Page 2 - SUMMON INTERFACE & MONETISATION
GAMEMODES
ㅤ4.1. Ms. New Babel's Critter Enterprise
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• LIMITED-TIME SEASONAL GAMEMODES •
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• WILDERNESS •
The Wilderness is a tile-based, sandbox system found in the Suitcase. The system is unlocked after completion of the Story Chapter: 'In Our Time' .
• MS. NEW BABEL'S CRITTER ENTERPRISE •
[Put Relentless Babel Shilling Here]
The Ms. New Babel's Critter Enterprise, sometimes called the Ms. New Babel's Critter Rehab, is a permanent, wilderness-based game mode that introduces a tycoon-like, resource management system to the Wilderness.
The system involves the fostering, training and management of Critters, to work as employees to perform operational duties and labour for your business.
Unlock Requirements: Lv.3 in the Paleo Hall
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The Ms. New Babel Critter Enterprise has five (5) Sections:
※ Icons Are Interactable:ㅤ Hover for Description ㅤ|ㅤ Click To Redirect
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THE HANDBOOK
The Handbook is an information panel that provides insights into the business status, character message logs, and critters amassed, within the Ms. New Babel's Critter Enterprise game mode.
It is composed of three (3) sections:
TASKS
The Task section of the handbook provides an overview of your business' current operational status. It details your business' current operational goals, that enables your business to assess and elevate the company's esteem/reputation.
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THE LOG
The Log section of the handbook is an archive that shows character's dialogue for Business Milestones or Purchase Orders. The log archives and stores up to thirty (30) character dialogue messages.
A character's log dialogue allows you to obtain a sticker version of their respective Udimo;
Eg. The Character Matilda would give a sticker of her udimo;
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THE ALBUM
The Album section of the handbook is an archive that displays the total number of 'unique' critters that your business has collected. It lists information regarding the critter's: Rarity, Species and 'Fun Facts', in a card collection format.
The Udimo Sticker obtained from the Log section of the handbook, can be placed on the backhand side of the card, allowing you to change the appearance.
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THE WORKERS
The Workers is an information panel that displays information regarding the acquisition, training, and care of the well-being of critters, within the Ms. New Babel's Critter Enterprise game mode.
The untrained critters and/or employees are acquired, trained and cared for at Critter Dwelling facilities, such as the Café Hangout building/s.
The Workers panel is composed of four (4) sections:
※Note:ㅤThe Workers information panel, redirects you to the interface of the Critter Dwelling building/s
CRITTER ACQUISITION
Within the Ms. New Babel's Critter Enterprise game mode, Critters are the workmen that provides the physical labour for the duties they're assigned to, in the Critter Enterprise.
Critters can be acquired from the Cranking Gumball Machine and the
Bumping Gumball Machine, through means of critter mixing.
When a critter is initially obtained, they are not yet ready/fit to work in the critter enterprise, because they are Untrained.
For an untrained critter to be able to work/be assigned duties, they must first undergo Training, to become Trained employees.
CLASSIFICATION OF CRITTERS
There are many different types of critters in the world of Reverse: 1999, but within the Ms. New Babel's Critter Enterprise game mode, all fifteen (15) currently obtainable critters, belong to the following three (3) taxonomic groups:
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ㅤAvesㅤㅤㅤㅤㅤㅤAmphibiaㅤㅤㅤㅤㅤAbnormal
Three (3) critter representatives of their respective group (Class)
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During the Acquistion and Cultivation processes of obtaining critters, there is a possibility of the critter undergoing a Mutation .
Eg. The Abang Akus of the Amphibia class and Abang Akus genus, has a chance of being a
Mutant Variant
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CRITTER RARITY
There are three (3) rarities that can be obtained:
- 6 - Star
- 5 - Star
- 4 - Star
Critters of higher rarities have the potential to grow/increase their base statistics to a higher level.
But what is Base Statistics? (upcoming in the next section)
CRITTER ATTRIBUTES
Within the mode (Ms. New Babel's Critter Enterprise), critters possess four (4) inherent attributes that are used to determine how they perform.
