From: email@example.com (Edwin ) Newsgroups: comp.sys.ibm.pc.games.strategic Subject: DUNGEON KEEPER: ## Ultimate Comments/Hints/Suggestions List ## Date: 2 Aug 1997 20:03:45 GMT DUNGEON KEEPER Comments/Suggestions List v1.0 ============================================= CHEMISTY THAT WORKS ~~~~~~~~~~~~~~~~~~~ o Goes beyond traditional Real-Time Strategy Mold o Creatures with unique traits and personalities that you must learn how to control rather than blindly serve o Creatures also have noteworthy habits such as how they sleep in their lairs, how they go about eating chickens in the Hatchery, how they react to being slapped, how they celebrate when they increased their Skill or researched new spell, and how they die. o Ability to join battle as an upfront participant then leave creature to fight based on their own personalities (fantastic flexibility) o Mixes both humour and violence COMMENT ON CREATURES (Pros: Greater variety and numbers) ~~~~~~~~~~~~~~~~~~~~ (Cons: Chaotic by nature) IMP - regular worker force but train them above Skill 3 then they can utilize the SPEED UP spell to work wickely fast! Unfortunately these little buggers tend to get into trouble by laying down your territory into enemy squares even when you arent looking. Catching them before they do will save you alot of Imps especially if you trained them above Skill 3 for they are not much more resistant to damage at higher skills. Skills:  Dig/Claim  Attack  Speed Monster  Teleport FLY - Excellent fast scout and semi-useful at Anti-Imp hunting. Otherwise, training them above Skill 3 serves little. I might also say how amazing first-person looks when you use the FLY! Skills:  Attack  Sight of Evil BETTLE - Basically good as a starting fighter at the beginning solo levels but useless even at Skill 10. Yet another excellent first-person viewpoint! Skills:  Attack DEMON SPAWN - Cute little fellow and fairly good in close combat but again more of a starting fighter that can easily be overwhelmed. Of extra note: If you continue to train a Demon Spawn beyond Skill 10 they will eventually change into a Dragon (by that time, however, you'd probably have won the game) Skills:  Attack  Red Bomb  Squeel Bomb SPIDER - Supposedly great fighters but are only useful on less aggressive levels. Even at Skill 10 they dont last long. One comment about the first-person view: its incorrect! Spiders do not have a single lens but upwards of five distinct eyes. I doubt this would have been difficult to implement considering how well the FLY was imitated. Ensure they are seperated from FLIES as Spiders just love them flying beasties for appetizers. Skills:  Attack  Slow  Web Hold TROLL - Entry level Green-skinned Mace-weilding Fighter who while not too bright they are nasty in numbers. Quite respectable in capacity when above Skill 5. Attracted by large Workshops. Skills:  Attack  Speed Monster  Flame WARLOCK - Specialists in Long Range Magical death! These magic users come with an impressive offensive package that when executed above Skill 4 is extremely useful! Deploy these fellows 2-3 square away from a major battle and they are lethal! Attracted by large Libraries upon which they tend to occupy quite extensively during their tenure. You'll find, however, that all this great baggage comes with a price: they can get angry and easily desert. Skills:  Attack  Fireball  Heal  Meteor  Invisibility  Red Bomb  Sight of Evil  Tempest  Word of Power ORC - My personal fav! Purplish warriors with both Hammer and Shield in hand when trained above Skill 5 they are incredibly devestating in numbers! Above Skill 7 they are brillant fighters. Also want to note how cute their little walks are. Attracted by a large Training Room and a Barracks. Skills:  Attack  Speed Monster  Protection  Heal DRAGON - Fire-Breathing, slow, expensive, normally easy to attract into dungeon (they like large treasure and lair rooms!) but quite useful above Skill 3 since they can heal themselves and above Skill 6 they have that wicked Meteor Spell (similar to Warlock's advanced fireball spell) which does good radial damage as well as a niffy Glass-breaking Nova Spell. Skills:  Flame  Heal  Squeel Bomb  Meteor  Word of Power BILE DEMON - Farts, Stink Bombs, Excellent Close-Combat Fighters but slow, very useful above Skill 4. If I have 4-8 of these slow moving titans all above Skill 5 they are practically unstoppable! Attracted