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  <title>Ideas for Wantless</title>
  <subtitle>Ideas for Wantless as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://wantless.featureupvote.com"/>
  <id>pr_oe3kmcbejxgeqky</id>
  <updated>2023-11-07T09:19:59Z</updated>
  <entry>
    <title>Synthesizing duplicate synapses should retain rarity</title>
    <link href="https://wantless.featureupvote.com/suggestions/566710/synthesizing-duplicate-synapses-should-retain-rarity"/>
    <id>sug_5w8oqiyd5dvgp75</id>
    <published>2024-07-13T01:16:57Z</published>
    <updated>2024-08-12T06:46:05Z</updated>
    <content type="text/plain">A little surprised this hasn't been offered but I find it odd that synthesis resets the rarity to common. It feels like the system should allow parallel upgrading as you progress. So that it takes the same number of Twin I copies to get to a Twin III - Rare going either route. Allowing me to get to a Twin II - Rare synapse for some time before I decide to work towards the Twin III - Rare.</content>
  </entry>
  <entry>
    <title>Irrevocably disconnected</title>
    <link href="https://wantless.featureupvote.com/suggestions/563004/irrevocably-disconnected"/>
    <id>sug_eoykd9molxw005e</id>
    <published>2024-06-26T02:42:15Z</published>
    <updated>2024-06-26T06:55:50Z</updated>
    <content type="text/plain">It impossible to tell which minion in a room with 4 that has cast this on me and I dont know which one to kill first. I quite often die as I have kill 3 others which didnt cast the skill on me.&#13;
It would be good to have some symbol or some thing that indicated which minion I need to kill please</content>
  </entry>
  <entry>
    <title>rewind</title>
    <link href="https://wantless.featureupvote.com/suggestions/561477/rewind"/>
    <id>sug_23b10isg9awlxb8</id>
    <published>2024-06-17T19:44:44Z</published>
    <updated>2024-06-19T09:02:59Z</updated>
    <content type="text/plain">restart the stage</content>
  </entry>
  <entry>
    <title>Equipment Sets</title>
    <link href="https://wantless.featureupvote.com/suggestions/557615/equipment-sets"/>
    <id>sug_lv3zgccb75vgpkt</id>
    <published>2024-05-30T09:23:25Z</published>
    <updated>2024-06-19T09:02:56Z</updated>
    <content type="text/plain">Just like there are skill sets and mind trees, it would be nice to be able to swap to a saved equipment set to go with the skill set and mind tree.</content>
  </entry>
  <entry>
    <title>Transparency of all tooltip windows - HUD.</title>
    <link href="https://wantless.featureupvote.com/suggestions/547128/transparency-of-all-tooltip-windows-hud"/>
    <id>sug_ty79onuseiu7phm</id>
    <published>2024-04-21T18:12:34Z</published>
    <updated>2024-04-22T06:52:03Z</updated>
    <content type="text/plain">The option to set the transparency of all tooltips and labels, especially during battle, would be very helpful. I would also consider scalable windows an improvement.</content>
  </entry>
  <entry>
    <title>Highlight or sort synapses which synergize with synapses already loaded into the Neural Forge</title>
    <link href="https://wantless.featureupvote.com/suggestions/544899/highlight-or-sort-synapses-which-synergize-with-synapses-already-loaded-into-the"/>
    <id>sug_5pdsqtb6gmek71z</id>
    <published>2024-04-09T21:05:51Z</published>
    <updated>2024-04-12T07:29:48Z</updated>
    <content type="text/plain">QoL - On loading an Effect Synapse into the Neural Forge, perhaps the Form and/or Efficiency Synapses which have a quality-based synergy could be highlighted in some fashion.&#13;
&#13;
  For example, many of the Efficiency synapses of higher quality, i.e. uncommon or rare etc, have a boost like: "-x% discipline cost if used with x effect". Having some sort of indicator on Synapses which have this keyword synergy would help to create those sweet min-max abilities that we planned 5 shops ago and forgot about.</content>
  </entry>
  <entry>
    <title>% based damage or healing likely should have different rules for bosses or elite enemies.</title>
    <link href="https://wantless.featureupvote.com/suggestions/541315/based-damage-or-healing-likely-should-have-different-rules-for-bosses-or-elite-e"/>
    <id>sug_twrcww2tr42zxtr</id>
    <published>2024-03-23T21:21:43Z</published>
