Nomad Idle

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Bestiary Lock tuning
Hi, would it be possible for Bestiary Lock to stop at Last possibile stage where a given mob is available? ie. Stage 2 for squirrel not stage 1?
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Showing 1-9 of 9 comments
technopl Feb 6 @ 12:12am 
A bit of a explanation.
If I turn it on, it will stop at Stage 1, when it's filled up, it move to stage 2 and both it and Ladybug will show. So it wastes some time due to that.
That's actually not fully efficient, either - doing it at odds and x0 is more efficient. Reason: every mob appears on exactly one odd-numbered stage or the x0s, while some mobs appear on no evens or multiple evens (4, 5, 6 is a common "multiple evens").

So the most efficient way would be to have it be x1, x3, x5, x7, x9, x0 as where the character stops. This covers every mob with no repeats, at least, for the currently-released areas. Though the dev said in another thread that they don't want to focus on optimizing it, so unless that changes, it's unlikely efficiency will be given.
KMNODY Feb 6 @ 10:04am 
Originally posted by RogueFireWolf:
That's actually not fully efficient, either - doing it at odds and x0 is more efficient. Reason: every mob appears on exactly one odd-numbered stage or the x0s, while some mobs appear on no evens or multiple evens (4, 5, 6 is a common "multiple evens").

So the most efficient way would be to have it be x1, x3, x5, x7, x9, x0 as where the character stops. This covers every mob with no repeats, at least, for the currently-released areas. Though the dev said in another thread that they don't want to focus on optimizing it, so unless that changes, it's unlikely efficiency will be given.
this is what i found as well, 1 3 5 7 9 10 is the best
The Fox Knocks  [developer] Feb 7 @ 2:56am 
Originally posted by technopl:
Hi, would it be possible for Bestiary Lock to stop at Last possibile stage where a given mob is available? ie. Stage 2 for squirrel not stage 1?

I get this question enough that I actually added it to the FAQ in our Discord[discord.com]. I'll copy and paste that here.

Q: Can you please make the Bestiary Lock smarter?
A: I get this question a lot so I wanted to add it here. So, to answer the question - nothing is impossible, of course it can be done. However, I genuinely don't want to. I get this may sound odd, especially for an idle game, but I really don't want this feature to be hyper-optimized. I don't see much value in it. It completely works as it's currently implemented and I'm trying to not make farming the Bestiary so super tedious that this feels necessary to begin with.

There's also situations where you may not want to do this. The more enemy variety in a Stage, the more spread the enemy types are. If you complete 1 enemy Bestiary entry, that enemy is now useless, but you're still farming the Stage that it's spawning on because the other enemy/enemies aren't completed in your Bestiary yet. This pivots to being less optimal. It's a mess. I'd rather just leave it how it is.
Originally posted by The Fox Knocks:
If you complete 1 enemy Bestiary entry, that enemy is now useless, but you're still farming the Stage that it's spawning on because the other enemy/enemies aren't completed in your Bestiary yet. This pivots to being less optimal. It's a mess. I'd rather just leave it how it is.

That's how it is now. Why? Because if you complete the entry for the mob on Stage x1, you'll then go to Stage x2... where the mob from Stage x1 is also. This translates into you killing roughly twice as many of the mob from Stage x1 than if you went straight from Stage x1 to Stage x3. And then when you finish Stage x2 and move on to Stage x3, you'll end up killing the mob from Stage x2 again, resulting you killing roughly 2x as many of them. Rinse and repeat.

Whereas if you skip the evens and just do x1, x3, x5, x7, x9, x0, you'll have much fewer "extra" kills of a mob. Far fewer than slaying roughly 2x as many of it. So if your goal is to minimize the "extra" kills of a mob... you're going about it the wrong way and are causing far more kills of the mobs than necessary.

Sure, it's not a problem early on - but when you start needing to kill 25K, 50K, 100K mobs for an entry? It ends up taking much longer because of all of the extra kills. When I do just the odds and x0, it doesn't take much longer to finish the second entry for that stage than it does for the first.
Last edited by RogueFireWolf; Feb 7 @ 5:29am
In the "I may be crazy" train of thought I was thinking it'd be nice if the 'bestiary lock' was in the bestiary and you could set it to specific enemies (for example if you're trying to up a certain stat).
Just an idea : that could simply be an option on the game where the bestiary lock runs in an "first" or a "last" mode. So either it works like it does now, the first time it seems the mob, or in a different mode where it stops when the next stage won't contain one of the current stage mob that isn't finished.

Then let players choose what they want to play with.

I'm always a fan of having a bit more control over automation in my idle game, but I agree that this shoudn't become a burden.
another add: maybe the lock should only be triggered after the first death. otherwise you lose out on catch-up-XP. and farming for like 6h with or without an (eg) 3x XP multiplier makes quite a difference.
NoopMoney Feb 18 @ 11:49am 
fwiw I think it's super reasonable that the automatic option works perfectly fine, but is a little suboptimal.
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