by a huge Lair and Hatchery! Skills:  Attack  Breath of Poison  Fart of Death  Squeel Bomb DARK MISTRESS - Other than the ORC, she has to be my other fav! Seems to be attracted by a large Torture Room which she seems to visit many times for regular beatings :o Her funny yells when fighting are quite memorable but train her above Skill 7 and you get a nice surprise: Lightning attack which is an excellent Anti-Imp weapon let alone effective otherwise. Skills:  Attack  Lightning  Speed Monster  Fire Lightning  Teleport TENTACLE - What looks like a single sharp green claw with four feet actually fights best on water. Train them above Skill 5 and they are quite effective regardless of terrain. Requires a large Lair, Temple and a level with water to attract Skills:  Attack  Freeze HELL HOUND - Two headed canine with speed as its upfront asset. Above Skill 5 it breaths fire like the Dragon but because they are difficult to attract their usefullness is diminished. Of note, their first-person view is all grey and looks quite rad. Attracted by a large Scavenger Room. Skills:  Attack  Speed Monster  Flame VAMPIRE - Probably the more undervalued creature because you firstly have to research a GraveYard then pile enough dead carcasses into it to resurret one of them! I say 'undervalued' as though upfront they look less than powerful they are extremely fantastic as close combat Fighters! Train them above Skill 5 and they are a formitable warrior. They tend to hang around the Scavenger Room for awhile and have an inheritant issue with WARLOCKS (can't count the times I've had to break these two up from ripping each other apart!). Again, their first-person view is very kuel: dark redish where everything is painted in an erie drab - quite effective! Skills:  Attack  Fly  Slow  Teleport  Heal  Fire Lightning  Protection  Tempest GHOST - Like the Vampire in some way this 'Floating Spirit' is also 'undervalued'. Created by the death of a tortured enemy creature or hero they make an excellent but expendable fighting force. You can normally rack up a large Ghost army depending if you favour stunning your enemies, dragging their bodies to the Prison, then placing a few prisoners into the Torture chamber. An advantage to taking this extra effort is the Skill level of the tortured enemy is retained in the resulting ghost although a Ghost above Skill 8 unfortunately has that useless Tempest Spell. Ghost tend to congregate around a Temple although I usually ignore their calls for a larger temple. Of special note: their first-person view is perhaps the most amazing and original sight you have seen! Although the view is real kuel it regretably has a massive framerate hit! Further note: Throw Ghosts in your Library - apparently they love reading! Skills:  Attack  Invisiblity  Reflect  Tempest  Fire Lightning SKELETON - The third creature in a row who is somewhat 'undervalued' these are created when HEROES die when left long enough in your prison. Throw them back into Prison and they supposedly train faster. Its sorta a tossup whether its best to have Ghosts or Skeletons but since Ghosts are created in the Torture chamber while also giving you the chance to convert an enemy creature or sometimes providing gold when a torture victim dies it normally makes sense to create Ghosts. Skeletons make a cheap but effective fighting force but train them above Skill 7 and they'll have use of a Lightning Spell. Skills:  Attack  Protection  Lightning HORNED REAPER - The rarest and most dominable creature in the dungeon with a temper twice its size!! So difficult to attract he is even more challenging to control his ego. Some people have referred to the Reaper as a "she" although I can't fathom why as there are no such distinguishing features. This is perhaps the only creature that doesnt need to be trained since even at Skill 1 he is very deadly. HORNED REAPERS can be lured into your dungeon by sacrificing a BILE DEMON, a DARK MISTRESS, and a TROLL in the Temple. Generally, if you have trained all your upper level creatures (ie. Dragons, Bile Demons, etc) to above Skill 5 then you will have no need to have the Horned Reaper since their more trouble when they lose control and go nuts. However, I have found that if the HORNED REAPER does get mad throw them beside a 'large' temple! He will eventually be content although it is probably best to build an entirely separate