    <updated>2024-03-25T09:21:58Z</updated>
    <content type="text/plain">Currently, burning ground / foul ground apply equally to all targets.  This creates a problem because it means any long fight can quickly become impossible because a monster walks across multiple tiles of foul ground (especially since they leave foul ground behind by movement) or trivialized by applying burning ground and then knocking enemies through it.&#13;
&#13;
This is doubly problematic given one of the summons casts burning ground - which, combined with Shriek - or something echo'ing - rapidly trivializes any amount of hp soak.&#13;
&#13;
The fact that this is rewarding / punishing isn't the real issue - but likely that the payoff amounts should be different for "normal" small fry enemies and larger "kind of a big deal" enemies.  Perhaps % based damage or healing becomes less effective with neural enhance level - as the large amount of HP bloat in neural enhancements greatly magnifies the above issue.</content>
  </entry>
  <entry>
    <title>Undo last turn</title>
    <link href="https://wantless.featureupvote.com/suggestions/540956/undo-last-turn"/>
    <id>sug_fzoyiadjntm0aog</id>
    <published>2024-03-21T19:50:44Z</published>
    <updated>2024-03-22T09:31:11Z</updated>
    <content type="text/plain">An ability to where you can undo your last turn if you make a mistake I feel the game is far too punishing if you missclick or make a slight tactical error...</content>
  </entry>
  <entry>
    <title>Fusion discovery guide</title>
    <link href="https://wantless.featureupvote.com/suggestions/533090/fusion-discovery-guide"/>
    <id>sug_cndh7h95cnkww5a</id>
    <published>2024-02-11T03:24:03Z</published>
    <updated>2024-03-12T17:17:02Z</updated>
    <content type="text/plain">Some kind of in-game guide for discovered fusions would be nice. A lot of the fusions have upgrade paths that seem completely random, so it's not very intuitive to remember.&#13;
&#13;
Once you've done an upgrade, the tooltip for the new version can say "Upgraded from X", and the old version can say "Next upgrade tier is X".&#13;
&#13;
Of course, a full page chart showing skills with upgrade paths would be nice, but implementing a simple tooltip would be much easier to do quickly.</content>
  </entry>
  <entry>
    <title>Please Show Line of Sight for Destination</title>
    <link href="https://wantless.featureupvote.com/suggestions/521547/please-show-line-of-sight-for-destination"/>
    <id>sug_xbu9ooobrpqdo11</id>
    <published>2024-01-13T00:10:42Z</published>
    <updated>2024-01-22T14:29:26Z</updated>
    <content type="text/plain">When using a movement skill, or when simply moving, PLEASE allow us to see the line of sight zone that our character will have when arriving at the destination. I can't tell you how many movement points I wasted, and turns that I ruined by not knowing exactly what the line of sight would be when arriving at the destination, or when moving. Not everyone may want this feature however, so it's probably left as a toggled setting, which can be turned on or off as desired.&#13;
&#13;
For a game where planning your moves is a central part, this is essential.</content>
  </entry>
  <entry>
    <title>Let Coolown factor in Efficiency</title>
    <link href="https://wantless.featureupvote.com/suggestions/517638/let-coolown-factor-in-efficiency"/>
    <id>sug_44g8daliabeppzf</id>
    <published>2023-12-27T19:40:59Z</published>
    <updated>2024-01-10T14:47:34Z</updated>
    <content type="text/plain">Currently in EA v 0.1.701&#13;
&#13;
Problem :&#13;
&#13;
The Efficiency is off balance: &#13;
High AP cost is compensated by reduced Discipline and very low Efficiency bonus&#13;
For and extra 50% AP cost, we only get a 5% Efficiency bonus.&#13;
High Cooldown is compensated by reduced Discipline.&#13;
&#13;
The Discipline tradeoff doesn't work :&#13;
For Commitment builds, Discipline is abundant and 2 AP synapses are the best choice (despite high Discipline cost).&#13;
For non-Commitment builds, 2AP synapses are the best choice (the meager Efficiency bonus is not worth the AP).&#13;
&#13;
Proposed changes : &#13;
&#13;
High Cooldown also augment by Efficiency bonus.&#13;
Efficiency bonus scales exponentially with AP cost and Cooldown.&#13;
