Track down some Bishop from his hide out. You will be
attacked severely, until you give up. The nemy is to
be recognized by blue colors. Be careful to these
hypocrites, they don't like to loose. If you can
capture one of the thieves, you can train it to
a knight, to fight for you.
This is an Oetelaer map, so as per tradition the heroes are controlled by a Keeper. Without a Heart. So every single hero creature that spawns dies immediately except imps for some reason. Even with a Heart, the heroes have no dungeon and would starve to death for the most part.
This map also contains an ugly portal and glitched dirt tiles you can't dig. You have to (found out by chance and by looking at the minimap) build a bridge directly on them to get rid of them. I couldn't attract more than 3 warlocks, 3 beetles and 1 spider in the beginning before I got access to the barracks so there's that too.
This is such a shame. The map looks fine, the scripting is done nicely (except for the random unrelated to anything messages) and even though it's not crazy original it deserves better. Why the author always wants to put the heroes as a Keeper eludes me. Maybe it worked better back then but without a Heart or dungeon I'm really not sure at all.
Also a useless transfert creature special.
1/5 Sadly. By fixing the heroes it could be a fine 3/5.
I think dirt tiles are glitched on purpose because you are required to get bridge first before you dig further. And number of creatures going from portal seems to be very limited , thats why you cant get more of certain types. And when you make barracks a lot of Orcs come as they are in pool. I agree that map would be 3/5 if heroes are no longer under control of keeper which kills them.
I checked the script after and yes the small number of creatures is intended. I did get a lot of orcs after building the barracks.
And yeah I figured the glitched tiles are intended, however nothing tells you how to get rid of them so one might be stuck for ever if they have no idea how to remove these tiles. There's also the problem of the hero parties since they can't dig through that.
In the original game, putting the heroes as a keeper did not really work. But it would have them cast keeper spells, which he liked. In KeeperFX obviously you can assign a hero player to be a full keeper, breaking his maps. I'll look into making a classic bug for this at some point.
I remember that, I used to try and do something with it back then with the Bullfrog Editor. However, I can't remember if heroes needed to feed/be paid/have a lair when controlled by a Keeper.
There's also the absence of dungeon heart problem. But sure, if you can add that as a classic bug maybe these maps will work as intended.
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
This will become:
Note
Useful information that users should know, even when skimming content.
Tip
Helpful advice for doing things better or more easily.
Important
Key information users need to know to achieve their goal.
Warning
Urgent info that needs immediate user attention to avoid problems.
Caution
Advises about risks or negative outcomes of certain actions.
Where to begin?
This is an Oetelaer map, so as per tradition the heroes are controlled by a Keeper. Without a Heart. So every single hero creature that spawns dies immediately except imps for some reason. Even with a Heart, the heroes have no dungeon and would starve to death for the most part.
This map also contains an ugly portal and glitched dirt tiles you can't dig. You have to (found out by chance and by looking at the minimap) build a bridge directly on them to get rid of them. I couldn't attract more than 3 warlocks, 3 beetles and 1 spider in the beginning before I got access to the barracks so there's that too.
This is such a shame. The map looks fine, the scripting is done nicely (except for the random unrelated to anything messages) and even though it's not crazy original it deserves better. Why the author always wants to put the heroes as a Keeper eludes me. Maybe it worked better back then but without a Heart or dungeon I'm really not sure at all.
Also a useless transfert creature special.
1/5 Sadly. By fixing the heroes it could be a fine 3/5.
I think dirt tiles are glitched on purpose because you are required to get bridge first before you dig further. And number of creatures going from portal seems to be very limited , thats why you cant get more of certain types. And when you make barracks a lot of Orcs come as they are in pool. I agree that map would be 3/5 if heroes are no longer under control of keeper which kills them.
I checked the script after and yes the small number of creatures is intended. I did get a lot of orcs after building the barracks. And yeah I figured the glitched tiles are intended, however nothing tells you how to get rid of them so one might be stuck for ever if they have no idea how to remove these tiles. There's also the problem of the hero parties since they can't dig through that.
In the original game, putting the heroes as a keeper did not really work. But it would have them cast keeper spells, which he liked. In KeeperFX obviously you can assign a hero player to be a full keeper, breaking his maps. I'll look into making a classic bug for this at some point.
I remember that, I used to try and do something with it back then with the Bullfrog Editor. However, I can't remember if heroes needed to feed/be paid/have a lair when controlled by a Keeper.
There's also the absence of dungeon heart problem. But sure, if you can add that as a classic bug maybe these maps will work as intended.