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Maybe like a "explore area" command that can pop up randomly after every turn or not or you have to buy info about it.
Maybe... just for your region you start in, making the beginning camp important where you pick to be.
^That Can lead a monster den/nest fights, that would be Lethal combat if you do it, and you won't get gold more than likely, but maybe eggs and meat/ect that are unique to the area. kinda like a gamble what you get, and how dangerous it could be.
A guy who appears from time to time that buys monsters/Eggs. maybe sells as'well.
Rip the old sound file from the Castlevania Master librarian.... "HEHE THANK YOU!" when you sell or buy.
Maybe your base comes a'little more alive with the Monsters/people you employ, the outside anywho.
Other than that, I'm liking the game! Love the old'style look, Monster eggs and the creatures themselves, random tournaments and Fairs. Good'stuff thanks man!
Auto-combat for watching battles, for Mop up, or just watching all my little harvester bugs Last Samurai in.
Thank you for your ideas! The next update will focus on the tutorials, but after that, I will start adding more and more content to the game.
Here are some suggestions:
- it would be nice to get announcements, before monsters get too old, to have a last breeding chance
- I would love to be able to do some training fights between my monsters or humans, to give them some exp in situations where you can´t match the requirements of the paid fights or when you simply want to train
- It would be good, If you could freeze / store some eggs or juvenile monsters long term ("monster refrigerator"). I am always a bit overwhelmed if I get 4 monsters at once in some situation, but after e.g. a wipe in a death match you are struggeling - so some storage would be nice to compensate that or store some monster combinations if you want to try out something differently
- in the end game I regulary buy all alchemistic ingredients, could we automate this or have "buy all" buttons?
- One the other hand - in the early game I am sometimes struggeling with getting ingredients or metall - may be we could send our alchemist or blacksmith to collect these, if we don´t let them craft in that turn?
- I have the feeling, that we need some money sinks in the end game - some ideas are:
> additional buildings like training arena, egg/ or monster storage
> rare potions, that are e.g. changing the look / texture / color of a juvenile monster
> fancy weapons or armor models
- of course more monster variety or even cross-breeding between reptiles/ insects/ carnivores would be great (may be leading to infertile one time breeds) - but I assume it might be difficult to reflect that graphically in the monster models
- end game content: a league system? Cups?
- new roles in you keep: Monster Trainer? Cooking for different monster diets?
- skill system / traits for the Monster breeder: e.g. Specialization on species, attributes or other things
- it would be nice to have a possibility for untrained adult monsters to make them trained. I am not sure, If i am the only one, but usually If i forget to get them trained, I sell or slaughter them. You can´t reliably train them to make them fit for lethal fights. On the other hand - if there is a training option as suggested above, that might change, so that could create a use for untrained monsters.
- seconding a freezing system for eggs/juveniles. Getting an early fire lizard without an upgraded hatchery or keep is a pain. (also the sex of the egg should show I think, might just be polish though)
- upgrade the size of the monster keep, either initially, or allow for it to expand more, with levels like to 4, 5 etc. The fact is the system is a little cumbersome to have all these different dungeon cells for monsters.
- also on the note of management of monsters, having the ability to "send to courtyard" with one button would actually be a big help, since eventually scrolling down becomes an issue if you have 2 dozen monsters or so.
-seconding a "this monster is getting old" warning the period before they become too old to mate, would help a lot for planning.
- seconding a "buy all components" button for alchemy, and also (not as important, but could be nice) could have the same for hunters with "buy all meat".
- I'm pretty sure you intend to allow slaves to work to hurry construction, and to have a promotion system to fighters, I think both of these are good ideas and wanted to mention that.
- Might just be polish, but having tooltips for all the stats, upgrades and other such info i.e. what does crusher do? I can't select it on the weapon. Or, if I want to know what endurance does, I have to look at the humans but it doesn't come up with monsters.
- On the issue of tooltips, perhaps show partial numbers while hovering, if they apply i.e can you have .5 abomination or is that just rounded at the time the monsters grow up.