Small Efficieny malus for 0 Cooldown synapses.&#13;
Lower Cooldown synapses should have greater Discipline cost.&#13;
Commitment not on the Discipline path.&#13;
&#13;
What do you think ?</content>
  </entry>
  <entry>
    <title>Sort items by recent</title>
    <link href="https://wantless.featureupvote.com/suggestions/516812/sort-items-by-recent"/>
    <id>sug_d4fzw8un6ihhxhp</id>
    <published>2023-12-23T01:53:47Z</published>
    <updated>2024-01-10T14:46:31Z</updated>
    <content type="text/plain">Just a way to sort items by recent so you can sell quest items quickly when you're just trying to max out reputation.</content>
  </entry>
  <entry>
    <title>Don't dismantle skills when upgrading one of their synapses</title>
    <link href="https://wantless.featureupvote.com/suggestions/513716/dont-dismantle-skills-when-upgrading-one-of-their-synapses"/>
    <id>sug_pvqkw0qyqun4mbw</id>
    <published>2023-12-11T11:09:00Z</published>
    <updated>2024-01-22T14:32:32Z</updated>
    <content type="text/plain">Currently skills only remain intact when their synapses are upgraded if you have the skill selected and go immediately back to it upon upgrading. Changing this so skills automatically retain synapses that have been upgraded would save players a lot of accidentally dismantled skills.</content>
  </entry>
  <entry>
    <title>Clearer and more reliable triggering of the Cruel Tri-Perpetuation efficiency synapse</title>
    <link href="https://wantless.featureupvote.com/suggestions/513691/clearer-and-more-reliable-triggering-of-the-cruel-triperpetuation-efficiency-syn"/>
    <id>sug_vyohu5zk1dk0cmp</id>
    <published>2023-12-11T08:09:34Z</published>
    <updated>2024-01-22T14:29:34Z</updated>
    <content type="text/plain">Skill refresh for the efficiency synapse that makes skill available again upon direct kill does not reliably trigger even when kill icon was present and direct kill has obviously happened.</content>
  </entry>
  <entry>
    <title>Add ability to see what possible modifiers can roll on a synapse.</title>
    <link href="https://wantless.featureupvote.com/suggestions/513561/add-ability-to-see-what-possible-modifiers-can-roll-on-a-synapse"/>
    <id>sug_dewlpbavmvrs2h4</id>
    <published>2023-12-10T15:25:06Z</published>
    <updated>2023-12-11T07:29:44Z</updated>
    <content type="text/plain">Would be nice to see what modifier can be rolled on a synapse and what the requirement are for it to be the case!</content>
  </entry>
  <entry>
    <title>Ship system influencing item acquisition</title>
    <link href="https://wantless.featureupvote.com/suggestions/513536/ship-system-influencing-item-acquisition"/>
    <id>sug_94egoyvhal2kkvw</id>
    <published>2023-12-10T11:55:45Z</published>
    <updated>2023-12-11T07:30:09Z</updated>
    <content type="text/plain">Addition of a ship system that offers the ability to increase/decrease the probability of acquiring specific synapses.</content>
  </entry>
  <entry>
    <title>Item rewards for mission achievements</title>
    <link href="https://wantless.featureupvote.com/suggestions/513535/item-rewards-for-mission-achievements"/>
    <id>sug_d16mel0k6cp5gd4</id>
    <published>2023-12-10T11:52:26Z</published>
    <updated>2023-12-11T07:30:24Z</updated>
    <content type="text/plain">Accomplishing side objectives like Diligent and Surgeon (clearing the room in 1 or 2 turns) or the one for winning without taking damage, could reward items corresponding in rarity to the difficulty of the achievement.</content>
  </entry>
  <entry>
    <title>Improve re-spect mechanic so that we do not lose crafted skill made with Eclectism/Vision</title>
    <link href="https://wantless.featureupvote.com/suggestions/513457/improve-respect-mechanic-so-that-we-do-not-lose-crafted-skill-made-with-eclectis"/>
    <id>sug_4jwgvbz5cp3tumt</id>
    <published>2023-12-09T21:07:48Z</published>
    <updated>2024-04-12T07:53:34Z</updated>
    <content type="text/plain"># The problem&#13;
&#13;
Right now the only way to re-spect is to have all sills point refunded. &#13;
This is problematic with Eclectism/Vision because once we lose them, skills made with those are dismantled automatically.&#13;
&#13;
*I'm not 100% sure which if both of them do that but I have skills being dismantled every time I re-spect*&#13;
