Cassette Beasts 磁带妖怪

Cassette Beasts 磁带妖怪

Living World
Hotklou 11 月 2 日 上午 5:22
Feedback and Wishlist
This is an expansive list of requests and ideas by me, as well as a few bug reports.


1. General stuff:
1.1. Settings to add a set amount of levels to monsters, vanilla NPCs and Living World NPCs (individually-tweakable), which comes into effect after Level Scaling. Combined with the vanilla Level Scaling setting, this will allow you to cause all monsters and NPCs to always be higher level than you for added challenge.

1.2. A setting to make NPC and Partners in your party stay farther away from you. They keep getting in the way.

1.3. If possible, make NPC and Partners in your party pathfind around objects that you've played down. They keep pushing stuff around while I try to solve puzzles.

1.4. A setting to cause there to be additional monsters in any non-bossfight battle, and another setting to tweak how many additional monsters there should be. This setting is to make fights harder for veteran players.
1.4.1. There could also be a setting to add additional reinforcements to battles, which replace monsters in the battle as they fall (like in a fusion swarm event).

1.5. When I've entered the transformation menu, I cannot exit it without choosing a transformation. Please allow me to close the transformation menu without transforming.

1.6. Prevent the transformation menu from opening if keys such as Ctrl, Shift and Alt were already being held down when you press T, as those keys are often used in key combinations for overlays and other apps and in those cases you'd want to use the key combination instead of opening the transformation menu.


2. Improve the Living World NPCs:
2.1. Living World NPCs can now start fights with the player, similar to the stationary vanilla NPC encounters. There could be an option to tweak how often that do this, and when the player wins against them in a fight there will need to be a cooldown period (which could also perhaps be made configurable) before that specific Living World NPC can start a fight again. There could also be a cooldown period after a player finishes with a fight with ANY monster or NPC, to prevent annoying back-to-back fights.
2.1.1. Alternatively, instead of just starting a fight with the player they respectfully challenge the player to a duel, and the player can choose to either accept or decline the challenge. Perhaps there could be a chance for them to just start a fight and a chance to instead give the player this option to deny the challenge. Or perhaps the Living World NPCs spawned from resurrected vanilla NPCs just attack you, whereas completely new Living World NPCs are the ones that challenge you and give you a chance to refuse. Or perhaps Living World NPCs spawned from resurrected vanilla NPCs, and any other Living World NPCs that you have beat at least once, will ask for a duel since they respect you, but everyone else will force you into a duel until you've beat them at least once (though the cooldown will still activate after the fight regardless of the outcome, to prevent back-to-back fights).
2.1.2. It would also be very cool if Living World NPCs started fights with each other and we could spectate them fighting.

2.2. Allow us to start friendly duels with Living World NPCs who are in our party.

2.3. Settings to tweak how strong and intelligent Living World NPCs are, similar to the vanilla AI Smartness and Level Scaling settings. Personally, I'd use this to make them less powerful.

2.4. A "Very Low" option for the NPC Population setting.
2.4.1. It would also be nice if there was an option to make the population of Living World NPCs vary from day to day, so that some days there are very few running around than usual and other days there are more than usual.

2.5. Living World NPCs can sometimes group up and then act as if they are in a party, entering fights and raids together, if possible.
2.5.1. Allow Living World NPCs to do a fusion. Perhaps they can both fuse with each other and ask the player to do a fusion with the player.


2.6. If a Living World Partner NPC is in your party, allow you to swap them and the real Partner that you are currently grouped up with - despawning the Living World Partner NPC, adding their real Partner counterpart to your party while removing your former real Partner from the party, and spawning your former real Partner as a Living World Partner NPC that is in your party.

2.7. Make Living World NPCs less prone to getting stuck. They often get stuck when using the magnetism ability to hover up to those poles, leading to them just hanging there forever.

2.8. Living World NPCs that are not in your party should sometimes flee the fight.

2.9. Living World NPCs have persistent character and tape health, and a limited amount of uses for their items per day. Their character and tape health shouldn't always be full at the start of the battle. If it would be too much to do for the wandering Living World NPCs, perhaps this should only be done for ones that are in your party. Items are very powerful in the hands of the Living World NPC, and currently I feel that they're too powerful because of how they can be used infinitely heal the player without the player even needing to skip a turn.
2.9.1. It would be nice if we could have a setting to tweak how many items they have access to, when they refresh their item inventory, and how frequently they use items. Perhaps their item inventory could scale along with the player, having access to few items at the start and getting access to more as the player buys upgrades at the town.
2.9.2. Another setting that could be added is one to control the Living World NPC's targeting priority when using support items. One option for this new setting could leave it as-is, another option could make the Living World NPC prioritise themselves and make it unlikely that they'll target the player or the player's real Partner, and lastly yet another option could make them unlikely to target themselves and more likely to target the player instead.

