War for the Overworld

War for the Overworld

27 ratings
Age of Keepers
3
   
Award
Favorite
Favorited
Unfavorite
Custom Campaigns: Custom Campaign
File Size
Posted
Updated
41.672 MB
24 Dec, 2024 @ 8:04am
4 Mar @ 7:38am
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Age of Keepers

In 1 collection by Padelboot
Padelboots WFTO Campaign Collection
2 items
Description
After the infamous and mysterious Red Keeper brought down the bulk of the heroic forces, the underlords, once again referred to as keepers, are spreading over the lands. Peaceful lands get in touch with war. Happy realms experience desperation. Carefree villages learn to fear. The Age of Keepers has begun and you are one of them. In front of you lies the Serene Rerpublic of Pearlland. Fertile and lush lands, a wealthy economy and free peasants await you. Burn down their forests, plunder their vaults and subjugate their people! The Red Keeper, in their infinite wisdom and gracefulness, gave their blessing to you, Keeper. This republic shall be yours! But beware: You may have the blessing, but other keepers have taken an interest in Pearlland as well - and you still have to prove you are indeed worthy of ruling over these realms.

(A lore-continuation of the Keepers Comeback Campain. With the recent release of Dungeon Keeper 1 and 2 on Steam, I felt inspired to make this campaign. At least it was recent, when I started. Then I took my sweet time to playtest the last two levels.
Anyway, the player takes the role of an inexperienced Keeper, who has the explicit blessing to take over the country of Pearl Land, but has to compete against other Keepers and defeat the heroes defending it. This campaign is shorter than the KCC and assumes the player is moderately knowledgable about the game mechanics. It is still designed to be of moderate difficulty. I hope you enjoy it! :) )
46 Comments
Padelboot  [author] 18 Jul @ 7:03am 
@toastkid.williams: Thank you for the kind words! Glad you enjoyed it. :)
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.
toastkid.williams 17 Jul @ 1:45pm 
I absolutely loved this campaign - i just finished it. My favorite aspect of WFTO is exploring the map and finding all the hidden-away little bits, and this campaign has tons of that stuff in every level. The balance of difficulty seems just right, though it took me a *long* time to finish level 9: it was a very slow war of attrition. Thanks so much, i can tell how much effort and love has gone into building it.
Padelboot  [author] 17 Mar @ 8:25am 
@Schneemensch II: The Keeper in level 9 actually starts with two gold shrines and both are activated from the get go. He should actually reck up quite the fortune, but I suppose I could consider making a script to pretty much throw him more money. Giving him an arena does entail giving players, who didn't side with the UHA, access to an arena themselves (in the off chance they crawl their way through the dungeon rather than bee-lining to his heart).

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!
Padelboot  [author] 17 Mar @ 8:17am 
@Schneemensch: First of all, thank you for your response. "Passing grade" means there is still a lot to improve for future projects. I still want to make a hero campaign and I also want to do a remake of my very first one from back when mighty script wasn't a thing yet.

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.
5chneemensch 16 Mar @ 3:17am 
Lvl9 keeper could do with a slightly ealier timing, or with a slightly stronger roster, or with a faster recovery after a loss. Not sure what you can do here. Maybe an arena so his beasts level at least? I didn't see one when I rolled him.
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.
5chneemensch 16 Mar @ 3:13am 
Lvl8 counter-attack needs to beeline to the heart. Not sure if that is possible. Gave me a little scare but they simply ignored my heart and started wandering off.
5chneemensch 16 Mar @ 3:11am 
Lvl10 attack times are relatively short with those worthless units. Imo incease attack times slightly but make them stronger in general. They always come from the same single gate so you have an easy defence. I propose to add a second gate in the east. I'd also add periodic invasions from the gate in the close north with really strong units (every 20 mins?).
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.
5chneemensch 16 Mar @ 3:03am 
Most sideobjectives/outposts are not "well" guarded. 3-5 low to mid level units in outposts or something are esily steamrolled. Considering all the systems to easily increase levels of your stuff, you can safely increase the levels of units you encounter later. Especially considering almost all levels have 2+ levelup artifacts.
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).
5chneemensch 16 Mar @ 2:57am 
I wouldn't say huntresses are strong. Just annoying for the AI to fight against due to their hit n run.
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.
Padelboot  [author] 15 Mar @ 4:38pm 
@Schneemensch: I tend to be a bit careful with placing huntresses, because they can be quite powerful. Firebreathers are the one hero unit I keep forgetting about to the point where I have to actively remind myself to use them. Of course there is a lot of personal bias here, I just really like arcanists and wizards.
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.