Hey developers, I have some issues regarding WFTO about gameplay mechanics. Sanctuary Issues 1) Only cultists can work in the sanctuary. Are necromancers and witch doctors not intelligent enough about death to help perform rituals? 2) Sacrificing is limited to only creating vampires. There could be hundreds of other options for sacrifices. Ex: Speeding up ritual progresses, Providing Mana or Creating Units other units 3) Rituals are very weak for their investment. When I think rituals, I think some big preparation for some OP spell. Summoning Titans should be part of rituals (that require praying), not stand alone spells that are at your dungeon heart. Examples of "big" spells can be Armageddon from DK1 which would summon ALL units, even neutral creatures from the entire map to your dungeon heart to battle. Other ideas: Convert enemy creatures, steal gold, cause unhappiness in enemy creatures, spawn "hero" portals near enemy bases. Constructs 1) Constructs as a design is very...plain and the amount of possible choices is very limited. It would seem more reasonable to move all existing construct to sections in spells, potions, and defense. The gold vortex is essentially useless since you can create a vault beside a gold mine. Defense 1) We are given 3 different options for defensive buildings, Cannons, Gargoyles, Wells. Having different options is great, but they all essentially do the same thing that instead just makes choosing confusing and doesn't add much gameplay value. Potions Potions for the most part are great, however there are some really common potions missing. AoE heal for battles and Mana Generation (to cast spells). The Enrage spell should be a potion (maybe even AoE) considering how powerful the effects are. Wisdom juice doesn't provide enough XP Potions should have a White Outline if they can only be cast on top of your territory. (Same applies for spells) Rooms (General) 1) Crypt doesn't have toggle ability for necromancers to create ghouls which conflicts with the ritual spell Uprising which creates wraiths. 2) Unlike Dungeon Keeper, none of the rooms have any intractable "walls" which can be used, which is unfortunate considering how some rooms such as the Torture Chamber, Alchemy Lab, and Training Room are always at full capacity. Ex: If a 3x1 tile is covered against a wall, a usable prop on the wall for the Alchemy Lab can store an extra potion. 3) Spirit Chamber can only provide XP from 1 unit to 1 unit. Since the entire point of the Spirit Chamber is to power level minions with disregard to gold (hello Vampire)...it would seem logically for say 4 Witch Doctors to transfer experience to 1 vampire. 4) Foundry Boxes are not noticeable. It would be nice for the boxes to be more visible. Such as floating on top of the room. Additionally a number icon showing how many boxes you have available would be helpful. 5) The Alchemy Room should have cauldrons change color to match the potions they created. 6) Potions created in the alchemy room are generally too expensive. 7) Garrison protection from multiple rooms that overlap should create larger zones rather than seeing multiple yellow circles 8) When torturing enemy minions it would be helpful that they sometimes provide vision of the enemy base as extraction information. 9) Beasts and everything regarding how they work seems like a terrible concept....maybe it's just me. Gameplay (General) 1) AI needs more work 2) The rally ability for minions causes them to move to a location and then fighting rather than doing an "attack move" 3) The Tavern doesn't add any gameplay value. 4) When there is combat it would be helpful to have a combat page that shows fighting units similar to what there was for DK1. This is EXTREMELY useful for cast spells in a big battle. 5) Too much Gold. When I started playing this game both the campaign and the skirmish maps provided wayyyyy too much gold to do things and since the amount of creatures you can attract is equal to the room size, more often than not there is not enough space to attract all the creatures you want. For example if I make a 5x5 room which can occupy 4 slots such as an alchemy room, I'm expecting 4 crackpots to be lured to my dungeon (considering witch doctors or cultists cant make potions, but I do want this) but instead I only get 2. 6) Creature Stats / Posession When taking possession of a creature or when using the "?" icon on a creature we don't get much information about the creature such as how much damage it can do with it's abilities. This also makes it difficult for combat. 7) Turtling is too easy Using Garrison and unlimited gold options makes it to easy to turtle inside a base and get your army super strong, very safely. Final Comments: -While this game is the best successor to Dungeon Keeper there are some issues with it. Personally I find that the entire "beast concept" was poorly thought and is not cohesive with the entire game. -A lot of creatures are limited to what functions they can do -AI and UI needs more work -Certain rooms need their functions more refined with better ideas. Better room animations would be a nice bonus if there was the money for it.