You can play Hive Keeper on EU/NA/SG/KR servers in single and multiplayer mode, a full ingame tutorial is available to learn the basic game mechanics.
Quick Description This map is freely inspired to Dungeon Keeper 2 but all the game will be transported to the starcraft universe. That means that all DK units, rooms and spells will be converted in SC2 units, giving them similar roles and abilities as they had in the original game. For people who don't know, Dungeon Keeper was one of the most in depth strategy game created by Bullfrog in the old '90s.
Gamepaly Dig underground tunnels, build rooms and attract creatures at your service, then use your army to annihilate your enemies. Each room has a different use and can attract a specific type of creature, so it's up to you to build the best dungeon possible. You can even build traps or research new spells.
Game Features - Use your drones to dig and build your perfect underground hive/dungeon - Attract different creatures researching and building new rooms types - Full featured creatures AI that allows them to eat, sleep, train and work autonomously if you provide them the needed rooms - Each creature has different a different abilities and can level up fighting or training - Quickly drag and drop your creatures where they are needed, you can even slap them to increase their work efficiency - Research and build traps to welcome any intruder that dares to step into your territory - Research and use spells to quickly destroy your opponents or support your army - Play in different game modes, against waves of invading heroes or against other keepers - Full featured playable tutorial
Media
Blizzard Arcade Highlight on Hive Keeper
Some actual 2vs2 gameplay on version 0.22 beta
Original combat soundtrack
Few Considerations I'm working on this project since 2+ years, the game is still in beta but it finally reached a stable release state with good performances and almost all basic features complete. However I want to add a couple more things before goin out from the beta state. I hope this map can become a good competitive game one day, specially considering it's really deep and complex, even if totally different from starcraft 2.
If you keep refining it, maybe you can be one of the first to make money off of a map on arcade. It it probably different enough from SC2 that Blizzard will allow you to put it up there, when they start allowing things like that. Should probably have a campaign too and different modes and such, for them to allow it though. Good luck with the map.
looks extremely interesting, would try once i hav some time :D
and holy crap is it GOOD! I really would love the game to become popular once you polish it with more spells etc looked really difficult to understand what's going on at first but once you get a hang of it, it is so fun wow
On December 16 2012 09:30 jcroisdale wrote: wow i remember this from like 2 years ago, I looked around and thought you guys stopped working on it. Happy to see i was wrong.
Yes, I started working on this map 2 years ago and it had a lot of attention when I released the first video... Now that the map is playable it got no attention and it's not played... I don't know why I'm still working on it :| I'm trying to publicize it as most as possible but it seems that the attention on the project is completely gone. I don't understand if it's related to the lowered interest in SC2 or something else :|
I played both DK1 and 2 ALOT, all I can say is the single player was awesome fun, kept me busy for months and months. The multiplayer was never really that good. It was ok but nothing amazing.
I think the problems lies there in.You've kept it exactly the same, like literally almost 100% the same. It's a what 10 year old game? Should consider revolutionizing it. Removing flaws, evolving the gameplay, aiming for new heights.
On December 17 2012 08:05 Fulla wrote: I played both DK1 and 2 ALOT, all I can say is the single player was awesome fun, kept me busy for months and months. The multiplayer was never really that good. It was ok but nothing amazing.
I think the problems lies there in.You've kept it exactly the same, like literally almost 100% the same. It's a what 10 year old game? Should consider revolutionizing it. Removing flaws, evolving the gameplay, aiming for new heights.
You're choice
Actually not a lot of players experienced this classic, specially in multiplayer considering that these were the 56k days There are even a lot of players that are asking for a dungeon keeper comeback... then, when someone tries to change the core mechanics, fails miserably (see Dungeons). I believe that dungeon keeper 2 was a masterpiece, one of the few games in the history that has a huge game mechanics depth. I don't feel the need of totally remaking something that works great.
