A campaign originated in Japan. Unfortunately I couldn't find any description for it, so the author and plot is not known. Levels are made with care and very well scripted.
| Category | Campaign |
| Rating |
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3.18 / 5
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11 ratings
|
| Difficulty |
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3.82 / 5
•
11 ratings
|
| Original creation date | 2005-08-17 |
| Submission date | 2023-06-08 |
| Last updated | 2023-06-10 |
| Filesize | 303.71KiB |
| Downloads | 123 |
| File | Mirrors | Filesize | Downloads | Date |
|---|---|---|---|---|
| twin_keepers_lngi.zip | #1 | 303.71KiB | 123 | 2023-06-08 |
A campaign originated in Japan. Unfortunately I couldn't find any description for it, so the author and plot is not known. Levels are made with care and very well scripted.
After years I play again KeeperFX. This time in version 1.4.0. Map 4 is impossible. The Keepers are so ridiculous aggressive and cast speed all the time on their creatures you barely can let a warlock alone to bring a new creature in enemy territory. Even if you play ultra fast you don't have enough time. I only weakened two Keepers once and that just with luck because they not had many spiders. After a while they get bile demons. But even if you are good enough to attack 2 dungeon hearts at once you are not fast enough theyget tentacles and afterwards hell hounds by an event.
I don't know since which version it is so broken but I beat the campaign in the past. KeeperFX really need some difficulty adjustment or selectable AI.
I checked out the level and remember it, we already made it easier with all the lava traps. The maps seems hard by design, putting you in the center between 3 keepers and even extra creatures are added by script once keepers lose too many. So when you played it last time, do you remember how it went? What made it easier that we should redo?
Yes, the map is hard and you are forced to train warlocks at least to level 3 (for their healing spell), speed them up and possess them to attack the enemy like in a shooter game. You can kill all creatures, but new creatures come through the entrance very fast and the keeper casts speed on the spiders and beetles so your warlocks getting killed easily (later when bile demons coming it's even harder and too late). And if he not killed he is always busy to attack imps and new creatures instead of attacking the dungeon heart. You need to possess other creatures to send them to help. No matter how fast you do it, the enemy Keepers attack after a short time and this plan is not working anymore because he is cutting you from your gold source and your speed spell is not working anymore. I even made it to attack two Keepers parallel but the third Keeper destroys you finally.
All in all I cannot give an advice because all is happen so fast. You can play the level for yourself. I promise it won't take long. After 10-15min you are done. Maybe I am doing something wrong.
I looked at the script and I probably did understand something wrong. After killing a keeper tentacles and hell hounds spawn. So that is explaining why they spawned at different times. I did not noticed it because you don't have time for analyzing. A big problem is that you cannot reach the keeper without possessing creatures. It takes a lot of time. Maybe you should add bridges plan so you can decide when to attack and getting creatures faster to the enemy realm, especially when they have low health and need to be replaced. Then you can maybe set up some guard posts. Warlocks tend to retreat and loose focus of enemy creatures which also costs time.
Is the original script of this map existing somewhere?
The original campaign can be found here: https://keeper.lubiki.pl/html/dk1_maps_pdet.php?pack=twin_keepers
And yes, I did play the map a while back when we made it easier, and yes, I can beat the map as is. But it does not matter that I can beat it, I want people who beat twin keepers 20 years ago to be able to beat it now too.
Would you be willing to edit the script (\campgns\twinkprs\map00206.txt ) and look for
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)and change it intoMAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)? And then try if the strategy that worked for you in the past, works for you again now?Hello again, I tried the map once more with your suggestion of editing the script. It's clearly easier at the start. You can send warlocks and train some other creatures. The warlocks still can die. But something was wrong with the yellow Keeper. I saw it in a video too that he was crippled. The Keepers did not build bridges simultaneously. Seems the AI waits until it is a bit stronger. May Maybe I try it once more but I am tired of the map right now.
Keepers attack when they are at their creature limit usually.
AI can be tweaked, and feedback like this is what alerts us on it needing to be done.
Hello Loobinex, thank you for your comment. I skipped the 4th map and was able to beat the campaign.
I think tweaking AI by hand is pretty much work. I would do that but I don't know how the original campaign AI should behave. It would be nice you can switch into different AI modes for getting to AI models it was originally intended or for extra challenges. The event with creatures occurs very fast too. I don't know if something with the timing is wrong. But besides that the campaign is playable. Except for the last map I did not noticed any further problems. (In general there seems a pathfinding problems. Some creatures run in circles and slowly dying of hunger.)
