The Barbarian Campaign is about a group of normadic tribes people who want to lead a better life. By a better life, I mean one where they can ravage, loot and pillage. They are looking for an evil Keeper to lead them into glory, and, after hearing of your conquest on obliterating an entire Kingdom, they believe you are the only one worthy enough for the task. As you venture through your conquest, be on the lookout for Conan the Barbarian who is the tribes leader who is leading the expedition. Conan has also paid some devious wizards and fairies to also assist in your needs. Are you up to the task, Keeper? Or will you fail miserably?
I really enjoyed this campaign, is the perfect choice if you are looking for a rather easy difficulty, but still interesting level progression and design
Mostly interesting map design throughout but balance is sometimes a bit off. In general heroes that attack the keeper are too weak and infrequent while heroes on the map or those that spawn when you enter rooms are too strong. This means you're rarely under any significant pressure but can only move forward on the map very slowly. The two worst offenders in this regard is level 8, where you have to research Destroy Wall before you can even start exploring the map and level 10 where the enemy keeper will die within the first few minutes and you'll then have spend the rest of the level picking off the roaming high level heroes with no pressure at all.
The campaign is at its best when you start with limited resources and have to explore for more, such as in level 13 and 18.
After playing both Good Campaign and this one I must say this is true Hero campaign. And I enjoyed it. There are some issues tho which makes me not rating it to 4/5. It lack enough difficulty in most levels sadly. You can block yourself with Guard post, but not like you even need to. You can also in most levels get Prison and Torture room and convert more heroes. Some maps feels like you will not have those two rooms, but you usualy discover it in map somewhere. I also found two special hidden World specials, but there are none on map. I guess author forgot to add them. Maps are decent and unique enough and there is lore(messages) on them. I am rating this with 3/5 just because of missing special levels and it wasnt that challaneging. Difficulty is 2/5.
An enjoyable campaign with some interesting levels and gimmicks. However, many level scripts need a slight update as they have "> =1" in room requirements - i.e. the intention is that when the play claims the room, they can then build them. But the space between the > and = means the script doesn't work that way, and the rooms are available from the start of the level. Simple text update and you can play the levels as they were 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.
I have found a Hidden World bonus in the Pickle lvl, but there is no secret level.
I really enjoyed this campaign, is the perfect choice if you are looking for a rather easy difficulty, but still interesting level progression and design
Mostly interesting map design throughout but balance is sometimes a bit off. In general heroes that attack the keeper are too weak and infrequent while heroes on the map or those that spawn when you enter rooms are too strong. This means you're rarely under any significant pressure but can only move forward on the map very slowly. The two worst offenders in this regard is level 8, where you have to research Destroy Wall before you can even start exploring the map and level 10 where the enemy keeper will die within the first few minutes and you'll then have spend the rest of the level picking off the roaming high level heroes with no pressure at all.
The campaign is at its best when you start with limited resources and have to explore for more, such as in level 13 and 18.
After playing both Good Campaign and this one I must say this is true Hero campaign. And I enjoyed it. There are some issues tho which makes me not rating it to 4/5. It lack enough difficulty in most levels sadly. You can block yourself with Guard post, but not like you even need to. You can also in most levels get Prison and Torture room and convert more heroes. Some maps feels like you will not have those two rooms, but you usualy discover it in map somewhere. I also found two special hidden World specials, but there are none on map. I guess author forgot to add them. Maps are decent and unique enough and there is lore(messages) on them. I am rating this with 3/5 just because of missing special levels and it wasnt that challaneging. Difficulty is 2/5.
An enjoyable campaign with some interesting levels and gimmicks. However, many level scripts need a slight update as they have "> =1" in room requirements - i.e. the intention is that when the play claims the room, they can then build them. But the space between the > and = means the script doesn't work that way, and the rooms are available from the start of the level. Simple text update and you can play the levels as they were intended.
I uploaded a new version where I cleaned the script up a bit. It's still a campaign that works in DK1, no need for KeeperFX.
Relatively easy campaign (after playing the other ones, this one's a cakewalk). Some of the maps are quite fun.
Fun campaign. i really enjoyed it.