Lair, Training Room, Hatchery, and Temple for him first so he is secluded and no threat to any of your creatures) Skills:  Attack  Speed Monster COMMENT ON HEROES (Pros: Greater Abiltity and Discipline) ~~~~~~~~~~~~~~~~~ (Cons: Less variety) TUNNELLER - Similar to Imp in every facet. Would be nice to either choose an Imp or Tunneller to be my main work force with both having their own abilities. Skills:  Attack  Protection DWARF [Mountain Dwarf] - First level fighters and thus somewhat fragile. Skills:  Attack  Protection ARCHER - Long-Range Marksmen but poor close-combat fighters Skills:  Attack  Arrows  Red Bomb  Speed Monster THIEF - Another entry level fighter but slightly better than DWARF. Skills:  Attack  Speed Monster BARBARIAN - Intermediate level fighter slightly beneath the GIANT's strength Skills:  Attack  Protection GIANT - Advanced large-hammer carrying close-combat fighter (basically a walking tank and perhaps equal in strength to the LORD OF THE LAND!!) Skills:  Attack  Speed Monster FAIRY - Agile, fast, spellcasting platform but weak as a close-combat fighter. Very dangerous in numbers and from a distance. Skills:  Attack  Fire Lightning  Lightning  Heal  Invisible  Red Bomb  Reflect  Meteor  Freeze MONK - Excellent fighter and magic user Skills:  Attack  Heal  Protection  Slow  Red Bomb  Fire Lightning SAMURAI [Ninja] - Outstanding 'all-in-one' warrior with deadly close- combat abilities, speed, and magic. Skills:  Attack  Sight of Evil  Lightning  Speed Monster  Freeze WITCH [Priestess] - Advanced Spellcaster boasting high mobility as a significant asset. Skills:  Attack  Fly  Poison Cloud  Reflect  Tempest  Lightning  Heal  Red Bomb WIZARD - Ultimate Spellcaster (arch-rival to WARLOCK) and extremely dangerous from afar. Skills:  Attack  Red Bomb  Fireball  Reflect  Heal  Freeze  Ice Storm  Fire Lightning  Slow  Meteor KNIGHT [Lord of the Land] - Equal in offensive majesty to the HORNED REAPER, he is close to an unstoppable force then can be imagined! Though slow, his Broadsword speaks for him as he always makes a booming presence as 'Master of the Realm'. Practically invulnerable! Skills:  Attack  Reflect  Heal AVATAR - "OVERLORD OF ALL THE LANDS!!" If you've played Origin's ULTIMA 8: PAGAN and seen what your character looks like this is him! His fortitude is indominable, almost impossible to defeat, packs a huge magical array, and is the very reason why you have made it this far up the acropolis! Note: If you can stun, imprison, torture, then successfully convert him to your side you will have one serious colossus! Skills:  Attack  Protection  Heal  Web Hold  Fire Lightning  Red Bomb  Conceal Self  Word of Power COMMENT ON ROOMS ~~~~~~~~~~~~~~~~ Treasure Room - Build them large at the start to attract creatures, close to creatures so they can quickly get paid when payday comes, and ensure you create small Treasure Rooms near to Gold/Gem seams so your Imps dont need to travel far to increase your wealth. Lair - Build it large to attract creatures and for increase population growth as well as a buffer to keep some creatures from fighting against one another. Best design is to not only have a large Lair but place a Hatchery all around its perimeter. Hatchery - As above, the best design for the Hatchery is one that surrounds the outsides of a Lair. This design allows your creatures to get food right away as normally sleeping creatures will likely require food (midnight snack perhaps?) when they awake. Of special note: You can go into First-Person view with any chicken but you cannot control their movements. Training Room - Same rule applies: Larger the Training Room the faster your creatures get trained. In this way, they are more readily exposed with all the instruments in the room so they travel around less to increase their skills. Library - As with the Training Room, the larger they are the more exposure to knowledge your creatures will have. However, like the Workshop, the larger the Library is the faster research is done as well as the quantity of knowledge is stored. Bridge - Claimed structure that allows your creatures to safely pass over lava/water. Also allows you to extend your territory to other impassable parts of the dungeon. This can only be placed beside your claimed territory/bridge. Guard Post - Place creatures in here to keep an eye out for enemies as they approach (I never you use it as either I