These four (4) attributes are grouped into two (2) parts;
- The Three (3) Statistics (Base Stats + Multipliers)
- Racial Talent
An Untrained Critter; The panel details the three (3) Base Statistics, their respective Multipliers and the critter's Racial Talent
Some of their attributes can upgraded through training (they can only work when trained; its rated here), and through critter cultivation.
Critters that belong to the same genus, all have the same initial/untrained values for their Basic Statistics.
Eg. Critters of the Sarmatian Sea Snail Genus, all have the initial/untrained Base Statistics of;
| Efficiency - 81 | Endurance - 93 | Specialty - 89 |
Efficiency
A critter's efficiency statistic influences their performance during their duty. If affects the rate of production, which influences the time it takes for the overall production.
Eg. A critter with an A-rated [Efficiency] statistic, would produce five (5) Luminous Butterflies at a rate of 1.2x times, compared to the 1.0x rate, of a B-rated [Efficiency] statistic
Endurance
A critter's resistance statistic influences their ability to resistance to fatigue during their assigned duty. It affects the rate at which a critter consumes their [MOOD] points, which in turn determines the duration of a critter's duty.
Eg. A critter with an A-rated [Endurance] statistic, would consume their [MOOD] points at a rate of 0.1x times slower per hour, compared to a B-rated [Endurance] statistic, with no consumption resistance
Specialty
A critter's speciality statistic influences their potential to produce bonus items in their assigned duty. It affects the probability for bonus material production to be created.
Eg. A critter with an A-rated [Specialty] statistic, would have a 5% chance to produce bonus material, compared to a B-rated [Specialty] statistic, which gives no bonus production
Racial Talent
A critter's racial talent is an inherent and exclusive talent that gives critters a variety of abilities, based on their genus.
Eg. The Abang Akus genus, has an endurance-related racial talent; All critters in the same building as this one, get Mood Consumption -10% when producing
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Critter Base Stats Are Elaborated Upon In The Training & Mixing Sections
The Basic Rating Statistics are stats which trained
untrained critters have a base initial value for all their stats (critters of the same genus possess the same initial stats)
The initial value of the Basic Rating Statistics can be improved during training by which it gets a 'rating' (B-SSS) by the trainer (Reason for its naming)
The initial value is increased over the training period by the multiplier next to it (the [Stat] growth multiplier).
which can be enhanced during Critter Training, and tabulated with another critter during [Critter Cultivation] to later with passed onto
These attributes are the Three (3) Basic Rating Statistics and One (1) Racial Talent
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CRITTER MIXING
The Mixing section of the Workers panel, is where you can breed critters to create critters with an improved baseline Statistic Growth Multiplier and potentially obtain Higher Rarity or Mutant variants critters.
A Critter's Growth Multiplier can only be enhanced through the mixing of critters, across subsequent generations.
The two (2) parent critters are paired in the Bumping Gumball Machine, where their respective statistics are utilized to calculate the Statistic Growth Multipliers for each of the three (3) Basic Rating Statistics of their offspring.
Each draw of the machine costs a minimum of one (1) [...], upward to ten (10) [...].
※Note:ㅤCertain Mutant variants can only be obtained via reproduction from two (2) parents of the same Genus
Eg. The 'Cartoncle', an abnormal variant of the Carbuncle genus; can only obtained by breeding two (2) Carbuncles type critters in the Bumping Gumball Machine
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The improved Statistic Growth Multiplier of the offspring, allows them the potential to reach greater Basic Rating Statistics rating levels, during Training.
