Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hint: Take a good look in Level 6 and Level 14. ;)
More specific descriptions can be found in other comments.
The gateways can be stopped as shown in level 2, although admittely this level makes it difficult due to them being out of the way and waves spawning quickly. If possible, try to stick on one side of the map until you deactivated the gatway. Alternatively you can put earth on the small tunnels leading to the gateways, but that won't stop the gateway from spawning more units, which can lead to performance issues if kept too long.
The bug with the forces not contactiong you: That's the first time I heard of that. It's not linked to the hero gate, so that one should not cause it. Once the objective required is done, you will get a text message saying they will contact you soon. After one to two minutes a dialog window should pop up asking you to pick a side. What could happen is that the popup dfoesn't show due to possession being used, though usually that leads to the game flatout freezing as I heard.
My suggestion would be to complete the objective and then not use possession until you picked a side. Again: Takes roughly one to two or even three minutes for that.
That's one way to do it. When I get around to update this, I will make sure the units can leave the possession area without a hassle.
If neither helps... I honestly don't know what's causing this. ._.
As for the hero bulking... yeah. Loved to convert tons of guards, knights and wizards in DK2. That habit hasn't died down ever since my childhood and is one reason I cannot resist doing it here. ^^'
Another example of personal preferences showing themselves in the level making.
Truth to be told: I don't like timed missions either. The only reason I don't despise Woodsong in DK2 is that it offers plenty of space to built a nice dungeon, as well as endless gem seams. If anything they do add variety and might force a change of playstyle. Grinny Rocks, aka Ritual chamber map, used to have a stricter time limit and even harsher hero respawn rates, when I first tested it.
There are lots of ways to add challenge while trying to build up, for example by forcing limited expansion by blocking off areas with defenses as to not feed the player any minions.
Have the heroes be able to bulk up as well, in the form of a hero gate and a locked door, in the same room as the Lord. 2 hours of bulking up for the player should then at least end up in a grand finale fight.
More limits in the veins of evil, forcing different tactics. For example, no Prison means no (free) blood money, no converting units, no spirits.
But in the end, Underlords are what give the most meaningful challenge. And there is a dire lack of them in this campaign, at least for my feeling.
(Sorry didn't fit in 1 comment :))
The hero gate bug is probably the most challenging thing to deal with :) With dozens or 100+ heroes being stuck at the gate, getting unstuck by a single worker passing by.
To try to give an example of what can feel challenging to me, something like level 15 works well because you immediately are exposed to heroes, no choice (Unless you cheat with using replacement earth and block off paths) and because you need to deal with a decently strong Underlord, graveling towards you while taunting you.
I understand it must be difficult to find a good balance for everything, and I think you did an amazing job.
WtfO base campaigns mostly challenge the player by intimidating them with pressure or even an outright time limit (Often hidden behind timed triggers) which I do NOT like.
This campaign mostly challenges the player by forcing limited expansion or rush to prepare to defend against hero gate hordes. But with the ample building space, limited expansion is a very viable tactic and makes it quite easy. That is, as long as there are no other Underlords and as long as you manage your gold.
Maps with an Underlord are generally the most fun imo. Hero gates are usually what feeds my dungeon (Blood money for example) and are what actually make things considerably easier, even without cheesing a defense (well of souls behind walls and have em circle around em, for example) while the Underlord is what challenges it.
The pacing and general feel of the campaign was one of my priorities and it's good to hear it worked out. I simply prefere the more relaxedapproach of DK2 and tried to translate it here.
Having levels feel similiar is inevitable to some degree, unless you do a creator mix like Korvek did. One persons style of making levels will stand out. My habit of planting outposts and hero vaults everywhere is... most likely noticed. Was even bigger in the version 1.2/1.4 days.
Level balancing might be the most difficult thing to achieve. If you scroll through the comments, you will notice Level 15 used to be quite notorious until I nerfed it. Wasn't even intentional, it just happened. Additionally there are different player types and skill levels, meaning some people will find levels challenging, that uber-pros breeze through.
Out of interest: What kind of level would you consider challenging? Or what should a level offer to be challenging for you?
The entire campaign so far is of high quality, but even though there are a lot of very different maps, they often feel pretty similar. The few tricks we see mostly keep repeating themselves, especially with the hero gates which are easy to manage so there isn't much challenge, but other than that there isn't much to criticize.
Really love the pacing opposed to the official campaigns. We really have time to be a dungeon manager here. Keep it up :)
Possessed doors do not get removed when you finish the maze and claimed unit gets stuck: you cannot draw it out with a raid or recall it.
Truth to be told: The heroes don't have an AI most of the time. They only dig paths in the later levels as part of initial attacks. And I like to keep the replacement earth available, as it fits with the somewhat more relaxed tone. Though I think I have an idea for this for my next campaign and I might add this in an update later.
The only issue I have with whole campaign is that Empire is too stupid to dig anything - you can replace earth around their gateways and they will be sitting there forever.
Thanks for that!
The bonus maps are unlocked by finding the secret keys, just like in Dungeon Keeper 2. They take the form of artifacts, though just finding them is enough.
If you want to know where to find them, here is a small spoiler:
Caradrico can be unlocked in Everscream (Lvl. 6). Freetown is unlocked in Grinny Rocks (Lvl. 14). I've posted the exact locations in the comments
PS : justg one thing, i've finished all 18 levels, but the 2 bonus maps are still greyed. Any idea about how to repair that ?
Yeah, I did starting with the fourth entry. El Presidente was supposed to be a side character in the earliest version of this campaign, but I changed that when I wanted to be a bit more grounded.
WFTO doesn't crash too often for me, thankfully, but it can go weird when loading save files during gameplay. There is also the pathfinding issue, that often breaks the hero groups for some reason... but hey. I take it as a win. ^^
And thanks for letting me know about the bug. I will check this when I work on the next update.
Not sure how "old" one can consider these levels though. ^^'
As mentioned: I'm aware that I have overdone it with the attack spawn frequencies. I'm planning to reduce them in a future patch.
That way you can at least avoid triggering one of the spawns until you got rid of the first one. In level 9 they are activated by reaching certain points on the map, so sticking to eather the western or eastern tunnel will only activate one of them.
I can only assure that I managed to beat all levels fair and square during testing. Though other have pointed out the attack parties spawn a bit too frequently, so I probably will change that in a future patch.