On the last map I needed two runs. Ginnekos advice did not fit anymore. The scavenger room is not neutral and it also not becoming visible for you. The green Keeper had it probably already before he destroys the heroes heart. The Avatar and knights spawning right into enemy territory and become your enemies too. It was hard and you need some dragons to repel the frequent attacks with the avatar. Boulder traps can help too against other creatures. At least it's not impossible.
I do not mean you as a player, but we as maintainers of keeperfx.
With KeeperFx 1.3.1.4778 , this campaign seems to work very well . So I try to write walkthrough of this campaign (sorry for my poor english).
Overview - In this campaingn, in most level you can use strong creatures like dragon, mistress, vampire. But in most cases monster snowballing is not allowed, there are some limitaitions on the types of rooms, traps, and doors can be build, as well as money and time. So the selection of your minions must be made carefully and quickly. Each level has its own gimick, and understanding it is the key of victory.
(1) Swedish spirit - This level starts with Steal Hero special box. You can get one of the following three creatures ... troll, warlock, orc. And depending on which one you chose, which room you can build and which creatures you can get is decided. Orc may be easist, cause you can make LV10 skeletons as you like. Troll has no money problem. Warlock might be hardest, but you can attract some dragons in addition to warlocks.
(2) The Nameless Hero - Relatively ordinary level. You can get prison and torture chamber as you proceed.
(3) Invisible - In this level invisible thieves try to steal your money, so measures will be needed. If there are no gold pile in your treasure room, they can't steal your money. Instead they will attack your dungeon heart, but run away immediately when attacked. If annoying, you can fill their intrusion route with lightning traps. You also need to limit the number of working imps to just one (for not collecting fallen gold without permission). Dellayed payment? Ask creatures to be patient in the temple. In later game you get access to graveyard and gem, and the threat is over.
Apart from thieves, there are regular hero party invasions. Getting stronger but not infinitely spawning, maybe you shouldn't go out into the open south space early. But if you can survive last invasion (LV10 dwarfx3, samuraix3, witchx6, but no closing invasion message), after that conquering the hero dungeon room by room from southeast entrance is not so difficult.
(4) Embattled formation - VS three keepers formed an alliance. If there is a stable strategy in this level, it is to train and possess the Warlock, and shoot fireballs. But you have to defeat two of the three enemy keepers at the same time. Otherwise surviving two enemy keepers will get free reinforcements a little after. If you are not good at FPS, you might want to skip this level.
(5) Okehazama - After a long time, suddenly lots of LV10 heroes will spawn from hero gate and pour into your dungeon. But there is cheap trick to prevent intrusion. Build temples on the waterfront. It works like a one-way door. I doubt it was intended, but heroes doing the same thing with guard posts.
Though you can't build bridge on this level, you can occupy the green and yellow enemy keeper area along the road on the edge of the map. You can find "destroy walls" spell at green keeper's library. Using a ghost and this spell to connect yellow keeper's area to hero gate may be a good idea.
(6) Twin keeper - Beautiful symmetrical map with strong two enemy keepers formed an alliance. As the info message said, initially enemy twin keepers prioritize fighting heroes and don't actively attack you. Therefore it doesn't seem difficult to secure both left and right gems, by then it may be too late. Cause the biggest events on this level will be activated when hero's dungeon heart is destroyed. A neutral LV10 avator and four LV10 knights are released. Unoccupied scavenger room are revealed. And a "disease" spell is lying on the ground. You must get all bonuses before enemy twin keepers. For that it might be easier to use possessed LV3 imp. After successfully retrieving everything, the trench warfare begins in the scavenger room. But if you can maintain this room, the tide of battle will gradually towards victory. With not so tight restrictions, it's well-balanced and suitable for the final level.
I don't know how to beat 3rd lvl.
You should make sure they do not steal your gold.
I enjoyed this campaign. It is short one with just 6 level. Level 4 didnt really fit well with rest of campaign in my opinion. It would be much better to be use it as Secret level. Last level was also too short for me, becase of of the keepers got destroyed by heroes and I think I was supposed to fight both of them. I really liked the choice you have in first level and otherlevels has some interesting things and are done nicely. Quality of campaign is somewhere between 3 and 4 for me., difficulty is 3-4 from 5.