Eg.: The Cultivation section, redirects you to the interface of the Critter Dwelling building/s)
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Offspring Growth Multiplier Formula:
Growth Multiplier of Child's [Statistic] = Avg. Multiplier of Parents + Rating Difference of Parents / (Avg. Multiplier of Parents x 10000)
- Avg. Multiplier of Parents = (Parent X + Parent Y)/2
- Rating Difference of Parents = (Trained Rating of both parents; X + Y) - (Initial/Untrained Rating of Parents; X + Y)
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Example Calculation for Offspring's [Efficiency] Growth Multiplier
Parent X = Tipodero, Parent Y = Splintercat*
Initial [Efficiency] Rating Stat & Growth Multiplier:ㅤParent X- 105, 1.05× MultiplierㅤㅤParent Y- 91, 0.9× Multiplier
Trained [Efficiency] Rating Stat:ㅤParent X- 796ㅤㅤParent Y- 527Avg. Multiplier of Parents = (1.05 + 0.9)/2 = 0.975
Rating Difference of Parents = (796+527) - (105+91) = 1127
Growth Multiplier of Child's [Efficiency] = 0.975 + 1127 / (0.975 x 10000) = 1.090× Multiplier
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CRITTER TRAINING
The Training section of the Workers panel is where the newly acquired critters, obtained from the Cranking Gumball Machine or
Bumping Gumball Machine, are trained, so that they may perform duties related to the business.
TRAINING GUIDELINES
A newly acquired critter is unskilled and un-adapted to the work life expected of employees of the critter enterprise
Trained critters are eligible Employee for the Critter Enterprise.
The training duration lasts for a 48hr period.
To train a critter you first need to select the critter and designate a trainer to train them.]
[Over the course of the 48hr training period, the critter's initial Basic Rating Statistics are multiplied over by its respective Statistic Growth Multiplier, with a total of nine (9) enhancement opportunities (Not inclusive of Special Events), that provide an additional Flat Value increase to the the initial Basic Rating Statistics value.]
During enhancement opportunities, the Flat Value amount would be added to the respective Basic Rating Statistic chosen
%#6A5B46% Eg. The Tripodero, has the initial Basic Rating Statistics of Efficiency - 105, Endurance - 90 and Specialty - 110
[Depending on the type of critter they are, the trainer would boost the 'effect'.]
[Trainers have favourite critters; if they train their fave critter types, the add an additive Flat value increase to a specific basic stat]
%#6A5B46% Eg. The character charlie, gives a additive 1.15x bonus to the Tripodero critter types, efficiency stat. The Tripodero has a default Efficiency growth multiplier of 1.05, so charlie gives her 1.15x efficiency multiplier to the default 1.05x multiplier, which is 1.05 + 0.15 = 1.2x multiplier for the efficiency stat
After successful completion of their training, the trainer gives and overview of the critter's improvement (Rating and scoring them) and gives the critter's attribute and gives a Rating Score (B-SSS rating) to their improved Basic Rating Statistics. After training is completed, the trained ctitter is now eligible to become official Employees of your business and be assigned duties.
**Rapid growth
In addition, the trainers will grow with each other, and the number of trained goblins will increase the number of trained goblins. From being a new trainer, you will grow to become an expert trainer.
Training requires dedication and time, and you will grow in stages as you work with Ao. Upon completion of these stages, you will be able to increase your efficiency, attachments, and expertise.
Upon completion of the training, a qualified Miko employee will be able to participate in the production of the Miko.
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The [Café Hangout] building has two (2) training slots by default
※Note:ㅤThe Training section of the panel, redirects you to the interface of the Cranking Gumball Machine of the
Critter Dwelling building/s
STATISTIC RATING: | STATISTIC TIER: | EFFICIENCY | ENDURANCE | SPECIALTY |
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B | I | 100% Time Reduction | 0% Mood Consumption Reduction | 0% Bonus Production |
A | II | 120% Time Reduction | 10% Mood Consumption Reduction | 5% Bonus Production |
S | III | 130% Time Reduction | 15% Mood Consumption Reduction | 10% Bonus Production |
SS | IV | 140% Time Reduction | 20% Mood Consumption Reduction | 12% Bonus Production |
SSS | V | 150% Time Reduction | 25% Mood Consumption Reduction | 15% Bonus Production |
After confirming the critter and their trainer, an action prompt icon will appear. Interacting with the action prompt, will give you three (3) actions (sometimes a fourth (4th) action, called 'special event' appears): INTERACT, TRAINING & PLAY (and sometimes, SPECIAL EVENT).
