Dungeons is terrible. It is nothing like the original games by Bullfrog back in the 1990s.
It is claimed to be the 'spiritual successor' to Dungeon Keeper but it is nothing like it.
I bought it on steam because it was half price... Big mistake... You have to create treasure chests and other 'random gimmicks' in your dungeon... to make the 'Good Heroes' happy, before you kill them...
Terrible.
^ This...
Worst 50 bucks ever spent :|
I think I preordered it too...
I think it's the most boring game I have ever played... I knew it had nothing to do with DK but simply it wasn't fun
Idk...it was only a demo...but, fromt he demo, I liked how there was at least 1 guy you could control completely. It made it feel like I could make a difference. I also like how your actual fighting minions didn't attack everyone coming in or were commanded to do so. It was more like they were waiting for the players like in an rpg when players attacked. Idk...the game just felt like I was on the opposite end of an rpg. I might also think it's fun just because I've never played dungeon keeper and I have zero opinion and I find almost everything fun. Idk...I didn't think it was worth money at all, but it was fun anyway.
I finally released a huge patch that fixes a lot of issues players were reporting.
Here is the changelog:
BUG FIX
o Removed the double minus on room usage floating texts
o Fixed a bug that didn't allow tired creatures without a bed to abort their current task to go sleep
o Fixed a bug that made creatures wander between lair and hatchery when hungry and hurt
o Fixed a bug that didn't allow medics to attack the hive heart
o Reduced the frequency of a bug that screws queens and medics AI when their healing ability is not in cooldown
o Fixed a bug that caused creatures to full heal while eating feederlings
o Fixed a bug that didn't allow creatures to gain and loss happiness properly
CHANGES
o Guard room functionality enabled, now it can be used to increase creature awareness range
o Dropping a creature inside a room will now force use of it when possible
o Dropping a creature on a owned nydus worm will now force it to leave
o Reworked the creatures fighting AI allowing creatures to help allies in combat even if they can't spot the enemy
o Added a new keeper's spell researchable in the library: Transfusion
o Increased creatures pick radius
o Added glow for highlighted units
o Increased rest time for creatures
o Decreased rest health regeneration for creatures
o Decreased the chance of movement for wandering creatures and drones
o Now it's possible to drop creatures on neutral ground
o Increased required level for drone haste ability to 4
o Decreased drones experience gaining from work
o Wave 4 slightly nerfed due to the first presence of an enemy medic
o Changed mouse cursors for minerals and structures
o Reduced the starving damage
o Added cap to vespene generation
So I tried your newest patch. It's still really easy of course ... I only needed 20 mobs to easily beat wave 11.
As for bugs, the main thing I noticed was that so many mobs became unhappy and left, even though there was plenty of food & lair. Is this a bug, or do they require more things now? Also, seemingly after a fight, the mobs don't go anywhere automatically ... their AI just stops them in place and they complain about being hungry or whatever. If I pick them up and drop them, the AI kicks in again.
I still have to understand why sometimes the AI stops after a fight, sure it doesnt happen every time so it's harder to detect.
The happiness system was bugged and it checked only the missing of a bed, now hungry and tired creatures become unhappy while well rested and fed creatures become happy (slowly)
And the new version with the trap system is finally out ;)
I really need a lot of testers so I can fix some bugs and then start with the multiplayer version!
Enjoy
Here is the complete changelog:
CHANGES
o Trap system implemented. Workshops can now be used to research and craft traps for your hive.