&#13;
# Possible Solutions&#13;
&#13;
- Instead of refunding everything, allow us to enter "re-spect mode" which allows us to unlearn specific nodes for points (probably the best way)&#13;
    - Note that a warning that skills will be dismantled if you unlearn Eclectism/Vision would be great.&#13;
- Do not dismantle skills until we get out of the Mind Tree. That way we can re-choose everything without problems.</content>
  </entry>
  <entry>
    <title>Reduce the number of identical synapses required to upgrade quality from 4 to 3</title>
    <link href="https://wantless.featureupvote.com/suggestions/513218/reduce-the-number-of-identical-synapses-required-to-upgrade-quality-from-4-to-3"/>
    <id>sug_zortdamouvtdmok</id>
    <published>2023-12-08T07:08:50Z</published>
    <updated>2023-12-08T08:19:27Z</updated>
    <content type="text/plain">Requiring 4 identical synapses to level up the quality of the first puts too strong a damper on progression of upgrading synapses. Lowering that to 3 would allow players to explore crafting top-tier synapses without grinding.</content>
  </entry>
  <entry>
    <title>Reduced enemy health regen from effects like foul ground and feast</title>
    <link href="https://wantless.featureupvote.com/suggestions/513217/reduced-enemy-health-regen-from-effects-like-foul-ground-and-feast"/>
    <id>sug_kij0hfgtvhndcqu</id>
    <published>2023-12-08T06:59:43Z</published>
    <updated>2024-04-12T07:54:17Z</updated>
    <content type="text/plain">Enemy health regen, particularly from tile effects like foul ground (5% of max HP per tile) and abilities like feast (full regen) can scale and add up so much faster than damage in some high-tier battles that some fights can become literally unwinnable. Enemy health regen should be balanced with regards to level.</content>
  </entry>
  <entry>
    <title>New Grief-damage affliction "Envy" that damages on healing</title>
    <link href="https://wantless.featureupvote.com/suggestions/513215/new-griefdamage-affliction-envy-that-damages-on-healing"/>
    <id>sug_v6oiptpjbs2l1nn</id>
    <published>2023-12-08T06:54:42Z</published>
    <updated>2023-12-08T08:20:18Z</updated>
    <content type="text/plain">Synapse for new affliction called Envy that deals grief damage whenever the caster gets healed. Would allow even more complex combos with Drain, Fragilize, Hyper-empathy, and Oppress.</content>
  </entry>
  <entry>
    <title>Multi Select Recycle</title>
    <link href="https://wantless.featureupvote.com/suggestions/512465/multi-select-recycle"/>
    <id>sug_i5gcobmd7uejrgl</id>
    <published>2023-12-05T05:40:58Z</published>
    <updated>2024-01-22T14:37:18Z</updated>
    <content type="text/plain">Currently at endgame and somewhat gated by knowledge for rerolls. Recycle probably would supply my needs but it is currently very tedious to recycle unwanted synapses. As I believe someone mentioned on forums, it would be nice to have a quicker way to recycle.</content>
  </entry>
  <entry>
    <title>Faster animations</title>
    <link href="https://wantless.featureupvote.com/suggestions/512452/faster-animations"/>
    <id>sug_bfhujcfjsucxely</id>
    <published>2023-12-05T03:07:35Z</published>
    <updated>2024-01-22T14:32:10Z</updated>
    <content type="text/plain">Option to speed up all animations. Turns take a long time when we have 5+ enemies that acts...</content>
  </entry>
  <entry>
    <title>Naration</title>
    <link href="https://wantless.featureupvote.com/suggestions/512417/naration"/>
    <id>sug_m9bhv4xq8jfsese</id>
    <published>2023-12-04T22:34:57Z</published>
    <updated>2023-12-05T07:55:10Z</updated>
    <content type="text/plain">The narration of the stories and the main story, should be done in a comic strip format. This will help with the immersion, and will share some more details about the world the characters live in. The content of naration should be for mature audience, and not too overly agresive with modern agendas like woke culture content, even though it fits the dystopian environment the game takes place. Keeping the level mature  and realistic is what will keep the characters progress in a mentaly diseased world. Failing to keep a mature level of naration will not create a memorable experience for the players.In terms of the games story.</content>
