The Monster Breeder

The Monster Breeder

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developer_themonsterbreeder  [desarrollador] 19 ENE 2022 a las 4:45
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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Mostrando 91-105 de 174 comentarios
Ytahh 4 DIC 2022 a las 11:36 
Figured I'd preface this all by saying I 100% lover everything about this game as is, so if none of what I'm about to ramble on about fits what you have in mind for this game I am not going to be offended in the slightest. Whatever you want to use/not use is fair game, no harm no foul.

One thing I still nerd out over hard is the in game encyclopedia. The idea of reading literal in game books with various tidbits of information is super enjoyable. Maybe there could be others. Some just for different mechanics, some your character expands as you learn things in game, one letting you "draw" a favorite monster, one the player can just type in notes on what you are doing in game, etc.

Maybe more mutation options with the alteration potion. Like certain random physical characteristics could be added to your creatures in only this format ex. extra/oddly placed eyeballs, wings/tentacles/unique tails/mouths/claws/teeth. This could grant minor abilities maybe? For example the wings could give creatures the ability to effectively use the disengage action, tentacles could grapple (an effect like webbing?).

More humanoid options would be cool. All the vendors/recruits are just a bunch of dudes, so a female wouldn't hurt to see here and there. I'm not sure if it necessarily fits or not but adding different species of humanoid creatures for like recruits (warriors/mages/archers) would be cool too. Maybe dwarfs/dark elfs/elfs/orcs/merpeople/etc.

I know we are getting really far into wishlist territory here but an aquatic class of creatures on its own, or aquatic creatures added to the existing 3. I really like how some of the current creatures resemble real creatures but are at the same time still different/fantasy-esque. Maybe there could be tournaments that are for solely water creatures/species? But if you hybridize or implant lungs they could breed/go on land depending on creature, having penalties at first but eventually land walking octopi could be a thing haha. Octopus/squid, jellyfish, crabs, sharks, turtles all have various body parts that could go nicely into other creatures.

I saw you mention elsewhere the thought of allowing a garden at the base where you grow various herbs (which I love). What about adding a mine as a buildable portion to your base? Could do different things are more likely to dig up depending on biome. Some could be good for blacksmithing/building things, others are just rare gems to sell for bonus gold.

Speaking of building things, blacksmiths could build construct creatures and/or they could build prosthetics/similar stuff to add to your monsters? If they were creatures maybe its a special potion to get them to interbreed because... magic?

Along that same vein alchemists could maybe grow plant creatures? Breeding again would be a weird one, but magic never hurts. Hybridizing creatures between these weirder classes could give some really fun looking monstrosities.

Adding an ability to sorcerer player characters (similar to when you choose the ranger and find random baby monsters) maybe they occaisionally summon infernal/demonic creatures that could then be used as monsters/breeding/etc.

Maybe add a new class Necromancer that builds undead from your creatures out of a graveyard at your base. Lots of options to bring back that favorite reaper dragon hybrid that died 2 turns ago. Of course I understand balancing all this sounds like its own nightmare so maybe they come back less strong. And maybe that don't come back at all, maybe its more of a frankenstein scenario where you build-a-monster with the parts laying around.

Last thing I thought of I wasnt entirely sure if it fit well or not. Maybe when infusing human blood sometimes the offspring could take on more human characteristics? Maybe they develop a monstrous body with a fleshy human head or something? I shy away from making a waifu monster simulator (not because there's anything wrong with that but it seems less serious then this game strikes me) but having monstrosities with backwards bending/elongated human arms coming out its back seems dope.

That being said you could put toggle-able options for parts that seem they may split the player base as to how desirable something is.

Regardless of if any of this fits I absolutely love this game as is, thank you so much for all the work you've already put into this game!
Mikkiness 8 DIC 2022 a las 1:56 
I think the Archer 'find juveniles' bonus is a little underpowered compared to some of the other classes.

Warrior gets $ every turn, Sorceror gets the taming bonus to all creatures, Alchemist and Blacksmith can make and sell craftables ... but the Archer only gets a chance at finding eggs.

I played a couple of years and only ever found hunterbug eggs - maybe every 3 turns or so. That might be to do with my starting region, or maybe there was a stat I didn't max, or it was sheer bad luck with RNG, I don't know. But it was getting a bit ridiculous.

I think it might be good to make it a much higher chance of finding something, and that something being either eggs/juveniles, meat, or blood maybe. Maybe a tiny chance of an implantable organ, but that might be too OP?

Just making up some numbers here, but say it was a 75% chance of finding something, and if you found something it was a 20% chance of 1-3 random bloods, a 30% chance of an egg or juvenile, and a 50% chance of 2-4 random meats.

Or, you know, along those lines. Just, I was pretty much swimming in spiders by the end of that playthrough.
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I also think the first couple of turns are a bit underwhelming. The hunterbug event seems to happen every play through, but even if you do that on the first turn, there's ... 3? more turns until those eggs hatch and grow up into something you can take into the arena.

I'm not entirely sure what to suggest here ... maybe the ability to 'join' an arena team made up of random npcs?

