My second version of succube, which still has some animation issues to fix.
She is very powerful and is usually used with restrictions.
She is the only one of her kind in that game; she has no copies or sisters and if you lost her you lost the game.
In my games, she is a “magically corrupted” version of a princess.
To obtain her, you must sacrifice the princess in a ritual.
The graphics for one shot are probably missing. I'm not sure.
Installation Instructions
Only for modder for now..
Remember to add succube in your creature.cfg
As for configuring Succube's characteristics, use the “succube.cfg” file.
To manage her attacks and create the various shots, use the “succube_magic.cfg” file.
You need to merge “succube_magic.cfg” in your magic.cfg.
For the Lair you can copy and paste the file:"succube_lair.txt" changing 9999 with the right number
Hello!
I'm glad you liked her.
I don't think it's possible to add it as a basic creature. My creatures tend to be blurred around the edges, and not many people like that. Also, according to some people, they don't fit in with the DK theme. There are also skeletons that I really like, the archer and the warrior. Anyway, you can add it to any campaign you want.
Drop the KeeperFX files in \Steam\SteamApps\common\Dungeon Keeper\ and two files from here https://keeperfx.net/workshop/item/596/steam-api-files if you want the Steam support, i.e. track the hours. Keep in mind that cloud saves is not supported.
Place succube.cfg from @cfg to \Steam\SteamApps\common\Dungeon Keeper\creatrs.
Place the whole .zip into \Steam\SteamApps\common\Dungeon Keeper\fxdata.
In \Steam\SteamApps\common\Dungeon Keeper\fxdata\creature.cfg added SUCCUBE after DRUID.
In \Steam\SteamApps\common\Dungeon Keeper\fxdata\objects.cfg added:
Go to \Steam\SteamApps\common\Dungeon Keeper\campgns\keeporig\map00001.txt.
After ADD_CREATURE_TO_POOL(FLY,3) added
ADD_CREATURE_TO_POOL(SUCCUBE,10).
After CREATURE_AVAILABLE(PLAYER0,FLY,1,0) added CREATURE_AVAILABLE(ALL_PLAYERS,SUCCUBE,1,0).
After ROOM_AVAILABLE(PLAYER0,LAIR,1,0) added
ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1)
Same / similar must be applied to all other maps, i.e. in total about 19 .TXT files in "keeporig" folder, in case if you are interested in original maps, not count bonus one, same as "The Deeper Dungeons" one.
*. Succube needs 9 temple and 3 hatchery to come from portal. Otherwise you can use the line ADD_CREATURE_TO_LEVEL(PLAYER0,SUCCUBE,PLAYER0,1,1,1,0) - in this case she will be available right from the start.
Go to \Steam\SteamApps\common\Dungeon Keeper\creatrs\succube.cfg, edit the "Attack" line and add two new ones, must look like this:
Opposite to Attack, you can optionally insert one of four options, ignoring the additional lines and .cfg editing - SUCCUBE_ATTACK_KICK_SPRITES, SUCCUBE_ATTACK_CLAW_SPRITES, SUCCUBE_ATTACK_MAGIC_SPRITES, SUCCUBE_ATTACK_FIST_SPRITES.
Important: If a game has already started, you won't be able to edit or change animations in the existing save slot. A workaround is to enable the "Easter Eggs" option in the settings, then start a new game and use CTRL + F10 to navigate to the desired map.
Also, in the [sprites] section, delete GFX18 and GFX21.
Known issues (probably will be fixed by author later on, so those might be outdated):
*. It seems there is a typo in succube\lair\succube_lairt_tp_big.png. Should be succube_lair_tp_big.png, i.e. "t" need to be removed. So it will be required to unpack the .zip and pack it again. Must be another typo somewhere else... As result dog sprite appear while succube decide to rest. Same thing happens during one of the attack.
If you will skip this things the rest animation will be wrong - Cerberus will appear near by.
+. Some sounds seems to be wrong, didn't get how to fix it.
Loobinex: "unfortunately, we do not really support custom sounds for creatures yet, hopefully in a future version and building a new sound.dat is not easy, plus you needs sounds".
Still. There is a possible workaround, which I'm, personally, count as a fine one. Open creatr/fairy.cfg, find [sounds] block, take the lines, replace the one in succube.cfg, so succube from now on will use the mistress sounds, which fit more / less fine.
For the sound you need my custom sound.dat that you can found online in the workhop as "Some custom Sounds"
About "succube_lair_tp_big.png" i need it to create the lair 2 sprites and I don't want to use a name that i can load inside the game for error.
> [!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.
Greetings.
Looks interesting. Any chance to add support of this unit to the classic, i.e. original campaign?
Hello! I'm glad you liked her. I don't think it's possible to add it as a basic creature. My creatures tend to be blurred around the edges, and not many people like that. Also, according to some people, they don't fit in with the DK theme. There are also skeletons that I really like, the archer and the warrior. Anyway, you can add it to any campaign you want.
Well. Happens, I guess. Everyone has different opinions.
I'm not much familiar about setup of such things. Can you describe how to setup it for original campaign? I.e. like step by step.
Sorry for the long time! Loobinex has left us a perfect link for help you.
https://github.com/dkfans/keeperfx/wiki/How-to-add-custom-Creatures
Checked. Works fine in overall. Below is detailed instruction on English, on Russian can be found here: https://www.old-games.ru/forum/threads/dungeon-keeper-keeperfx-muzyka-sukkub.118501/.