o Added 3 new traps: Spore Cannon, Gas Trap and Barricade
o Added a new keeper's spell researchable in the library: Sight of Evil
o Added level 2 upgrades for all available spells
o Added "charge" ability to aberrations: charges an enemy dealing damage to all the enemies on the path
o Added "concussive shot" ability to marauders: deals high damage and temporary disable traps
o Added "eviscerate" ability to zerglings and pygalisks: deals bleeding damage to an enemy target over time
o Added "cleave" ability to pygalisks: deals damage in a frontal cone
o Added "venomous spine" ability to hydralisks: deals damage over time and slows enemy targets
o Reduced mana generated by conquered tiles
o Increased spell research bonus affected by creature level
o Dirt tiles life slightly decreased
o Reinforced tiles life greatly increased
o Spawn drone can now be casted on neutral territory
o Increased hero waves difficulty to balance the new traps placement
o Increased amount of waves to 15
o Heroes will now drop minerals on death
o Disabled the mouse drag box when not needed
o ESC button now closes the research menu
o Opening the research menu with M will now show the previously selected research tree
o Changed research tabs order in the research menu to reflect the same order in the game UI
o Addedd UI button to open the research menu
BUG FIX
o Fixed a bug that freezed tasks on tiles when an assigned drone died
o Fixed a bug that sometimes freezed creatures AI after a fight
o Fixed a bug that didn't limit the amount of drones that can dig a tile from one side
o Fixed bug that didn't remove resources on rooms usage
o Fixed bug that kept creatures sleeping after a grab/drop
o Fixed trigger error happening with units using small rooms
o Fixed double click behavior on the main UI tabs
o Fixed the guard room requirement tooltip for hydralisks
I dont like that I cannot see the whole map, which results in broken paths and anoying "oh there is clusterfuck of stones here"
enemies coming from random directions is anoying, they just break my rooms and you cannot really see where they come, thus you cannot really even build tactical defences cause you cannot even see the map...
Browsing trough dig and rooms feels a bit teadious. Perhaps close room menu after you create a room
I coudnt build training rooms and such...make it SIMPLE so even idiots know what to do (add requirements in tooltips).
I want my overal view of stuff happening (army strength, how happy they are etc...) simplyfying and keeping player on track whats going on!
Overal I think I would prefer enemies spawning from 1-2 pre-defined locations. I hate when they come out on random spots.
@zenx1: Go
There are 4 spawning locations for enemies at the edges of the map.
@map
- I think it's missing a button for the upgrade window (hotkey m). Also that window should get a higher priority than the unit's status dialogs. (I think you can define dialog's priority.)
- I sometimes don't know why some monsters want to leave my dungeon. The behaviors the unit had didn't help me figuring that out. :S
- Loosing screen rotates to fast. Make it slower.
- After 46 minutes the first wave with predators rushed through and killed me with their 358 damage.
@Ahli634
Lol, predators don't have AOE but instead the leveling behavior had something weird that increased the unit damage exponentially.
The fix will be out soon
@zenx1
Map exploration and hero waves that invade your dungeon are part of the game, why should I remove them :|
You probably missed all the research part, there is a Tech button on the right and a tip appears after sometime if you didn't research anything.
The army panel will come a lot later because it requires some work.
I had some few points to bring up, mostly small glitches or minor complaints.
When you kill the gold walls, upon breaking them you see the death model of the doodad/unit it was based on. It shows only a short duration, but long enough to have the eye catch it.
For some reason, when my mutalisks went and created their "bed", after moving, their animation froze for a couple of seconds. When they started to move, the animation was proper again, and then froze again upon next idle. I don't know if it's in any particular scenario, but I expanded the nydus room to be 5x5 and put a lair there.
(I wasn't able to build the treasure room, workshop, nor the training room. They're all disabled, and I can't figure out why they are, or if I'm doing something wrong.)
(I was able to place out traps, but since I had no workshop, nothing more could be done with that.)
Edit: I see the previous was mentioned by zenx1. I actually missed the teching part as well.
The mood/behaviours of your own seems out of place by angle (moving the camera back and forth). Perhaps you could tweak that a bit later on.
I also agreed that there was something bothering with browsing though the extra command panel buttons. In particular, there were several times I forgot that I wasn't having my hand selected, and thus failed to pick up my units in time from and to battle.
I don't agreed that the player should see the entire map, but perhaps the visibility radius could be increased a bit.
Regarding that enemies will breach your dungeon, I agreed that while that is a key part of the game it fails to notify the player in time that the dungeon has been breached. In Dungeon Keeper 2 for instance, not only does it take longer time to destroy a player's walls, but it also notifies you immediately once someone tries to. "Your dungeon is under attack" or "Your dungeon has been breached" or similar messages appear once someone do. It also had a sort of action log system which allowed you to focus the camera to that specific place the action was happening on at once.
