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Exploring levels for hidden things is something I liked in Dungeon Keeper 2 and have thus absorbed into how I design my levels most of the time. It's also a nice way to reward players, who take their time to look around, while remaining optional.
The lvl 8 counter is supposed to bee-line the heart. At least it's scripted that way. Unit pathing in this game breaks so easily, i WISH I knew how to make it robust.
I can increase the unit levels in level 10. I'm still careful with this, because level 15 in KCC was notorious with spawning high level heroes.
Mighty script also has several ways to increase the levels and attack party sizes in later attacks and I like the idea of that!
Speaking of first campaign: I did have a problem with unit and trap spam back then and tried to course correct since then. Perhaps I overdid it and made the outposts too easy instead.
I do like huntresses, too. :)
At least from what I've seen they can get quite strong when they level up, especially in groups. They do seem durable whenever they attack me at least.
Ah yes, the winding gold paths. I took a liking to them, especially since I noticed them in the DK2 campagin. And... let's say in the few levels I've created since I didn't stop that. But I can still keep that in mind and vary the gold sources some more.
Also at some point he runs out of money and can't get a roster up. Maybe give him access to a free gold mine.
The gate in the northeast only triggers when you did the objectives and spawns worthless units. At this point you can safely make them lvl 6+. And they tend to wander around rather than beeline for the heart.
Bosses just keel over once you storm their fortress. You can quadriple their stats and they would die to an imp cough. Not to mention their personal guard being to weak or to few.
I don't know if it is possible to increase the levels of attack waves with game time. But if it is, please do (I like to sim-city and average 1h30m per level). Considering most attack waves are tiny, with a sufficent force your should be able to repel them even when somewhat underleveled (and gnarlings are great anyway).
Yea everyone has their favorite units. I love huntresses because they are feisty and it looks hilarious if you stack up 20+ of them and seeing them shoot. I also love arcanists.
I wouldn't say "enjoy". But I also wouldn't say "didn't enjoy". It's still a DK game inside a wannabe DK game so it gets a passing grade. It just felt somewhat lacking.
Almost all levels have these winding gold paths leading to artifacts, more often than not in a safe location behind your base. Felt same-y after a while.
Almost all levels give you the freedom for sim-city. Iirc only one actually restricts your building noticeably. While I love my freedom to sim-city, I kinda wanted some variety after a while.
And highguards. I almost always convert every highguard I can get.
I personally thought the campaign would be at least comparable in difficulty with Keepers Comeback, though I was much more lenient with the attack times, because they were brought up quite a bit. Do you have suggestion on how it could be a bit more challenging, at least in the later levels?
Still, I hope you enjoyed the campaign, even if it was too easy.