BTW I'm not copying the game completely, for example I added an improved the research mechanic for rooms/spells/traps that was totally lacking. From what I know the multiplayer was kinda imbalanced too because skeletons or dark knights stacking was cheesy. However, on my map, new rooms are unlocked based on the energy your creatures generate. Happier and higher level creatures generate more energy. This means that if you aim only for top tier creatures without caring about your low tier creatures, you will unlock new rooms/creatures slowly.
Another thing I would like to do is adding a lot of different game modes like competitive survival or hero mode
Dude this must have taken sooooo long to make! I remember seeing some of your posts on sc2mapster. Still have no idea how you did the destructible terrain.
On December 18 2012 12:44 TheFish7 wrote: Dude this must have taken sooooo long to make! I remember seeing some of your posts on sc2mapster. Still have no idea how you did the destructible terrain.
I had to use actors instead of units to optimize the whole thing. SC2 gets crazy slow when you add over 4k units and here you can have a max of 128x128 tiles. However I still place path blocker units on border walls so units stay inside the dungeon
I got some time to play a few games. I'll give as much feedback and ideas as I can. I hope this help you.
- I play on ultra maxed settings despite this, the whole map looks like it's on low settings. I strongly recommend adding randomized doodads/decorations to all the buildable rooms, the library looks quite terrible. Everything could look and feel so much more better.
- The unit choices are quite bizzare, queens in the library wtf? Surely High Templars would be much more fitting?
- It's incredibly frustating, trying to co-ordinate units to defend a place. Obviously a pickup ALL units would be imbalanced? But perhaps an Alarm ability, which you cast on a point and all units run from where they are to the point.
- It's even more frustating having Imps wandering about near enemy territory. Is it possible to have a block path ability, which you can cast on a point, and all units AI will see past that ponit as unaccesible, i.e. not go past there.
- The UI/Builds/Buttons etc. is very confusing, since you can't really click on any units anyways, why not remove the standard ladder UI compeltely? If not it could definetly be refined and simplified.
I got some time to play a few games. I'll give as much feedback and ideas as I can. I hope this help you.
- I play on ultra maxed settings despite this, the whole map looks like it's on low settings. I strongly recommend adding randomized doodads/decorations to all the buildable rooms, the library looks quite terrible. Everything could look and feel so much more better.
- The unit choices are quite bizzare, queens in the library wtf? Surely High Templars would be much more fitting?
- It's incredibly frustating, trying to co-ordinate units to defend a place. Obviously a pickup ALL units would be imbalanced? But perhaps an Alarm ability, which you cast on a point and all units run from where they are to the point.
- It's even more frustating having Imps wandering about near enemy territory. Is it possible to have a block path ability, which you can cast on a point, and all units AI will see past that ponit as unaccesible, i.e. not go past there.
- The UI/Builds/Buttons etc. is very confusing, since you can't really click on any units anyways, why not remove the standard ladder UI compeltely? If not it could definetly be refined and simplified.
- Room doodads are already randomized, the things that look terrible are the walls, all squared and with the same texture. I created them but as you can guess I'm not a 3d artist
- As the name suggests you are a Hive Keeper so no protoss units are used for the purpose. Queen were chosen for their transfusion spell similar to warlocks, BTW remember the game is freely inspired to DK2 and not totally identical.
- Drones try to reach their objective through the fastest way possible (normal SC2 pathing), if you remember workers were stupid on DK2 too. The only thing missing is the ability to scare of when they are attacked by someone.
- The UI will be totally reworked but considering it requires a huge amount of time it won't be the priority for now. I'll wait for the UI editor that comes with HotS to decrease the work time required.
On December 27 2012 12:22 ETisME wrote: nice to see the map getting recognized on arcade!
Unfortunately a spawn bug broke the map and caused it to fall down in the void were it was before I fixed the bug but too late (I was sleeping) and now it's at page 6, I doubt it will come back.
On December 27 2012 14:37 Fulla wrote: Tried playing it again, wanted to give alot of suggestions. Game is broke tho, full of paramenter value errors.
Guessing you forgot to localize properly on this update?
Where did you play it? I tried it on EU and US server without any issue. Only on the HotS servers it could have some problems, I have locale issues publishing there.