- Show the information about: Time gravid, wait for new pregnancy, time to grow up (all which seem to correlate to lifespan). Also I noticed in increasing lifespan that it wasn't exactly tied to time to grow up for instance, so when I mated an 8 lifespan with a 6 lifespan I might get some with 4 to grow up, some with 5, and the ones with 5 might have lower lifespan than the ones with 4. If these are independent variables it would be especially useful to see them, and still even if they are dependent on lifespan.
- Make ice breath, fire spit, poison spit etc. all scale to the related elemental bite. I think this gives some strategic depth if this is chosen to focus on.
- In the tutorial or otherwise please explain how scale of opponents goes. I just assume as your rep goes up, the enemies get harder and the rewards get bigger, would be nice to have that stated. Also, the milestones for 2 and 3 fights.
- Have as a reward for some fights a rare juvenile or egg. This would be helpful in trying to put together a team of specific monsters and needing say a mate before the monster gets too old. Could be an upper level fight too, and could forgo money as well, and just give the rare monster.
- Lower the requirements for Alchemist hiring (and prob blacksmith too) and/or lower monster breeding potion requirements as I feel they may be a bit high. Also, please explain exactly how it works (for example does your rep need to be near their skill?).
- Add a resilience potion, doesn't have to be major, but getting 1 or 2 from it would be a nice add to build into a monster.
Hi,
Thanks for your ideas. I added them to my list :)
Thanks for the detailed list of suggestions. The next update will add the possibility of slaves working on the construction and the "Add all" button for meat/ingredients/metals.
I will put the description of the weapon bonuses in the "Combat" section of the encyclopedia.
I will add the hatching/growing-up time to the lifespan pop-up tooltip. I will ad these small changes to the next update late this week.
I added the remaining ideas to my list. Thank you.
You're welcome.
Also, it would probably make sense for the arms market to sell a random amount of magma/moonstone/fire/ice/shock each time, similar to the herb market, even if at a higher price (like how rare monsters appear at the guild market at a higher price).
That would help with outfitting humans in the late game.
1) Even with around 80 intelligence, they get maybe 1 point per year of skill (without making things). It might make sense to make the skill bonus exp very significant, so that if someone wants to create their own master alchemist/blacksmith they can do so by consciously creating lots of goods, even if they sell many.
2) I feel like the skills gained at maturation are random from apprentices, perhaps a chance to get the positive skills of the master, which can then be possibly modified by the "support apprentices" or "dislikes apprentices" trait can add some more depth to this.
Maybe by type, then potency with least to most side affects.
This is also a bit more cumbersome with the small window and no way to expand it at present. So possibly a way to blow up the window and see many more of the potions at once could also be helpful.
Also, it seems that with breeding only one of each potion has an effect, breeding, alternation, crossbreed.
This would be good to either add to the tutorial, or simply to lock into the interface i.e. have a slot just for each type of potion (assuming this is intended and you won't allow for potions to stack in the future).
Also, just a question, what does the crossbreed potion do other than just allow crossbreeding? Does it having a potency have any effect?
And thank you for making the game and for being willing to hear feedback.
1) Need to add the possibility for practicing/researching if no work to do. It may increase the development rate and the cost too.
2) Yes, the skills they gain at maturation are random. It is a good idea to add a mechanism.
Yes, the other effect is decreasing the reproduction time. For example, you do not need a potion to crossbreed related species but it takes 3 turns. If you add a crossbreed potion, then the reproduction time decreases. This bonus depends on the potion strength.
I will double-check this issue. The effects of potions are adding up. If you add two mutation potions with a potion strength of 25, the effect is equivalent to a single potion with 50 potion strength.
I added this idea to my list. Thank you for the feedback!
I tested this with a spawning potion, using one and seeing the outcome and then reloading and using as second one along with it that was the same strength.
The result was the same number of offspring both times.
So at least with the spawning potion, it doesn't seem to work.
By the way, with the potion of alteration, does a stronger potion both make more effects per offspring and increase the value of the variance?
I feel like the variance is either set at 5 or 10, and then the str just makes more or less of them, with higher str making more +-10 effects.