War for the Overworld

War for the Overworld

Dungeon Keeper 1 Campaign Remake (Version 2.2)
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Update: 22 Dec, 2020 @ 7:25am

Version:11

Update: 6 Apr, 2019 @ 9:17pm

Version:3.2

I asked one of the devs about the issue with Heroes following rally points after being converted and it turns out the issue was actually my own fault. The units were infinitely following these rally points because I had certain triggers set up incorrectly, not a bug with the game as I had thought. It turned out to be a very easy fix though, I can't believe the solution was just under my nose this hole time! Anyways due to me finding an actual fix I no longer needed tons of complex triggers to work around the problem, thus I've made some minor changes to many of the levels.

-The torture chamber has been restored to the levels Hearth & Blaise End

-Some of the sentinels in the level Woodly Rhyme have been replaced with Matriarchs

-I've halved the amount of hero units that die instantly

Update: 16 Mar, 2019 @ 1:01am

Version:3.1

Update: 16 Mar, 2019 @ 12:57am

Version 3
I've come up with a temporary fix (well more of a work around) for the Empire rally bug, the one that causes Empire units to continue following their rally points after conversion. My fix included a large number of triggers which was quite tedious and time consuming to implement. I'm sure the Developers will fix it in a future update but I am unsure as to when they'll update WFTO again and since I already have this on the workshop I thought I might as well come up with solution so people aren't inconvenienced too much longer. This fix/work around has brought changes to a number of levels, I'll list them below.

-Many Hero units will die rather than being knocked out so Underlords can't convert every Hero unit they defeat.

-Torture Chamber removed from the level Hearth. I removed this because I would have had to make far too many triggers for the rally point fix. The prison + torture chamber was never useful in this level anyways to it isn't much of a loss.

-Torture chamber removed from the level Blaise End, for the same reason I removed it in Hearth. The prisons many other uses are still available.

-Additional balance Tweaking for the Level Blaise End, the level was overly difficult the way it was before.

-Balance tweaking for the Level Tickle. I've changed the enemy A.I from Volta (Hard) to Oberon (Normal). The enemy Underlord isn't as powerful and doesn't attack as early, giving the player a better chance to defend themselves.

-Balance tweaking for the level Hearth. I've lowered the skill levels of several enemy units and even removed some. I've also increased the time between waves.

-Fixed progression errors in several levels

-The Land Lords now have names, like "Lord of Eversmile", Lord of Cozyton" etc

-The Lord of the Land in the level Wishvale has been replaced by a powerful priestess named Catherine to better fit the levels description.

I gave the campaigns fictional country a name "Vatronos". It isn't brought up much but I thought naming the land you are pillaging would add a bit more character to the story.


Update: 11 Feb, 2019 @ 12:44pm

Version:2.5

Remaining levels (11-20) + the rest of the secret levels now have revamped narration and additional starting scripts.

Narration text color has been changed from red to white to make it easier to read

Update: 11 Feb, 2019 @ 9:29am

Version:2
Revamped the narrations in levels 1-10 & secret level #2. Narrations come in the form of text announcements rather than objective tabs

added additional scripts to some levels between 1-10 so the player has a better understanding of the objectives

fixed Nevergrim (+Bonus) not including the reward that was promised in secret #2

Update: 10 Feb, 2019 @ 10:09pm

Version:1.5

Update: 10 Feb, 2019 @ 10:04pm

Version:1