On December 27 2012 16:21 Warpath wrote: Definately need to see alarm traps or the (call to arms?) spell implemented. Playing without either is a pain
Also imp task priority seems borked as all hell.
For now use guard rooms, alarm trap should come soon
Just kidding, not too necessary a feature . Oh I remember the days of leading the charge with my bile demon tanking it all, or destroying a full wall of cannons with gosu salamander dodging...
I enjoy the mechanic. Creep spread is my biggest peeve, that and directional control via keyboard broke for me in game. Similiarly, it's not intuitive to drop creatures back into the pit, but that's the only way you get more of a different type.
Seems just the hots version is messed up. Tested the latest version on wol the tutorial is really impressive. No complaints there.
- Why limit yourself to just Zerg models. More variation would be much cooler. You think people will like it more because you've kept it all Zerg. I think they'd enjoy more flavour :-)
- Does every building require tech? Like lair > library > workshop. It would be more interesting to have different builds and openings possible. Like a rush to either of >> workshop and traps/doors >> library and fast spells >> training room and high level units >> a combination of the 3 Right now every player and game follows the same game routine? Less replayabilitu and fun I'd say.
- Really just need a better smoother more organised UI. Better Imp AI. More required spells like Alarm. Then this would be very fun to play. Please just focus on them ASAP
Seems just the hots version is messed up. Tested the latest version on wol the tutorial is really impressive. No complaints there.
- Why limit yourself to just Zerg models. More variation would be much cooler. You think people will like it more because you've kept it all Zerg. I think they'd enjoy more flavour :-)
- Does every building require tech? Like lair > library > workshop. It would be more interesting to have different builds and openings possible. Like a rush to either of >> workshop and traps/doors >> library and fast spells >> training room and high level units >> a combination of the 3 Right now every player and game follows the same game routine? Less replayabilitu and fun I'd say.
- Really just need a better smoother more organised UI. Better Imp AI. More required spells like Alarm. Then this would be very fun to play. Please just focus on them ASAP
I tried the HotS version and, except for the terran default UI used instead of the zerg one, it seems working pretty well. It seems to have a slightly better graphic too!
Using only zerg models is not a limit, I already tought to all units and traps that I'm going to use and all fits, I never felt lacking of models or ideas. Additionally, protoss may be used as neutral conquerable units in the future.
Except for the basic ones, rooms have their requirements like traps and spells.
You have a lot of strategy choices. First you can priorize one of the trees (rooms, spells, traps) - For rooms research speed you have to quickly train all units you have, even weaker ones. This is more a combat focused choice. - For spells research speed you have to obtain a lot of researches and build big libraries. This is the more versatile choice because you can obtain a lot of offensive/defensive/utility spells quicker. - For traps research speed you have to focus on worker units and big workshops. This is the most defensive option because it allows you to bunker yourself quickly.
Then, in each tree, you have to choose what you want first considering costs and requirements.
A new version of hive keeper is finally out with improved graphics and a preview for the possession spell, you can see both of them in these screenshots. Version number has been drastically increased because the out of beta release date is approaching
Here is the changelog
CHANGES o New spell available: Possession (partially implemented) o New multiplayer map added: Underground Bunker o Overall traps mineral costs reduced o Improved tiles textures o Improved game lighting
BUG FIX o Fixed a textures glitch that was causing dirt and rock tiles to appear pink on low graphic settings
Thanks to map reports on NA server I was able to find and quickly fix a bug that was completely blocking the ability to research and build traps. The fix is already online and I took advantage of the situation to make a couple of traps invisibile while they are not attacking. This should spice multiplayer games a bit.
Full Changelog:
CHANGES o Gas traps and scourgeling nests are now hidden until they start attacking o Possession spell now uses a different camera depending on the type of the possessed creature
BUG FIX o Fixed a bug that was blocking traps research o Fixed a bug that could cause the stop of mouse cursor changing
After some time spent mostly at fixing bugs I finally added some new content, the spells frenzy and pheromone (call to arms) Additionally I made few changes to balance some of the invading heroes that were too strong.