  </entry>
  <entry>
    <title>Lock or Reroll Specific Modifiers</title>
    <link href="https://wantless.featureupvote.com/suggestions/512389/lock-or-reroll-specific-modifiers"/>
    <id>sug_lkmjlosioweruks</id>
    <published>2023-12-04T20:50:36Z</published>
    <updated>2024-01-22T14:31:52Z</updated>
    <content type="text/plain">Would be nice to have some way to lock desirable modifiers on my journey to creating the ultimate synapse. Alternatively an option to reroll only specific modifiers possibly at a higher cost. Just a little something to give a little more control and reduce some grind.</content>
  </entry>
  <entry>
    <title>Deeler's Shop</title>
    <link href="https://wantless.featureupvote.com/suggestions/512240/deelers-shop"/>
    <id>sug_exxzl64hjpmo9jn</id>
    <published>2023-12-03T22:31:42Z</published>
    <updated>2023-12-04T07:48:42Z</updated>
    <content type="text/plain">Its UI/UX is rather inconvenient - ex. you see that he sells Poison I 31-45. Can you answer a question "Is that synapse actually better that the ones I have in inventory?" - NOPE, you can't because you can only see total quantity of the synapses you have, but to check their stats you have to switch to Neural Forge, and manually search for them to compare. Repeat for all other items. Atrocious design.&#13;
&#13;
HOW TO IMPROVE:&#13;
On right mouse click on an item in Deeler's inventory replace/filter the list of your items to sell with the items corresponding to the right-clicked one.</content>
  </entry>
  <entry>
    <title>Let us see rewards from inside the transposition</title>
    <link href="https://wantless.featureupvote.com/suggestions/512235/let-us-see-rewards-from-inside-the-transposition"/>
    <id>sug_tdjykehqmzn3c2v</id>
    <published>2023-12-03T21:51:09Z</published>
    <updated>2023-12-04T07:49:02Z</updated>
    <content type="text/plain">Once we're in a transposition we can't see what the transposition's reward are.&#13;
&#13;
You are "screwed" if you don't remember and can't decide if it is worth if to go deeper or not.</content>
  </entry>
  <entry>
    <title>Grief-Stricken Effect Synapse</title>
    <link href="https://wantless.featureupvote.com/suggestions/510099/griefstricken-effect-synapse"/>
    <id>sug_4hpzqydk9derzzb</id>
    <published>2023-11-22T22:54:49Z</published>
    <updated>2023-11-23T08:48:04Z</updated>
    <content type="text/plain">An effect synapse that creates a debuff on an enemy. If any enemy (without the debuff) dies, the subject of the debuff takes a large amount of Grief damage (because they're so distraught from losing their friend!)</content>
  </entry>
  <entry>
    <title>Shield Break Effect Synapse</title>
    <link href="https://wantless.featureupvote.com/suggestions/510098/shield-break-effect-synapse"/>
    <id>sug_apxitfswhdfg931</id>
    <published>2023-11-22T22:50:50Z</published>
    <updated>2023-11-23T08:48:20Z</updated>
    <content type="text/plain">Simple suggestion: an Effect Synapse that deals typed damage (Pain, Fear, Grief) but only to Shields. It could have better damage scaling or efficiency than other Effects since it is so specific/niche.</content>
  </entry>
  <entry>
    <title>Quick Play/"Roguelike" Mode</title>
    <link href="https://wantless.featureupvote.com/suggestions/510012/quick-playroguelike-mode"/>
    <id>sug_xizm5hhmprfkgbe</id>
    <published>2023-11-22T16:26:55Z</published>
    <updated>2023-11-22T16:27:36Z</updated>
    <content type="text/plain">(obviously not an immediate need but could be a fun side-mode much later on).&#13;
&#13;
A mode that gives you a random smattering of tier-appropriate synapses/gear/mind tree points, gives you a chance to build a loadout, and throws you into an extended Mind Dungeon that gets harder as you go (higher instability cap, deeper depth, new patient modifiers). Transposition loot rewards now provides things like healing, Awareness, and room clear buffs.&#13;
&#13;
A mode like this would limit one's build choices and ignore long-term-rewards, and thus encourage improvisation and difficult tactical play.</content>
  </entry>
  <entry>
    <title>Mind Tree planning mode/view</title>