create an Alarm Trap or when I hear my Imps are in trouble I remove the ones fighting then drop my creatures down right at the site of conflict and "get busy!" :) Workshop - Similiar to Library, larger it is the faster you get Doors and Traps created. Also a large Workshop allows more of these to be stored. Of extra note: If you have placed a Trap down and it hasnt yet become active (Trap still appears transparent) then drop an Imp into the Workshop and he will carry the 'manufactured trap' to the appropriate location. Further, I have yet to determine how one can give instructions as to what to type of DOOR or TRAP to build? Trolls tend to automatically be lured to the Workshop. Prison - Once you have created a Prison, under the "?" Tab on the Toolbar the option to IMPRISON will be available. You creatures will stun the enemy rather than kill and your Imps will attempt to drag the stunned carcasses back to the Prison. If your Prison is too small then a 'prison break' is likely so ensure you have a large Prison. Also, I have found when you imprison enemy Vampires or Dark Mistresses when they are above Skill 8 they tend to immediately begin to rip apart your Prison. Torture Room - Drop creatures in Prison here to convert them, kill them (turns them into Ghosts and sometimes you may luck out with some Gold), or gain intelligence about your enemy's dungeon (Imps only provide this when tortured). Again, a Large Torture Room allows you to torture more people at once. DARK MISTRESSES tend to often visit here a few regular beatings! :)) Barracks - Drop creatures here to create groups but I never use it. Better to just go to the creature list and drop them into battle totally unexpected. Temple - Basically a Stress-Sink! Place creatures along side the TEMPLE and they will be happier or if inflicted with the Disease Spell you can cure them here. GHOSTS tend to congregate here so the more creatures that die and return as Ghosts in the Torture Room the bigger you want the TEMPLE to be. GraveYard - Place all your dead in here and eventually a VAMPIRE will result. Normally up to 6-8 dead carcasses carried to the GraveYard will make a VAMPIRE rise. Scavenger Room - Attract other similiar creatures to your dungeon when placed in this room. VAMPIRES tend to populate this area. COMMENT ON SPELLS ~~~~~~~~~~~~~~~~~ View First Person - As what it says. Recommend possessing the following creatures for a truely incredible view: FLY, BETTLE, HELLHOUND, VAMPIRE, and GHOST. Create Imp - Use this to create extra Imp workers. Sight of Evil - Very niffy effect. Use this spell to see into suspicious, unexplored areas of the dungeon or to gather intelligence about your enemies' dungeon layout. Speed Up - Use this on low skilled Imps so they preform their duties faster or use on creatures while training, in the library or workshop (they will all work faster!) Must Obey - Forces creatures to do thine bidding but really never use or found a use for it. Call To Arms - Attracts creatures together when you drop them over this spell. Conceal Creature - Provides stealth so creatures can not be seen and thus attacked. Use this on Imps when they get too close to an enemy's dungeon. Hold Audience - If ever your Dungeon Heart is attacked and no one is nearby to help defend this then this is the spell to use! CaveIn - Use this in conjunction with the SIGHT OF EVIL spell and rain massive destruction in an enemy's dungeon (provided you have a bit of gold to do it!) Heal - Probably the most useful spell as it can cleanly heal any creature but for a price. Higher level creatures require much more healing but unfortunately this spell has to be manually applied to individual creatures. Lightning Spell - Very devestating but slightly difficult to target. Hold the LEFT-MOUSE button down til the 3000 GOLD mark and let loose! This spell is also quite unfair and unbalanced since when used with the SIGHT OF EVIL spell you could really piss off your neighbours by peeking into their dungeons and eliminate their Imp workforce. Protect Creature - Conjures a magical shield around creature. Sadly it doesn't work against traps and it fails to provide 100% protection against a massive bombardment. Chicken Spell - When an enemy creature is selected it turns them into a chicken for 20sec! Damn funny especially when done on highly prestigeous enemies like LORD OF THE LAND or AVATAR! Disease - Select