Hello everyone 
I will make this as short as I can, otherwise this will turn into a book, I am apolegize for my weak english, since I am not a native english speaker. I have played the DK series for a decade now, and I l watched WFTO grow from its very begining in the keeper klan forums, untill now, I obviusly brought the game, and I dont regret if for a moment, this game is no doubt a masterpiece, which I will like to contribue to as much as I can, so here they are, my suggestions for extra content to this fanstastic game, I hope you will like my ideas, and I feel like I could truly die peacefuly If will see even one of them make its way in to the next update in one way or another, please feel free to share your thoughts, and help me shape my suggestion into something everyone will enjoy
Terrain:
As of now, the game already has quite a bounch of new interesting terrain compared to the old DK versions, which is quite awsome, and I think that adding additional kinds of terrain to the game will make it even more interesting:
Snow blocks: Already familliar with from DKI, Snow will be simply a white block, who can be easly destroyed by imps like sand, would be interesting if room/claimed wall texture be slightly blue when created on a snow block.
Snow Path: The flat version of the snow block, should slighty slow creatures down a bit. will give small buffs to ice based creatures, and debuffs to fire based ones. its claimed version should apear slighty blue.
Ice Block: A stronger version of the snow block, can function as a impenetratable rock, or as a very strong wall who takes time to be destroyed. should look rather transpharent, and have similar effects like snow blocks on texture.
Ice Path: The flat version of the ice block, will apear transfarent, and cause creatures to slighty slip on it while walking. will damage fire based creatures, and buff ice based creatures, ice paths will not be claimable, and bridges will be needed to cross them properly.
Blood: Already exists as "Raskos Blood", will be fantastic if it will be useble in the map editor
Sand paths: The path that should remain after digging a sand block, will slighty slow creatures, its claimed version should apear slighty yellow.
Marble: A durable block who apear in a smooth white shiny color, will be perfect for decorating hero dungeons, should have a flat version, and its claimed versions should apear in the corresponding color.
Swamp/Dirty water: A diry version of water who will apear green, and have a rather viscous pattern, will emit green fumes, flies, and ocasionally remains of slayed creatures should be found in it.
Acid: An even more contaminated version of the swamp, will damage creatures stepping in it like lava, will emit strong colored green fumes, and emit disturbing "digestion-like" sounds.
Scorched earth: a dirt tile will with burning marks and ocasional scattered embers, and random flames, its claimed version should apear darker then normal, and should slightly buff fire based creatures, and debuff ice based demons.
Flaming path: simply a flaming path, will be perfect for decorating a fire themed level, will damage creatures if pushed thoward it.
Metal ore: A block containing metal ores, simillar to gold ores, only with iron. will be significly harder to dig though, and will be probelly better destroyed using an underminer. metal should be used in a special room, or add bonuses to already existing rooms.
Gemstone: A better version of gold, gems will be used the same like gold for the same propose, will be hard to dig, and worth more. will apear shiny and colorful, will be interesting to see different kinds of gemstones. will be more interesting if gems could be used to add a temporary buff to devices in different rooms, empower rituals and poition, be consume for mana, or any anything els creative.
Rooms
I will post suggestions here both for new rooms, and improvments for existing ones.
Butchery:
Cost: 700
Attracts: none
Used by: Vampires
Apearence: bloodied walls and room tiles, knifes and disection tools attached to the walls, a bloodied bed with iron shakles, jars of organs taken out from victims, and a massive blood tank at the corner of the room.
Functions: Drop a creature on the bed to shakle him, until a vampire comes in to start abuse the victime. vampires will enter the room, and execute creatures on the table, and by doing so they will satisfy their hunger for the living. after that, vampires will use their unique abilities to transport the victime`s blood into the giant blood tank in the corner. after that, the blood could be transported to the alchemy lab,to create healing potions, that the underlord will be able to drop on hes creatures to heal them. corpses from the crypt could be used the same like living prisoners, but they will donate much less blood, and they will not satisfy the vampires apitite for living flesh. after taking out the final drop of blood from its victim, the vampire will dismember, and abuse the cadaver until a deformed pile of flesh will remain, which will be useble in the grinder at the tavern, such a special meal will heal your creatures, make them happier, and will fill their apetite for much longer then normal piglet flesh. The blood potions could also be used as food, by droping it into the tavern`s grinding, providing extra healing and happines bonuses. the remains from the abused corpse could ofcource be returned back to the crypt. when such deformed remains will be raised by necromancers, a new kind of undead minion will be raised, called an abomination, a massive deformed pile of flesh that will serve as a tankier and stronger undead minion for the necromancer to use.
