- Oct 26, 2018
- 8
- 5
guyverek
It's understandable to get angry when someone criticizes the work you're doing for free, and it's up to you whether to share it or keep it private. Many will miss your mod, I'm sure of it, but no one has the right to demand anything, we've already received a lot from you
About the balance stuff and just general ideas:
It's understandable to get angry when someone criticizes the work you're doing for free, and it's up to you whether to share it or keep it private. Many will miss your mod, I'm sure of it, but no one has the right to demand anything, we've already received a lot from you
About the balance stuff and just general ideas:
- Profession costs are actually fine in my opinion, there're some early game professions that don't cost too much and late game ones, that you can get later in sandbox section of the game.
- Essence upgrade chances feel lower after 0.3.0.0, and while this shouldn't be an issue during sandbox, I have to build brothel first and then focus on getting feral 3 if I want to have a chance to get past first minotaur request (tried this only on hard, on easy you can probably get away with just creating enough of the with origin DNA).
- How about taking into account number of different essences already present in same gender parent when trying to add another one? So, first essence in almost guaranteed (less "empty" slaves and monsters), second has the same chances as now, and from third on chances to add new essence are lower and lower (so, harder to breed slave with all essences, and less clutter overall)
- Really miss health regen upgrade for slave cages, high-health slaves take ages to get back to full health. Maybe scaling regeneration with max health?
- As I understand, (most) room upgrades effects are disabled, but the upgrades themselves are still there. So, is it possible to remove disabled upgrades, as was done with slave cages (which now have only classroom)?
- Is it possible to make pixies work even when boxes in "pixy detail options" are unchecked? Currently, this menu acts as both "allowed jobs" and "default jobs", so all new slaves get corresponding boxes checked and pixies do only these jobs. If you then add another job only to certain salves (capsule usage, for example), pixies won't do this until you add this job to their options (which also makes in default for all new slaves)
- Scaling pixie requirements with their number. For example, each pixie adds 20% to the required number of disassembled slaves, not cumulative (so, first pixie is 20, second is 24, 5th is 40, 5/6/10 correspondingly if you get all upgrades)
- Scaling slave buy prices with time (capped at 50th day)
- Taking slave and monster essences into account when selling
- More room levels? Same graphic (maybe slight recolor), but more expensive and with built-in upgrades, for example, lvl2 slave cage has +2 health regen and costs 1000, lvl3 has +4 regen and costs 5000, hospital cures disease and costs 10000
- Monster training? Similar to professions, to add incentive to buy monsters past the first one