Dungeon LordsDungeon Lords is a map inspired by Dungeon Keeper. One of the teams, the Dungeon Lords team, takes the role of 'keepers', who build the dungeon and set traps, while the other team, the 'good' guys, try to loot and kill everything in there.Dungeons are not pre-made, but created by the Dungeon Lords every game using a very intuitive digging system, which makes every single game different.The game also includes new Ability and Combat systems. Abilities gain new effects, so Heroes can effectively use all of them (even melee warrior-type heroes profit from Intelligence). That gives more possibilities to play each hero.Dungeon Lords are being developed for a long time now, more information can be found in sectionMap is protected. I set up a guard room with two spawns to it (which is 5 each if I'm correct, maybe 4) anyways, I also noticed I could send them to rooms that weren't guard rooms, I had amassed a good sized army in the boss room once, I'm not really sure what's causing it. I'm assuming whatever trigger you used to prevent that isn't working too well.
So anyways I just sent additional units to the guard room to continue the mass. Maybe you don't cancel the relay properly, or condition it correctly, maybe the limits of the world editor just don't allow it.I could also see problems arriving if a player attempts to shift click their relays, I'm not sure what'd happen but I'm guessing it's along the line of sending units to places they really aren't supposed to go.As far as doors go, you could add a trigger that'd auto-open them when a creep is nearby as long as a player isn't, thus allowing creeps to continue on their path while preventing clumping and player's entering when they aren't supposed to. I think some sort of underground passage would be good too (a building that works as a way point, allowing travel between two places of the dungeon that are far off) by using this you could make an area isolated from the rest of the dungeon, saying it's a second level of some sort. Just a suggestion though.I noticed the lag increase significantly whenever the elementalist would cast her water spiral spell (not sure what it's called) so I'm guessing there's a leak there. Also, without DM controlled units the dm can't cause the supports to collapse (I used to suicide a unit or two to deal some damage to the heroes with the debris) so the supports seem a little useless to me as they don't appear to be targeted by AOE's either. (it'd be nice to see a part collapse if an AOE was cast a little off target, thus causing the melee to take some damage lol). Weren't good?
How dare you? Nah, I am aware there are still some problems in the game, the new guard system improved the gameplay a lot.
But even after the guard rooms and DL nerf, there are still ways to 'autowin' the game. I currently know of two ways:1) divide dungeon in 2 parts that are connected only through a single corridor.
Build 6 lightning chargers to block the corridor. Then build many dwellings on one side, guard rooms on the second and send units to guard rooms. They will walk all the way to the lightning chargers and stuck there. If it is 'by coincidence' on the entrance, heroes will be teleported right in the middle of an army.2) divide the dungeon in the same way, build 2 guard rooms and 4 dwellings on each side, and send units from dwellings to the opposite guard rooms. If the timing is correct, two huge stacks of creeps will try to move through a narrow corridor in different directions, which will lead to a great stuck, again producing a crazy concentration of units at one place.The lightning charger issue is going to be fixed by making charger only unbuildable instead of unpassable. If anyone had idea of how to fix the second part OR know about some other way of misusing game mechanics, I would like to hear about it.Edit: also, there is a bug with Growth, units that are already spawned will 'level up', which would make them stop and no longer count towards their dwelling's spawn maximum.Edit2: growth bug fixed in 1.6.1, along with other things.
Now I am finally working on the door scripts (so far it seems much easier that I expected. I was going to finish them this morning, but I 'had' to play Diablo 2). I will implement some other features (e.g the auto-upgrade for DL that Teldrassil suggested), you may expect 1.6.2 over weekend.Edit: doors are done now, working perfectly, I am releasing a door-testing version here.
Thanks, I am glad you like it. The small amount of monsters is indeed an issue, I plan to add third type, casters, and more Dungeon Lords to choose from.Problem with traps is that, speaking from my personal experience, very often I don't have time to even spend all my gold, the building time is very limiting. However, I am already planning a set of new features (shortcut to select closest worker to current camera position, different camera views, a tweak in the worker AI.) that would make trap building faster. If that works, I will start working on some more traps.
Well there aren't that many changes in this version (the different cameras for dungeon lords, although it's not yet mentioned anywhere in the game, really help build the dungeon faster). The thing I am focusing on now are the heroes, which need to be improved somehow (mostly necromancer, blind seer and rogue) Blind seer already got his Reveal Weakness tweaked, but I can't think of an forth ability for him, ideas appreciated.And I thank you for your interest in Dungeon Lords, you really helped improve this map. (As you may have noticed, you were added to credits couple version ago).
Thanks, the revenge seems better than the other one, mainly because he already has one 'seeing' ability. I thought he should have some damaging ability, but this seems offensive enoughEDIT: It seems Dungeon Lords were approved now, I just have no idea by whom, because he didn't leave any message. Well, thanks anywayEDIT2: version 1.6.3 out, check changelog. Only thing I mention here is the underground passage (thank Teldrassil for this idea), in some newer version it's counterpart, teleporter pad is coming. It will be basically the same, but it is going to be indestructible and it will be counted towards the room connection test at the beginning of the round.