    <link href="https://wantless.featureupvote.com/suggestions/509053/mind-tree-planning-modeview"/>
    <id>sug_o3afjjws2u7a7qp</id>
    <published>2023-11-17T00:42:18Z</published>
    <updated>2023-11-17T09:37:47Z</updated>
    <content type="text/plain">It could be interesting to let the player "chart the course" of the path he wants to follow in the Mind Tree. I often forget what I was working towards and remember after having spent the level up point</content>
  </entry>
  <entry>
    <title>Don't change name and icon of skill automatically (while forging)</title>
    <link href="https://wantless.featureupvote.com/suggestions/509052/dont-change-name-and-icon-of-skill-automatically-while-forging"/>
    <id>sug_0i3288xrikzbfjw</id>
    <published>2023-11-17T00:38:12Z</published>
    <updated>2024-01-22T14:31:06Z</updated>
    <content type="text/plain">Provide a way to lock the name and icon of the skill while I'm editing it. Maybe I just want to change the order of the synapses or substitute one synapse for a higher tier one, but I want to keep the custom name and icon I set for it. Currently I need to rewrite the custom name and choose the icon again when I do this.</content>
  </entry>
  <entry>
    <title>Auto-pickup for any memories/treasures on objective complete</title>
    <link href="https://wantless.featureupvote.com/suggestions/508838/autopickup-for-any-memoriestreasures-on-objective-complete"/>
    <id>sug_nwps6swrifwy5ni</id>
    <published>2023-11-16T03:05:48Z</published>
    <updated>2023-11-16T08:55:01Z</updated>
    <content type="text/plain">minor QOL thing where we can jst extract on objective complete without having to stay just to pick up the remaining memories/treasures</content>
  </entry>
  <entry>
    <title>Gear Fusion</title>
    <link href="https://wantless.featureupvote.com/suggestions/508762/gear-fusion"/>
    <id>sug_5x4r9ypid2qs6wl</id>
    <published>2023-11-15T18:04:09Z</published>
    <updated>2023-11-15T18:59:57Z</updated>
    <content type="text/plain">On paper, since equipment largely uses the same rarity/tier system as synapses, it could feasibly work with most fusion options. This would lead to more build flexibility and choice, but might need to coincide with a late-game difficulty increase or require a heavy resource cost.</content>
  </entry>
  <entry>
    <title>Quick Purchase Option in Shop</title>
    <link href="https://wantless.featureupvote.com/suggestions/508617/quick-purchase-option-in-shop"/>
    <id>sug_frgbmlfqslcb65n</id>
    <published>2023-11-15T04:37:46Z</published>
    <updated>2023-11-15T07:58:36Z</updated>
    <content type="text/plain">Once endgame is unlocked and the high enhance levels can be consistently and quickly finished mass purchase of synapses in the shop for fusion fodder becomes quite easy, I recommend an option in the shop to purchase goods in bulk without having to confirm a purchase one-by-one.&#13;
&#13;
I'm consistently sitting on around a million tokens, 5,000 for a synapse is not an amount that will concern me.</content>
  </entry>
  <entry>
    <title>More boat tracks / music</title>
    <link href="https://wantless.featureupvote.com/suggestions/508545/more-boat-tracks-music"/>
    <id>sug_84rbec6ffq6dj2x</id>
    <published>2023-11-14T19:46:22Z</published>
    <updated>2023-11-14T20:19:59Z</updated>
    <content type="text/plain">Add one or more cycling music tracks to the boat. A lot of time is spent on the boat, so I think its important.</content>
  </entry>
  <entry>
    <title>'Organic' Area of Effect Reputation gain</title>
    <link href="https://wantless.featureupvote.com/suggestions/508494/organic-area-of-effect-reputation-gain"/>
    <id>sug_kjrgvrmzevbrhfo</id>
    <published>2023-11-14T16:19:54Z</published>
    <updated>2023-11-14T16:22:05Z</updated>
    <content type="text/plain">Everytime we gain X Reputation in one Town, we will gain 10% of X in up to 2 (previous and next) adjacent Towns; this passive area of effect is soft-capped to prevent us from gaining whole reputation ranks in a town we haven't visited.&#13;
&#13;
Immersive reasoning: Rumors and news always travels and will travel faster than by boat. Choosing to stay docked for 15 or 20 successful transpositions will lead to patients in nearby areas being more savvy of our aptitudes.&#13;
&#13;