an enemy creature and it will insert a highly contagious virus that can spread inside their dungeon. Word of warning: virus is not discriminating so it can effect your creatures if the infected individual comes close to your minions. APOCALYPSE - Summons a duplicate of all your creatures right at your dungeon heart as a 'last line of defense'. For its cost of 60,000 GOLD that money is best spent elsewhere as it is so rare to have to use it. DESTROY WALLS - Simply removes an ememy's reinforced walls so you can dig through. Not the most prominent end-spell. GAMEPLAY HINTS ~~~~~~~~~~~~~~ o HORNED REAPER getting angry? Build a large temple and drop him to the side of it and he will cool off! o If a cluster of gold exists far from your main treasure room then dig out a small room just shy of the gold cluster and create a secondary gold room there so the Imps will not have to travel far to buildup your money. o If possible, drop traps around those fluttering HERO GATES as chances are HEROES will emerge from them sooner or later. You must claim the squares around it in order to laid traps. o Slap your creatures when they are in the training room - makes them train faster o Use the SIGHT OF EVIL spell to see into enemy dungeons and then use the LIGHTING spell to vanquish his Imps when they are stationary. Either that or if you see his Imps going after your Gold and you have a fair bit of cash then you can really upset him by eliminating his entire Imp force as they dig. o You can only stun enemy creatures if you first have erected a PRISON then enabled the IMPRISON button under the ? tab on the left-side toolbar. If you leave enemy creatures in prison long enough them will die and turn into Skeletons. Throw the Skeleton back into Prison and it actually trains faster. One humourous note: Toss a Chicken from the Hatchery into the Prison and the prisoners will actually fight over it! o When grabbing enemy creatures in your prison and then transferring them to your Torture Chamber ensure that none of your creatures are either inside or closeby to the Torture Chamber because if you drop an enemy creature/hero to be tortured and if they see one of our creatures nearby they will attempt a prison break! Try to place the Torture Chamber a little away from your dungeon or close it off with a door and LOCK it (creatures going by the door can sometimes inadvertently open it causing exposed Torture victims walking to the table to turn on them!). Unlock the door when all prisoners are being tortured at their respective tables. Of extra note: If a tortured victim gets converted just as you drop a new creature down to be tortured they will both fight it out so be aware of this. o If you have BILE DEMONS trained at Skill 10 throw them back into the Training Room and they will shortly change into Dragons! o If you cannot claim enemy territory and thus cannot invade his dungeon use the CALL TO ARMS spell to group your creatures over your land then progressively move the spell into the enemy dungeon and those creatures attracted to it will follow. Beware, it costs 10Gold/sec to use the CALL TO ARMS spell over enemy territory! o To minimize Imp casualties when seeking out enemy traps use the CALL TO ARMS spell and place it near or over the offending trap then drop 2-3 of your most prominent creatures (Bile Demons, Dragons, etc) near to it the spell and they will absorb the lion's share of the traps' fury thus allowing an Imp to nullify the trap. o Boulder traps require a bit more sneakiness! You will have to be with the Imp as it claims enemy territory so when a Boulder is seen rolling down the corridor or corner you MUST pick up the IMP, let the Boulder roll by, then drop the Imp back down to continue claiming land. Note: Boulder traps can only be used once and, like other traps, once exhausted have to be replenished by your Imp force via the Workshop. o Effectively using the Scavenger Room to attract like-creatures: erect reasonably-sized Scavenger Room and place a whole lot of one type of creature into this room. Each contact costs 35 Gold but eventually a creature of the same type will 'silently' be attracted into your dungeon. Use the Creature Tab to see if in fact your fold has proliferated. You can even scavenge your opponents' creatures! o Immediately start training a small # of Imps in the Training Room to get their Skill 3 or above. If you can