So I finally picked this game up recently while it was on sale because I am a hardcore Dungeon Keeper fan/player and waited for the bugs to get ironed out, plus I have overseen the development of this game in it's early days before bridging to Steam etc (some devs may know me). So far everything seems pretty good for the most part, however I do have some things I want to address. ISSUES: 1. The AI is incredibly ANNOYING. No matter which personality or difficulty I seem to pick, the bastard always steals everything on the map as fast as possible and then digs a straight line right into my base as fast as possible. Which results in me fending off a horde of imps and level 1-3 creatures on a constant basis. Every time it does this I always win because I outsmart it with turtle tactics that it forces me into. Sure I may win every time, but it is absolutely irritating as hell to deal with when I just want to build a nice dungeon and slowly move forward sometimes while exploring the maps. 2. The Vampire is totally useless. The fact that it requires lots of prisoners on a constant basis makes it not worth keeping at all. If you are stupid enough to feed your enemy that many POW's, then you are playing the game wrong, and an enemy summoning this mocks you by summoning it. This issue is also mainly due to my next issue seen down below. 3. Monsters are too damn needy at the wrongest times. It seems like you ripped the creatures habits straight from Dungeon Keeper 2 and put it into this game, and that is a major problem. One of the main problems with DK2 was that the monsters were so damn needy that I constantly had to babysit them when on a budget or else they throw a fit and leave my dungeon. There were some cases that even though I was an evil Bill Gates, they would still find a reason to get unhappy. Dungeon Keeper 1 had it right when it came to monster management in terms of needs and priorities. Monsters instantly leaving their work in progress is also another glaring issue. I've had cultists get up and leave from a ritual instantly because it was suddenly tired, and have had Chunders up and leave before they finish a toolbox for the same reason. The list goes on, all monsters do this and it needs to be fixed. They need to finish their work before they leave for any reason. SOLUTIONS/SUGGESTIONS: 1. The AI needs some serious work, no ifs ands or buts about it. Polish the AI, and please give them descriptive playstyles when highlighting their names. There also needs to be selectable playstyles within the AI to have them fight a certain way while using their preferences. This will completely avoid any annoying confrontations with the enemy as described above. The game needs to be fun, not a pain the @ss. 2. If I were to change the way the Vampire functions, it would be this; Instead of requiring prisoners to feed on to stay healthy, it should instead need to find an enemy creature to kill (kind of the like the Horned Reaper, which I'm sure is what you had in mind for this guy.) If he successfully kills something (something as in anything, not just humanoids, Imps don't count obviously), then his thirst will be sated. This guy's need to feed needs to be at least quadrupled in duration, if vampires were always that hungry, everything on the planet would have been dead already. 3. Monster management needs some tweaking, right now it is very irritating to deal with. Slow moving creatures like Augres and Juggernauts are THE WORST. Their slow movement often causes these morons to collect their pay way late, be hungry all the damn time, and be in need of sleep all the time. All of which cause them to complain, ALL. THE. TIME. So if I put down a call to arms flag, I will inevitably hear the complaints made by these twats within seconds. These 2 creatures need to either have their durations doubled or have proper movement speed. Right now it's like comparing them to Great Danes with the bladder size of a Chihuahua, it ain't right. This is also an issue with the rest of the creatures in other cases. When a call to arms flag is being put down, the creatures "needs" have got to be put aside til the flag is gone just like in DK1. Every time I have to march them a long distance, within seconds I CONSTANTLY have to hear about their needs not being met, being tired, and them whining about their pay. 4. Juggernauts and Augres in general are nearly useless to have, even for battle, similar to their cousin the DK2 Bile Demon. They are too slow, do little damage, and even train slow. If they are gonna be THAT SLOW, then they need to deal some better damage. 5. There needs to be a 2nd call to arms flag implemented for all creature types to attack+move to their destination instead of just running straight to it. 6. Wisdom Juice potions need an increase in EXP gain, they are just not worth the time and gold to make. 7. Please implement a hotkey to center the camera view at a 45 degree angle (non-diagonal view), pressing repeatedly would rotate it again at another 45 degree angle. 8. It would be great if there was option to play as the Empire instead of just the Underlord grabbing Empire portals. This is all you would need to do to make this happen: A. Make a new portal graphic for the Empire and the Underlords. B. Implement an animation of a monster portal shifting into an Empire portal once it is claimed by an Empire worker. And another animation of the portal changing back into a monster portal if they lose it to an Underlord worker. C. Default Empire portals placed on maps will change into the new monster portal should an Empire worker claim it, allowing access to monster units as the Empire. BUGS: 1. The last level in the default campaign always causes the game to freeze when I attack the castle. I have no idea why this happens, and it sure as hell is not a hardware issue as I have a very high performance system. 2. The music track "Battle Medley" is glitched in a bunch of maps. Maps that use the 2nd half of this music track will endlessly repeat once it starts til the game is over regardless if a fight is going or not. It is super annoying to where I have to turn the music off once it bugs out. 3. A monster that is about to die in combat complains that it is tired before death. 4. The pathing on creatures when moving to a call to arms flag is skewed when moving through multiple types of terrain. For example if I set the flag on water nearby while they are standing on land, they will take a long stupid route on land to the flag as if they don't want to get their feet wet. I should be able to plant a flag and have the monsters take the shortest route in a line to their destination, not take the scenic route because they're afraid of getting wet. 5. The animation of the Vampire being summoned from the Sanctuary is all screwed up. With all the other stuff said above, It almost makes me wish there was a room called Boot Camp I can build so when I drop these bastards into it, I can train them to not to be whiny little pansies. That's all for now, I'll make a 2nd thread if I find more stuff that needs attention.