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Is there a way to play Dungeon Keeper 1 at a decent resolution in a window? I'm attempting to capture the game and full screen won't work with that and a 640x480 window is just too small for this game. I tried KeeperFX and while it did run well and look nice at 1024x768, I still hate the bug fixes and other "improvements" that come with the mod. The Dosbox version on the other hand ran at very inconsistent speeds and the high resolution is still not very high.
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No, that's it.

If you want to put in the effort, KeeperFX does a lot with config files, and I don't know what you dislike, but a lot can be configured to your own preferences.
You can also simply replace the KeeperFX levels with the original dungeon keeper levels and they will play without problem.
All I wanted was the vanilla game and have it look a bit nicer... Seems like I can forget about that. Tried installing KFX without replacing any existing files but judging by I quick test with some sacrifices at the temple, KFX is still doing its thing.

Guess I'll settle for making myself feel good by sending some angry feedback at KFX devs assuming a way of doing that exists.
In KeeperFX the temple sacrifices are configurable yes, and there are some non-standard ones included. In fxdata\rules.cfg they are configured so you can remove the ones you dislike.

And feedback can be given by reporting issues , by [url=http://keeper.lubiki.pl/html/contact.php]emailing him directly, and he also reads the posts on this forum.
Post edited January 03, 2016 by Loobinex
What are the most controversial changes between vanilla and KeeperFX?

As native Windows support & 1080p is a huge boon. (likewise for Syndicate Wars port)

I was under the impression that KeeperFX is the equivalent of OpenXCOM - that mustn't be the case?

What I really wish to know is how differently it feels compared to the original game in DOS(BOX)

I would've preferred a straight copy of the original unit values and mechanics personally; having a toggle for the changed values.

That said, I've not seen anything which I would consider to be out-of-place. I'm not a Dungeon Keeper newbie!

Dungeon Keeper 2 was the only one of the series I played back in Win95/98 days. Played plenty of the other Bullfrog games like Theme Park (Amiga 500+), Theme Hospital, etc.

Never played the original back in DOS - I had heard of it - which is why I bought the sequel assuming it would be a better game overall (it isn't! =X but I do like a few changes like Mana, Imp Levelling, Imp Auto Healing)

From a bit of searching I can see:
> Some complaints about the weakness of the Dragon unit - buffed in v0.46.
> I believe some bonus levels were changed as they had no reward originally.
> I believe there either are or will be a few map changes to fix the odd problem i.e. AI Keeper walling in -> Wishvale.
> It looks like there's been some unit statistic changes too:
https://keeperklan.com/threads/5022-Dragons-a-lot-tougher-in-version-4-6-of-Keeper-FX?p=49731&viewfull=1#post49731
-->> Spellcasters seem to get buffs on spells per level now.
-->> And some other game issues have been fixed i.e. Dexterity cap of 255 to prevent rolling over to 0. (must be storing the DEX value in a byte?)

I believe their intent is to reverse more unit changes:
https://keeperklan.com/threads/4941-Bonus-level-changes?p=49109&viewfull=1#post49109


Playing v0.46 - the only complaint I really have is with Bile Demons.

I find their gas attacks to be rather strong against all other melee units and lethal to nearby imps.

I can only counter Bile Demons in melee with Bile Demons at least in the opening levels.

All Undead are meant to be immune to gas but they're quite weak.
Post edited January 08, 2016 by mwnn
Well yes, keeperfx is open source, so anybody can take the source code and do whatever changes he likes. Additionally, one of the most important changes in KeeperFX is making everything configurable, so if you're not a software developer you can still change a lot with a map-editor and a text-editor. That being said, most people will play the release as is, and it is different from the original game. 'Fan Expansion' might be the proper term here.

Most of the work that has gone into KeeperFX, is simply remaking the game in open source, and by one developer doing this in his free time this takes a while. While it is being remade, it has been brought into this century, allowing it to be played on modern machines in high resolutions, and like mentioned things being made configurable and the possibility for custom maps added.

As for the changes, a lot of them are straight up bugfixes, but they of course affect gameplay. The original game was bugged to hell and back, some stats(dexterity) would 'loop' back to 0 causing a lvl10 horned reaper to be almost unable to hit any creatures, other stats would hit a cap (causing a lvl 10 giant to hit no harder than a lvl 6 giant) and spells of lvl 10 creatures where so bugged out that you were better off not training Dragons beyond lvl 9 for example.
However, bullfrog sort of balanced around the bugs instead of fixing them, so after KeeperFX fixed the stats the balance was gone. Suddenly all the creatures needed to be re-balanced. As the developer himself focuses on remaking the game itself, a keeperklan-forum user took on the responsibility on changing/testing all the stats of the creatures, but unfortunately he went a bit beyond the basics and for example gave some creatures some new spells and everything. He realized he went too far, said he would restore the frivolous changes, but disappeared before he finished. This was left for a long time, but in 0.4.6 the balance should be more or less ok, although some of the crazy spells are still there, hopefully they will be restored sometimes. If you think a creature a lot stronger/weaker than they were in the original game, report it and it might get corrected.

There are also several straight up fixes,.. fairies don't get stuck in the ceiling all the time, workshops don't fill up with glitched crates, keepers will defend their hearts when they are attacked, stuff like that.
However, not all 'fixes' are for the better, the 'problem' of flies dying all the time has been fixed by rethinking how fear works, and now when you have 'flee' enabled some creatures flee for no reason. I made a patch to restore this and the creature spells back to the original.

What does remain though, is that as the keepers now behave a bit differently, some of the original maps also need some further tweaking to play more like the original. This is something that has little priority now, as the remake is still being finished and this is a job better left for when your done making technical changes. On campaign lvl 15 both keepers may now die because they dig towards the heroes too soon for example.
A final upside, is that some new script commands have been introduced, so that mapmakers can do stuff not possible with the original game.

All in all, even without the increased resolution and considering some of the questionable changes I think KeeperFX is more fun to play than DK1 was, but if you're looking to play exactly the same game you did 15 years ago, this is not it. Not even if you restore all the stats and play the maps from the original game.