The map has finally been published on Korean and South Asia servers too!
Full Changelog:
BALANCE o Reduced overall traps creation time o Marauders attack speed slowed by 60% o Marauders health points reduced by 15% o Firebats attack speed slowed by 25% o Goliath health points reduced by 40%
CHANGES o New spell available: Frenzy o New spell available: Pheromones o Added some attack abilities to possessed creatures, UI is still missing but you can try pressing number keys to cast them o Dig icon image changed to remove the similarity with the build icon o Improved tutorial messages to clearify the fact that drones don't require food/sleep
BUG FIX o The dig cursor is now showing correctly while moving the mouse on mineral or reinforced tiles o Vespene cost for drone spawn spell is now properly updated depending on the owned drones amount
BALANCE o Pygalisk health reduced by 20% o Fatty health increased by 12% o Aberration health increased by 20% o Ghost health reduced by 50%, damage increased by 60%, attack speed reduced by 33% and range increased by 15%
CHANGES o Added new music and ambience soundtracks made by Crewdroy o Pheromone dispencer is now easier to dismiss with a keeper's hand slap o Creatures can now be dropped only on conquered allied territory o Added minimap icons for hive hearts and portals o Increased map voting time to 20 seconds o Spawn drone can now be casted only on friendly territory o Added 3 starting digged rooms on underground bunkers map o Disabled the wrong workers amount text shown while hovering the hive heart
BUG FIX o Removed unnecessary AI triggers running on feederlings, map performances got boosted and the freeze bug may have been fixed too o Fixed issue that was preventing the slap of owned creatures in enemy territory, including pheromone dispencer for dismiss o The use of abilities during possession has been temporarly disabled due to severe bugs encountered o Possession is now properly interrupted when the possessed creature becomes unconscious or dies o Fixed AI issue that was causing creatures to not eat feederlings positioned on hatchery borders o Fixed build button black background not showing properly o Creep spreading sound is now world positioned
Gotta say, i have played this game multiple times, and it is incredibly fun! I never got to play a dungeon keeper game, but the concept intriged me,managing the lifes of your minions in a dark and deep cave sounds like a lot of fun, and with a zerg version of SC2, i love it... So here is some feedback i can give you: -The units you use feels logical, altough the names for some things sound out of place, things like library, training room, treasury, etc..., sounds fitting in a fantasy setting, not so much on a sci-fi, I would suggest just changing the names but keeping their functions, like mineral hoard, adaptation field, psionic enhancer, etc,,, -The workshop takes a long time making anything, i once tried to make several spore cannons (12) and as the game went on, i finally won at the 30 minute mark and only 5 were built. -I LOVE the new soundtrack, sounds so goddamn eery and zergy, good job on that! -I wonder how can you get rid of an excess of units, i once had 7 queens, altough the spell points where going up like crazy, i wanted more combat creatures, can you slap them to death or is it there a better way other than throwing them to the enemy to die that's all i can think off, i hope for a new version soon and to see the other buildings, creatures, traps and spells you have planned.
On April 15 2013 12:37 Arkandir wrote: Gotta say, i have played this game multiple times, and it is incredibly fun! I never got to play a dungeon keeper game, but the concept intriged me,managing the lifes of your minions in a dark and deep cave sounds like a lot of fun, and with a zerg version of SC2, i love it... So here is some feedback i can give you: -The units you use feels logical, altough the names for some things sound out of place, things like library, training room, treasury, etc..., sounds fitting in a fantasy setting, not so much on a sci-fi, I would suggest just changing the names but keeping their functions, like mineral hoard, adaptation field, psionic enhancer, etc,,, -The workshop takes a long time making anything, i once tried to make several spore cannons (12) and as the game went on, i finally won at the 30 minute mark and only 5 were built. -I LOVE the new soundtrack, sounds so goddamn eery and zergy, good job on that! -I wonder how can you get rid of an excess of units, i once had 7 queens, altough the spell points where going up like crazy, i wanted more combat creatures, can you slap them to death or is it there a better way other than throwing them to the enemy to die that's all i can think off, i hope for a new version soon and to see the other buildings, creatures, traps and spells you have planned.
