War for the Overworld

War for the Overworld

Age of Keepers
48 Comments
Padelboot  [author] 4 hours ago 
@Wehdabra: Thank your for the kind words! Much appreciated. :)
Whedabra 16 hours ago 
An excellent custom campaign! Just as good as the official campaigns. Thanks for putting so much time, love and effort into this thing <3
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.
Padelboot  [author] 15 Mar @ 4:38pm 
@Schneemensch: I did get report of something similiar happening in level 9 with the lvl. 1 enemies. Not sure what causes it and apparently it didn't happen upon reloading. I will have to keep an eye open and see if I can fix it. And that bug with spawning units being stuck... still haven't found a solution aside from some vague "unit pathing is broken". At least the hero workers being passive makes sense, because they are scripted to dig a path towards the dungeon, but won't capture any land due to the lack of a dungeon core. So unless they need to dig, they won't do anything.

You mean the two gateways in the south? One is for the union, the other is for the association. So basically you can only trigger one of them or none at all. The one you ally with won't attack you and if you remain neutral none of them will bother. So at least that was intentional. (to be conitnued)
5chneemensch 15 Mar @ 4:13pm 
Also in the last level there are two gateways for the creature union. I triggered their first assault but not the second the entire level. Maybe I skipped their second assault when I stockpiled to much money at once?
5chneemensch 15 Mar @ 4:12pm 
I didn't get any attacks. But the last room with the king was filled with a lot of lvl 1 dudes.
The counterattack made me scared at first, but as soon as I saw the enemies scattering asap instead of rushing my heart I ignored it.

Finished the campaign now. Gotta say it is too easy. even last mission. Only one gate attacks you with low level dudes and dwarfes are bugged and won't even leave.
Also a severe lack of huntress spawns (my favorite) and I don't think I sawl firebreathers (don't like, but some ppl may) at all. Almost exclusively Jugg, Templar and Mage with +1 of Huntress (bugged in their spawning level), Arcanist or Priestess.

Only challenging level was lvl9, but even that is pretty easy if you start attracting and promoting creatures asap and survive the first assault.
Padelboot  [author] 15 Mar @ 1:23pm 
@Schneemensch: That... is not intended. No. What is intended that there will be occasional enemies coming from the two hero gates, with it being random which one activates after a given time. What final chamber do you mean exactly? There is a counter attack scripted, but it doesn't affect the final stronghold, rather it spawns them at the hero portal in the center and they are definitely not level 1.
5chneemensch 15 Mar @ 8:00am 
Is lvl8 intended to be played without any enemy attacks ocasionally? Is it intended that in lvl8 hundreds of lvl1 enemies stack up in the final chamber?
Padelboot  [author] 4 Mar @ 7:58am 
A new update has been dropped to fix a severe issue in Level 5. I want to thank everyone who has left comments, especially those who made me aware of issues that impact the campaign. With a script heavy campaign it's incredibly easy to miss bugs, so your comments help immensely to find problems and fix them. So please feel free to report anything that might seem like a bug or severely breaks a level, so I can try to fix it.

As always, I hope you enjoy the campaign with the fixes made so far. :)
Padelboot  [author] 4 Mar @ 7:02am 
@bertirius: Danke für den Hinweis. Ich werde mir das demnächst mal anschauen. Klingt stark danach, dass da ein Script nicht richtig funktioniert (es gibt nämlich Scripts, die bei unkorrekter Nutzung das Spiel durchdrehen lassen). Wenn ich das richtig im Kopf habe, sollte die Gewerkschaft eigentlich nur die Löhne hart steigen lassen... sieht aber so aus, als ob das Script dafür massiv Ärger macht.
Bertirius 3 Mar @ 2:39am 
Ich glaube, das Problem gefunden zu haben!

Vorweg: alle DLC vorhanden.

Lösungsansatz:
Sobald dein Goldvorrat auf über 50000 steigt, kommt eine Frage der "Union" danach, die du mit zwei Antwortmöglichkeiten beantworten kannst. Sobald du das machst, spinnt das Level. Innerhalb von Sekunden steigen deine freie Sünden auf 34 an. Deine Imps bleiben stehen, machen nix mehr, deine Bestien glitchen wild durch deinen Dungeon.

Ich habe also fein darauf geachtet, das ich bei 40000 Gold bleibe. Habe also auch auf die Übernahme feindlicher Schatzkammern verzichtet. Und siehe da: konnte das Level 5 zu Ende spielen.

Also wer noch von euch solch ein Problem hat, versucht es so!