For now, other than that, all I can say is, great work so far! You seem to have eliminated most of the lag there was in previous versions, and it's starting to take shape neatly. And I'm still going to follow the project occasionally you know. I just don't have that much time right now:P. I'll play it again soon, since I didn't know about the teching, and therefor lost pretty quickly. Keep up the good work too.
- I kept the original model death because it has a dust animation :P
- Mutalisks are missing the stand flying animation since I changed their movement type from air to ground, still I wasn't able to find the actor event that bugs it
- I don't understand the mood/behaviour thing :O
- In the future I'll merge some commands in the same one, hoping it will make controls easier
- I can't increase the visibility radius or you would be able to see through walls. The only thing I could make is increasing the initial explored area.
- All the log and warning system is missing but it will come in the future
What I mean with the mood icons, is that they seem to change position too much when the camera is moved. Here's an example of what I mean.
Depending on the camera angle, the icons are misplaced. Compare it to the health/level circles, I assume you use another method to attach these.
Mood icons and general UI rework will be done later, now I'm focusing on the multiplayer release.
BTW here is a new release where I fixed the weird bugs that were reported recently.
Additionally I reworked the room usage AI trigger looking forward for the multiplayer release, I would like some testing to see if creatures are still doing their jobs.
Here is the 0.11 Beta changelog:
CHANGES
o Room usage AI trigger for all creatures reworked looking forward for the multiplayer release
o Drones will now drop directly the exceeding minerals on ground without moving when all the treasuries are full
o Creatures efficiency mechanic has been added. Slapping your creatures will now force them to work faster for some time lowering their happiness.
o Slapping creatures will now stun your creatures for few seconds
o Moved camera commands to Page Up/Page Down and Home/End keys
o Binded move camera to your hive heart on ctrl+Home
o Binded camera zoom reset on ctrl+End key
o Reduced creatures xp gain by damage dealt
o Added creatures xp gain by damage received
o Changed camera rotation and zoom keys to pageup/down canc/home
o Added minerals carry effect on drones
o Changed defeat camera/ui behavior
o All commands are now disabled during the defeat animation
o Control group UI is now hidden
BUG FIX
o Fixed weird high damage caused by some units over level 5
o Added bonus damage gained by level to ranged creatures
o Fixed barricade occlusion while still in construction
o Fixed dislocated barricade positioning while placing them near creatures
Seems something got broken in your latest update, I could imagine it is relevant to your recent change about drones and minerals.
Whenever I destroyed walls of gold, the drones do drop minerals on ground and collects more minerals afterward, but then when they don't know what to do and just stands there idling. The only way I found them to go back to work was to drop them off at the hive. Slapping did nothing either.
Another bug (I suppose) is that you can select units when you're not using the Tools panel. All other panels seem to allow you to select units.
Perhaps it is something you left there for debugging purposes, but it still look odd, It at least look buggy if a unit is selected and your hive dies :p
Something else I also got was a trigger error saying "Invalid Real in Range -1 to 1: 1"
I have a question about the Guard Room. Is it suppose to attract all units to patrol in that room? That's what most of my units were doing. If you're going to follow DK2 in that matter, the guard room attracted a specific unit (was it Ranger?) which then patrolled in the room.
And finally there seems to be some visual issues with the research panel. It might be hard to see on the attached screenshot, but the area highlighted by the red rect seems to be just some black background which is outside of the dialog borders. Doesn't look all that nice:>. Also, there seems to be some visual issues that the unit's status is rendered on top here. The panel itself needs to be more polished; it lacks tooltips and does not provide much explanations.
Other than that, it was more fun this time, mainly because I knew about the research panel this time. Since there's pretty much room next to the small buttons to the right in the command panel, why don't you just add a button there for the research panel to be opened with?
Thanks mexa for your huge feedback :P
So let's start from the beginning:
Drones didn't give me this issue while digging gold, I need to find what's the cause of the problem.
Did you have your treasury full? When did your drones stop working? Did u try ordering them to dig again and see if they stop idling?
About the selection of units I suppose I left some unit types still selectable while I was testing their new abilities :P
When you die I left the ability to select units on purpose but I forgot that I've hidden the whole interface.
