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2. Mindlessly slapping "Master" difficulty for AI in this campaign is probably the most idiotic thing I've ever seen. Master AI can only be countered by "bombard rushing" or by unfair advantage by learning map, reloading, doing it again. Some of the levels even have 2 AIs allies.
3. Master AI has infinite gold, so once it obtains 4 sentinels by any means, they just walk into your heart and you cannot do shit about it, since there is no potions at all most of times. Most of the original maps were also designed for enemy land to be captured and sold, including enemy gold sources. Master AI microsells every room - you cannot capture anything, or sell it.
Basically just close to mindless DK1 maps conversion, sadly.
Wouldn't recommend.
Up to level 6 already encountered 2 softlocks so far.
But people in comments below already telling there is much more to come.
Campaign recreated really well but sour aftertaste is kinda yikes.
What's the spawn condition for the Highguard?
I mined out all tiles and it still did not spawn - unable to complete level.
Thanks!
Problem: Aspects like the Stone Bridge becomes unavailable.
Troubleshooting:
Issue found to be a bug in the game engine itself.
If Script #1 Introduction2 (Give Aspect - Conduit) runs before the player has used a sin on the beast den several aspects like the stone bridge and tavern becomes unavailable for the entire Playthrough.
Solution:
Force player to unlock the beast den before running the subscript Give Aspect - Conduit
Alternative solution: Save game and reloading should allow for the unlocking of the Stone bridge.
Problem: The Highguard never spawns making the player unable to complete level 3.
Troubleshooting:
Issue found to be a typo in "Script #9 - Arracts Cultist"
# Spawn Party - Thieves
# Spawn Party - Thieves
Solution:
Change "Script #9 - Arracts Cultist" to:
# Spawn Party - Thieves
# Spawn Party - Dwarves
Reason:
Script #11 - Party Slain is dependant on KO of 3 x Dwarves/Sapper as well as the 3 x Entities in the Thieves group.
As the Dwarves never spawn the script will not execute and "Spawn Elite" & "Spawn Highguard" never executes.
This masterpiece of a mod should ideally be fixed by the developer however a solution for players who wish to continue the campaign is spawning the Highguard manually with console:
(Scr lock - Password: GreatStuff - Command: "Spawnunit Highguard 4 5")
Problem: Sometimes several Upgrades are greyed out.
Solution: Save game and Load game - the upgrades should no longer be greyed out.
Problem: There is no highguard to kill on level 3 - Solution: You meed to spawn the highguard manually with cheats unless the map is fixed by Scarecrow (Scr lock - Password: GreatStuff - Command: "Spawnunit Highguard 4 5")
nice work with this remake! But i cant find the highguard in Level 3 ? Can somebody help me?
In level 8, when you need to convert a hero to finish the level... How are you supposed to cross the lava without stone bridge ???
Seriously guy... This bug is spotted by a lot of players, it's obvious there is a big flaw in script I guess, as it should give you torture chamber and stone bridge.
I do intend to fix it all eventually, the keyword is just eventually.
Just two major errors I found:
- In lvl. 3, if you claim sack the hero gate before the boss spawns, there is no way to win the level.
- In the final level (skybird trill), one of the text messages keep repeating after you find the boss.
Overall though, I really enjoyed this one.
Having a lot of trouble with this particular level. I can rush and claim all the neutral units, but I can't outpace the AI and at least 70% of the sins are locked. I can't build a prison to bleed the AI, I can't build a torture chamber to convert and ramp, and it aggressively pushes into my area regardless of what I try to do.
Lvl 8 is bruken alot of the sin points cant be used to unlock alot of the stuff with https://steamcommunity.com/id/kasi_q2/screenshot/772851539771675593
@A Very Festive Scarecrow - you can also unlock Create Worker spell in the first and further levels via scrips.
The 1st lvl can be finished now, but it seems no parties want to come to dungeon core, they dig path, yes, but they don't rush player's dungeon core. I've seen this behaviour on other different maps, so it may be an overall bug as well.
In addition to recreating the maps from Dungeon Keeper 1 you have added a story that is both exiting & engaging.
The story and your presentation of it actually rivals that of Experienced & professional game developers.
Thank you for this Custom Campaign - it was truly amazing.
Rating: 10/10
Very good work.
The Original Underlord - DK1 Remake is a beautiful campaign that has been wonderfully crafted for War for the Overworld. It even comes up with some Dungeon Keeper feeling. Hardly any Bugs, I could easily complete all missions to the last.
For all War for the Overworld fans of mine a very clear download recommendation. A very good, successful campaign.
Stogy
I would recommend removing the phantom imps from the other keeper. Them slowing down your progress in claiming land makes this level very tedious.
https://i.imgur.com/b8CTTGe.jpg
Here's a screenshot, if it helps. Note that the techs in white are available but not yet learned, while the colored ones are unavailable. This was taken immediately after the delayed event that grants the upgraded room techs.
Maybe it would be a good idea to get rid of the tech unlocks tied to that event and move them to the initial configuration? I have a feeling the problem is related.