Result:
https://www.old-games.ru/forum/attachments/succube_1-jpg.345083/ https://www.old-games.ru/forum/attachments/dkg_6-jpg.345148/ https://www.youtube.com/watch?v=CNQon2giH7I
Drop the KeeperFX files in \Steam\SteamApps\common\Dungeon Keeper\ and two files from here https://keeperfx.net/workshop/item/596/steam-api-files if you want the Steam support, i.e. track the hours. Keep in mind that cloud saves is not supported.
Place succube.cfg from @cfg to \Steam\SteamApps\common\Dungeon Keeper\creatrs.
Place the whole .zip into \Steam\SteamApps\common\Dungeon Keeper\fxdata.
In \Steam\SteamApps\common\Dungeon Keeper\fxdata\creature.cfg added SUCCUBE after DRUID.
In \Steam\SteamApps\common\Dungeon Keeper\fxdata\objects.cfg added:
[object1046] Name = LAIR_SUCCUBE Genre = LAIR_TOTEM AnimationID = SUCCUBE_LAIR AnimationSpeed = 12 Size_XY = 0 Size_Z = 0 MaximumSize = 300 DestroyOnLava = 0 DestroyOnLiquid = 0 RelatedCreature = SUCCUBE Health = 0 FallAcceleration = 0 LightUnaffected = 0 LightIntensity = 0 LightRadius = 0 LightIsDynamic = 0 DrawClass = 2 Persistence = 2 Immobile = 0 Properties = EXISTS_ONLY_IN_ROOM DESTROYED_ON_ROOM_CLAIM DESTROYED_ON_ROOM_PLACE UpdateFunction = UPDATE_OBJECT_SCALE
There is no similar file in the archive, so I've edited Name, AnimationID and RelatedCreature here.
Change string 1046 to Succube.
After ADD_CREATURE_TO_POOL(FLY,3) added ADD_CREATURE_TO_POOL(SUCCUBE,10).
After CREATURE_AVAILABLE(PLAYER0,FLY,1,0) added CREATURE_AVAILABLE(ALL_PLAYERS,SUCCUBE,1,0).
After ROOM_AVAILABLE(PLAYER0,LAIR,1,0) added ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1)
Same / similar must be applied to all other maps, i.e. in total about 19 .TXT files in "keeporig" folder, in case if you are interested in original maps, not count bonus one, same as "The Deeper Dungeons" one.
*. Succube needs 9 temple and 3 hatchery to come from portal. Otherwise you can use the line ADD_CREATURE_TO_LEVEL(PLAYER0,SUCCUBE,PLAYER0,1,1,1,0) - in this case she will be available right from the start.
Attack = SUCCUBE_ATTACK_KICK_SPRITES RangedAttack = SUCCUBE_ATTACK_CLAW_SPRITES CastSpell = SUCCUBE_ATTACK_MAGIC_SPRITES
Opposite to Attack, you can optionally insert one of four options, ignoring the additional lines and .cfg editing - SUCCUBE_ATTACK_KICK_SPRITES, SUCCUBE_ATTACK_CLAW_SPRITES, SUCCUBE_ATTACK_MAGIC_SPRITES, SUCCUBE_ATTACK_FIST_SPRITES.
Important: If a game has already started, you won't be able to edit or change animations in the existing save slot. A workaround is to enable the "Easter Eggs" option in the settings, then start a new game and use CTRL + F10 to navigate to the desired map.
Also, in the [sprites] section, delete GFX18 and GFX21.
Known issues (probably will be fixed by author later on, so those might be outdated):
*. It seems there is a typo in succube\lair\succube_lairt_tp_big.png. Should be succube_lair_tp_big.png, i.e. "t" need to be removed. So it will be required to unpack the .zip and pack it again. Must be another typo somewhere else... As result dog sprite appear while succube decide to rest. Same thing happens during one of the attack.
Additional (old) updates.
Loobinex made some edits in sprites.json, that need to be replaced in succube.zip. It's possible to grab the file here: https://drive.google.com/file/d/1bnLSvB0n_DoDb1nR_Sq_PqBl3POSwi7v/view?usp=sharing
There is also an update for objects.cfg been made. Available here: https://drive.google.com/file/d/16HIFUBPQmBgVdek562XwWjV59nsajfSp/view?usp=sharing, need to be put into \Steam\SteamApps\common\Dungeon Keeper\fxdata.
If you will skip this things the rest animation will be wrong - Cerberus will appear near by.
+. Some sounds seems to be wrong, didn't get how to fix it.
Loobinex: "unfortunately, we do not really support custom sounds for creatures yet, hopefully in a future version and building a new sound.dat is not easy, plus you needs sounds".
Still. There is a possible workaround, which I'm, personally, count as a fine one. Open creatr/fairy.cfg, find [sounds] block, take the lines, replace the one in succube.cfg, so succube from now on will use the mistress sounds, which fit more / less fine.
Update. https://keeperfx.net/workshop/item/611/some-custom-sounds is required, i.e. custom sound.dat should replace the original one in \Steam\SteamApps\common\Dungeon Keeper\SOUND.
For the sound you need my custom sound.dat that you can found online in the workhop as "Some custom Sounds" About "succube_lair_tp_big.png" i need it to create the lair 2 sprites and I don't want to use a name that i can load inside the game for error.
Information about sound been added.
You edited,.. dragoonlich has already fixed his file so these workarounds should not be needed anymore.
Added "Known issues (probably will be fixed by author later on, so those might be outdated):". Left intact, just to be sure / for archive purposes.
On discord we figured out it was right, but it needs a temple and a hatchery to be attracted and this was not build on the map.
Looks good but succubus/succubi are female incubus/incubi are male
In italan we say Succube (for female) and sometime i forget to translate it :-)