Additional notes: the blood extracted from the prisoner stand in coleration with hes level, the stronger the prisoner is, the more blood it shell donate.
Blood potions could be used to feed vampires, the amount of blood from weak prisoner might not satisfy the vampire for to long, but the amount of blood a stronger prisoner holds should do the trick.
Teleportion Chamber:
Cost: 2000 gold, 200 mana points blocked for each complete room, will need a special ritual to be set active.
Apearence: A pool of clear water, with floating crystal pillars, and glowing encryptions on the bottom of the pool, walls will containe storage sockets who will store a bounch of more floating crystals with the simillar style of the ones at the ground, surrounding the pool.
Requirements: 3 by 3, enlargement beyond shouldnt provide any additional effects. needs to have another Teleportation chamber on the map to conect to.
Attracts: none
Function: A room that will act as a bridge between two distant parts of your dungeon, usually after claiming an enemy dungeon, using hes rooms and hes portals becomes quite troublesome, since enemies can easly pick off your creatures wandering between your dungeons dungeons, not to mention how annoying it is to loose your veterans for the same reasons, simply becauce they really wanted to reach that new full slaughter pen at the other end of the map. this room comes here to solve this problem, by building two of these rooms at different sides of the map, underlords will allow a quick safe passage for minions between 2 dungeons. altrenatively, it could be abused when trying to conquer enemy dungeons, by providing a quick escape for imps and retreating creatures. each teleportation chamber must be activated with a special ritual for it to work, so the teleportation chamber cannot be placed suddenly anywhere on the map and be activated at will, not to mention that holding more then one of these is a terrible cost to an underlords mana pool. the teleportation room has a natural defence against enemies trying to abuse it for their use, although, random enemies can attempt to try and brake the natural barriers of the room, simply by attacking the floating pillars around it, if they manage to do so, not only they gain free entrance into your base, the distruction of the room (both by the owner and hes enemies) casts a temporary negative buff to its owners mana, like a prolonged avarice ritual, which puts the owner of the room in a great disadvantage, so the strategic use of this room in war can easly backfire at its user, if not used carefully.
Suggestions for improving the Tavern:
The idea its of the tavern is really awsome, and fits perfectly to the whole idea of beast, and humanoid minions that the underlord can now attract, but sadly it has not provided enough for underlords, to be actually used in competative play, thats why I will like to propose a few changes to the room:
humanoid creatures (those attracted from the portal and heros) should be forced to use the room when present, starving creatures should still use the slaughter pen in order to avoid perishing by hunger (a feature who should be implented) but they will still consider themselves hungry, until they recive a proper meal.
The grinder at the tavern should be allowed to use all kinds of ingrindients, like potions, corpses, (the blood potion from the Butchery who was suggested earlier) positive potion effects like work alot potions will provide a steady, small, slow realse effect to minions feeding on its served meals for a fixed period of time. corpses will be used as "top notch" meals, who will raise your minions happiness or payment for the meal.
The tavern should be allowed to change a status like the DKII casino, the meals could be served for free in order to increace happiness, or for gold, until your creatures will run out of it, and start rioting.
Thats it for now, I have many more suggestion, but my time is short, and I have to go, I will make sure to update the post regulary if you guys will like my ideas, and I hope you will, thank you for reading, and have a nice day
8/02/2016 new suggestions:
creature suggestion:
Name: Incubus/Revenant
Type: Undead
Job: Scouting, Possessing selected enemies.