These prompts allow you to increase one (1) Stat of the critter's base stats (EFFICIENCY, ENDURANCE & SPECIALTY). Increasing the stat for any of the actions given by the prompt, costs one (1) JigJog Candy
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CRITTER REST & RECOVERY
The Rest & Recovery section of the Workers panel is an area, where your exhausted and fatigued critter employees can rest and recovery, so they can resume their duties at the Ms. New Babel Critter Enterprise.
Fatigued and exhausted critter employees are characterized by their depleted [MOOD]. They can be placed at Critter Dwelling facilities, where they can restore their [MOOD], after resting for a period of time.
※Note:ㅤThe User Interface of the Rest & Recovery section, redirects you to the interface of the Rooftop of the Critter Dwelling building/s
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PRODUCTION & TRANSPORTATION
The Production Panel provides and displays an overview of your critter employee's work output, and all your current operation-related facilities, within the Ms. New Babel's Critter Enterprise game mode.
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The Ms. New Babel's Critter Enterprise has four (4) departments under its Production operations.
Each Production Departments facilitates the demand of the three (3) primary economic sectors:
PRIMARY SECTOR | SECONDARY SECTOR | TERTIARY SECTOR |
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Each of the four (4) Production departments in the Critter Enterprise, can have a maximum of three (3) facilities for each respective department.
⯁ Department Operation's Hub
The Operation's Hub is the central operation's facility of each department.
※Each Department Can Have A Maximum Of One (1) Operations Hub
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⯁ Department Operation's Branches
The Operation's Branch facilities are subsidiary facilities of each respective department; They Must be place within the range of the department's respective hub.
※Each Department Can Have A Maximum Of Two (2) Operations Branches
※Diagram of Branch Placement Range From Operation Hub
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The facilities of each Production department can be upgraded by completing business operation goals found in the Handbook, which unlocks more slots in the production queue, and more items that can be produced.
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INGREDIENT DEPARTMENT
The Ingredient Department is the fundamental and most essential operational/output line of the Critter Enterprise.
The department is responsible for the extraction and acquisition of the natural resources found within the wilderness, which are then utilised by the other production departments within the enterprise for subsequent production and manufacturing processes.
※Note:ㅤThe Ingredient Depotis the Main production hub of the
Ingredient Department
The ingredient facility produces. (Branches produce the same)
- Luminous Butterfly (x5 & x50)
- Tree Sap (x3 & x30)
- Spiral Horn (x2 & x20)
- Pectin (x2 & x20)
- Mica (x2 & x20)
- Amalgam (x2 & x20)
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PROCESSING DEPARTMENT
The Processing Department is the subsequent department of the Critter Enterprise's production operation.
The department is responsible for the processing of the extracted materials collected from the preceding department, where the materials are refined and processed to create components and parts. The department's fabricated components are utilised to create products in the Manufacturing Department of the enterprise.
※Note:ㅤThe Greencage Studio is the Main production hub of the
Processing Department
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The Processing Hub produces.
- Powered Wings (x1 & x10)
- Lightness Essence (x1 & x10)
- Liquid Solvent (x1 & x10)
- Coalesced Light (x1 & x10)
The Processing Branch Ⅱ facility produces.
- Living Bone Bud (x1 & x10)
- Slender Horn Shard (x1 & x10)
- A Whisp of Smoke (x1 & x10)
- Golden Incantation (x1 & x10)
The Processing branch Ⅲ facility produces.
- Dancing Clay (x1 & x10)
- White Prism Crystal (x1 & x10)
- Transmuting Alloy (x1 & x10)
- Floating Bubble (x1 & x10)
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MANUFACTURING DEPARTMENT
The Manufacturing Department is the final department of the Critter Enterprise's production operation.
The department is responsible for the assembly of the components made from the preceding department, and the manufacturing and fabrication of arcanum items and products
※Note:ㅤThe "Nascence" Factory is the Main production hub of the
Manufacturing Department
The Manufacturing Hub produces.
