Crypt Wizard: forums exclusive demo

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Re: Crypt Wizard: forums exclusive demo

Postby eggmceye » Thu Jul 03, 2014 11:06 pm

I've got the black stripes on my brand new laptop - so look forward to a fix soon.
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Re: Crypt Wizard: forums exclusive demo

Postby LordMortiferus » Fri Jul 04, 2014 10:59 pm

eggmceye wrote:I've got the black stripes on my brand new laptop - so look forward to a fix soon.

I feel dumb for not reporting this before - really thought it was an issue with my old laptop and ignored it.
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Re: Crypt Wizard: forums exclusive demo

Postby ibrowniedefender » Sat Jul 05, 2014 6:39 am

awesome!... sortof? hope it goes smoothly and i cant wait :D
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Re: Crypt Wizard: forums exclusive demo

Postby eggmceye » Wed Jul 09, 2014 11:20 am

I've fixed the black stripes

If you already have crypt wiz somewhere (the one with the stripes) download this: \
http://cryptwiz.com/files/cw.zip

and then simply extract cryptwizard.exe and replace the faulty one.

Otherwise: new players, see OP!
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Re: Crypt Wizard: forums exclusive demo

Postby LordMortiferus » Mon Jul 14, 2014 11:40 pm

eggmceye wrote:I've fixed the black stripes

Just tested it on my old laptop and it works fine indeed.
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Re: Crypt Wizard: forums exclusive demo

Postby Catherine » Mon Aug 11, 2014 6:48 am

Fun! (and ironic, given the massive fuckup that was EA's latest Dungeon Keeper)

Quick points:

1) Resource management is a bit weird, for two reasons. Firstly, the bottle neck is mana crystals, nothing else (at least in a few play throughs on medium). Secondly, the ranges at which the zombies pick up items is strange. i.e. much larger radius for ore / coal compared to crystals / nightshade. I found not being able to prioritize a pickup manually to be a bit limiting. On thinking about this, it might be that items out in the open aren't being picked up, and I can't work out how to set them to be manually retrieved. (I also have randomly a single "ghost" zombie who loves running through walls, but I suspect this is a known bug).

2) Mob balance. Ghosts > Phantoms seem to do x3 the damage of vampires, but (at least so far, RNG = random) are more common than crypts, and easier to make. i.e. the resource can be picked up outside of your control area then shipped back, while crypt tiles are fixed. Ghosts upgrade to Phantoms, which is nice, but skele's don't upgrade to skeleton warriors with sword & shield, which I expected (I upgraded my strongest barracks first, so got the phantasm upgrade first).

3) The AI doesn't seem to attack until you find a portal, which makes ramping up defenses very easy. Given this, I've not seen traps doing much (note: I may have not used some settings correctly). As such, I've not really been able to test bones.

4) Cave ins - pillars seem to work, but the cave in event passed so quickly I didn't see it, nor can I see a radius for a pillar (maybe by clicking on it?) that tells me a sensible placement for my dungeon.

5) Wizard with no spells?! Zzzzap!


Will scratch a little deeper when I can.
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Re: Crypt Wizard: forums exclusive demo

Postby Keighn » Wed Sep 30, 2015 8:42 am

eggmceye wrote:I've fixed the black stripes

If you already have crypt wiz somewhere (the one with the stripes) download this: \
http://cryptwiz.com/files/cw.zip

and then simply extract cryptwizard.exe and replace the faulty one.

Otherwise: new players, see OP!


I will have to do this next visit at library. I dld new javax64 but I have stripes. I probably have the newer version somewhere by its buried on portable drive. I need to organize.
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Re: Crypt Wizard: forums exclusive demo

Postby Keighn » Thu Oct 01, 2015 1:03 pm

Got the new version and it works fine.
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Re: Crypt Wizard: forums exclusive demo

Postby Heikki » Tue Dec 08, 2015 9:20 am

Hah this was fun one :). Need follow this.
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A skeleton walks into a bar - orders a beer and a mop
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Re: Crypt Wizard: forums exclusive demo

Postby eggmceye » Tue Dec 08, 2015 9:35 am

HI HEIKKI!
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Re: Crypt Wizard: forums exclusive demo

Postby EmoMage » Wed Dec 09, 2015 10:14 am

eggmceye wrote:HI HEIKKI!


+1
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Crypt Wizard: forums exclusive demo

Postby mugima » Mon Apr 11, 2016 1:07 pm

Can't get this to work, downloaded it and when I try to run the application nothing happens....I've tried running as admin and everything I can think of, also nothing comes up in task manager when I open the app.
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Re: Crypt Wizard: forums exclusive demo

Postby eggmceye » Tue Apr 12, 2016 12:41 pm

do you have java installed?
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Re: Crypt Wizard: forums exclusive demo

Postby mugima » Sat Apr 16, 2016 9:31 am

Yes, I installed it after I tried running the program and it gave me the error saying I needed Runtime Enviroment w/e, now when I run the program nothing happens at all. :? :?
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Re: Crypt Wizard: forums exclusive demo

Postby eggmceye » Sun May 15, 2016 8:49 pm

do you have 32 or 64 bit java installed, (you might need 32)
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Re: Crypt Wizard: forums exclusive demo

Postby Mr.Crowley » Mon Feb 06, 2017 8:21 am

@Egg Crypt Wizard is fuck as fuck. :D How much work would it take to make this a RTS PVP game? It would be cool as hell to play against other people and build a sort of "base" that the other person has to destroy. Perhaps have an aspect where one or more players are on the same map and the objective is to destroy their "central Pylon"? Then each player builds in a similar way to what is already in the game. Either way, this game is fucking awesome man. Thanks for sharing.
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Re: Crypt Wizard: forums exclusive demo

Postby eggmceye » Mon Feb 06, 2017 9:27 am

thanks

making it multiplayer would be a terrible nightmare

Also there is an update coming soon: the mechanics have changed a bit and I have a bunch of non-random maps/missions made
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Re: Crypt Wizard: forums exclusive demo

Postby eggmceye » Thu Mar 02, 2017 3:20 pm

Bump for a big CRYPT WIZARD update!
Download link's in the OP !

eggmceye wrote:
Changes in build 11
There are a lot of big game changing changes: mostly for streamlining and just making the game more fun. Whether or not either of these 2 goals occurred time will tell.

:alarm: :alarm: MAJOR CHANGES for 2017 :alarm: :alarm:
* added 5 playable scenarios that you should try out after completing the tute!
* removed requirement to reset barracks-spawner with spawnerskull - so now your army simply spawns all the time
* default AI of your army is to charge enemy portal blindly if they can find a path (now that they respawn for free) and the portal has been spotted
* scrapped turrets, but now pylons attack like turrets - PYLONS are now your defensive towers and your Farms
* wiz has auto ranged & melee attack!
* wiz respawning but delay in respawn time proportional to deaths
(this all adds up to more of a MOBA feel)

MINOR CHANGES
* disabled peon traits (they were all useless or annoying)
* disabled / removed coal
* scrapped iron / smelting
* armour is now bonecrafted
* sword is now bonecrafted
* disabled / cave ins
* buried items default shown but with ?
* scrapped infirmary
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Re: Crypt Wizard: forums exclusive demo

Postby Keighn » Fri Mar 03, 2017 6:59 am

Hmmmm.... downloaded!! Going to keep 9 on also. (yeah I tend to do that with a lot of games unless they auto update).
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Re: Crypt Wizard: forums exclusive demo

Postby eggmceye » Fri Mar 03, 2017 7:29 am

I have backups of all the old builds back to 4
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