Attraction/Related room: Torture Chamber and Spirit Chamber
Description:
The incubus is a mixture of spirits chained to the underworld as a result of the agony and pain they have gone through in torture chambers around the underworld. mainly used as a powerful wepone of choice by underlords, an incubus will be used to chain an enemy minion`s spirit to the will of a greedy underlord who craves hes loyalty. After succesfully agonizing three victims in your torture room and chaining their spirits in your dungeon, pick the fleshless creatures up, and drop them on an empty podium in the Spirit Chamber to imbue their spirits to that specific tile, at this point you will be able to choose to drop a creature on the imbued tile and the creature will then recive experience like he normaly should. If you choose not to do so, after a while a witch doctor should apear and perform hes magic, and as a result a shadowy masculine figure should apear, that will be the incubus. the incubus will remain on the podium as long as no one disturbs him, once picked up and droped into your dungeon, it should wander around aimlessly in enemy dungeons, serving as a scout. as he will roam outsite the spirit chamber, he will slowly loose health which cannot be restored with your heal spell, so it will be wise to keep him trapped on a spirit chamber`s tile, so he will not vanish before fulfiling hes role. once the incubus will apear in your dungeon, a new spell will be unlocked in your spell bar, named "haunt", cast the spell on an enemy unit, to attract all of your incubus minions to that unit and attempt to posses the enemy. an incubus is normaly hidden from the enemie`s eye, but for a short moment before rushing into the victims body, the incubus will be reveal himself, and will become vulnerable to enemy spells, but not physical attacks. after succefuly entering a victim`s body, the incubus will be consumed, in order to form a spiritual shackle who binds the victims flesh to an underlords will. the victim will behave normaly, and will still officialy belong to its original master, but at the same you will also have the ability to pick the victim up, and conveniently drop him on a torture device for example if you wish. if the haunted victim somehow falls in battle, and gets dragged back to its former master`s dungeon, the victim will be dragged into a prison instead of a lair. the former master then can drop the victim into the spirit chamber, witch doctors will then be able to perform an exorcism spell, and banish the incubus`s influence away forever, such a creature will become immue to further harrasment from the undead. if the victim happens to step in hes former master`s dungeon, he could be simply picked up and dropped in a spirit chamber, and then quickly be cured by a witch doctor, so it is wise to unleash your incubus on a target who is correctly stationed in your dungeon. an incubus, like a spirit can still be dropped on a creature in the spirit chamber, and donate the total experience from all the three spirits from which the incubus is made.
Notes: Incubus cannot be trained, and it doesnt require payement, food, a lair, or any other kind of service, since its an undead, it can be picked up and slapped though.
Hoped you liked the idea, share your thoughts, thanks for reading and have a nice day
I will make this as short as I can, otherwise this will turn into a book, I am apolegize for my weak english, since I am not a native english speaker. I have played the DK series for a decade now, and I l watched WFTO grow from its very begining in the keeper klan forums, untill now, I obviusly brought the game, and I dont regret if for a moment, this game is no doubt a masterpiece, which I will like to contribue to as much as I can, so here they are, my suggestions for extra content to this fanstastic game, I hope you will like my ideas, and I feel like I could truly die peacefuly If will see even one of them make its way in to the next update in one way or another, please feel free to share your thoughts, and help me shape my suggestion into something everyone will enjoy
Terrain:
As of now, the game already has quite a bounch of new interesting terrain compared to the old DK versions, which is quite awsome, and I think that adding additional kinds of terrain to the game will make it even more interesting:
Snow blocks: Already familliar with from DKI, Snow will be simply a white block, who can be easly destroyed by imps like sand, would be interesting if room/claimed wall texture be slightly blue when created on a snow block.
Snow Path: The flat version of the snow block, should slighty slow creatures down a bit. will give small buffs to ice based creatures, and debuffs to fire based ones. its claimed version should apear slighty blue.
Ice Block: A stronger version of the snow block, can function as a impenetratable rock, or as a very strong wall who takes time to be destroyed. should look rather transpharent, and have similar effects like snow blocks on texture.
Ice Path: The flat version of the ice block, will apear transfarent, and cause creatures to slighty slip on it while walking. will damage fire based creatures, and buff ice based creatures, ice paths will not be claimable, and bridges will be needed to cross them properly.
Blood: Already exists as "Raskos Blood", will be fantastic if it will be useble in the map editor
Sand paths: The path that should remain after digging a sand block, will slighty slow creatures, its claimed version should apear slighty yellow.
Marble: A durable block who apear in a smooth white shiny color, will be perfect for decorating hero dungeons, should have a flat version, and its claimed versions should apear in the corresponding color.
Swamp/Dirty water: A diry version of water who will apear green, and have a rather viscous pattern, will emit green fumes, flies, and ocasionally remains of slayed creatures should be found in it.