Player reasoning: Let's say I want (for 'whatever' reason) to get to orange reputation in one area before moving on to the next. The moment I move on, I start back from gray, not even green. Sure, the extra rewards and xp will help make the transpositions themselves go faster but even 'speedrunning' a transposition takes a fair chunk of time.&#13;
&#13;
Notes: I've gotten to purple reputation in all of the first three towns and feels really bad to know that I'm starting from scratch once I move to the 4th.&#13;
&#13;
Alternative: Every time the player</content>
  </entry>
  <entry>
    <title>Better Efficiency Variety</title>
    <link href="https://wantless.featureupvote.com/suggestions/508384/better-efficiency-variety"/>
    <id>sug_svdq6phkkubkdak</id>
    <published>2023-11-14T00:59:20Z</published>
    <updated>2023-11-14T08:29:18Z</updated>
    <content type="text/plain">Currently, the high AP variants of efficiencies are virtually impossible to use as the downside is simply too significant compared to the benefits. Some possible alternatives for more interesting efficiencies besides simply increasing the AP costs:&#13;
- The AP cost over 2 becomes an 'AP debt'. This puts a stacking debuff on the user that reduces the AP generation by 1 per stack for the number of turns dependent on the efficiency. This allows for 'emergency' buttons that are actually usable in an emergency, at the cost of future actions.&#13;
- The skill costs 2, but any AP over that the user has at the time of casting is spent to increase the effectiveness of the skill (up to the efficiency's cap). &#13;
- The cost of the skill increases per use per fight/transposition.&#13;
- The cost of the skill decreases per user per fight/transposition.</content>
  </entry>
  <entry>
    <title>"Read All" button for synapses/gear</title>
    <link href="https://wantless.featureupvote.com/suggestions/508292/read-all-button-for-synapsesgear"/>
    <id>sug_nwhvwocp4uxohfn</id>
    <published>2023-11-13T16:14:15Z</published>
    <updated>2023-11-13T16:14:26Z</updated>
    <content type="text/plain">Minor QOL thing, some sort of button to mark all new items as viewed, akin to the one in the log.&#13;
&#13;
Especially when you get further in, you get things fast and it's annoying to individually find and view everything to mark it as seen. With something like this, it'd be easier to see if something is actually new or just something you didn't bother looking at after the results screen.</content>
  </entry>
  <entry>
    <title>More Innar Choice Variety</title>
    <link href="https://wantless.featureupvote.com/suggestions/508291/more-innar-choice-variety"/>
    <id>sug_c40ywxeakigvjks</id>
    <published>2023-11-13T16:04:45Z</published>
    <updated>2023-11-13T16:14:18Z</updated>
    <content type="text/plain">Innar is a cool mechanic, but only being able to sacrifice health and buy items/resources feels limiting.&#13;
&#13;
I remember being able to spend Awareness on room clear bonus buffs in the demo and that'd be cool to see again. On the other side, being able to earn awareness by sacrificing something other than health (debuffs? tougher rooms? stability?) would be fun too.</content>
  </entry>
  <entry>
    <title>Continuous synapse fusion reroll</title>
    <link href="https://wantless.featureupvote.com/suggestions/508190/continuous-synapse-fusion-reroll"/>
    <id>sug_373y0qnvzzhfll2</id>
    <published>2023-11-13T09:42:56Z</published>
    <updated>2024-01-22T14:30:54Z</updated>
    <content type="text/plain">rerolling takes alot of time because you need to reselect the synapse again, and theres also a lot of menus and animations in between. would save alot of time if theres a system to just continuously reroll</content>
  </entry>
  <entry>
    <title>Allow to change/try different nodes of mind-tree in Simulation</title>
    <link href="https://wantless.featureupvote.com/suggestions/508148/allow-to-changetry-different-nodes-of-mindtree-in-simulation"/>
    <id>sug_iss1z1zh3ovatcz</id>
    <published>2023-11-13T08:15:07Z</published>
    <updated>2023-11-13T09:29:50Z</updated>
    <content type="text/plain">Allow to freely modify mind-tree in Simulation. Maybe, maybe-not, allow the player to have max points for simulation. It's very costly to have to 5 Ponder Shards to try something and then 5 more to go back to original.</content>