Rather than the full gold reward and the ability to control the whole team, maybe you only get to control yourself and you get a portion of the usual reward. It wouldn't be a money maker in the mid-to-late game, but it would let you level your character once or twice, earn a couple of hundred gold over the X many turns where you're waiting for your first monsters to grow, and just give you something to do rather than more or less skipping through the first few turns.

Heck, you could even 'disable' it once you became too famous to fight for the glory of another house - or something.

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We need some women. As playable characters and NPCs.

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I'm not entirely sold on how long it takes to build things. I think maybe if slaves contributed to build speed as well as decreasing build costs? Or maybe one of the things you can build is a 'builders hut' or one of those medieval treadmills, and once you build that you can build two things at the same time ...

I don't quite have a fix, just a vague feel that building, say, a hatchling cabin takes 6-ish turns. And then, by the time it's built, you've got babies coming out your ears, and you actually need the larger set of monster chambers now, rather than in another 6 turns.

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On a similar note to building things, do we ever get the ability to control temperature and humidity? I got bored of my Archer before I completed the final tier of building upgrades. But I feel like if we've got runestones and scrolls and magic thingamajigs in the second tier buildings we can probably open a window when it's hot and light a fire when it's cold, right?

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In the base management screen, if I click on a room, I'd like the pop-up to have an option to take me to whatever is inside the room. If I click on my blacksmith's room, I want to be able to go straight to my blacksmith's menu etc.

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ETA: Actually, what is the point of the wolf pack attack ability? Like, all that seems to happen is they all attack at the same time. How is this better/different to me manually clicking through them an attacking a creature one by one? So far the pack attack is actually detrimental, since at least one creature is almost guaranteed to not be flanking, and if I hadn't used the pack attack, the target would have turned around, and I could have hit it from the back with all my wolves sequentially.

Actually, finally, Attacks of Opportunity. I think they have to go.

It makes fights way to static.

Also, why don't I get it if an enemy monster moves away from me?

I think it probably makes more sense for maybe ... insects? to get AoO but I don't see any reason a slow-as-molasses ghyllow should get a free shot at my murderspiders.

I know it's an RPG staple, but I think if you take a lesson from Pathfinder you'll find fights became way more dynamic if not everyone gets that free shot.

As it is right now, we all march up in a line (with one hex between to allow for flanking) and then both teams just stand still and whack at each other. The maps are reasonably sized, but you don't use most of that space because once you engage you can't really move until your opponent dies.
Última edición por Mikkiness; 8 DIC 2022 a las 2:08
SumEdd 8 DIC 2022 a las 8:56 
It would be helpful if when you hover over a warrior/archer/sorcerer/blacksmith/alchemist, and you can not hire them yet, the reputation requirement was displayed.
Kestral 16 DIC 2022 a las 5:46 
QoL Suggestions:

1.) In the load-game popup, an option to sort the games by timestamp. (Edit: I'm not sure what determines the order the saves are listed in.)

2.) When selecting [Main Menu --> Save Game --> Empty] you should be able to immediately start typing a name instead of needing to click on the "Enter Name..." first to give it focus.
Última edición por Kestral; 17 DIC 2022 a las 18:20
Kestral 17 DIC 2022 a las 12:34 
There are two things in the combat system that don't currently make sense together.

1.) Attacks of opportunity currently cannot be dodged. (This means running away is usually simple suicide. The best chance of escape for a wounded character in melee is often to stand still and hope to dodge while allies attempt to finish off the foe.)

2.) HOWEVER when an enemy runs in fear this does not provoke an attack of opportunity at all (note: only the first hex of movement during a "run away" action is immune - after that they may run past other foes and get hit). You'd expect running in panic to be more dangerous than an intentional retreat, but it is the opposite.
Última edición por Kestral; 19 DIC 2022 a las 11:49
evilsplat 21 DIC 2022 a las 9:36 
in the long term adding steam workshop support so people can make their own custom monsters/missions might be cool
Lightword 29 DIC 2022 a las 23:12 
Just had an idea for a new expansion / dlc you could offer later on.
Add a new species to the game:
- avian(birds). Low HP, flying and cannot be hit by melee.
- plant. Like giant pitcher plants, vines, and the like.
Gives a new dimension to the game.
I thought about underground and water based, but those would be harder to implement.
Killer300 30 DIC 2022 a las 18:27 
So, I'm going to split my suggestions into two categories, one for stuff I hope to see soon, other stuff that might be best saved as DLC, depending on how much work it is.

For sooner stuff:

1. Hopefully the archer will get some rebalancing as a player character, so as to insure they're well balanced with the Warrior(which I know you want to adjust in the future), and the Mage whose already excellent as a player character.

2. Crafters need consistently to have access to the resources required for crafting to be worthwhile as player characters. If you add a garden type structure that allows growing of stuff for the alchemist, this can be ignored for that character.

