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Author Topic: Dungeons 2011 - Now with 50% less thread disappointment  (Read 37087 times)

Kagus

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #90 on: August 16, 2010, 03:35:45 am »

Well 15 creatures... let me see

Imp
Firefly
Salamander
Glutton Beast
Mistress
Fallen Angel
Dark Knight
Skeleton
Vampire
Widow
Warlock
Troll
Goblin
Rogue (Dark elf? I don't know)
Horny (or whatever that demon is called)

There we go, 15. Though I think the trolls and Goblins are the same creature.

Rogue and Dark Elf are two different critters, so that's fifteen before adding in Horny (who was a bit of an oddball in DK2).  And trolls filled an entirely different role from goblins, although both were exceptionally weak when compared to 'greater' creatures and were generally trashed by any keepers wanting to keep a competitive edge.

...needless to say, I tended to have my fair share of goblins and trolls wandering around.


DK1 had:
Imps
Spiders
Flies
Beetles
Ghosts
Skeletons
Vampires
Trolls
Hellhounds
Tentacles
Orcs
Demonspawn
Dragons
Warlocks
Mistresses
Horned Reapers
Bile Demons


I might be missing one...  But apparently, Dungeons is keeping the tradition of decreasing the number of individual creatures rather than increasing it in successive titles.

Also note that in Dungeon Keeper, you most certainly could convert enemy creatures to your cause, so that was another entire range opened up to you.  We'll see what Dungeons decides to do on the subject.

Ioric Kittencuddler

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #91 on: August 16, 2010, 04:14:19 am »

I liked the fairies a lot more than the flies.  They were prettier, and if I remember correctly they had a ranged attack.
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Zangi

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #92 on: August 16, 2010, 06:40:07 am »

I liked the fairies a lot more than the flies.  They were prettier, and if I remember correctly they had a ranged attack.
Fairies in DK2 are a mix of Fly and Mistress.

Can pack a punch like a 'shock trooper' when combat opens, but no staying power.  AKA: Really fragile support class that moves 'fast' and gets into melee.

EDIT: Biggest change I'm not liking is the Dungeon 'Lord' centric control...
« Last Edit: August 16, 2010, 07:07:47 am by Zangi »
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Shades

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #93 on: August 16, 2010, 08:34:56 am »

I liked the fairies a lot more than the flies.  They were prettier, and if I remember correctly they had a ranged attack.
Fairies in DK2 are a mix of Fly and Mistress.

Can pack a punch like a 'shock trooper' when combat opens, but no staying power.  AKA: Really fragile support class that moves 'fast' and gets into melee.

You know this makes me wonder if I played DK2, maybe I only played the first one. I know I have the second one on disc somewhere, maybe I should dig it out.

EDIT: Biggest change I'm not liking is the Dungeon 'Lord' centric control...

Agreed. If you've played MudTV you can see how terrible it makes the game, which is a shame. As long as they don't expect you to be there for everything it shouldn't be too bad though. One off things and the like, or raw combat.
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Viken

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #94 on: August 16, 2010, 09:53:25 am »

For the number of creatures appearing in Dungeons, 15 is still a decent number; especially sense if its anything like DK2, you'll have to build specific combination of rooms and stuff to gain access to them. lol. That's alot work, especially in the campaign.  :P  Which is all fun, anyway.

For the creatures, I think it comes down to how creative and polished they are once they're finally apart of the game.  Does each creature have its own thing to do? A role to play in the dungeon? Are they fighters, or builders? And, most importantly, what crazy abilities do they have?!  8)

-- EDIT
I forgot to mention that Chris from the Kalypso Forums has been answering questions for thsoe brave enough to ask them there.   So go and take a look when you gotta minute!

A special thanks to user Dagon for his questions, btw. ^^
« Last Edit: August 16, 2010, 09:55:18 am by Viken »
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Neonivek

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #95 on: August 16, 2010, 12:29:13 pm »

Except the thing about converting human adventurers is that they were pretty much the same as your minions... well except stronger. Though they seemed to hate their own counter parts and vice versa.
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Zangi

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #96 on: August 16, 2010, 12:42:46 pm »

Except the thing about converting human adventurers is that they were pretty much the same as your minions... well except stronger. Though they seemed to hate their own counter parts and vice versa.
Knowing that you can corrupt em and make em eat baby chicks is half the fun.
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ECrownofFire

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #97 on: August 16, 2010, 02:02:59 pm »

Except the thing about converting human adventurers is that they were pretty much the same as your minions... well except stronger. Though they seemed to hate their own counter parts and vice versa.
Knowing that you can corrupt em and make em eat baby chicks is half the fun.
This is the reason why so many people kept a hatchery right next to their torture room :P
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Vattic

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #98 on: August 16, 2010, 04:54:03 pm »

I go away for the weekend and come back to find this :D. I rarely use emoticons, I don't think I need to explain further how this makes me feel.
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Neonivek

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #99 on: August 16, 2010, 05:03:57 pm »

Now I just need people making Monster Rancher-esk games and I am set!
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Viken

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #100 on: August 16, 2010, 06:54:37 pm »

Neonivek, check out the DS game Monster Rancher DS.   :-X

I even got it working on an emulator.  :P

As for Dungeons, I really really really hope that things will be as darkly humours as the DK series was, or hell, maybe even more so! Why eat baby chicks when you can eat... babies, for example? XD J/kin'.
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Viken

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #101 on: August 16, 2010, 07:36:38 pm »

Bump.
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nenjin

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #102 on: August 16, 2010, 07:39:44 pm »

It's over 6 months until release mang. Relax, and bump for info or actual discussion.
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Neonivek

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #103 on: August 16, 2010, 08:28:03 pm »

Neonivek, check out the DS game Monster Rancher DS.   :-X

I own it, it is probably one of the worst monster ranchers though. I like it but I realise there is a lot that could have been done with it.
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Kagus

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Re: A New (sort of) Dungeon Keeper!!!
« Reply #104 on: August 16, 2010, 08:57:04 pm »

I remember building "wine cellars" in DK2.  Just create a big Casino area with rows of walls in it so you don't get any 3x3 areas.  The walls will get coated with booze racks, and creatures will come in and set three sheets to the wind without paying or winning any money.  I don't know if this had any real effect on their moods, but I remember it being loads of fun having packs of unsteady goblins wandering around.

I also made catacombs, castles, labyrinths, personal housing (and what a pain that was), chicken alleys, luxurious carpets, and some lovely chapels complete with population of converted monks.

Another thing I remember was where I had a couple instances in the sandbox maps where I would basically replace my workforce with converted dwarves.  There was an interesting bug where if you took a hero out of the toolbox and converted him, two more would respawn in the toolbox to take his place.  Eventually, the box would get flooded with dwarf clones.


DK1 wasn't quite so great as far as architectural tomfoolery was involved, but I do remember snow-covered plains and long, winding gem mines where my servants would toil incessantly...  And, because of how workshops worked back then, I'd end up carpeting areas in doors and traps.  This made it easy for my delightful little Horned Reaper dens, complete with treasury airlock and bolted steel doors...  Not to mention the personal temple and throne room to keep the little bastards from going on rampages through the dungeon.
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