The invalid real range is something really stupid related to real numbers math in the editor, It's just a warning for me that the editor sucks :D
At the moment I placed the guarding behavior as a last task for each creature when they have nothing better to do while hydralisks have it at their fisrt place. Removing this kind of behavior may make it harder to keep creatures on their guard rooms after they go sleep/eating.
I started the game and I just noticed the weird background, I don't know how it has come out but I'll hide it :D
About the health petals showing up the research interface I don't know if I'll be able to fix it, I think I already tried in the past without success
BTW do you want to know a funny thing about the tech button? I already added it but I forgot that the small square on the bottom right is already used by the bnet friend button :D
The research button exists but is covered by it, I'll find another place :P
^ This...
Worst 50 bucks ever spent :|
I think I preordered it too...
I think it's the most boring game I have ever played... I knew it had nothing to do with DK but simply it wasn't fun
Ok...sorry?
Never played Dungeon Keeper in my life and thought I hit soemthing close...
My mistake...
@yukaboy: Go
The real problem is not that the game is different... how could you find the game fun?
Idk...it was only a demo...but, fromt he demo, I liked how there was at least 1 guy you could control completely. It made it feel like I could make a difference. I also like how your actual fighting minions didn't attack everyone coming in or were commanded to do so. It was more like they were waiting for the players like in an rpg when players attacked. Idk...the game just felt like I was on the opposite end of an rpg. I might also think it's fun just because I've never played dungeon keeper and I have zero opinion and I find almost everything fun. Idk...I didn't think it was worth money at all, but it was fun anyway.
Awesome map, I really enjoyed myself while playing. I'll use your official forums for feedback :)
I finally released a huge patch that fixes a lot of issues players were reporting.
Here is the changelog:
BUG FIX
o Removed the double minus on room usage floating texts
o Fixed a bug that didn't allow tired creatures without a bed to abort their current task to go sleep
o Fixed a bug that made creatures wander between lair and hatchery when hungry and hurt
o Fixed a bug that didn't allow medics to attack the hive heart
o Reduced the frequency of a bug that screws queens and medics AI when their healing ability is not in cooldown
o Fixed a bug that caused creatures to full heal while eating feederlings
o Fixed a bug that didn't allow creatures to gain and loss happiness properly
CHANGES
o Guard room functionality enabled, now it can be used to increase creature awareness range
o Dropping a creature inside a room will now force use of it when possible
o Dropping a creature on a owned nydus worm will now force it to leave
o Reworked the creatures fighting AI allowing creatures to help allies in combat even if they can't spot the enemy
o Added a new keeper's spell researchable in the library: Transfusion
o Increased creatures pick radius
o Added glow for highlighted units
o Increased rest time for creatures
o Decreased rest health regeneration for creatures
o Decreased the chance of movement for wandering creatures and drones
o Now it's possible to drop creatures on neutral ground
o Increased required level for drone haste ability to 4
o Decreased drones experience gaining from work
o Wave 4 slightly nerfed due to the first presence of an enemy medic
o Changed mouse cursors for minerals and structures
o Reduced the starving damage
o Added cap to vespene generation
So I tried your newest patch. It's still really easy of course ... I only needed 20 mobs to easily beat wave 11.
As for bugs, the main thing I noticed was that so many mobs became unhappy and left, even though there was plenty of food & lair. Is this a bug, or do they require more things now? Also, seemingly after a fight, the mobs don't go anywhere automatically ... their AI just stops them in place and they complain about being hungry or whatever. If I pick them up and drop them, the AI kicks in again.
@johnsmithlol: Go
I still have to understand why sometimes the AI stops after a fight, sure it doesnt happen every time so it's harder to detect.
The happiness system was bugged and it checked only the missing of a bed, now hungry and tired creatures become unhappy while well rested and fed creatures become happy (slowly)
And the new version with the trap system is finally out ;)
I really need a lot of testers so I can fix some bugs and then start with the multiplayer version!