Acid: An even more contaminated version of the swamp, will damage creatures stepping in it like lava, will emit strong colored green fumes, and emit disturbing "digestion-like" sounds.
Scorched earth: a dirt tile will with burning marks and ocasional scattered embers, and random flames, its claimed version should apear darker then normal, and should slightly buff fire based creatures, and debuff ice based demons.
Flaming path: simply a flaming path, will be perfect for decorating a fire themed level, will damage creatures if pushed thoward it.
Metal ore: A block containing metal ores, simillar to gold ores, only with iron. will be significly harder to dig though, and will be probelly better destroyed using an underminer. metal should be used in a special room, or add bonuses to already existing rooms.
Gemstone: A better version of gold, gems will be used the same like gold for the same propose, will be hard to dig, and worth more. will apear shiny and colorful, will be interesting to see different kinds of gemstones. will be more interesting if gems could be used to add a temporary buff to devices in different rooms, empower rituals and poition, be consume for mana, or any anything els creative.
Rooms
I will post suggestions here both for new rooms, and improvments for existing ones.
Butchery:
Cost: 700
Attracts: none
Used by: Vampires
Apearence: bloodied walls and room tiles, knifes and disection tools attached to the walls, a bloodied bed with iron shakles, jars of organs taken out from victims, and a massive blood tank at the corner of the room.
Functions: Drop a creature on the bed to shakle him, until a vampire comes in to start abuse the victime. vampires will enter the room, and execute creatures on the table, and by doing so they will satisfy their hunger for the living. after that, vampires will use their unique abilities to transport the victime`s blood into the giant blood tank in the corner. after that, the blood could be transported to the alchemy lab,to create healing potions, that the underlord will be able to drop on hes creatures to heal them. corpses from the crypt could be used the same like living prisoners, but they will donate much less blood, and they will not satisfy the vampires apitite for living flesh. after taking out the final drop of blood from its victim, the vampire will dismember, and abuse the cadaver until a deformed pile of flesh will remain, which will be useble in the grinder at the tavern, such a special meal will heal your creatures, make them happier, and will fill their apetite for much longer then normal piglet flesh. The blood potions could also be used as food, by droping it into the tavern`s grinding, providing extra healing and happines bonuses. the remains from the abused corpse could ofcource be returned back to the crypt. when such deformed remains will be raised by necromancers, a new kind of undead minion will be raised, called an abomination, a massive deformed pile of flesh that will serve as a tankier and stronger undead minion for the necromancer to use.
Additional notes: the blood extracted from the prisoner stand in coleration with hes level, the stronger the prisoner is, the more blood it shell donate.
Blood potions could be used to feed vampires, the amount of blood from weak prisoner might not satisfy the vampire for to long, but the amount of blood a stronger prisoner holds should do the trick.
Teleportion Chamber:
Cost: 2000 gold, 200 mana points blocked for each complete room, will need a special ritual to be set active.
Apearence: A pool of clear water, with floating crystal pillars, and glowing encryptions on the bottom of the pool, walls will containe storage sockets who will store a bounch of more floating crystals with the simillar style of the ones at the ground, surrounding the pool.
Requirements: 3 by 3, enlargement beyond shouldnt provide any additional effects. needs to have another Teleportation chamber on the map to conect to.
Attracts: none
Function: A room that will act as a bridge between two distant parts of your dungeon, usually after claiming an enemy dungeon, using hes rooms and hes portals becomes quite troublesome, since enemies can easly pick off your creatures wandering between your dungeons dungeons, not to mention how annoying it is to loose your veterans for the same reasons, simply becauce they really wanted to reach that new full slaughter pen at the other end of the map. this room comes here to solve this problem, by building two of these rooms at different sides of the map, underlords will allow a quick safe passage for minions between 2 dungeons. altrenatively, it could be abused when trying to conquer enemy dungeons, by providing a quick escape for imps and retreating creatures. each teleportation chamber must be activated with a special ritual for it to work, so the teleportation chamber cannot be placed suddenly anywhere on the map and be activated at will, not to mention that holding more then one of these is a terrible cost to an underlords mana pool. the teleportation room has a natural defence against enemies trying to abuse it for their use, although, random enemies can attempt to try and brake the natural barriers of the room, simply by attacking the floating pillars around it, if they manage to do so, not only they gain free entrance into your base, the distruction of the room (both by the owner and hes enemies) casts a temporary negative buff to its owners mana, like a prolonged avarice ritual, which puts the owner of the room in a great disadvantage, so the strategic use of this room in war can easly backfire at its user, if not used carefully.
