in for the attack.
With this in mind, I made them attracted via the Temple. The way I see it, Flies are useless. They get chucked out in the later maps (which is where you get the Temple) which are the bigger ones more worth exploring. The earlier maps just are not really worth having an explorer creature.
Beetle = Hound
Ok, they are not equatable lol. But Beetles are useless, Hounds are not.
I see the Hound as a lesser fire creature (compared to the Dragon), so he gets Fireball too.
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Also, I made them attracted via the Guard Post. I disabled the Scavenger Room, since it is just sh*t; and why were they ever attracted by that when it is not one of their jobs? They are guard dogs, like Cerberus. So they guard.
I removed their Speed spell, but made them naturally faster... they are a dog, powered by the dark energy of hell, so they are fast anyway, right?
Spider = Tentacle
The Tentacle should be, and now is, the real ice creature, but lesser than the Warlock.
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I also made their job to freeze prisoners. But can anyone explain to me the benefit of this job? Is it to make prisoners survive longer?
I also made them a bit tougher. I forget how. I may have given small boosts to their health, strength, and armour; I see that they should be a tough little nut to crack, and they can pack a punch. All that muscle, in a small package.
Also, I made them attracted by the Bridge. They find out the Keeper has a Bridge, they think "Hmm, there may be water nearby too, then."
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I think that is everything.
Sorry for the long post.
Thanks guys![]()