- Some names still have to be changed, I'm actually using the original dungeon keeper names but some don't fit well on starcraft - I noticed the same, in fact with version 0.92 I decreased traps creation time. Did you try a previous version or the last one? - Crewdroy did an amazing job with the soundtrack - You can drop creatures at the center of an owned nydus worm and they will leave the dungeon instantly, it's not written anywere but it's a common mechanic of DK
Guys btw I'm still working on the map but ATM I'm reworking the entire UI and it requires a lot of time. If you want to discuss the project please do it in my forum that I check more often http://hk.udmod.com/
In the dev diary I posted a couple of screenshot of the new UI and soon I'll post an updated one
Just saw this today, really well done on this! However, a good addition would be to add a full list of things you can do, for example I didn't know how to get rid of units before you responded to Arkandir and putting it somewhere easy to access like in the in game help menu. That and i'm not sure how it worked before but in my opinion it would be a lot easier if the drones actually creeped the ground immediately after they destroyed a wall instead going to mine everything you set then coming back and creeping it after. But overall, very well done and it definitely deserves to be on the featured game thing. If you need someone to help with the map, PM me! (although I'm know nothing about the map editor I learn quickly )
I know minerals in the darkness look pretty ugly but unfortunately I need them visible or the players won't know where to dig. The plan would be to make all the ground tiles visible but there is a bug with actors and visibility so ATM I can't fix it
BTW I finally released the new version on all 4 b.net servers, now I need some feedback about the new UI
Here is the changelog:
CHANGES o Game UI completely remade, the work is not complete yet but it already include improvements and new features o Improved drones AI, close tasks will now be priorized o Army UI moved in the bottom part of the screen under the Army Panel Tab o It is now possible to remove the current selected tool by pressing the ESC key or by pressing the right mouse button o It is now possible to quickly delete alerts by right clicking on the respective icons
BUG FIX o Removed visibility for enemy treasury minerals
But I think in dungeon keeper you had a close area where gold tiles were revealed around you, am I wrong? The problem for me is to change their visibility for only a player after they have been created
BTW exis can you give me some feedback on the new UI?
Interface is great. I think there must be something in the right corner, like picture, or just cut the UI in the middle of screen, so right corner will be transparent.
I think, you should try make darker texture for minerals.
In the right corner there are already the menu buttons and timer, what u want to place there? Minerals should have a different texture (dirt with some minerals nuggets socketed inside), however I'm not able to work on a texture like that :D
It's nice if they glow, starcraft 2 minerals glow too. The problem is that the block is totally blue and it's awful to look at. If I was able to create a ground texture with small mineral ores inside it I would have done it :|
I can't use the bottom right because on 4:3 monitors you don't have a lot of horizontal space. BTW consider that more then half of the bottom bar is used by alerts or army portraits
I just released a new version, this one was focused mainly on improving user feedback. Additionally a bug that may have caused AI freezes and game slowing should have been fixed now.
here is the full changelog:
BALANCE o Goliath damage reduced by 37% o Waves 8-9-10 of map Hive Fort have been slighly tuned down
CHANGES o New spawned drones will now priorize close tasks o Improved mineral tiles textures o It's now possible to right click on army unit frames to move the camera close to a random unit of that type o Added supply informations in the UI o Increased width for the army and the alert panels o Increased pheromone slap area o Added ingame tips in multiplayer games: conquer a nydus worm, build lair & hatchery & library, research rooms & spells o Added ingame checkbox to enable/disable ingame tips o Changed alerts layout o Tutorial improved with new informations and UI buttons highlighting o Added tooltip additional infos for rooms o Hatchery and Library tiles brightness increased for better visibility o Library room renamed to Psionic Nest o Workshop room renamed to Furnace o Call to Arms spell renamed to Pheromone o Removed misleading level 2 research cost for unimplemented rooms and traps
BUG FIX o Fixed bug that was causing lag and AI breaking whenever a player reached 0 minerals o Fixed error message shown when creatures were receiving damage over time from dead units o Improved movement rotation sensitivity in possession mode
Races: - Are you definetly gonig to keep everything Zerg? Dungeon Keeper had such a cool vaste range of units, everyone had their own favourites, from mistresses, warlocks, knights, vampires, goblins, bile demons and on here it's a complete dissapointment to lings, muta, queens :-(
- Some of the rooms look terrible, despite everything else in the game being exceptionally well done and looking great. The hatchery why not just make it a library or a research center? It would look 100x more appealing.