2.10. Add conditions that, when met, cause Living World NPCs to leave your party automatically. E.g. perhaps they leave if all or most of their tapes are broken during a fight, or if their character takes too much damage during the fight or gets knocked out? Living World Partners could have a higher tolerance, or not leave at all.

2.11. Settings to tweak how often Living World NPCs attempt to record monsters, or at least make them less likely to attempt to record anything if there are only common monsters in the battle.

2.12. I entered a battle and when I came out of it I noticed a Living World NPC nearby who is stuck in standing in place while the glitch/static animation (that is used for transformations) is playing. He never moved again but did eventually despawn. I think this happens when a Living World NPC starts a transformation just as you're entering a battle.

2.13. The Living World NPC in my party smacked himself in the face with his own dice attack. None of the characters in the fight have any statuses that would explain this behaviour. Weird.

2.14. A new difficulty option to make enemies stronger the fewer of them there are (so if there are less than the max amount of enemies, they get stronger), excluding fused enemies and any enemies in bossfights.
2.14.1. Conversely, make characters on the player's team weaker the more of them there are (starting with the third character). So if you're teaming up with people in multiplayer or are using a Living World NPC to increase the size of your party, this will reduce the stats of yourself and your allies if there are more than 2 in the fight.

2.15. Let us spectate Living World NPCs fighting rogue fusions.


3. Improve the Card Game:
3.1. The label that announces whose turn it is and who wins/loses should have a less springy exit animation. Make it a bit smoother.

3.2. Allow us to view our draw pile. The cards can be sorted alphabetically and not in draw order - this is just so that we can quickly and easily check which cards are still possible to draw mid-match.

3.3. Similar to 3.2, allow us to view the opponent's deck, but with a catch. The opponent's deck view starts out blank, and as the opponent plays cards then the game dynamically updates the opponent's deck view with cards that have been previously seen during the match. This is just to help you keep track of what cards you could perhaps encounter again in future rounds.

3.4. Add some filtering/search options for the Card Collection. E.g. filter by name, attack, defence, copies owned, special editions (foil).

3.5. Add an in-game tutorial that you can view through the press of a "Help" or "?" button that tells you all the rules of the Card Game. There could be tutorials for the game rules and for the deck building rules.

3.6. Similar to how we can trade stickers with Living World NPCs, allow us to also trade cards with them.

3.7. Allow us to dismantle cards to get a special currency that can be spent at a new vendor to buy a new random card. Special edition cards (such as those rainbow foil cards) dismantle for much more. You can also spend a lot more to buy a random foil card.

3.8. Consider adding a Re-Release mechanic, where putting multiple of the same card next to each other in play causes them to gain (slightly) higher stats. This was inspired by the Tape Re-Release mod and monster auto-battler games. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3369692374
3.9. Let us save multiple decks of cards. To choose which one we want to play with, you could make it necessary to either pre-select a deck as the "active deck", or you could bring up a window to select a deck before the match starts. The decks should be able to be renamed. The decks could perhaps display the average attack and defence value of the cards in it. If the deck is made up of only rainbow/foil cards, it could perhaps have the raindow shader in the deck list.

3.10. Let us toggle the visibility of both owned and unowned cards - unowned cards would be grayed out to distinguish them. Let us additionally also toggle the visibility of special edition (foil) cards.

3.11. In the Card Collection, those flickering arrows that indicate that you can scroll up/down more could perhaps be resprited and turned into buttons that can be clicked to scroll up/down one card/one row of cards/one page of cards. When at the top/bottom the arrow should still disappear as usual. Even if you do not like the sound of making it a button, I think the current arrow could use a new sprite to make it fit in slightly better.
最后由 Hotklou 编辑于; 11 月 8 日 上午 5:34
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NCrafters  [开发者] 11 月 3 日 上午 7:51 
Hey there! I appreciate the well thought out feedback on this. I'm a bit swamped as it is with another project though, so I'm probably not going to be able to work on this any time soon.

Regarding this point on the wandering NPCs:
引用自 Hotklou
2.5. Living World NPCs can sometimes group up and then act as if they are in a party, entering fights and raids together, if possible.
This is actually already a thing, it just doesn't occur that often because it requires them to interact with each other first. When it does happen you'll see them following each other around and join battles they can fit all members into. They'll also join as a team when you challenge one of them to a battle.
Hotklou 11 月 3 日 上午 9:04 
引用自 NCrafters
Hey there! I appreciate the well thought out feedback on this. I'm a bit swamped as it is with another project though, so I'm probably not going to be able to work on this any time soon.
Perfectly understandable. Good luck and have fun! Cassette Beasts will still be here whenever you're ready to continue work on this mod. :D

引用自 NCrafters
This is actually already a thing, it just doesn't occur that often because it requires them to interact with each other first. When it does happen you'll see them following each other around and join battles they can fit all members into. They'll also join as a team when you challenge one of them to a battle.
That's cool! I'll keep an eye out, then. It definitely sounds like fun to fight against.
最后由 Hotklou 编辑于; 11 月 3 日 上午 9:05
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