  </entry>
  <entry>
    <title>More control on Ally movement</title>
    <link href="https://wantless.featureupvote.com/suggestions/508146/more-control-on-ally-movement"/>
    <id>sug_m1lfeo3sqdrky1k</id>
    <published>2023-11-13T08:10:57Z</published>
    <updated>2023-11-13T09:30:13Z</updated>
    <content type="text/plain">Something like Mark but allows you to specify which Summon its for. Or, to change order of summon attack order.</content>
  </entry>
  <entry>
    <title>Chain form</title>
    <link href="https://wantless.featureupvote.com/suggestions/508136/chain-form"/>
    <id>sug_h5ztzwfsyolhzno</id>
    <published>2023-11-13T05:50:23Z</published>
    <updated>2023-11-13T09:30:25Z</updated>
    <content type="text/plain">A 'Chain' or 'Bounce' form, which targets N additional allies/enemies, selecting the closest target within range for each bounce. A given unit can only be targeted once, or this restriction might be the distinction between a Chain (only once per target per cast) and Bounce (can potentially hit same target multiple times).</content>
  </entry>
  <entry>
    <title>Glossary</title>
    <link href="https://wantless.featureupvote.com/suggestions/507972/glossary"/>
    <id>sug_3gnaifhmszo9nyy</id>
    <published>2023-11-12T09:07:28Z</published>
    <updated>2024-01-22T14:30:22Z</updated>
    <content type="text/plain">It would be nice, especially for new players, if there was a way to reread term definitions and mechanics I.E. what Stability is or how resistances work</content>
  </entry>
  <entry>
    <title>Batch fusion button for catalysts</title>
    <link href="https://wantless.featureupvote.com/suggestions/507968/batch-fusion-button-for-catalysts"/>
    <id>sug_crrsk3tmxxk9d4u</id>
    <published>2023-11-12T08:00:31Z</published>
    <updated>2024-01-22T14:30:43Z</updated>
    <content type="text/plain">Its quite tedious to click fusion for the still -&gt; silent catalyst upgrade multiple times since theres a bunch of animations and popups in between. Would be quite nice if we can just do X amount at once.</content>
  </entry>
  <entry>
    <title>Add a Swap Effect that switches positions with an Entity</title>
    <link href="https://wantless.featureupvote.com/suggestions/507812/add-a-swap-effect-that-switches-positions-with-an-entity"/>
    <id>sug_z1sxhbmowl7cn3h</id>
    <published>2023-11-11T03:29:35Z</published>
    <updated>2023-11-11T09:09:56Z</updated>
    <content type="text/plain">Wouldn't it be cool to swap positions with an entity so we can setup some brutal AOE/Aerials with our Isolation builds?</content>
  </entry>
  <entry>
    <title>Tooltips on hovering over resources</title>
    <link href="https://wantless.featureupvote.com/suggestions/507717/tooltips-on-hovering-over-resources"/>
    <id>sug_whxapxpk8v22wov</id>
    <published>2023-11-10T15:55:52Z</published>
    <updated>2024-01-22T14:30:30Z</updated>
    <content type="text/plain">Tooltips should be added when hovering over the resources explaining what it is and it's purpose (like the tojkens and the purple shard thingy). Tooltips should appear everywhere the respective icon is displayed, so the base screen, reward screens etc</content>
  </entry>
  <entry>
    <title>Low performance/Battery saver mode</title>
    <link href="https://wantless.featureupvote.com/suggestions/507529/low-performancebattery-saver-mode"/>
    <id>sug_iepyhbnrm9rmnpm</id>
    <published>2023-11-09T20:29:12Z</published>
    <updated>2023-11-09T21:07:33Z</updated>
    <content type="text/plain">An optional setting that minimizes visual effects and removes/simplifies some animations. Mostly for lower-end computers and maximizing laptop battery.</content>
  </entry>
  <entry>
    <title>The ability to lock items in the shop</title>
    <link href="https://wantless.featureupvote.com/suggestions/502192/the-ability-to-lock-items-in-the-shop"/>
    <id>sug_fez3p6s1kwvclxt</id>
    <published>2023-10-16T09:34:57Z</published>
    <updated>2023-10-16T09:34:56Z</updated>
    <content type="text/plain">The ability to keep specific items in the shop across a few days, in case something nice shows up at a time when I don't have enough currency.</content>
  </entry>
</feed>