Enjoy
Here is the complete changelog:
CHANGES
o Trap system implemented. Workshops can now be used to research and craft traps for your hive.
o Added 3 new traps: Spore Cannon, Gas Trap and Barricade
o Added a new keeper's spell researchable in the library: Sight of Evil
o Added level 2 upgrades for all available spells
o Added "charge" ability to aberrations: charges an enemy dealing damage to all the enemies on the path
o Added "concussive shot" ability to marauders: deals high damage and temporary disable traps
o Added "eviscerate" ability to zerglings and pygalisks: deals bleeding damage to an enemy target over time
o Added "cleave" ability to pygalisks: deals damage in a frontal cone
o Added "venomous spine" ability to hydralisks: deals damage over time and slows enemy targets
o Reduced mana generated by conquered tiles
o Increased spell research bonus affected by creature level
o Dirt tiles life slightly decreased
o Reinforced tiles life greatly increased
o Spawn drone can now be casted on neutral territory
o Increased hero waves difficulty to balance the new traps placement
o Increased amount of waves to 15
o Heroes will now drop minerals on death
o Disabled the mouse drag box when not needed
o ESC button now closes the research menu
o Opening the research menu with M will now show the previously selected research tree
o Changed research tabs order in the research menu to reflect the same order in the game UI
o Addedd UI button to open the research menu
BUG FIX
o Fixed a bug that freezed tasks on tiles when an assigned drone died
o Fixed a bug that sometimes freezed creatures AI after a fight
o Fixed a bug that didn't limit the amount of drones that can dig a tile from one side
o Fixed bug that didn't remove resources on rooms usage
o Fixed bug that kept creatures sleeping after a grab/drop
o Fixed trigger error happening with units using small rooms
o Fixed double click behavior on the main UI tabs
o Fixed the guard room requirement tooltip for hydralisks
@Bibendus: Go
I would gladly help test.
The map is published on EU/US server, you are free to play it and give your feedback :P
Overal I think I would prefer enemies spawning from 1-2 pre-defined locations. I hate when they come out on random spots.
@zenx1: Go There are 4 spawning locations for enemies at the edges of the map.
@map
- I think it's missing a button for the upgrade window (hotkey m). Also that window should get a higher priority than the unit's status dialogs. (I think you can define dialog's priority.)
- I sometimes don't know why some monsters want to leave my dungeon. The behaviors the unit had didn't help me figuring that out. :S
- Loosing screen rotates to fast. Make it slower.
- After 46 minutes the first wave with predators rushed through and killed me with their 358 damage.
@Ahli634
Lol, predators don't have AOE but instead the leveling behavior had something weird that increased the unit damage exponentially.
The fix will be out soon
@zenx1
Map exploration and hero waves that invade your dungeon are part of the game, why should I remove them :|
You probably missed all the research part, there is a Tech button on the right and a tip appears after sometime if you didn't research anything.
The army panel will come a lot later because it requires some work.
I had some few points to bring up, mostly small glitches or minor complaints.
Regarding that enemies will breach your dungeon, I agreed that while that is a key part of the game it fails to notify the player in time that the dungeon has been breached. In Dungeon Keeper 2 for instance, not only does it take longer time to destroy a player's walls, but it also notifies you immediately once someone tries to. "Your dungeon is under attack" or "Your dungeon has been breached" or similar messages appear once someone do. It also had a sort of action log system which allowed you to focus the camera to that specific place the action was happening on at once.
For now, other than that, all I can say is, great work so far! You seem to have eliminated most of the lag there was in previous versions, and it's starting to take shape neatly. And I'm still going to follow the project occasionally you know. I just don't have that much time right now:P. I'll play it again soon, since I didn't know about the teching, and therefor lost pretty quickly. Keep up the good work too.
@Mexaprone: Go
- I kept the original model death because it has a dust animation :P
- Mutalisks are missing the stand flying animation since I changed their movement type from air to ground, still I wasn't able to find the actor event that bugs it
- I don't understand the mood/behaviour thing :O
- In the future I'll merge some commands in the same one, hoping it will make controls easier
- I can't increase the visibility radius or you would be able to see through walls. The only thing I could make is increasing the initial explored area.
