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Keepers should be relatively easy, unless you're using KeeperFX. Bullfrog KeeperAI was borderline comatose, but KFX Keeper AI has picked up a lot of improvements over the years. They were never overtly buffed via script, just became progressively more able to manage their own dungeon.
The Keeper AI in FX is absolutely brutal, especially when you take in consideration that the Deeper Dungeon levels were originally written with the poor Keeper AI in mind, so now not only do they often have more creatures than you, they train everything,have gems and are exceptionally more aggressive and often times come straight at you almost immediately. You have to abuse everything you can to beat them in Deeper Dungeons.
Deeper Dungeons came pre-patched to the better AI, for both the deeper dungeons levels and the original campaign.
Level 16 and 18 are the hardest levels of the game yes, in the original game they are the same. Many people decide to 'skip' 16 by rushing blue with a transferred creature, but there's no easy way to do 18.
On 18 there is generally two ways: Either wall in and live of selling taps until you are very well trained and have traps for defense too, or hurry up and kill all parties as they spawn. Getting the prison in the east early helps, so you have loads of skeletons by the time the fairies come.
In either case, the faster you mine gold, the sooner heroes attack on 18, so only mine as much as you need.
Train bile demons, mistress'es and orcs. Every killed enemy turn into a vampire and your forces will be unstoppable. When the massive attack comes (the one with the fairies from the western side), you can shortly before that place a lava trap in front of the hero gateway in the upper eastern part (will spawn multiple wizards and giants) in order to deal with only one enemy party at the time and then kill the other one.
Once the dungeon is breached and fight starts you need to be quite quick to get to the gem in the very north to provide enough gold to keep everyone happy especially the greedy vampires you will turn. Once gold (gem) is secured and fairies killed it's straight forward to eliminate the rest of the enemy in the north.
Keep someone constantly on the guard around the gem so you won't need to spawn another imps again and again.
Interesting level I must say. Struggled in the beginning but this strategy brought me to easy victory.
Off topic: I noticed on level 19 and 20 as well that the enemy is not digging any gold whatsoever (no source of income) and yet is able to keep everyone happy at high level while constantly spamming lightning on my minions with no end to it. Somebody please explain it to me how is that possible? Is AI cheating here?
I dont think AI is cheating, I read somewhere that AI in FX is smart enough to sell rooms or traps to get the gold when needed
It was actually easier to notice on level 19 by using the eye spell. I saw that the other keeper has absolutely 0 income. Yet ~30 creatures on level 10 and everyone is happy. Yes he had plenty of skeletons but still it is impossible to spam lightning in such way over and over without having plenty of gold. I was even testing this situation by teasing the other keeper the way that maybe he will eventually run out of gold. But no, it never stopped.
I know that you can make traps and doors for free and then sell them for profit. On this kind of scale it is impossible.
Well as I said, they start with a LOT of gold.
In the last level for example, blue starts with 2 460 000 gold.
In level 19, he "only" starts with 800 000 gold but only has skeletons and spiders mostly, which are cheap to pay/train.
A single square for payday, but none works too. When you start the level, you have gold you can use without needing a treasury.
Starting gold and gold you get by selling traps/doors don't need a treasury. Gold you get with triggers too, but that doesn't happen in the original campaign.