- Scratchy Bug Balm
- Light-as-Air Gummies
- Kangaroo Foam Extinguisher
- Drowsy Sheep Tincture
- Weather Forecast Bottle
- Coward's Nightlight
The Manufacturing Branch Ⅱ produces.
- Item Divination Rods
- Auto-Writing Pens
- Good Luck Can
- Magic Wine Glass
- Bad Luck Vacuum
- Portable Empty Disk
The Manufacturing Branch Ⅲ produces.
- Bird-Call Ocarina
- Spotlight Vanity Mirror
- Golden Candle Bonsai
- Toothy Wake-Up Chair
- Memory-Flavour Salt Spoon
- Misty Bubble Ball
TRANSPORTION DEPARMENT
The Transportation Department is the internal, resource distribution department of the Critter Enterprise.
The department is responsible for the internal delivery of materials and resources of the Production Operations of the Critter Enterprise.
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TRADE
The trade centre is where you take orders/commissions from characters to gain JigJog Coins. At the centre, you can trade with characters in the [Purchase Order] tab, or seal items in the [Wholesale] tab (Income via wholesale trading isnt worthwhile).
The UI is gained when you place down the building
[Occultists are in constant demand for occult items, and the only thing we can do is to keep supplying them 24 hours a day. In the Trade Center, orders are placed every day, so you can produce and deliver them immediately in exchange for “Goblin Jump Coins”.]
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WAREHOUSE
The warehouse tab shows all the critters and items (materials) of your business.
•ARTIFICAL SONAMBULISM •
The Artificial Somnambulism is a permanent game mode
The Artificial Somnambulism is unlocked after the completion of the Story Chapter: 'Tender is the Night' .
• A SERIES OF DUSK •
• THE THREE DOORS •
The Three Doors is a permanent exploration-based game mode. dungeon crawler
• MANE'S BULLETIN •
The Mane's Bulletin is a recurring challenge game mode, that introduces a raid-like boss battle for players to challenge.
The premise is that of a series of 'mysterious incidents' published by the Mane's Bulletin board, where you can accept commissions to investigate said incidents.
Each cycle (Version Update), the bulletin board publishes three (3) incidents commissions for you to accept. These incidents will be published to the board according to a timeline (1 every week), whereby you can investigate each of them and be compensated accordingly.
INVESTIGATION DIFFICULTY
Each Incident has four (4) difficulty tiers/levels.
- Newsflash -
- Newsflash II
- Crisis Column
- Breaking Catastrophe
COMISSION EVALUATION
After accepting an incident and choosing its investigation difficulty, you battle. During battle, you gather information (investigate) the enemies to obtain a score (based on how much dmg is dealt)
This score is used to determine the investigation's progress
• PUPPET ARENA •
The mode is unlocked after completion of the Story Chapter: 'In Our Time'.
[To participate in the "Peace Arena", you need to prepare your team to meet the challenges of the same contestants as you.
※ First choose the character you want to play and decide your opponent by turning the wheel.
※After the start of the battle, it will continue for many rounds, and the whole battle will be automatic, and it will not be able to intervene in the battle operation, and it will enter the settlement immediately after the battle ends.
Specific rules that allow you to purchase character enhancements when you get "Year Ring Slices" during the match will take effect throughout the match.
※ In a specific round of the match, you will also have the opportunity to choose the enhancement effect, and you can only choose one type to strengthen all your teams at a time.
※ Before the battle, you can also decide whether to bet, the winner takes all, and the loser will only lose a little "small life".
At the end of the battle, you will be rewarded for your courage, and you can get "Doll Cores" to exchange for rewards at the shop.]
• REVERIES IN THE RAIN •
The Reveries In The Rain is a permanent challenge game mode that introduces a series of combat stages that can be cooperatively challenged with a Myth Archetype.
The Character Amplification Materials for the [Euphoria] system, can be gained by completing the challenges of the game mode.
The mode is unlocked after completion of the Stage 20: 'Truth Seeker', of the Story Chapter: 'The Prisoner In The Cave'.