spare them, drop 4-8 Imps into the Training Room and create more Imps using the IMP icon to do the mundane work of digging Gold to pay for creature training. This way you will have 4-8 highly trained Imps to dig Gold and Rooms much faster, more speedily retrieve stunned or dead carcasses, claim territory quicker. and with that greater skill are now able to run away from threats with reduced damage. o Results of sacrificing the following in the TEMPLE: - IMP Each Imp sacrificed reduces the cost of every subsequent Imp by 150 gold - FLY/SPIDER Sacrifice both of these to attract a WARLOCK - FLY/FLY Current research is immediately completed (best to retain these for later in the level when it is harder to research) - BEETLE/BEETLE Completes your current job in the WorkShop - BEETLE/SPIDER DARK MISTRESS will be attracted into your dungeon - SPIDER/SPIDER/SPIDER BILE DEMON is attracted into your dungeon - DARK MISTRESS/BILE DEMON/TROLL The infamous HORNED REAPER arrives! - HORNED REAPER All your creatures become angry - BILE DEMON/BILE DEMON All your creatures turn into chickens for a short time! (only do this if you don't want your creatures to go to an Armageddon! Chickens do not heed it's powerful call) - GHOST All your chickens are killed - VAMPIRE/VAMPIRE All your creatures become diseased. Happy Sacrificing! o If you see FLIES hovering around some of your creatures an enemy Keeper has used the DISEASE spell and these infected creatures will not only slowly die but will contaminate others. To disinfect any defiled creature simply drop them into your TEMPLE and those affected will be cleansed! ROOM FOR IMPROVEMENT ~~~~~~~~~~~~~~~~~~~~ o HEAL ALL OPTION or only heal certain creatures of the same type (its a pain to go after fast moving Imps/Creatures to manually heal them) I recommend that when you try to heal a set of Imps or Creatures that a 'confirmation window' pops up asking if you wish to spend that much? o Full support for SKIRMISH 1PLAYER MODE should be implemented and not be concealed by a command line. This will offer incredible replayability and only makes sense as many people dont have time or the bandwidth to play over the Internet where 'SKIRMISH-ON-DEMAND' offers unlimited play value. o Improve Multiplayer code - REAL SLOW (even on a LAN!) and proned to SYNCH errors o Not enough options for Multiplayer - How many AIs to participate - Set AI skill levels - Set Handicapp Levels (ie. AI Keepers start with higher skilled creatures or who train much faster) - choosing only to attract either CREATURES or HEROES into my dungeon (Lord of the Land or the Avatar would be equal to the HORNED REAPER). - choosing whether to have IMPS or TUNNELLERS to be your main work force (Tunnelers would have their own set of abilities which differ from the Imps) - Randomly created maps would be ABSOLUTELY great - unlimited replayability! - Basic option to choose my colour on the map? o Built in Map Editor/Scenario Builder o AI Player Issues - rudimentary abilities to affectively create LARGE rooms and agressively search for nearby gold (he sometimes just walks right by a large gold seam without mining it) - noticed Enemy AI will not dig through its own reinforced walls - in other words, he will sometimes bottleneck itself this way. - should be much more agressive when backing up his Imps when pushing into enemy territory (currently he just allows his Imps to get slaughtered as he tries to take over my claimed land) - fails to search out dungeon specials and use them! - major failure to defend his Dungeon Heart 'at all costs'! (AI player had 7 creatures doing other mundane things while I was trashing his Heart) - Inability of AI player to effectively train his creatures as quickly as I can (I continously see his creatures' skills down around 1 or 2 with only a few exceptions) - Inability of AI player to place traps let alone place them in effective areas (ie. around Dungeon Heart) - vulnerable to having his creatures scavenged. I built a fair- sized Scavenger Room and started putting 3 creature types in there (Quantity of 3 for each) and his entire army was soon reduced by half making him way too easy to eliminate. In other words, AI should be able to "effectively scavenge back" and not just scavenge using the VAMPIRE. - fails to heal his Imps even if he has the HEAL spell (noticed almost all his Imps have so little health when they come away after