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    Hints and Tips by Edwin

    Version: 1.0 | Updated: 08/02/97 | Search Guide | Bookmark Guide

    From: edwin@inforamp.net (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
    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: [1] Dig/Claim [2] Attack [3] Speed Monster [4] 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: [1] Attack  [2] 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
             Skills: [1] 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: [1] Attack [2] Red Bomb [3] 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: [1] Attack  [2] Slow  [3] 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: [1] Attack [2] Speed Monster [3] 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: [1] Attack [2] Fireball [3] Heal [4] Meteor 
                      [5] Invisibility [6] Red Bomb [7] Sight of Evil
                      [8] Tempest [9] 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: [1] Attack [2] Speed Monster [3] Protection [4] 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: [1] Flame [2] Heal [3] Squeel Bomb [4] Meteor 
                     [5] 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: [1] Attack [2] Breath of Poison [3] Fart of Death
                          [4] 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
                    Skills: [1] Attack [2] Lightning [3] Speed Monster
                            [4] Fire Lightning [5] 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: [1] Attack [2] 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: [1] Attack [2] Speed Monster [3] 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: [1] Attack [2] Fly [3] Slow [4] Teleport [5] Heal 
                      [6] Fire Lightning [7] Protection [8] 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
            Skills: [1] Attack [2] Invisiblity [3] Reflect [4] Tempest 
                    [5] 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: [1] Attack [2] Protection [3] 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: [1] Attack [2] 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: [1] Attack [2] Protection
    DWARF [Mountain Dwarf] - First level fighters and thus somewhat fragile.
                             Skills: [1] Attack [2] Protection
    ARCHER - Long-Range Marksmen but poor close-combat fighters 
             Skills: [1] Attack [2] Arrows [3] Red Bomb [4] Speed Monster
    THIEF - Another entry level fighter but slightly better than DWARF.
            Skills: [1] Attack [2] Speed Monster
    BARBARIAN - Intermediate level fighter slightly beneath the GIANT's 
                Skills: [1] Attack [2] 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: [1] Attack [2] Speed Monster
    FAIRY - Agile, fast, spellcasting platform but weak as a close-combat
            fighter. Very dangerous in numbers and from a distance.
            Skills: [1] Attack [2] Fire Lightning [3] Lightning [4] Heal 
                    [5] Invisible [6] Red Bomb [7] Reflect [8] Meteor 
                    [9] Freeze
    MONK - Excellent fighter and magic user
           Skills: [1] Attack [2] Heal [3] Protection [4] Slow [5] Red Bomb 
                   [6] Fire Lightning
    SAMURAI [Ninja] - Outstanding 'all-in-one' warrior with deadly close-
                      combat abilities, speed, and magic. 
                      Skills: [1] Attack [2] Sight of Evil [3] Lightning 
                              [4] Speed Monster [5] Freeze
    WITCH [Priestess] - Advanced Spellcaster boasting high mobility as 
                        a significant asset.
                        Skills: [1] Attack [2] Fly [3] Poison Cloud 
                                [4] Reflect [5] Tempest [6] Lightning
                                [7] Heal [8] Red Bomb
    WIZARD - Ultimate Spellcaster (arch-rival to WARLOCK) and extremely
             dangerous from afar. 
             Skills: [1] Attack [2] Red Bomb [3] Fireball [4] Reflect 
                     [5] Heal [6] Freeze [7] Ice Storm [8] Fire Lightning
                     [9] Slow [0] 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: [1] Attack [2] Reflect [3] 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: [1] Attack [2] Protection [3] Heal [4] Web Hold 
                      [5] Fire Lightning [6] Red Bomb [7] Conceal Self
                      [8] Word of Power
    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.
    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
    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 
    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 
    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.
    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
    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 
    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
      - 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 
    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!
    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
      - 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.
    New Creatures
    GOLEM (very slow but excellent in Workshop - great melee combat 
    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 
    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)
    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.

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