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File: Dungkeep.jpg (17 KB, 250x302)
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Fantastic game.
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its called dungeon keeper because dungeon master was already taken
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I'm orny, short for tha orned reapah
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>>10911069
A'hm frends wif tha dungeon keepah
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No love for DK?
Gay
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>>10911068
why wasn't it just Theme Dungeon?
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>>10911040
Yes, if you liked that game also check out Startopia
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KeeperFX finished recently, what did we think of it?

>>10911227
Are there any mods that fix it's most egregious bugs yet?
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>>10911216
Dungeon Tycoon
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>>10911238
https://plantmonster.net/startopia/startopia.html if there are you'll find them here. The custom missions are very good as well.
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KeeperFX is fucking phenomenal, be sure to play through all the map packs they got there, endless sea of fun content
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YOUR CREATURES ARE BECOMING GAY!!!
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>>10911598
Good, that should keep the heroes away.
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>>10912406
>implying
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>>10911094
Unbelivas betta take a step bak
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>>10911495
Not him, but this is fantastic, thanks, didn't know there's even a new official patch.

KeeperFX is an absolute must have for Dungeon Keeper, if anyone hasn't tried it yet, absolutely astoundingly good work.
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>>10912651
Them getting game speed unlinked from framerate is a massive improvement. Now you can fine tune game speed without it running like a visual arts college claymation project.
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>>10912551
The 'and of evol stroikes again
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>>10911238
KFX is good
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>>10911040
overhyped. can't beat mission 8 or 9 if you didn't train a high level vampire or capture a hero to train from earlier missions.

and the bonus missions can only be beaten in FPS.possession mode which looks ugly as sin and 2hard.
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>>10914927
Filtered hard.
I finished those missions as a 12 year old lad who had no idea what transferring creatures even was. The only thing I couldn't do was kill the Blue keeper in mission 20, which technically wasn't even a win condition. Came back at like 16 and finished that last challenge and deeper dungeons. I generally do no secret, no temple sacrifice playthroughs now.
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>>10911505
any standouts?
What I tried ranged from okay but forgettable to rage inducing flavor of "5 minutes in, and lightning shooting heroes tunnel from all directions"
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>>10914927
Moonbrush Wood is ridiculously easy: there's no other keeper, the heroes can't reach you directly (lava moat between your dungeon and the hero area, same as in Flowerhat), and you have gems (admittedly one of them is hidden behind gold seams, and the other is in the ass-end of nowhere, with a boulder trap nearby), meaning level 10 minions. As long as you don't dig through the gold seam directly north, you shouldn't have any issues until you're ready to assault the heroes.
Tickle (lv 8) is trickier, but still doable without a transfer. It does rely a lot more on luck, namely how quickly Blue AI reaches the gems. Though capturing and converting the fairies is likely not doable without a transfer, sadly. High-level fairies are amazingly lethal, if ridiculously fragile (they also have painfully shit training speed).
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>>10915012
>Though capturing and converting the fairies is likely not doable without a transfer, sadly. High-level fairies are amazingly lethal, if ridiculously fragile (they also have painfully shit training speed).
Dig straight east, then north to quickly remove all the gold on land bridge between you and blue, and fortify the north wall of the land bridge on his side. At the same time dig further east to get dogs and frogs behind the thin gold seam in far east. House them in separate lairs. Slap train the frogs for couple of levels with the gold from the land bridge, while everything else slap researches straight to torture chamber.
The moment you get chamber go for the fairies, the frogs with heal and your disposable researchers as cannon fodder will make short work of the fairies (open the gold, let them come halfway through corridor, and cut off their escape, throw the fodder at them and cut of their escape back to lava with the frogs). Torture fairies to join you (they break very fast, but die even faster, so watch out)
Grab the one neutral barb in the cave of hero barbs as soon as a scouting dog sees him, train up everyone for another couple minutes and go kill and torture the hero barbarians. Ass soon as you convert them all (there's like 6 I think), you can go straight for Blue's heart.
In about 80% of playthroughs in KFX you can do all that before Blue builds a bridge into your land bridge around the wall and goes for you. Even if he does, it's still winnable if you at least got the fairies by then, worst comes to worst you just posses a level 7 dog you've gotten at the start with the frogs and flame his minions in 1st person, but that's borderline cheating in my headcanon.