Well the limit is intentional, without it all you had to do is send tons of spawns at one place (e.g. Dungeon entrance) and when the heroes come, the massive army kills them in seconds. As you can imagine, it kinda ruined the fun.And you can (and you should) use guard rooms, which have 2 guard positions, and can be researched & upgraded to 3 guard positions.And its true what you say about heroes owning the place, strength heroes are still very powerful with the right equip (even though I have nerfed strength to almost no HP bonus).And btw. There are still ways of concentrating huge amounts of units, you just need to be creative. You can, for example, send multiple groups of units to some room at the other end of dungeon in such way, that they all meet the heroes at one time.
I just tried playing as berserker, i got owned in the first round totally (by 2 dwellings with ghouls in a row), I won the second round (but with a little hp left), which was poorly built dungeon and owned the last round, which was even worse dungeon (2 dwellings in a row, then a boss lair and that was pretty much it). Still, even in the third round, I had some problems with a single dwelling with level 2 units, I think a guard room could have hurt me.I see this possibilities: the berserker playing against you played as a god, or found a bug or used some superior item build, OR ghouls are overpowered compared to other creeps. You don't by any chances have a replay?Another DL forces coming, but so far all the forces are so simillar to each other, that the choise between them almost makes no sence. I will add third unit type, casters, then maybe the difference between DL will be higher and there will be reason to adding some more forces.About the special powers, I don't want to add another possibility to concentrate power at one location, I don't know if you played any previous versions (1.5 and lower), but they were pretty much about sending huge mass of creeps, and many traps, at a single location, where heroes die almost instantly upon entering. By combining creeps and traps it is possible to create very difficult place and if there were another way of concentrating danger in the same place (by throwing spells on heroes for example), it could lead to the stupid instant kill, which really just ruins the fun for everyone.On the other hand, I plan adding some minor abilities to spawns, which then could by activated on DL's command. Now if I manage to design those abilities in such way, that proper use could influence the outcome of battle, it will be a very good option for DL to 'kill time' during hero attack. No, sadly I don't have the Replay, but it was just me and my brother on LAN, I was the skeleton commander, and yes, I have played this map not long after it came out, the upgrades make it much more balanced, but i feel as if as the DL i get pawned easily.
And also, upgrading takes up a lot of time and lumber, if there was a way to reduce that, by making fewer, more powerful upgrades that would be good. Could you makethe spawns abilities automatic? Like banshees automatically cast howl etc.
And ghosts automatically blink around the room? Just a suggestion, but i think the map has come along really well.btw, in the game vs. The brezerker, i won easily on the firsst level but got totally pwned on the 2nd and third.It would also be nice if the boss was player controlled, but only had a limited sphere of movment.And how about a room that gives you more lumber and or gold next round? But perhapse you cannot defend? And some buildings needing bigger rooms? Or they are more powerful if the room gets bigger?
And perhapse trap rooms that automatically have fire traps pits lighting traps etc. This is the end of my ideas, i am going to re-design my dungeon with more guard posts, I'll let you know. The ablities are automatic, howl definetely works, I have seen mobs casting that all the time. Blink was removed in last version, replaced with evasion, because the computer AI just doesn't use it.I can make boss player-controlled, because with the new system for floors, I now know what room the floor belongs to, so it would be possible to limit his movement just around the boss room. (The problem is that the room detection fails sometimes, it will require careful digging in the boss room, otherwise it could cause boss to be unable to enter half of his room)I could add the lumber and gold bonus to treasure room, it is not as useful now as it could be.The other ideas about room with larger area, I can't think of any specific rooms that would logically require that, but it can be added (although the larger area requirement will need another tweak in the dungeon building system, which is always acompanied with many new bugs). But I feel that if it would require large room, there should be something actually happening in the room, so the player feels the requirement is real and not just game system.Btw. If you use some common dungeon scheme, could you send a screenshot?
I am interested in what other players have thought off. Alright, i will send you one, but, i have sorta re-done my scheme.oh and by the way, I was playing one of ther earlier 1.6 versions, i have just gotten the new update, i will see what you have done. I could see some use in bigger (or smaller) buildings, for the guard post, you should add tables and tourture equipment to automatically appear, unless you do already, size could dictate the effectiveness of the room, a bigger guaard room allows more guards, etc. Just ideas, i am gonig to test the new version now, i will get back to you. Ok, i am back, i tested the new map, and i'm afraid i can't show my new strategies ye cause' with the new race, doors, underground tunnels etc.
I will have to work out a new one.But I think that you shoudl add trap rooms, like dart traps, trap doors, spike pits fire traps etc. And the traps are automatically placed. Also i think that bigger rooms should be enabled.
How about a type of room that si called a 'Maze' its massive, and has randomly placed walls that are really close toghter and are her to get to. Just some ideas, hope you like em'.