3. There are too few alchemists available for hire, meaning that you either get a guy that sucks, or, it's the end of the game and you have a perfect alchemist essentially. I suspect the same applies to blacksmiths, but on the level of difficulty I'm at, this doesn't come up. A greater range of skill levels would be nice.

4. Obviously, we need female human characters, both for character creation, and just randomly out in the world. I think you've said you want to fix the art somewhere, so maybe when that happens you can fix this too?

For post launch/DLC stuff:

1. Flying creatures, perhaps as part of the Insectoid Class? A new class could be hard to balance, and my idea for flying would be it would help evasion, but all the flying creatures(at base anyway), are very fragile, as they'd be stuff like giant wasps, bees, and such.

2. Aquatic Class, as mentioned, although this could take way too much work, as it'd require new water levels, among other things. Given you already need to, at some point, do a lot of adjustments to the art in the game...

3. Humanoid Monsters, such as Werewolf type creatures. The key with these is that they'd be a hybrid between monsters and humans, but worse than either at their specialty. For example, they could use human weapons, but not armor, while always having some disadvantage versus straight up monsters.
benfa 20 ENE 2023 a las 10:17 
Increase the tactical depth of battles.

Knockback, knockdown. Comabatants could be knocked back one hex, possibly into spiked pit or other hazard. Combatants would have to expend action points to get up.

Trample. Prone combatants could be stomped.

Charge, gore. Horned combatants, such as some sort of bull or unicorn, could inflict extra damage if they move 4+ hexes in a straight line when attacking.

Throwing. A large reptile could bite and fling a smaller enemy. Maybe tear off a limb.

Holding: Combatants could be held in place by a heavy combatant with strong jaws, making their attack and defense less effective. Similar to webbing, could be part of pack attack.

Thrown weapons, such as axes, javelins, etc.

Two-fisted fighting.

Jumping over hexes.
benfa 22 ENE 2023 a las 19:45 
A graveyard of hall of fame for vanquished combatants would be nice. The epitaphs woulds include the stats that were collected while they were alive.
Slug 24 ENE 2023 a las 2:51 
First off, awesome game! Some suggestions...

A family tree for each creature would be cool, so you can look back and check out who has come from where... inbreeding could increase abomination?

Training grounds for monsters, perhaps getting a boost based on loyalty... having only those you use level up in tournaments is a bit rough while you have a whole host of them doing very little.

Reset skill selection in level up window, just for that current selection in case you accidentally click the wrong thing.

+1 for some sort of Necromancer idea

Tech tree - currently seems like a minor add on and could be vastly improved, opening up extra skill options for both humans and the 3 monster types. Adding in extra stances, spells, etc once you've researched those things.

Clicking off screens should close them especially when esc only opens up the menu. Clunky having to go to the X every time.

In the Monster Screen would be nice to have a small tool bar above the Breed Monster button down the bottom to show what is currently breeding and number of turns left... often when leaving that screen I wonder is it still happening.

For female monsters after having given birth, a small number on the green hour glass icon to show how many turns left until they're ready again so you don't have to hover over them all.

After an arena battle have a tool tip pop up when hovering over a badge to show what you just won, rather than having to go and check on the Arena Combat Statistics page.

Double click equipment to auto equip it to your Human in the most appropriate spot

Hovering over equipment in your inventory brings up the currently equipped item on your human so you can easily compare (preferably also with a comparison in green/red next to each stat showing the difference) - like Diablo 3 etc.

In the Alchemists some way to make a "shopping list" or highlight ingredients you're looking for. Even a way to buy them directly from that page when available to save flicking around.

Monster rooms - ways to purchase items to change the temperature and humidity. So you can set up on Chamber with fires and spas to give a room higher heat and more humid for example. Another with ice to reduce temperature etc.

Being able to tailor the rooms to have more desired temperatures and humidity would be quite helpful...

Higher level rooms in general and being able to build all Altars (each become exponentially more expensive perhaps?).
siegfrid24 24 ENE 2023 a las 4:15 
I love the game what i wish is at some point develop some REAL EPIC monster Dragon? Hydra? Real 3 headed hell dog might be for the follow up the monster breeder 2...? But yeah game is fun it has lots of potential to develop.
SumEdd 29 ENE 2023 a las 13:14 
For the sake of accessibility, consider having the druid quest line repeat any quest that is missed (or failed) until it's completed.

So if you miss the egg thieves quest in year one, have it be offered again in year two until it's completed, and then go on to the mage quest etc.

I'm fine with the way it is now, but new players would probably appreciate that.
benfa 29 ENE 2023 a las 16:51 
Removed organs disappear after I remove them. I have research organ removal and implantation.
developer_themonsterbreeder  [desarrollador] 31 ENE 2023 a las 3:15 
Publicado originalmente por benfa:
Removed organs disappear after I remove them. I have research organ removal and implantation.

This can happen because of organ decay or a bug. At Master difficulty settings, organs decay 10% each turn. You can also switch on organ decay at custom difficulty settings.

Items can be stolen when you do not have enough storage capacity. In that case, you get a message at the beginning of the turn.
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Publicado el: 19 ENE 2022 a las 4:45
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