skirmishing with my Imps) - extremely vulnerable to losing all his Imps when they go up against hidden traps (I saw upwards of 6 AI Imp carcasses when I first entered his dungeon all dead beside two visible but exhausted lightning traps - consequently almost all his creatures had left since he had no Imp workforce to pay them) o Better map warning where enemy is attacking or being attacked by my creatures. Currently a SYNDICATE-like blip on the map displays where a CALL TO ARMS spell was conjured. Recommend some sort of flashing BOX on the map to show where fighting is currently taking place. o Clicking on the Top-Left Map window is not very accurate and certainly quite insensitive: if you try to click to a point on that mini map it will likely do nothing until you click somewhere else. This problem was also in Westwood's RED ALERT where clicking on the right side of the map did nothing until you clicked just to the left of it. In DK, however, mouse clicking around the mini map is not responsive enough. o Imps with a 3+ Skill level should be able to disarm traps or at least not set them off as easily. o Disallow Creatures from simply vanishing and reappearing anywhere in my dungeon. Noticed some creatures will simply disappear after I drop them infront of an enemy door so they can bash it down. Creatures should either walk back to my dungeon or have a Teleport Spell (creatures that did this did not have such a spell) and not simply 'warp' back to my main dungeon. o TEMPEST SPELL (huge gust of wind accompanied by blowing leaves which pushes away all in its path) really REALLY takes a massive game preformance hit when used. I would strongly recommend removing this spell as it is essentially useless and there is no way to stop my creatures from using it. While it is actually quite humourous to see the whole game crawl to a slideshow when this spell throws many creatures down the dungeon it has no defensive value: Wouldn't you rather attack the enemy 'in his face' rather than shove them away?! Its more an upfront nuisense delaying the inevitable and has no value in combat except to look funny. (unless there is some underlying value to it?) o Ability to queue entire regions of a map to dig through rather than manually having to select square-by-square by holding the LMB. o BUG FIX REQUEST - if you fortify your entire dungeon Tunnellers cannot dig through and thus are indefinately kept out preventing you from completing the level. At some point the HEROES trying to get in should find a soft spot and simply make a suprise entrance at a random location. o Able to fully scroll the End-level Stats sheet as currently it simply flies by with no option to stop it. o There seems to be a maximum # of creatures one can attract through the Dungeon entrances which is preset based on the level you are on. Higher levels allow up to a maximum of between 17-20 creatures that can come through the portal. Further, if you kill off some of your creatures you seem to be able to get back other creatures you missed. Can we perhaps alter this so we can have more or is this basically a memory issue? o Creatures/Heroes should be able to attack "while moving" and not have to stop. When I posses a creature I can easily attack while moving in First-Person mode but why not in the Isometric perspective? o You should be notified when a creature has been successfully scavenged into your dungeon: currently you have to go to your creature tab and see if your fold has increased. o APOCALYPSE and DESTROY WALL spells are sequentially incorrect! APOCALYPSE should be the last and final spell since it has the most impact (plus it costs more). Removing reinforced walls is practically useless anyways as it is done so rarely. Heck, I want people to break into my dungeon so I deliberately leave them unfortified. DK2 FUTURE IDEAS ~~~~~~~~~~~~~~~~ New Creatures ------------- GOLEM (very slow but excellent in Workshop - great melee combat fighter) MEDUSA -GORGON-(expert in turning people to Stone or can convert enemies to drone "upfront while in combat") BANSHEE (very very fast and expert at subversion - intelligence gatherer and early warning - perhaps could be the answer to early detection of enemy traps! Jeezz we really need one of those!) ELEMENTAL (whether Water, Fire, Wind, or Stone - can act as a Kamellion and thus move through the environment as one of the four topography