Suggestions for improving the Tavern:
The idea its of the tavern is really awsome, and fits perfectly to the whole idea of beast, and humanoid minions that the underlord can now attract, but sadly it has not provided enough for underlords, to be actually used in competative play, thats why I will like to propose a few changes to the room:
humanoid creatures (those attracted from the portal and heros) should be forced to use the room when present, starving creatures should still use the slaughter pen in order to avoid perishing by hunger (a feature who should be implented) but they will still consider themselves hungry, until they recive a proper meal.
The grinder at the tavern should be allowed to use all kinds of ingrindients, like potions, corpses, (the blood potion from the Butchery who was suggested earlier) positive potion effects like work alot potions will provide a steady, small, slow realse effect to minions feeding on its served meals for a fixed period of time. corpses will be used as "top notch" meals, who will raise your minions happiness or payment for the meal.
The tavern should be allowed to change a status like the DKII casino, the meals could be served for free in order to increace happiness, or for gold, until your creatures will run out of it, and start rioting.
Thats it for now, I have many more suggestion, but my time is short, and I have to go, I will make sure to update the post regulary if you guys will like my ideas, and I hope you will, thank you for reading, and have a nice day
8/02/2016 new suggestions:
creature suggestion:
Name: Incubus/Revenant
Type: Undead
Job: Scouting, Possessing selected enemies.
Attraction/Related room: Torture Chamber and Spirit Chamber
Description:
The incubus is a mixture of spirits chained to the underworld as a result of the agony and pain they have gone through in torture chambers around the underworld. mainly used as a powerful wepone of choice by underlords, an incubus will be used to chain an enemy minion`s spirit to the will of a greedy underlord who craves hes loyalty. After succesfully agonizing three victims in your torture room and chaining their spirits in your dungeon, pick the fleshless creatures up, and drop them on an empty podium in the Spirit Chamber to imbue their spirits to that specific tile, at this point you will be able to choose to drop a creature on the imbued tile and the creature will then recive experience like he normaly should. If you choose not to do so, after a while a witch doctor should apear and perform hes magic, and as a result a shadowy masculine figure should apear, that will be the incubus. the incubus will remain on the podium as long as no one disturbs him, once picked up and droped into your dungeon, it should wander around aimlessly in enemy dungeons, serving as a scout. as he will roam outsite the spirit chamber, he will slowly loose health which cannot be restored with your heal spell, so it will be wise to keep him trapped on a spirit chamber`s tile, so he will not vanish before fulfiling hes role. once the incubus will apear in your dungeon, a new spell will be unlocked in your spell bar, named "haunt", cast the spell on an enemy unit, to attract all of your incubus minions to that unit and attempt to posses the enemy. an incubus is normaly hidden from the enemie`s eye, but for a short moment before rushing into the victims body, the incubus will be reveal himself, and will become vulnerable to enemy spells, but not physical attacks. after succefuly entering a victim`s body, the incubus will be consumed, in order to form a spiritual shackle who binds the victims flesh to an underlords will. the victim will behave normaly, and will still officialy belong to its original master, but at the same you will also have the ability to pick the victim up, and conveniently drop him on a torture device for example if you wish. if the haunted victim somehow falls in battle, and gets dragged back to its former master`s dungeon, the victim will be dragged into a prison instead of a lair. the former master then can drop the victim into the spirit chamber, witch doctors will then be able to perform an exorcism spell, and banish the incubus`s influence away forever, such a creature will become immue to further harrasment from the undead. if the victim happens to step in hes former master`s dungeon, he could be simply picked up and dropped in a spirit chamber, and then quickly be cured by a witch doctor, so it is wise to unleash your incubus on a target who is correctly stationed in your dungeon. an incubus, like a spirit can still be dropped on a creature in the spirit chamber, and donate the total experience from all the three spirits from which the incubus is made.
Notes: Incubus cannot be trained, and it doesnt require payement, food, a lair, or any other kind of service, since its an undead, it can be picked up and slapped though.
Hoped you liked the idea, share your thoughts, thanks for reading and have a nice day
Last edited:
Likes:
Reyh!