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Bugs:Dungeon Keeper

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This page details bugs of Dungeon Keeper.

Go through walls

To get a creature through a wall to the other side without digging an entrance and leaving yourself open to attack, possess a level8+ Warlock, or any other creature that possesses the Wind spell, and move to the corner of a room that is missing a corner block. (Just two blocks diagonally touching). Line up the creature you want to blast through with the crack in the corner, and cast the Wind spell. If done correctly, the creature should pass right through to the other side. Ready to explore the outer caverns. This can also be done without the Wind spell if the creature moves fast enough.

Breaking neutral walls

You can break neutral walls trough mining it while possessing an Imp, even though the block isn't able to be selected to be mined.

Creature spell level 10 bug

Once a creature reaches level 10, certain spells (most noticeably Speed) only last a few seconds, whereas before they last much longer. This makes creatures who get the Speed spell before level 10 much weaker when they reach maximum experience. This seems to happen because spells only have 9 levels, whereas creatures have 10: the game is apparently reading the level 1 entry for the spell following it in the data.

(Source: Dungeon Keeper Wiki)

Guard Post bug (blocking access from water/lava)

By placing a Guard Post (or alternatively a Temple tile) at the edgeline of water or lava, the step-up will be too high for creatures to go over it. This essentially means that you can access the water/lava from land, but not from water/lava into the land, thus creating a 1-way access.

Teleportation Glitch (Level 18)

On Level 18 "Blaise End", when you own a Vampire, it will sometimes glitch out during teleportation and end up in the top-right corner, changing the solid rock block there to untiled, unowned floor. This glitch happens randomly. - After some research, it might be that this issue only applies to a clean non-The Deeper Dungeons version of the European Dungeon Keeper game without KeeperFX, also it seems like the missing block sometimes appears left above instead of right, and can just be seen without a vampire. This has to be doubled checked.

Tunnellers breaching fortified walls

If an Imp finishes fortifying a wall a hero Tunneller is digging, the Tunneller will carry on digging, and successfully break down, the wall, as if it belongs to the heroes and not you. Apparently, there's no check to ensure he is still allowed to dig it each dig; the game doesn't consider that the circumstances may have changed in the split-second it takes to dig an earth tile.

Armageddon Teleportation/Heart destruction bug

Creatures don't stop what they're doing the moment they're transported by this spell, and claiming path is no exception: if an Imp happens to be claiming a path at the exact moment he's transported, that action is effectively transported with him to the tile your Dungeon Heart is on. This means that he actually ends up claiming that tile, not the one he meant to. The tile becomes claimed path, which in turn means your Dungeon Heart irrecoverably vanishes into thin air. Not only has the Imp claimed a tile he's not supposed to be able to, but in doing so he's destroyed your Dungeon Heart, and not in the way the game expects!

External links

  • Bugs on Dungeon Keeper Wiki