War for the Overworld

War for the Overworld

Dungeon Keeper 1 Campaign Remake (Version 2.2)
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Update: 16 Apr, 2023 @ 10:27am

2.0 Beta 3 Internal Update 2: I guess Level 15's alt wasn't in such a playable state.

Update: 12 Apr, 2023 @ 5:26pm

2.0 Beta 3 Internal Update 2: I actually don't remember what this update contained. Probably fixing up Level 15.

Update: 10 Apr, 2023 @ 4:21pm

Currently reverting to 2.0 Beta 1. This is because I want to include level 16 so that players can make use of the secret level's reward. So next update will include Level 15 (+ alternate version) and 16 + secret level.

Update: 10 Apr, 2023 @ 1:16pm

Version:2.0 beta 2

-A new home realm intermission level added
-Level 15 added
-An alternate version of level 15 has been added. The alt version is based on a cut map from the original Dungeon Keeper.

Level 15 changes:
-The two rival Underlords are just two personalities of the same Underlord fighting each other, similar to Korvek’s split personality but more violent.
-Both Underlords are named Cormall (since they are one in the same) with their A.I’s set to Mira and difficulties set to medium/master
-more gold tiles added
-more secret shrines added around the players dungeon
-removed secret shrines around enemy dungeons
-all underlords start out with some mid level imps
-player starts with ghost imps and a level 2 cultist

Update: 10 Apr, 2023 @ 1:14pm

2.0 Beta 2 Internal Update 1: Working on Level 15's Alternate

Update: 26 Feb, 2023 @ 2:54pm

Version:2.0 beta 1

Level 14 has been added. This was the toughest level to remake, with lvl15 being a close second. It will play differently from the original level as this level just didn't work as a standard skirmish given WFTO A.I. details and such below.

-level completely rebuilt from the previous version
-Completely changed gameplay from the original level to make it stand out more from other 3-way Underlord Skirmishes.
-Underlord 2 has been renamed “The Dark Wizard” and his personality/difficulty set to Oberon(Master)
-Underlord 3 is killed off at the start making Underlord 2 the primary threat.
-Many of Underlord 2’s units have been “hexed”, fighting or killing hexed units releases a nasty surprise.
-Underlord 2 will not attack the player until a certain amount of time has elapsed to prevent rushing.
-The Hero's can no longer be reached until both Underlord 2 is dead. This was done to prevent your rival from attacking the Hero fort early on.
-Added more Hero’s to up the difficulty for the final fight
-more gold added around both rival dungeons
-more gold seams added overall
-A few extra units have been given to the player at the start to give them a better chance with the fight against Underlord 2.
-Skargs, oculi, and Gnarlings added back into the creature pool
-Gold weavers can no longer be attracted by claiming a gold shrine. Gold weavers sometimes prevent other units from coming through.
-a small lake has been added by the gold shrine in the lower left corner to make it harder for the player to wall himself off.

Update: 8 Feb, 2023 @ 3:29pm

Version:2.0 beta

Lord of the lands are now named properly. All landlords in Dungeon Keeper had a name and a title but the way naming worked in DK1 these names never showed up. This issue is now fixed in WFTO.

"beware! the lord of the land approaches!" quote added

Lord of the Lands now taunt the player like they did in DK1 (via text announcements since custom voice lines cannot be added)

Inhibitors are removed. They really don’t add anything to the original dk1 levels. Also the lore behind them fits into the original WFTO campaign as they were there to prevent Underlords from entering Kairos, which is not where my revamped DK1 campaign takes place, in fact it takes place years before WFTO.

I plan on re-imagining levels that were cut from the original game and using them as alternate scenarios.


An alternative scenario for Flowerhat has been added using the layout for the Dungeon Keeper 1 demo. The gameplay does differ quite a bit from the original demo and is more challenging.

Tickle 2.0:
-Rival Underlord name changed to Felice
-Rival Underlord personality changed to Rahskos with difficulty changed to hard
-Gameplay has changed quite a bit here. You and your rival Underlord are prevented from attacking one another via chasms and solid rock. The player now needs to search for a path into their rival's dungeon. This was done because the enemy A.I would always attack the player early via a choke point that was rather easy to defend. This would always result in the enemy A.I wasting their minions allowing the player to mount an easy counter attack. Now both Underlords will have enough time to build up their forces resulting in a nice climactic battle.
-Various scripts have been added to make the enemy A.I and the final confrontation more difficult.
-Moongate shrines have been removed as they didn’t add anything interesting gameplay wise
-Many secrets have been made harder for your rival to steal from you.
-a few shrines near your rivals dungeon have been removed
-reduced the amount of artifacts to prevent the player from getting too much of an edge over their rival.
-removed the increase level artifact as it makes the final battle too easy
-The secret to the far right corner has had some alterations. Your rival won’t be able to reap its rewards however there are a few extra steps involved in getting the goodies.
-The secret oculi and pink eye have been replaced by magma weavers.


Moonbrushwood 2.0:
-Buffed the 4 wizards and added various gimmicks to each one as well as personalities. This level does play out a bit differently than the original dk version with these changes.
-removed the Lord of The Land during the final battle to better indicate that the wizards rule over the land.
-Updated terrain, making better usage of WFTO diverse terrain types
-added moongate shrines and breakable walls along the far west labyrinth
-removed claimed tiles in labyrinth
-added extra goodies in labyrinth
-replaced secret baron van pukemuch with a chunderoid

Nevergrim:
-Gave the player 2 level 5 imps at the start
-Updated the secret at the bottom of the map, a little challenge has been added
-you and your rival can only attack each other by cutting through the gold shrine at the center. I made this change because the A.I was having trouble getting to the gold shrine, making it too easy for the player to starve out their rival

Hearth:
-increased skill level of many hero units to up the difficulty

Elves Dance:
-added hint to try and guide the player to the southern heroes
-added extra secrets
-screecher added to the creature pool

Buffy Oak:
-Underlord name changed, silver “Midorian”, teal “Torvos
-Silver difficulty changed to medium
-Teal A.I changed from mira to volta and difficulty set to master
-Teal underlord now has an underlord gateway and an overworld gateway. This was because of a bug with the overworld gate not spawning units unless another gateway was within the Underlords possession.
-Golden weavers can now only be obtained by the silver underlord. The player can get them if they kill silver and claim their dungeon core
-removed the secret shrines to the far south of the map. The enemies would always get to them before the player giving your opponents an unfair advantage
-added an incantation shrine and a manufacturing shrine to the open area just south of the player's dungeon.
-added perception shrine near the player's southern gateway to give them a better incentive to explore the large open area near your dungeon.
-added a hidden alcove with a moongate shrine and breakable walls near the possession door/flying chunder secret that can only be visited via outposts. This was added so the player can have the option of stealing the flying chunders from under the teal's nose.
-The flying chunders secret area now has neutral tiles instead of dirt so your rivals can’t steal them from you via outposts.
-player starts with more gold
-player starts out with 2 LVL 4 imps and 2 LVL 5 imps
-player starts with a vault already built around their gold shrine as well as gold vortex already set up
-player gold shrine starts activated
-gnarlings re-added to the creature pool
-screechers added to creature pool

Update: 30 Oct, 2022 @ 5:06pm

Version:14

Update: 30 Oct, 2022 @ 4:58pm

Version:13

Update: 8 Jan, 2022 @ 6:25am

Version:12