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Revenge of the Lord

Created by alexsa2015sa
Category Campaign
Rating 4 / 5 6 ratings
Difficulty 4.2 / 5 5 ratings
Original creation date 2018-09-12
Submission date 2023-06-08
Last updated 2023-06-10
Filesize 9.22MiB
Downloads 74
File Filesize Downloads Date
revenge_of_the_lord.zip 9.22MiB 74 2023-06-08
Description

_"The kingdom of Dominus is ancient, its royalty tracing its lineage to the first Avatar himself. Today, your inheritance is all but destroyed by vile monsters from the underworld, and you are backed into the corner at Dwarfton. The city of hard-working folk is under siege, and it seems all but impossible to repel the invaders. In desperation, you perform a mystical ritual, found in the moldy tome spirited from your ancestors' library during your flight from evil. At the price of your humanity, it bestows great powers of omniscience upon you, allowing you to direct your subjects with superb ease.

The evil keepers will suffer, as you pursue Revenge of the Lord."_

A "good keeper" campaign designed for use with KeeperFX 0.4.6 unofficial , 9 levels + two secret levels. For obvious thematic as well as balancing reasons you normally get no functional prison, no functional torture chamber (but there are some capturable slabs to unlock Samurai as per KeeperFX-defined attractions), and of course no graveyard. ...That doesn't mean the AI keepers don't get these rooms, though (Vampires in particular are pure evil). Scavenger room is buildable, but isn't all that useful with maps having few neutral/heroic creatures to scavenge and Priestesses are infamous for Wind/Gas poorly interacting combo. Bridge building is limited at 1 slab, since the Attack Rooms AI for some reason will target a bridge if it sees one (...was that ever reported as a bug, btw? Since it is one)... and to prevent walling in at liquid corners.

Difficulty level is somewhere along the lines of "at least as hard as original DK later levels but easier than AK"; it's impossible to wall in for one reason or another on most levels, there are no gems until the latter half of level and even then their mining triggers more attackers, and half the time you don't even get to design the dungeon layout (4 of 9 levels start with pre-dug dungeon with the remaining map taken up by enemies). All of your enemies are always allied. Transfer creature specials are present, winning without them is possible but may be more challenging. The final level might be the most challenging, especially if you feed the AI with corpses and let it build up an army of vampires.

There should be no puzzles using true exploits here. And I did make sure to patch the walls with impenetrable rock when necessary.

https://keeperklan.com/threads/6877

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