Crypt Wizard: updated for 2022 !
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Re: Crypt Wizard: forums exclusive demo
I've got the black stripes on my brand new laptop - so look forward to a fix soon.
- LordMortiferus
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Re: Crypt Wizard: forums exclusive demo
I feel dumb for not reporting this before - really thought it was an issue with my old laptop and ignored it.eggmceye wrote:I've got the black stripes on my brand new laptop - so look forward to a fix soon.
- ibrowniedefender
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Re: Crypt Wizard: forums exclusive demo
awesome!... sortof? hope it goes smoothly and i cant wait 

Re: Crypt Wizard: forums exclusive demo
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!
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!
- LordMortiferus
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Re: Crypt Wizard: forums exclusive demo
Just tested it on my old laptop and it works fine indeed.eggmceye wrote:I've fixed the black stripes
Re: Crypt Wizard: forums exclusive demo
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.
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.
- Keighn
- Stop posting already --;
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Re: Crypt Wizard: forums exclusive demo
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.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!
- Keighn
- Stop posting already --;
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- Joined: Sat Jun 26, 2004 10:13 am
- Location: Hey.... pssttt Back in Orgeon
Re: Crypt Wizard: forums exclusive demo
Got the new version and it works fine.
- Heikki
- Tune in next time & see how they do it.
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Re: Crypt Wizard: forums exclusive demo
Hah this was fun one
. Need follow this.

Reg Heikki, Pyttipannu, Nappo
PD Soturi R.I.P , Taikuri, Rosvo
Joke of day:
A skeleton walks into a bar - orders a beer and a mop
PD Soturi R.I.P , Taikuri, Rosvo
Joke of day:
A skeleton walks into a bar - orders a beer and a mop
Re: Crypt Wizard: forums exclusive demo
HI HEIKKI!
- EmoMage
- Girls only want boyfriends who have great skills.
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Re: Crypt Wizard: forums exclusive demo
+1eggmceye wrote:HI HEIKKI!
eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
Re: Crypt Wizard: forums exclusive demo
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.
Re: Crypt Wizard: forums exclusive demo
do you have java installed?
Re: Crypt Wizard: forums exclusive demo
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.



Re: Crypt Wizard: forums exclusive demo
do you have 32 or 64 bit java installed, (you might need 32)
- Mr.Crowley
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Re: Crypt Wizard: forums exclusive demo
@Egg Crypt Wizard is fuck as fuck.
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.

You will find the strength
To beat the Deamons and the Balrons
Conquer evil and slay the werewolves
Balance the peace in
Eggs ultima online....
-Ruki- His tribute song
To beat the Deamons and the Balrons
Conquer evil and slay the werewolves
Balance the peace in
Eggs ultima online....
-Ruki- His tribute song
Re: Crypt Wizard: forums exclusive demo
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
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
Re: Crypt Wizard: forums exclusive demo
Bump for a big CRYPT WIZARD update!
Download link's in the OP !
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.
![]()
MAJOR CHANGES for 2017
![]()
* 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
- Keighn
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Re: Crypt Wizard: forums exclusive demo
Hmmmm.... downloaded!! Going to keep 9 on also. (yeah I tend to do that with a lot of games unless they auto update).
Re: Crypt Wizard: forums exclusive demo
I have backups of all the old builds back to 4