General
Balancing
Creatures
Rooms
I'll add more suggestion overtime, use my ideas for whatever they're worth to you.
- When we drop a unit in the nydus worm, tell us in the notification area, rather than making it an announcement which spams up our screen.
Balancing
- Fatty - The fatty resemble the bile demon, yet its attraction requirements are rather low when compared to the actual dungeon keeper creature. Currently it’s a 3x3 furnace and a 3x3 hatchery. In DK the bile demon gets attracted by 25 lair tiles and 25 hatchery tiles. In DK2 the bile demon required a 5x5 hatchery, 9 lair tiles, and a 3x3 workshop. Encourage people to build more, it gives people something to do and it adds a challenge.
- Zergling – The goblin (DK2) required at least a minimum of 5 lair tiles unlike the beetle (DK), which only required one. I’m up for whatever is harder and I’m pretty sure the reason for this change was because the heart started to hold gold. Since you took that feature and added it to hive keeper, the zergling requirement should be changed accordingly.
- Hydralisk - I would say the hydralisk resembles the orc (DK) or the dark elf (DK2). However the orc unlike the dark elf had a bigger requirement, like additionally needing a minimum of 9 training room tiles.
Creatures
- Pygalisk - As a dungeon keeper fan, I donno why, but the zergling just seems like it would make the best demon spawn (DK) or salamander (DK2). The salamander and the demon spawn were definitely my favorites and I’m sure for the zerg the zergling is the favorite. Besides personal preference, the pygalisk doesn’t even look agile enough to be a creature that’s attracted to the training room. It looks like it’d be attracted to something like a combat pit instead.
- Zergling – The roach should replace the zergling, being that it looks completely like the beetle (DK) and it already has the exact same requirements as it. The goblin (DK2) however, needed at least 5 lair tiles to be attracted.
- Multaling – The multaling should be replaced with the baneling, since as far as I know, the multaling is not an actual zerg unit. The baneling even glows so it would be perfect being the scout role.
- Creatures need to have fighting roles. I believe Dungeon Keeper 2 has succeeding in doing this; however, I don’t remember if it was as effective as it should have been. The most powerful army should be one that has variety. Also no creature should have multiple roles at once, being that it causes balance issues. Knowing what role your creature is should be easily figured out through the info tool as well as the army panel.
- Combat should be based off of the rock paper scissor mechanic, meaning that every creature should have a counter.
- Every creature should have a purpose, having weaknesses and strengths. There should be no tiers for creatures like the previous Dungeon Keepers. That’s the one major thing that I hated about the game. Creatures should be thrown away to accommodate your playing style, not because they’re completely useless.
- Add the infestor which will be similar to the dungeon keeper mistress. The infestor will be attracted by a new room, the infestation pit.
Rooms
- Vespene Chamber – Creatures get paid to gather vespene gas overtime and store it inside the room.
- Psionic nest - Rename to evolution chamber.
- Furnace - Rename to workshop.
- Infestation Pit – The infestation pit would be a room that’s similar to the dungeon keeper torture chamber. The floor would be neon green and any enemy creature or hero that’s placed inside it would have the fungal growth effect. In order for a creature or hero to be tortured so you can get their information or covert them, an infestor needs to be present. The infestor will use neutral parasite to torture their enemy, making them take damage overtime until they die or get converted.
I'll add more suggestion overtime, use my ideas for whatever they're worth to you.