So! und nun weiter zu Level 6 :wftogrin:
Padelboot  [author] 1 Mar @ 11:07am 
@bertirius: Das ist schade, aber bei mir lief das Level ziemlich problemlos. Könntest du sagen, was genau bei dem Level nicht funktioniert? Wenn es etwa überhaupt nicht startet, wäre es sinnig zu gucken, ob du alle DLCs hast.
Bertirius 1 Mar @ 10:38am 
Hi Padelboot.
finde deine Kampagne richtig gut gelungen.
Nur leider funktioniert Level 5 nicht. Ich kann es nicht weiter spielen.
Hast du da schon Infos oder vielleicht eine Idee zur Lösung?
LG bertirius
Padelboot  [author] 7 Feb @ 10:17am 
@Beeefy: Thank you, glad you liked it. :)
Beeefy 7 Feb @ 3:51am 
Loved this, thank you. Very well made and laid out.
Padelboot  [author] 2 Feb @ 3:20am 
@Aillish: That's odd, but not too unexpected. WFTO does have a habit of breaking scripts. Those who played Keepers Comeback can give you several tales of nuisance attackers remaining at their portal and keep cluttering. There were also people who had mutators break. Not sure what causes it. At least it worked out now, so I'm glad you could finish the level properly now.
Aillish 1 Feb @ 5:40pm 
Well, I load up the save and continue where I left off before the core again. I saved before fighting the core and it doesn't seem like the script broke this time. It was strange, no idea how or what I did to cause the script to break and made the core to summon infinite reinforcement to protect the core.
Padelboot  [author] 1 Feb @ 10:11am 
@Aillish: Please do. The script should fire only once at least according to how it is scripted. Not sure if something broke the sequence. I hope it works out fine this time, because I can really understand the frustration of losing the penultimate level to something that seems broken. When I played through the level, the core was destroyed before I could even spot these units, so it's weirdly interesting to hear the exact opposite.
Aillish 1 Feb @ 6:27am 
Well, that strange, cause when he summon an army to protect the core, I find democorn is not too hard once I got a decent army. But the problem is, they just keep spawning over and over and over. It became a massive army that literally lag. He has lagged my game and I could barely play due to probably over 100 amount of army. Im going to try again and take over his place again. Will let you know if he still just keep spamming army for attacking his core.
Padelboot  [author] 1 Feb @ 4:26am 
@Aillish: Alright, so I checked the level and there are indeed only two enemy spawns scripted and both have a functioning stop, so they only fire once. First is a single thunderling when entering the trap room, second is when the dungeon core is attacked, which is a chunderoid and a baby democorn. Admittedly democorns, even their baby versions, can be super though, so I decided to lower the level of both the baby democorn and the chunderoid.

Were these the forces that kept spawning? Every other unit would be one Malgannon gained according to the ingame rules and thus up to AI behaviour.

Let me know if there continues to be an issue and if said spawning units are baby democorns, chunderoids or thunderlings, please let me know. I might need to change the scripts up. Thanks for letting me know!
Padelboot  [author] 1 Feb @ 3:54am 
@Aillish: There are only two times where it's scripted to summon forces and even then it's just one or two units (albeit strong ones). I will have a look to see if there is any loop going on and ensure the script only fires once. Personally I beat the level and it seemed like he was too inactive.

Keep in mind, that Keeper becomes an active AI and has access to two gateways (and an annoying habit to build trap spam, which can be circumvented by having a few ember demons). They might as well be hoarding their units and throw them at you.

But in any case, I will check it out and make sure the scripted spawns are a one time thing.
Aillish 31 Jan @ 8:02pm 
@padelboot As much as I enjoy the game you made. You may want to check the script on Mission 9, holy hell, I cleared out everything and the keeper core is all that left... Nope, massive summon army non-stop and wiped me out like no tomorrow. Summon infinite amount of forces... Mission 9 cannot be beaten at all.

Keeper: Oh, i will not stand by and let you attack mah core... *Proceed to literally summon forces every 1 second and overwhelm with lag*
Padelboot  [author] 27 Jan @ 12:25pm 
@Frost V: Great! Glad it works now. Sorry for the inconvenience. Hope the rest of the campaign works much more smoothly. ^^
Frost V 27 Jan @ 12:02pm 
Thanks @Padelboot. it works now. Good job.
Frost V 27 Jan @ 9:40am 
@Padelboot ill try it again.
Padelboot  [author] 27 Jan @ 7:02am 
@Frost V: Thanks for letting me know! I've checked the map and I think I found the issue. The tasks are deactivated by default and only supposed to activate when going their specific path. It seems I didn't add the activation in the script for the UHA. I've edited the map, so it should be possible now. The map was quite frustrating to script without the game breaking.

If you want to try it again, please let me know if it works now. If not tell me how far the task line got and I will have a look again.
Frost V 27 Jan @ 4:38am 
@padelboot Hey love the campaign so far. I cant seem to get one of the factions quests to complete in the 3 map. i toke the Manufacturing shrine but the quest does not complete.

Edit: I tried again and again but could not get the arena. In the end i tried to get the alchemy lab and it worked.
Padelboot  [author] 26 Jan @ 7:45am 
@Meal Team Six: Thank you, glad you liked it! :)

Yeah, some decisions are basically flavour. Usually when you are simply responding to someone saying something. If there are consequences the text will tell you what it does.
Meal Team Six 25 Jan @ 9:14am 
that was great! another 10/10 campaign..

I have a question, when you are given a choice between A and B and it doesnt specify what the options actually are, is there any difference between the two? or is it just flavour text,
Padelboot  [author] 18 Jan @ 3:31am 
@Viconia: THank you! And glad to hear you didn't encounter any bugs. :D
Viconia 17 Jan @ 5:30pm 
Just finished this custom campaign -- super fun and I experienced zero bugs, yay! Thank you for making this -- much appreciated to see new content one of my favorite games :)
Padelboot  [author] 15 Jan @ 6:16am 
@Vetinarisdog: Thank you! Glad you liked it. :)
Vetinarisdog 14 Jan @ 11:23am 
Really well constructed campaign this
Padelboot  [author] 7 Jan @ 8:47am 
@kingcap: Thank you, glad you liked it. :)
I've started work on the obligatory hero campaign, though it will be script heavy and could take some time to complete. I also intend to do a remake of my very first campaign.
kingcap 7 Jan @ 7:37am 
PERFEKT ! , i love this Campaign . Really Really GOOD .... pls add more more Campaigns
Padelboot  [author] 6 Jan @ 1:55pm 
@Lasharus, Archmage: Thank you! Glad you liked the expansion! :D
Lasharus, Archmage 6 Jan @ 1:26pm 
Like the Keeper's Comeback campaign, another excellent set of levels. Thanks for the fun campaign! :D
Padelboot  [author] 6 Jan @ 6:44am 
@Butters: Thank you, glad you liked it. :)
DreadPirateRoberts 6 Jan @ 4:49am 
Absolutely brilliant, days of fun!! :steamthumbsup: