The Monster Breeder

The Monster Breeder

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developer_themonsterbreeder  [developer] Jan 19, 2022 @ 4:45am
Suggestions
I would love to get as many ideas as possible that I can implement into the game over the coming months.
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Showing 76-90 of 194 comments
Shrike Nov 20, 2022 @ 3:50pm 
I would like to see a crafting role that allows you to make bows and staves and its accompanying workshop. I would also like to see a Rune stone of Poison.
Shrike Nov 21, 2022 @ 1:13am 
Would really like the food amount to babies be default to max as opposed to being at 1 please. Thank you for your game. :)
Zorro Nov 24, 2022 @ 5:41pm 
Originally posted by zonie:
Refinements to the inventory and character screen;
Changing the selling from dragging items onto the button to being a button you click to change the mouse to a selling tool, adding a buyback option would be great(!); I think many players find they get the blacksmith to craft loads of stuff to skill them up, but nobody needs 200 swords and it takes a lot more effort to drag them than to click them when selling them off in batches to clear storage space.

Some of this is already in the game. :-)
Just go to the base management screen. At the bottom, you have two buttons. The right one is for the full inventory. There you dont need to drag and drop, You select items by clicking on them. You are also able to select one row or multiple rows of items.
Last edited by Zorro; Nov 24, 2022 @ 5:43pm
Trig_the_Poor_Shot Nov 27, 2022 @ 10:21am 
Hi,

After some 30 very enjoyable hours, here's some of my input.

Alchemy/blacksmithing. Why?
Why pay alchemist/blacksmith, apprentices, building, buy ingredients, if you can only make a limited amount of things until you can afford an expert, while at the same time you can buy or win quality potions and top gear, and easily earn thousands of coins with fights to spend on potions/gear?
Maybe make rare/elite/magma/magic items a lot harder to get, unless you craft them yourself? But some basic array of potions like healing and crossbreeding should be more easily available, since they're key to your breeding efforts.

Warrior player's regular income
The start which offers you a fixed income of about 400 coins may be useful at the very start, but a few levels up, when you're raking in thousands for fights (and non-lethal fights still bring thousands win or lose and no risk to you or your beasts), 400 means nothing. Maybe if the fixed income would be a percentage of your property value? 400 at start, then going up with every investment into property?

Family tree
Any chance for a family tree of each of your beasts, so you can trace how your breeding evolved?

User friendly crafting/shopping improvement
Any chance to implement an option to acquire the required ingredients directly from alchemy/blacksmithing screen if available in local shops? Having to memorise ingredients then go shopping for general amounts, clogging up your scarce warehouse space is tedious.

Character/creature persistence and cost
Might be fun to see if you sell a beast or fire a fighter that one of the other houses buys them and you might end up fighting again Billy-Bob Bear that you raised yourself?
Also, I think profit in selling beasts should be greatly increased. Surely a creature with several improvements, that I bought as an egg for 300 coins, raised, levelled up, should sell for more than 100 coins or a flask of cheap healing potion? An average price of a bred racehorse in this world is $75,000, which is the cost of a good car, not a bottle of average whiskey or a bike helmet.

Why heal creatures?
Why bother researching healing creatures that come out treatment crippled anyway, if you can just euthanise them, harvest their organs and breed new ones?

Why take risks?
Why risk deadly fights, when you can make decent money from non-lethal fights anyway?
Why fight creature fights in catacombs, which pay poorly, can kill your creatures anyway, and you don't gain much, when you can just execute prisoners which pay poorly, but you can level up your creatures easily.

Specialisation
Right now you're kinda forced into a variety of creatures insects/lizards/carnivores, so you can fight in all arenas, etc. Could be good if you could have specific benefits/disadvantages when specialising into breeding only one type?

So much for now. Even as it is, the game is great, lots of fun, I'll keep playing and report on other observations as I progress through levels.
Last edited by Trig_the_Poor_Shot; Nov 27, 2022 @ 10:23am
Zorro Nov 27, 2022 @ 7:01pm 
Hello,
First of all, I would like to say that this game was brought to my attention by a YouTube video from SplatterCatGaming.

Second, I would like to add my suggestions, ideas and thoughts on the game.
1) Currently, the grown up monsters are organized by their cage location. I would like to get an alternate list of monsters that I can sort on my own. I would like to put my most important monsters on top and my last important monsters at the bottom.
Maybe it's possible to implement such a function when you right click the label 'Monsters' from the Monsters menu.
2) Please add an info or warning message that it's only possible to build ONE altar. You have to choose carefully.
3) Some fights are too tough, some are too easy. I think the calculation of enemies should be based on values like endurance, strength, health points, number of skills, bite strength, etc. The level of a monster or human should not be considered. Especially when you breed a new generation of monsters and you already have some high leveled humans, the mixed fights are tough.
On the other hand, when have bred very strong monsters, the monster only fights are too easy.
4) I would like to flag my monsters. Currently I am using the name of the monster and add some prefix to it:
- g1, g2, g3, g4.... to mark the generation of important monsters.
- NT (=Nutztier) to mark monsters as farm animals that I want to keep permanently. Usually to get their blood or organs (e.g. wolf, ryodoron, vampire worm).
- z to indicate that I want to sell this monster.
- org for a monster that I desperately need the organs off.
- test for some testing purpose, like mutations, skills, etc.
If you want to implement an all-purpose flag system, you can add the flags to the game options. Each player can then create flags that he likes. By left clicking a monster in the game, you can set or unset the flags for each individual.
5) When a monster is gravid, a symbol is displayed. Please add a mouseover function that displays the exact time in months.
6) When I want to create a potion, it happens a lot that I dont have the ingredient. Please add a wishlist. Whenever you miss an ingredient it should be possible to add it to the wishlist by one click. Every turn, the game should check if items on the wishlist have become available, if the player has enough money and storage space and if so, give the player the option to execute the wishlist by one mouse click.
Another option would be to add a list of minimun storage items. An example: I put 20 magma on this list. Whenever my storage is lower than 20 units of magma, the missing amount is put on my wishlist automatically.
7) Alchemists and blacksmiths are important people. Good ones are only available when you are already close to win the game. I think players should be able to hire them a little bit earlier in the game. They dont need to have higher skill values than now but maybe one bad trait less.
8) When you start as a warrior, its pretty easy to win the game with just humans and not one good monster. Is this intended as another strategic way to win the game or will it be balanced with later releases ?
9) When you concentrate on monster breeding, you can easily exceed the current monster limit of the monster keep. Currently, the limit is 12. I suggest to raise it to 16, 18 or 20.
10) In the end game, you may exceed the warehouse capacity limit. Currently, the limit is 300. I suggest to raise it to 350 or 400.
11) I suggest that players are able to buy one or two additional pieces of land. On each piece of land, you can build one of the tier 1 buildings, except altars. The access to this option should be tied to reaching a certain level of improvement, e.g. first gold medal for a monster, 50 reputation or something else.
12) Add some sort of beauty contest for monsters. Maybe one contest a year. Combat values should not be important ! Each monster that wants to participate must fullfill these limits:
- Abomination value of zero
- Must be tamed
- Zero attack bonus verus humans
Winning categories could be:
- Highest tolerance of temperature & humidity
- From wild to pony: Tamed but lowest base tameness value
The winning monster (or monsters?) should get some gold (less than the amount for a fight) and maybe some special item, e.g. a mutation potion that lets you select one out of three weaknesses that you want to decrease.

Thanks for your attention !

Kind Regards,
Zorro
Last edited by Zorro; Nov 27, 2022 @ 7:06pm
SumEdd Nov 27, 2022 @ 8:05pm 
Just a simple one, probably already on the list but still:

Hotkeys.

Specifically "delete" to kill monsters.

It is rather cumbersome to have to scroll over to the monster then back to the kill button then back to the monster when deleting many monsters i.e. like when breeding for a new combo of traits and killing off all but one male and female.

Much more of an issue in later game after increasing breed size and going for complex combinations. Still, hotkeys would be a good quality of life addition.

Also, on the topic of breeding, the option for the last configuration of the the rune/scroll/meat configuration to be the "default" setting for each new monster. Or even better, to have several defaults, say 5-6, to select from, so you can make that as the selection for new monsters you know are going to be produced next turn.

This would also benefit from hotkeys, being able to press one button to copy a configuration to the selected monster, again, so as not to have to drag the mouse around.

Thanks and I'm glad to see all the engagement (and positive reviews) from splattercat putting the game out there and people seeing the hidden gem it is.

I hope to see the momentum continue!
Also, is there a way to dismiss slaves, free them or process them into monster food?
In a "capture slaves" mission I captured more than I can employ or provide beds for.
developer_themonsterbreeder  [developer] Nov 28, 2022 @ 9:52am 
Originally posted by Trig_the_Poor_Shot:
Alchemy/blacksmithing. Why?
Why pay alchemist/blacksmith, apprentices, building, buy ingredients, if you can only make a limited amount of things until you can afford an expert, while at the same time you can buy or win quality potions and top gear, and easily earn thousands of coins with fights to spend on potions/gear?
Maybe make rare/elite/magma/magic items a lot harder to get, unless you craft them yourself? But some basic array of potions like healing and crossbreeding should be more easily available, since they're key to your breeding efforts.

Alchemists and blacksmiths are much more useful at higher difficulty levels when the stocks are limited. At lower difficulty, they are not as important. Blacksmiths can forge and sell weapons and armor. This provides some extra coins, but this source of income is unimportant on a lower difficulty. I use large amounts of weapon poisons, and an alchemist is a must-have because the store supply is limited and unreliable. It depends on the play style. Some gamers just simply like crafting.
developer_themonsterbreeder  [developer] Nov 28, 2022 @ 9:53am 
Originally posted by Trig_the_Poor_Shot:
Warrior player's regular income
The start which offers you a fixed income of about 400 coins may be useful at the very start, but a few levels up, when you're raking in thousands for fights (and non-lethal fights still bring thousands win or lose and no risk to you or your beasts), 400 means nothing. Maybe if the fixed income would be a percentage of your property value? 400 at start, then going up with every investment into property?