Reinstalling right now.
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>>10915084
>Dig straight east, then north to quickly remove all the gold on land bridge between you and blue, and fortify the north wall of the land bridge on his side.
You'll need to possess an imp in order to force-dig without picking up gold. Then manually drop other imps next to the earth tiles to quickly fortify them.
>flame his minions in 1st person, but that's borderline cheating in my headcanon.
Firebreath having 0 cooldown in FP mode is always lulzy.
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>>10915114
>You'll need to possess an imp in order to force-dig without picking up gold.
You can do that, or you can summon imps with all your starting gold, dig there without building a treasure room so they leave the gold on the ground, and only when the wall is about to be done you open portal and build your treasure room on the bridge where the gold dropped.
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>>10911190
I love this fucking game. God damn.

I started playing it a couple of years ago out of curiosity and got so fucking hooked that I couldn't even begin to wrap my head around it. It's amazing to me that the multiplayer didn't take off the same way it did with other RTS games like StarCraft and the like.
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>>10914968
>finished those missions as a 12 year old lad who had no idea what transferring creatures even was.

then you didn't transfer them and never had a strong enough monster to beat the tougher monsters in that map. so you're lying very badly??? fucking idiots.
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One lesser known vanilla DK bug is that some stat descriptions are completely wrong. Defence is actually Armour (damage reduction, not dodge), Skill is actually Defence (dodge), and Dexterity is actually to-hit (not trap evasion, traps can't be evaded).
KeeperFX renames the incorrect ones and fixes their descriptions.
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File: horny.webm (3.95 MB, 534x300)
3.95 MB
3.95 MB WEBM
>>10911040
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>>10915692
>then you didn't transfer them and never had a strong enough monster to beat the tougher monsters in that map. so you're lying very badly??? fucking idiots.
Well yeah, every level in the game is beatable without a transfer monster. For every level against an AI Keeper the gameplay basically is to optimize your first 10-15 min of the level by building optimal rooms, always slapping, always training and researching and finding just beatable heroes to convert to the point where you are stronger than your oponent when he inevitably breaches you. For 16-20 you don't even get a transfer in the previous level to begin with, and they are some of the toughest.
Beware level 10 in FX, the enemy attacks VERY early, you have to fully utilize the flies in the middle, increase level secrets on the sides and your free scavange room. It is in my experience the low-key hardest level in the remake, because you just don't have time to build up, unlike even against the monster blue keeper in 20.
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>>10916240
Mission 10 (Nevergrim) goes from absolutely brutal to retardedly easy if you capture a fairy in mission 8, transfer her to mission 9 (and train her to lv 10 with the infinite gem wealth), then transfer her again to Nevergrim.
Possess her, fly her over to the Blue AI (thanks to her innate flying and no walls), then let her slaughter everyone. She'll eradicate all the AI's creatures without breaking a sweat.
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>>10914927
there's a lot of techniques that make this game way easier
one of the most basic I use is expand your dungeon everywhere and reinforce walls to claim gold before keepers or heroes can invade you. I think that cursed Japanese fan campaign is near impossible without abusing this
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>>10916290
I mean you can transfer a lvl 10 vampire from 9 as well, fly to blue heart and just win in 30 sec flat. that's not the point, obviously I was talking about playing it without transferred creatures.
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>>10916380
A lvl 10 fairy is retardedly cheap for her power. By contrast, a lvl 10 vampire will fucking ruin you, due to his 3000-odd salary. And you don't want to transfer him over after winning either, since the next mission (Hearth) has fuck-all gold, and no gems, so you'll run out of money way before you run out of enemy hero parties. You'd be better off capturing one of the Moonbrush Wood witches and sending her over (if you couldn't get one of the Tickle fairies).