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DEPTHS OF MYTH
The Depths Of Myth is a ... . The sea of myths is broken into depth layers
※ Resident challenge [Sea of Myths], dive layer by layer to challenge dangerous relics of consciousness, open "Search" to quickly obtain cultivation materials, and clear [Sea of Myths] to a certain depth to unlock [Echo Island] and [Overturned Boat].
DEPTH LAYER
There are currently five (5) depth layers:
Euphotic Zone
Mesophotic Zone
Bathyal Zone
Abyssal Zone
Matte Zone (?; Not currently available)
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ISLE OF ECHOES
The Isle Of Echoes is a challenge, that periodically updates. It is unlocked after completing the fifth (5th) challenge trial of the Euphotic Zone Layer, of the Depths Of Myth for the first time.
※ Cooperative Battle Boss Trial [Echo Island], complete the trial to increase the level of "Myth Prototype" and obtain more powerful occult power.
MYTH ARCHETYPE
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VIBRATIONS OF VOLATILITY
The Vibrations of Volatility is a time-limited challenge, that periodically updates/refreshes. It is unlocked after completing the Euphotic Zone Layer of the Depths Of Myth, for the first time.
Time limited section of mode
The zone is divided into 3 sections (cube, triangle, circle)
※ Challenge [Overturned Boat] for a limited time, reasonably allocate personnel and "Myth Archetypes" to challenge more difficult levels and get more points to get rewards.
• WHIITE RUM'S TRAVELOGUE •
• PHOTOTAXIS: IN STUDY •
The Phototaxis: In Study is a seasonal, recurring game mode that introduces a domain area (Memory palace), where you challenge zones to obtain [Mind Sparks].
The mode is divided into two sections: the 'general domain' (Memory Palace) and the 'special domain' (Imagination Palace).
The eligibility requirements to participate in this game mode:
The completion of the Story Chapter: 'Nouvelles et Textes pour Rien' .
MEMORY PALACE
Each challenge in the memory palace gives [Mind Sparks] (light bulbs). Completing challenge requirements (basically reach 'x' score) gives more [Mind Sparks]. Using [Mind Sparks] lights up the other challenge areas.
Within the Memory Palace, upon completing challenges, you will be presented with [Flashes of Thoughts], based on your performance in each of the three (3) regions/zones.
After acquiring/accumulating a certain number of [Mind Sparks], you may be able to then challenge the ""
IMAGINATION PALACE
MOTH CODE
Rewards are in 5 moths, unlocked using [Intel Keys]. Unlocking the moths give a [Research Rewards], corresponding to the number of moths unlocked (skins, profile imgs,etc)
- Scratch
- Frostbite
- Tin Toy
- Whisper
- Conclusion
//: (※ Collect keys to parse spy reports in the challenge, and you can get rewards by accumulating resolution. If you reach a certain number of spy reports in the movie, you can receive rich rewards such as a noisy haunting-themed outfit, "Another Summer", and themed avatars.
*For more details, please see the long image below.])
OPERATIONAL INSTRUCTIONS
The mode has 3 game mode specific mechanics.
- Immediate Actions - Actions/ incantations have immediate effect upon being casted.
- Enemy "Shield"/Resistance - Enemies are protected by [Disordered Memories]; Enemies take less dmg/are more resistant to attacks when protected by [Distorted Memories]. Attacks remove layers/stacks of the protection and get the status effect [Truth Exposed] (Stuns the enemies) when destroyed. Higher ranked incantations/ stronger afflatuses of the enemy are able to remove layers of [Distorted Memories] more effectively.
- Character Swapping/Rotation - In this gamemode characters can be swapped with off-field characters, when their moxie is filled. Breaking the [Distorted Memories] shield, gives the off-field characters moxie (Possibly based on the position of the respective onfield character. eg. On field character in pos 1 gives offield pos 1 character moxie? or maybe its random?). When off-field character's ultimate is casted, it immediately takes effect and without consuming AP
THOUGHT PROCESS
Three though processes':
- Guilt Delusion
- Compulsive Impulses
- Cognitive Dissonance
Each has a base effect, and a variety of selectable modules/nodes. Each Though Process has nodes/modules that can be unlocked.