Research: - Where is the slap unit command? To make them work faster / fight faster, but loose morale and take damage.
Spells: - Could you add some more variations and alternatives, right now at the start all you do is cast drones, it is very boring.
How about adding 1 or 2 more to start with such as, 'Make Gold' - make a little bit of cash, Just mere example but the idea is to open up diverse strategies from the moment the game starts.
Call to Arms: - Why does this ability cost so much and why can't I just cast in from the start, it's needed for gameplay. Simply have it for free but with a cooldown?
UI units: - Looks great, you still cannot select individual units and I mean specifically ones you want. Could you make it so you can switch between View All/View Units of type. So if I click view ONLY zerglings, I now can see all zerglings I control, with health/mana/in combat yes or no and then manually click them to move them about.
Slap: - Where is the slap unit command? To make them work faster / fight faster, but loose morale and take damage.
I seriously want to play this and want to love the map but Dungeon Keeper was just much better :-(
Races: - Are you definetly gonig to keep everything Zerg? Dungeon Keeper had such a cool vaste range of units, everyone had their own favourites, from mistresses, warlocks, knights, vampires, goblins, bile demons and on here it's a complete dissapointment to lings, muta, queens :-(
The theme is about you beeing a zerg overmind so there is no reason why humans should work at your command... except after infesting them obviously. When infestation (torturing) will be available you'll be able to get other races. Additionally consider that half of zerg creatures are not yet available.
- Some of the rooms look terrible, despite everything else in the game being exceptionally well done and looking great. The hatchery why not just make it a library or a research center? It would look 100x more appealing.
Unfortunately there are not a lot of models in sc2 that I can use to make nice looking rooms, I could add HOTS mod but then it will be required to play the game and I don't want that.
Spells: - Could you add some more variations and alternatives, right now at the start all you do is cast drones, it is very boring. How about adding 1 or 2 more to start with such as, 'Make Gold' - make a little bit of cash, Just mere example but the idea is to open up diverse strategies from the moment the game starts.
Create gold is a mid tier spell that will come later, I don't see the problem of choices of spells simply because the game is about choosing your specialization between rooms, spells and traps. You can do everything but you have some options to focus on one tree instead of another one. You can choose if you want to quickly train mutalings (and keep them) to increase room research ratio or you can focus on more powerful creatures. Depending on what rooms you build and on what creatures you keep you decide to focus on spell or traps research.
Call to Arms: - Why does this ability cost so much and why can't I just cast in from the start, it's needed for gameplay. Simply have it for free but with a cooldown?
It's not needed, creatures combat engage radius is already big and they are even able to detect if another allied creature is engaging in combat (pratically doubling the radius). Creatures tend naturally to chase enemies, call to arms is just a tool used to send everything to fight your enemy and at that time you want to do that you will probably be already able to cast it.
UI units: - Looks great, you still cannot select individual units and I mean specifically ones you want. Could you make it so you can switch between View All/View Units of type. So if I click view ONLY zerglings, I now can see all zerglings I control, with health/mana/in combat yes or no and then manually click them to move them about.
A view by creature would not be so useful, during combat you need a quick view of all your available creatures and you won't have time to open and close so many submenus. The army panel still lacks the nice features the original DK had like select by in/out of combat, level of happiness, etc. It's not a priority atm but it will be done soon or later.
Research/Slap: - Where is the slap unit command? To make them work faster / fight faster, but loose morale and take damage.
As Existor told you it's already in the game, just right click on one of your creatures. You can even slap feederlings (chickens) if you desire so.