- All the log and warning system is missing but it will come in the future
@Bibendus: Go
What I mean with the mood icons, is that they seem to change position too much when the camera is moved. Here's an example of what I mean. Depending on the camera angle, the icons are misplaced. Compare it to the health/level circles, I assume you use another method to attach these.
@Mexaprone: Go
Mood icons and general UI rework will be done later, now I'm focusing on the multiplayer release.
BTW here is a new release where I fixed the weird bugs that were reported recently.
Additionally I reworked the room usage AI trigger looking forward for the multiplayer release, I would like some testing to see if creatures are still doing their jobs.
Here is the 0.11 Beta changelog:
CHANGES
o Room usage AI trigger for all creatures reworked looking forward for the multiplayer release
o Drones will now drop directly the exceeding minerals on ground without moving when all the treasuries are full
o Creatures efficiency mechanic has been added. Slapping your creatures will now force them to work faster for some time lowering their happiness.
o Slapping creatures will now stun your creatures for few seconds
o Moved camera commands to Page Up/Page Down and Home/End keys
o Binded move camera to your hive heart on ctrl+Home
o Binded camera zoom reset on ctrl+End key
o Reduced creatures xp gain by damage dealt
o Added creatures xp gain by damage received
o Changed camera rotation and zoom keys to pageup/down canc/home
o Added minerals carry effect on drones
o Changed defeat camera/ui behavior
o All commands are now disabled during the defeat animation
o Control group UI is now hidden
BUG FIX
o Fixed weird high damage caused by some units over level 5
o Added bonus damage gained by level to ranged creatures
o Fixed barricade occlusion while still in construction
o Fixed dislocated barricade positioning while placing them near creatures
Seems something got broken in your latest update, I could imagine it is relevant to your recent change about drones and minerals. Whenever I destroyed walls of gold, the drones do drop minerals on ground and collects more minerals afterward, but then when they don't know what to do and just stands there idling. The only way I found them to go back to work was to drop them off at the hive. Slapping did nothing either.
Another bug (I suppose) is that you can select units when you're not using the Tools panel. All other panels seem to allow you to select units. Perhaps it is something you left there for debugging purposes, but it still look odd, It at least look buggy if a unit is selected and your hive dies :p
Something else I also got was a trigger error saying "Invalid Real in Range -1 to 1: 1"
I have a question about the Guard Room. Is it suppose to attract all units to patrol in that room? That's what most of my units were doing. If you're going to follow DK2 in that matter, the guard room attracted a specific unit (was it Ranger?) which then patrolled in the room.
And finally there seems to be some visual issues with the research panel. It might be hard to see on the attached screenshot, but the area highlighted by the red rect seems to be just some black background which is outside of the dialog borders. Doesn't look all that nice:>. Also, there seems to be some visual issues that the unit's status is rendered on top here. The panel itself needs to be more polished; it lacks tooltips and does not provide much explanations.
Other than that, it was more fun this time, mainly because I knew about the research panel this time. Since there's pretty much room next to the small buttons to the right in the command panel, why don't you just add a button there for the research panel to be opened with?
@Mexaprone: Go
Thanks mexa for your huge feedback :P
So let's start from the beginning:
Drones didn't give me this issue while digging gold, I need to find what's the cause of the problem.
Did you have your treasury full? When did your drones stop working? Did u try ordering them to dig again and see if they stop idling?
About the selection of units I suppose I left some unit types still selectable while I was testing their new abilities :P
When you die I left the ability to select units on purpose but I forgot that I've hidden the whole interface.
The invalid real range is something really stupid related to real numbers math in the editor, It's just a warning for me that the editor sucks :D
At the moment I placed the guarding behavior as a last task for each creature when they have nothing better to do while hydralisks have it at their fisrt place. Removing this kind of behavior may make it harder to keep creatures on their guard rooms after they go sleep/eating.
I started the game and I just noticed the weird background, I don't know how it has come out but I'll hide it :D
About the health petals showing up the research interface I don't know if I'll be able to fix it, I think I already tried in the past without success
BTW do you want to know a funny thing about the tech button? I already added it but I forgot that the small square on the bottom right is already used by the bnet friend button :D
The research button exists but is covered by it, I'll find another place :P