Though, admittedly, the game does kinda point you towards transferring over a vampire from Moonbrush Wood, since you get one (which you however need to capture and convert, since he's hostile) in the mission, plus the customary transfer creature special.
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Transfer Creature is basically an easy mode cheat; every level is perfectly doable without it. That said, if you are gonna do it, just use a Horned Reaper. They're immune to lava damage and you can just run them at the enemy heart instantly.
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>>10916497
Thing is, there are some creatures which are good enough to continuously transfer from level to level, especially if a particular level lacks it (ex. heroes). The Wizard is such a case. Best researcher in the game, tons of useful spells, reasonably acceptable salary.
Horny is more of a conditional utility nuke, since he's ridiculously expensive to own, and will go berserk unless fighting or praying. There are some maps where you either can't afford keeping him around, or have difficulty dealing with his shit, espesially early in the mission.
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Do you people use the heal spell to heal tortured creatures like a scrub or do you force feed them compressed chicken paste x20 times like a proper man?
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>>10917472
>1997+27
>Wasting hard earned chickens on traitorous suckers
>Instead of amassing calcium army in jail
Either just drop them straight onto your dungeon heart or stop being such a lousy Keeper.
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>>10917493
Those skinny bitches get no respect from me, lil shits don't even learn speed, plus lightning at lvl 10? puh-lease, misstresses on other hand get speed + lightning around level 6/7, they also appreciate a good slap while training so they go even faster unlike other uppitier, bitchier creatures, i don't care that you only need to pay them skellies janny tier wages, i'll just sell some doors + i hate Jason and the Argonauts + yes i'm THAT kind of keeper.
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>>10918106
Funny thing about mistresses: despite loving torture, and not being harmed by it, they still get the torture boost to their task speed when one of them is in the chamber.
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>>10911040
redpill me on it
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I wish the KeeperFX guys would update the Ghost with immunity to melee strikes and boulder trap damage. The way it was intended to be in the very earliest design docs (and, ironically, ended up being in that DKM abomination). I'm aware it would break the game, but it can be included as a toggle-able option in the config file (off by default). Besides, "oh, noes, it will break the retarded AI algorithms from 30 years ago" isn't really a good argument against adding it.
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>>10918678
that would be swell, the only redeeming value of them right now is scanning behind doors
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>>10918737
Yes, for a creature you receive relatively later in the game, it's oddly weak. Poor stats, meh spell selection, scripted as a melee fighter but strength is laughable, takes a ridiculously long time to train... Genuinely feels like something's missing from the set-up.
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>>10916589
There's a little thing you can abuse to keep Horny happy - most creatures have their happiness lowered if there are corpses around, but this is rarely observed because the decay is small and they leave the area before it has any significant effect. Horned Reapers actually gain happiness from viewing corpses, so you can possess one, murder an imp, then stand the Horned Reaper on top of it to refill his happiness.

Granted, this isn't going to fix the money issue, but if you're abusing transfer creature you're doing it to win ASAP. If you just want to play the level normally, you should avoid transfers.
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>>10918764
I always viewed the ghost as a sort of consolation prize for messing up your torture process and accidently killing the victim, like the game mocking you with this shitty creature as punishment.