types for a short period) SALAMANDER (shots poison and expert at stinging but must be close) SHAPESHIFTER (counter-intelligence and sabotage - can walk right into enemy Dungeon and damage Rooms - need to train them well so they can use Teleportation at higher skills) New Traps --------- o Napalm - Dispenses a circular column of fire that actually spreads for 2-3 squares doing moderate damage based on exposure o Freeze - Freezes enemy creature in his tracks leaving him open to attack (useful when placed inside enemy dungeon and not by itself) o Wind - throws enemy creature far back down the dungeon doing little damage o Fog - enemy creature becomes shrouded in a large quick-expanding thick darkness where you cannot see or select creature o Teleport - transports enemy creature to a destination of your choosing (this would likely be useable only once) o CaveIn - collapses dungeon ceiling over enemy creature normaly resulting in death New Game Spells --------------- o Create Water - turns a variable 3x3 square radius into water (this allows you to cover over your own territory hindering the enemy) Suggested Cost: 2000 GOLD o Dig Back - Ever dig into a new area and decided this was a mistake? Use this spell to rebuild a wall back. Suggested Cost: 15,000 GOLD o EarthShake - This would be the new Ultimate Game Spell! Click on the Epi-Center (Ground Zero) and it violently shakes a 20x20 square area around it causing some rooms to be largely broken up and random creature damage. Suggested Cost: 100,000 GOLD New Creature Spells ------------------- o Life Drain - short range health-sink attack which transfers hitpoints from target to creature [low impact/moderate recharge] o Clone - create an exact clone of the creature for up to 30sec. [high impact/very low recharge] o Bounce - all projectiles fired by creature will bounce off walls [moderate impact/moderate recharge] New Room Types -------------- o Sleeper/Sedation Room - put real angry monsters to sleep so they cool down or for storage so you could sell them from Gold! Tradeoff is this can take awhile and the creature could accidentially wake up if there is too much activity around. o Skill/Spell Exchange Room - want to give a Dragon the ability to fire lightning? This is where the spell change would be made. Tradeoff is the donor would have to lose this spell and accept one from the receiver. There should also be the possibility to give one creature even duplicates of the same spell from two donor creatures: you could conceivably create a 'SUPER CREATURE' putting all this into more than one designated creature. o Barder Room - finding it very rare to get that creature you want? Why not try to barder Gold/Ceatures for it? ie. to get a HORNED REAPER it could cost you 3 Bile Demons, 6 Dragons (both of which are easy to attract into dungeon), and 30000 GOLD. Or enter a lottery system where the cost is 1000 GOLD and by random chance you may win that HORNED REAPER. New Dungeon Specials -------------------- o Random Creature - brings forth a randomly-selected Creature o Mega-Level Increase - bless creatures with random skill increases o Transfer Creature(s) - randomly selects the # of creatures that can be transferred and not just one. New Features ------------ o Hold more than 8 creatures at once (we want to break the WARCRAFT2 spectre that made this such a serious oversight) o Computer Assistant that actually will partial-heal any creature close to death healing them to 3/4 health (keeps cost down to KEEPER but ensures your army keeps fighting provided you have the gold) GENERAL QUESTIONS ~~~~~~~~~~~~~~~~~ o Hard to know (even by dungeon design) how to attract certain monsters - ie. I create my dungeon all the same way (build my rooms in sequence based on the toolbar and all rooms are large in size!) yet I get different creatures (is this more a function of the level I am on where the land above me has different citizens to attract?) o How do you disarm a trap? IMPS just go right into it and will just die in numbers until one makes it and claims that square. My anti-trap strategy is to conjure a CALL TO ARMS spell on the trap then move my most skilled creatures over it so they take some beatings then drop my IMP who will then claim it without ill. Still.. any other way to disarm traps? o How do you tell the Workshop what to create? Seems to do what it wants and randomly creates DOORS and TRAPS.