War for the Overworld

War for the Overworld

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Age of Keepers
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Custom Campaigns: Custom Campaign
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41.672 MB
24 Dec, 2024 @ 8:04am
4 Mar @ 7:38am
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Age of Keepers

In 1 collection by Padelboot
Padelboots WFTO Campaign Collection
2 items
Description
After the infamous and mysterious Red Keeper brought down the bulk of the heroic forces, the underlords, once again referred to as keepers, are spreading over the lands. Peaceful lands get in touch with war. Happy realms experience desperation. Carefree villages learn to fear. The Age of Keepers has begun and you are one of them. In front of you lies the Serene Rerpublic of Pearlland. Fertile and lush lands, a wealthy economy and free peasants await you. Burn down their forests, plunder their vaults and subjugate their people! The Red Keeper, in their infinite wisdom and gracefulness, gave their blessing to you, Keeper. This republic shall be yours! But beware: You may have the blessing, but other keepers have taken an interest in Pearlland as well - and you still have to prove you are indeed worthy of ruling over these realms.

(A lore-continuation of the Keepers Comeback Campain. With the recent release of Dungeon Keeper 1 and 2 on Steam, I felt inspired to make this campaign. At least it was recent, when I started. Then I took my sweet time to playtest the last two levels.
Anyway, the player takes the role of an inexperienced Keeper, who has the explicit blessing to take over the country of Pearl Land, but has to compete against other Keepers and defeat the heroes defending it. This campaign is shorter than the KCC and assumes the player is moderately knowledgable about the game mechanics. It is still designed to be of moderate difficulty. I hope you enjoy it! :) )
57 Comments
Padelboot  [author] 18 Aug @ 12:45pm 
@Dudley: Thank you very much for testing this! Much appreciated. It helps a lot to know what to look for. Looks like the underminer might indeed get soft-locked due to how the aspects are done. I will check to see how I can fix this when I find the time to do so, which might be a while though.
I'm glad you are still enjoying it, despite the issues and hope the rest will be much smoother. :)
Dudley 18 Aug @ 12:16pm 
I picked the union this time and finished the level. When I started level 4 now everything seems to work, I can pick underminer now. Hope this helps in finding out what went wrong

No need to apologize mate, you have made a great mod :)
Padelboot  [author] 16 Aug @ 1:34pm 
@Dudley: I would much appreciate it, if you could test this. If the issue persists... then perhaps something broke when downloading the campaign. If not... then it really is an issue with the aspect combination I used.
I apologize, that it causes these issues.
Dudley 16 Aug @ 12:50pm 
Ye, I picked association. Maybe I can try picking the union
Padelboot  [author] 12 Aug @ 6:25am 
@Dudley: Okay, thanks for the info. I have a heavy suspicion what could cause this (though at least with stone bridge I'm quite positive it's only unlocked in later levels, since I tend to go the DK2 route of it being a middle to late campaign aspect). By any chance: Did you pick the association in the side quest? Or perhaps stayed neutral? Chances are this is what could cause the aspects to bug out, since changing aspects can have weird side effects.
Dudley 10 Aug @ 5:25am 
I started from lvl 3 again, it worked there. But when I start level 4 it is already grey, so I can´t pick it. But it doesnt appear on my action bar.
Dudley 10 Aug @ 3:13am 
thanks for getting back to me. Its greyed out like its already selected, so I cant pick it. Same with other stuff as well, like stone bridge for example. I´ll try to replay it from where it works to see what happens. Thanks mate
Padelboot  [author] 8 Aug @ 4:38am 
@Dudley: Glad you like it so far! Hm... has been a while, but I don't think I disabled the underminer in any level. WFTO does have a tendency to break it or keep it locked. I remember someone having an issue in my Keepers comeback campaign, because one aspect wouldn't unlock despite the script saying so. You might need to restart a level in that case. But given it worked in the beginning... I suspect the choice in level 3 leading to another break. Is the construct completely unselectable in the tree? Does it keep being darkened or does the "progress bar" simply remain to high up for it to be selectable?
Dudley 7 Aug @ 12:39pm 
Thank you for this awesome mod! I have an issue, dont know if it is intended or not. But I cannot unlock underminer and I dont have it unlocked. Im at level 7 now. It worked the first 2 or 3 levels.
Padelboot  [author] 7 Aug @ 6:28am 
@Wehdabra: Thank your for the kind words! Much appreciated. :)