I seriously want to play this and want to love the map but Dungeon Keeper was just much better :-(
The map is not complete yet, the big advantage of this map is that it allows you to play in multiplayer with other people while DK multi is dead
My bad. Btw have you seen this? Dungeon Keeper 3 basically in beta
Of course I know, they are pratically doing what I'm doing. Remaking DK2 with some twists.
This version was focused on adding new content and fixing some old bugs. From now on you can play in cooperative mode with a friend against invading waves of heroes, additionally you'll be able to upgrade all traps and rooms up to level 2. A couple of old and annoying bugs have been fixed too so the overall experience has been improved a lot.
Full changelog:
BALANCE o Guard room creatures sigh radius bonus reduced to 50% from 100% o Barricade HPs reduced by 20% o Reduced all traps armor to 0 o Reduced waves 11-15 difficulty on map Under Siege (1)
CHANGES o Added level 2 upgrade for all available rooms and traps o Added new map Twin Caves (2) to play in coop mode (2vsCPU is now the default mode on b.net) o Added floating texts to show minerals spent/obtained when building/selling rooms or traps o Increased fatties happines gain by eating feederlings but only while hungry o Changed fortified walls graphics on high or better terrain details and increased tiles visibility radius o Minimap clicking re-enabled o First time players will be asked to play the tutorial
BUG FIX o Fixed a bug that was breaking AI of creatures dropped inside your nydus worm room o Fixed a bug that caused invading heroes to attempt attacking feederlings, getting stuck in hatcheries o Fixed health display on traps and minerals o Fixed occasional minerals storage bug in treasuries o Fixed bug that was preventing queens to cast transfusion and medics to cast heal on injured allies o Fixed a bug that caused error messages to show up when right clicking before a map was selected.
On November 23 2013 21:33 Bibendus wrote: And I gave them the full photoshop file... they just cut and paste the name part xD
I think you should continie working on this map with more improvements, more rooms and spells, so inr esult it will be definely a good finished custom map.
Also I really like your implementation with creeping walls.
On January 23 2014 22:52 Bibendus wrote: The map is not complete but fully playable, before working on all the missing rooms, traps and spells I'm going to polish the map first
ok, makes sense. Keep up the great work, me and my brother were just wondering.
This patch contains improvements for performance, AI and possession.
Possession now allows the player to directly attack and use abilities while controlling a creature. Use left mouse click to use the basic attack, 1 or 2 for special abilities (when present) and right click to dig with drones. NOTE: due to re-publishing limitations of the Rock the Cabinet contest, the map released on NA servers has the "attack while using possession" feature disabled. Until the contest is over, a second version of the map has been published with a different name.
To encourage map exploration I added one of the first upcoming changes: boosts. Boosts are small items, scattered around the map, that can be activated for special bonuses. At these moments there are in game and more will be added in the future: - Increase level of all your creatures by 1 - Heal all your creatures - Temporarily increase efficiency for all your creatures - Temporarily increase happinessfor all your creatures - Spawn 4 additional drones - Increase vespene gas - Increase minerals - Bonus global research (500 to each research tree) - Bonus for a single research tree (1000)
Last but not least, voice alerts made by Yushatak were added in game!
Full Changelog:
BALANCE o First waves starting time slightly increased in normal and easy maps
CHANGES o Optimized how dig selection works, that should improve performance in multiplayer game o Drones dig and conquer AI greatly improved o Drones now run away in fear when encountering enemies o Creatures won't die anymore from hunger, however happiness of extremely hungry or tired creatures will decrease faster o Modified creatures drop stun duration depending on creature type, agile creatures will be stunned for less time compared to clumsy ones o Added boost items in all maps o Improved alert system with new icons and voice messages o Possession greatly improved and attacks during possession are now enabled (use left mouse for basic attack, right mouse for digging with drones and 1-2 for special abilities)
BUG FIX o Fixed a bug that could cause a stop in the tutorial after building a level 2 spore cannon o Drones won't attack anymore while carrying an unconscious creature o Fixed defeat screen UI