I am thinking about adding some more bonuses for the warrior, which would be beneficial regardless of the difficulty settings. This game mechanism hasn't much effect at a lower difficulty at the moment.
developer_themonsterbreeder  [developer] Nov 28, 2022 @ 9:54am 
Originally posted by Trig_the_Poor_Shot:

Also, I think profit in selling beasts should be greatly increased. Surely a creature with several improvements, that I bought as an egg for 300 coins, raised, levelled up, should sell for more than 100 coins or a flask of cheap healing potion? An average price of a bred racehorse in this world is $75,000, which is the cost of a good car, not a bottle of average whiskey or a bike helmet.

You can sell hybrids for a much higher price. Common species just do not worth much regardless of their level.
developer_themonsterbreeder  [developer] Nov 28, 2022 @ 9:55am 
Originally posted by Trig_the_Poor_Shot:
Why heal creatures?
Why bother researching healing creatures that come out treatment crippled anyway, if you can just euthanise them, harvest their organs and breed new ones?

Good point. Probably I should remove the possibility of harvesting organs from a dying monster. This would increase the importance of combat surgery.
developer_themonsterbreeder  [developer] Nov 28, 2022 @ 9:56am 
Originally posted by Trig_the_Poor_Shot:
Why take risks?
Why risk deadly fights, when you can make decent money from non-lethal fights anyway?
Why fight creature fights in catacombs, which pay poorly, can kill your creatures anyway, and you don't gain much, when you can just execute prisoners which pay poorly, but you can level up your creatures easily.

You can make decent money from non-lethal fights at a lower difficulty. At the Veteran or Master level, arena rewards are lower, and the significance of lethal fights increases. Probably the game is too easy at the first 3 difficulty level.

Do you plan to try it on Veteran level? I would be interested in your opinion and thank you for the feedback.
Trig_the_Poor_Shot Nov 29, 2022 @ 12:13pm 
Originally posted by developer_themonsterbreeder:
Do you plan to try it on Veteran level? I would be interested in your opinion and thank you for the feedback.

So, you recommend Veteran?
I may give it a shot. :cozyspaceengineersc:
But I wanna finish a run on Normal first, because battles are hard enough as it is.

But a couple more observations first.

1.
Shouldn't hybrids from the same litter be able to breed amongst themselves without the magic potion? Like I'm trying to breed super-rats, but as soon as I'm beyond the two basic rats in game I need the potion for every breeding... So brothers and sisters (and maybe cousins) should be able to breed.

2.
Would be good if you introduce hybrid strength rating too. Level is one thing (like the level of training), but you can have a high-tier hybrid level 1 rip apart your level 7 low tier hybrid. So maybe "hybrid strength rating" would just be a number displayed, which could be the sum of all attributes, so you can see at a glance that a rating 2000 hybrid would eat a rating 500 one...

3.
The number of attacks of each fighter or beast can make in a turn should be displayed in the stats window, like the number of counterattacks is.

In combat, the number of attacks left should be shown in the middle of the circle above the unit's head. Sometimes I may have had an extra attack available but didn't know it, so didn't use it, other times various arena effects took some attacks away, and I was counting on them. Would be good if the number showed the number of attacks you have left at all time, when you move, it changes, etc.

4. Pack attack indicator. When several creatures with pack attack trait are in a position to attack the same victim, it would be good to see an indicator of that first.
Last edited by Trig_the_Poor_Shot; Nov 29, 2022 @ 3:31pm
SumEdd Nov 29, 2022 @ 6:58pm 
Originally posted by Trig_the_Poor_Shot:
1.
Shouldn't hybrids from the same litter be able to breed amongst themselves without the magic potion? Like I'm trying to breed super-rats, but as soon as I'm beyond the two basic rats in game I need the potion for every breeding... So brothers and sisters (and maybe cousins) should be able to breed.

This happens if you interbreed them with each other enough. They also eventually revert to being called one of the original names, like "Spiny Rat" will start displaying again in the automatic naming of breeds.

I don't think there is an official mechanism for it yet, but family trees of monsters were planned I believe. So there is probably will be some displayed measure of this or official number of generations till you can stop using potions again.

Though, I'll just say, if eventually you'll be making super hybrids with lots of different types together, you might just have to deal with creating a steady supply of the potions (and getting a good alchemist to make that easier, much more manageable mid to late game).

By the way, the herb market sells a good supply of every herb every year so basically with a good alchemist you will never run out of potions as long as you buy the materials at the yearly event.
Zorro Dec 1, 2022 @ 8:52pm 
Hello,
I have two more suggestions:
1) Currently the save games are stored at
C:\Users\username\AppData\LocalLow\Fantasy Creations\The Monster Breeder
Unfortunately, some game files, e.g. warrior.dat, archer.dat are stored at the same folder. So if someone wants to delete a lot of save games, he may accidently delete critical game files. Please seperate game files and save game files.
2) In combat, I like to see the hex grid. Every combat I have to activate it. The next combat, its inactive again. Please store the last combat settings and use it as default for the next combat.
Kind Regards,
Zorro
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Date Posted: Jan 19, 2022 @ 4:45am
Posts: 194