>>10918106
>+ i hate Jason and the Argonauts
Gonna have to ask you to leave.
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>>10918780
I'm not sure. The game doesn't seem to have 'joke' creatures (except for chickens, but they're a special case). Every creature appears to have some sort of purpose, even if temporary, in some instances (ex. the bugs, only useful as temple sacrifices beyond the first few levels). A creature that is, more or less, generally pointless, doesn't seem to fit this pattern. Which is why I've suspected, ever since 1997 when I first played it pirated, that there's something missing from the ghost's abilities (and no, Pass Door isn't it, since it was supposed to have it in vanilla, as per the manual). Physical Immunity was likely dropped due to completely breaking some AI scripts (and also removing all suspense from the several "Indiana Jones and the fukhueg rolling boulder" situations present in some missions).
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>>10918885
>suspense from the several "Indiana Jones and the fukhueg rolling boulder" situations
They still pale in comparison with lightning traps. To this day I hate when unsupervised imps go full 'it ain't me' on those.
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>>10919680
Imps try to claim the tile underneath, which invariably sets off the trap. Claiming trap tiles without losing any creatures (including imps) is pretty tricky.
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>>10911040
How does DK1 compare with DK2?
I only played 2 and found it lackluster.
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>>10920990
DK1 is a lot less "zany", for lack of a better word. It still has its comical moments, but it doesn't lean that hard into the wackyness. DK2 goes further down that road.
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>>10918106
>Those skinny bitches get no respect from me, lil shits don't even learn speed, plus lightning at lvl 10? puh-lease, misstresses on other hand get speed + lightning around level 6/7, they also appreciate a good slap while training so they go even faster unlike other uppitier, bitchier creatures, i don't care that you only need to pay them skellies janny tier wages, i'll just sell some doors
Absolutely bas-
>+ i hate Jason and the Argonauts
Scratch that, absolutely retar-
>+ yes i'm THAT kind of keeper.
Huh, so based again.

>>10920990
In short:
>it's not a wacky cartoon, it's darker and with meaner humour
>the gameplay is significantly faster
>no mana - spells cost gold
>the monsters are more monstrous - DK2 has way too many humanoid creatures
>the campaign is harder
>no casino :(
>you can't select what traps/doors should be build in the workshop - the creatures build them themselves
>mistresses aren't human women in bondage gear, they are basically walking living gimp suits
>imps don't automatically level during work, they have to train in the training room
>horned reapers are normal creatures (albeit extremely bad-tempered and hard to take care of) and not a summon spell
>reinforced walls are impenetrable unless you use one specific expensive spell

I'm not too hard on DK2, I actually like the two games are so different and fit different tastes and moods, but overall I prefer the first game.
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>>10920990
>How does DK1 compare with DK2?
DK1 is much better. It's odd as DK2 was clearly designed around improving some of the worst parts of the original (and does a good job of that), but it's somehow limp and dull.
It also doesn't help that the original used really detailed 2D sprites for its characters, whereas DK2 suffered from early steps into full 3D with some very ugly low poly models (to be fair on a par with many games from that era that made a similar transition).

>>10915408
>It's amazing to me that the multiplayer didn't take off the same way it did with other RTS games like StarCraft and the like.
There's a sad irony that all the Bulfrog games were balanced through multiplayer games and had extremely tight MP gameplay, yet probably not even 1% of players ever experienced it.
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>>10921385
>>imps don't automatically level during work, they have to train in the training room
From the KeeperFX Wiki portal:
>As of KeeperFX 0.4.8, the game, or specific campaigns, can be configured so that Imps gain experience and level up from working, like they do in Dungeon Keeper 2. This is a setting in the rules.cfg file. From KeeperFX 0.4.9, it is no longer possible to create Vampires using Imp corpses.
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>>10920990
To add to what >>10921385 mentioned about the game being much faster, the hand of evil is way faster - you can pick up and drop a bunch of creatures and they immediately fight after landing. There's no sluggish dropping like there is in DK2, and creatures don't get stunned upon landing. This lets you do some fast microing where you pick up and move creatures around mid combat, like repositioning warlocks to infinitely kite enemies.
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Does keeperfx do online multiplayer? Playing against other humans would be sick.
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>>10922108
A good point, although I’d say DK2’s system introduces its own layer of strategy since you cannot just drop your creatures and immediately start a fight but you have to take into consideration where and when to drop them so they’re battle-ready when it’s needed.

For me, the worse thing is that the missions are way too easy and long, and there’s barely any pressure. There’s always some gem stone around, you’re rarely threatened by gold/creature scarcity or the enemy because of its dumb AI that hardly ever trains its creatures. Too many missions allow you to just wait thing outs and grind until you have a large powerful army to crush the opponent. It’s way too forgiving, I don’t remember a single mission I would describe as truly difficult.



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