Create your own maps and campaigns for KeeperFX and DK1 with Unearth.

You can find it here.

Custodian's Oath

Submitted by Cobrastrike
Category Campaign
Rating 4.75 / 5 12 ratings
Difficulty 3.33 / 5 12 ratings
Submission date 2024-02-07
Last updated 2024-07-02
Filesize 15.36MiB
Downloads 568
File Filesize Downloads Date
custodian v1.1.4.rar 15.36MiB 175 2024-07-02
custodian v1.1.3.rar 15.36MiB 23 2024-06-23
custodian v1.1.2.rar 15.36MiB 56 2024-06-02
custodian.rar 15.32MiB 12 2024-06-01
custodian.rar 15.36MiB 24 2024-05-26
custodian.rar 15.32MiB 218 2024-02-11
custodian.rar 15.32MiB 44 2024-02-08
Description

Guide and protect a fledgling thief through a 11 map campaign (with 1 one bonus map), where you will primarily use hero creatures.

Does have imp work experience enabled (imps slowly gain experience through performing tasks like mining, ala DK2. Though you can still train them should you wish to). The campaign map background is vanilla and unchanged from the original campaign, along with no mentor lines simply because I would not be able to replicate the quality of the original. Or come close enough to where I'd be happy with it.

Imps are re-skinned to tunnelers thanks to Spatulade's workshop item.

Installation Intructions

Extract into your keeperfx/campgns folder

Comments

Login or register to comment on this workshop item.

RoflMyPancakes πŸ‡ΊπŸ‡Έ

Fun campaign, though easy to cheese some of the levels. I liked the gold scarcity mechanics, but the workshop usually let me bypass that and turtle until I had enough samurai to slaughter the enemy. Maybe cap samurai population at like 1-2, and fairies at like 4, because 8 of each can melt an entire army with lightning. Maybe remove magic door from all levels to lessen the gold generation possibilities and increase the sense of urgency.

I liked the difficulty being around a 3/5 so I wouldn't change so much that it becomes 4 or 5 star difficulty, but maybe some of the cheesing can be discouraged.

The white keeper colors and proper tunneler imps made this the first human campaign I've played that felt really polished and authentic.

I liked the bonus level a lot. Having permanent bonuses like that is a first among the campaigns I've played. Gave it a Slay the Spire relic type feel. I hope to see this in more campaigns.

Easy but Funny Campagn. At Level 10 you must fix the Enemy Keeper because he is rushing into the Heros and die means you win automatic. Best Part was the Bonus Level -> Difficulty 4/5 Rest of the Campagn -> Difficulty 2/5

Further updates to squash additional bugs.

02/07/2024: Fixed bonus map debugging which auto-completed it

Updated for Keeperfx 1.1.0:

  • Added secret map Found on map 4, Echohaven , which gives a passive reward for future campaign maps All imps you summon, are now summoned at level 2 instead of level 1
  • Player colour swapped to white, and "heroes" to red
  • Bugfixes
chris_96449 πŸ‡©πŸ‡ͺ • Edited

Wow! This has become one of my favourite new campaigns to play. It was exciting to be able to play a heroe's campaign again, reminding me of the good old times when I was playing Ancient Keeper and the other custom made maps - one of them being the Good Campaign.

I really enjoyed the interesting story this campaign was about. I also enjoyed that I had a feeling of natural progression - not only stroy-wise but also in aspect of the strenght of my army. Instead of letting the player player some random collection of maps in which one has to deal with masses of level 10 enemies, the difficulty level is steadily progressing too - and even in a way that it makes sense for each level. This means that in early levels, heroes won't be maxed out but appear in their lower levels instead, keeping things interesting from the start to the very beginning. I only wish there were more map makers who don't just throw one wave of level 10 heroes after another at the player. There was more than just one occassion in which I actually intented to shut down my PC after having beaten a level, however, I found myself often wanting to have a little sneak peek into the next map because I just had to know what was about to come next.

To my surprise, each level was completely different from the previous one. No copy-and-paste whatsoever. I even had some rarely-seen moments, such as being able to ally with the AI in some levels. There was so much to do and discover in each level and exploration was often highly rewarded. There was hardly a moment in which I was bored and had to frameskip. To my dismay there were a few traps placed in some of the levels but it was still in moderation and the fact that workers were leveling up made up for any unwanted death incidents.

My experience was almost bug-free with perhaps one little exception:

  • in the level Thunderbird (hope I still got that level name right, because it has been quite a while), the green keeper had issues with managing wages, etc. and ended up bankrupt. This didn't just cause his minions to vandalise his dungeon but also a huge wave of starvation among the units which were not able to heal. Eventually he had become quite the push-over in the end, ending up with a warlock and a ghost only. I realised though that you might have adressed the issue already. I was playing on the 1.0.0.3.8.0.1 Alpha.

All in all, an amazing campaign which provides the one or another moderate challenge without causing the player to break a sweat. Well done!

Difficulty: 3/5 Rating: 5/5

Safebuz πŸ‡ΈπŸ‡ͺ

Really fun Campaign!!! good Job!

Updated to:
Reduce number of traps
Fix AI pathing and remove teleport from vampires on level 3
Stop Green AI from having a mental breakdown on level 8
Reduce number of heroes on level 10, to make inadvertently hitting the creature limit less likely