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Poll

Which class will you choose in Siralim 2?

Chaos
6 (16.2%)
Death
2 (5.4%)
Life
11 (29.7%)
Nature
10 (27%)
Sorcery
8 (21.6%)

Total Members Voted: 36

Devlog #24: Getting Started With Siralim 2  (Read 16996 times)

Offline pandaborn

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Re: Devlog #24: Getting Started With Siralim 2
Reply #43 May 27, 2016, 02:41:33 AM
Battle Mage: Your creatures have a chance to cast a random spell when they attack.

If I know anything about Siralim, this perk can be a double edge sword.

Offline Zagaran

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Re: Devlog #24: Getting Started With Siralim 2
Reply #42 May 26, 2016, 12:59:54 PM
Zagaran: Zack had said that the nature perk does NOT work with the hound ability. (Hound ability still counts as six creatures, even if they are merged into one body.)

Also, Perks are unlocked later in the game in Siralim 2, they do not impact the early game.

That answers some questions. Thank you.  :D

Offline Noetherian

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Re: Devlog #24: Getting Started With Siralim 2
Reply #41 May 26, 2016, 03:52:32 AM
Zagaran: Zack had said that the nature perk does NOT work with the hound ability. (Hound ability still counts as six creatures, even if they are merged into one body.)

Also, Perks are unlocked later in the game in Siralim 2, they do not impact the early game.

Offline Zagaran

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Re: Devlog #24: Getting Started With Siralim 2
Reply #40 May 26, 2016, 02:44:47 AM
Here are a few nature mage perks:
Lone Wolf: Your creatures deal 20% more damage, take 10% less damage, and have 20% more Health for each creature missing from your group.

I've been meaning to ask about this ability of the nature mage for a while now. It says that with each creature missing from your group, does that include monsters defeated on the mage's side, or just monsters not filling up slots, like at the start, when one only has 1-2 monsters at the start? If it is the latter only, it is pretty situational for both the start, and that one specific hound monster that fuses with the other hounds to become one powerful monster- making it even stronger. Or does that not count, which then I wonder how it can be used strategically.

lioness

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Re: Devlog #24: Getting Started With Siralim 2
Reply #39 May 19, 2016, 07:19:01 AM
Shut up and take my money!!

Can't wait for this game. I spent wayyyyyyy too many hours on Siralim 1 before I completely broke it.

One thing I haven't seen mentioned anywhere though...can we name our artifacts now????

iirc Zack mentioned that yes you can name them

Offline robertleva

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Re: Devlog #24: Getting Started With Siralim 2
Reply #38 May 19, 2016, 07:12:48 AM
Shut up and take my money!!

Can't wait for this game. I spent wayyyyyyy too many hours on Siralim 1 before I completely broke it.

One thing I haven't seen mentioned anywhere though...can we name our artifacts now????


Offline Bewi

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Re: Devlog #24: Getting Started With Siralim 2
Reply #37 May 19, 2016, 05:32:59 AM
Zack has always been reluctant to give too precise numbers about the game mechanisms. I agree with that because it encourages learning through experimentation instead of calculation.

lioness

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Re: Devlog #24: Getting Started With Siralim 2
Reply #36 May 18, 2016, 05:23:27 PM
Will Graft work with the repentance systems' Strife? Because that seems exploitable.

Offline Respwner

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Re: Devlog #24: Getting Started With Siralim 2
Reply #35 May 18, 2016, 04:42:48 PM
Suggestion:
In the S2 screenshots for gems/spells, it has language like "does a large amount of damage".
Can this be clarified to the multiplier of Intelligence that is used?

For example:
http://www.siralim2.com/screenshots/screenshot6.png
Clarify to say "does (Intelligence x 230%)" or somesuch?
 
It makes it difficult to compare similar gems/spells if they all say "does a large amount of damage". It's also helpful to know what stat affects the spell (if any at all). "does a large amount of damage" doesn't actually specify if the spells utilizes Intelligence, Attack, HP, MP, or Defense stats.


Im not sure how magic damage calculations handle bonuses from stats, if some spells gain more than others, or if its more streamlined, but I do agree that a bit more transparency than "deals a large amount of damage" would be welcome, at least for me.

Re: Devlog #24: Getting Started With Siralim 2
Reply #34 May 18, 2016, 03:35:07 PM
All of the classes seem really compelling. Immensely excited for early access next week!

Offline Psylisa

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Re: Devlog #24: Getting Started With Siralim 2
Reply #33 May 18, 2016, 02:22:16 PM
Suggestion:
In the S2 screenshots for gems/spells, it has language like "does a large amount of damage".
Can this be clarified to the multiplier of Intelligence that is used?

For example:
http://www.siralim2.com/screenshots/screenshot6.png
Clarify to say "does (Intelligence x 230%)" or somesuch?
 
It makes it difficult to compare similar gems/spells if they all say "does a large amount of damage". It's also helpful to know what stat affects the spell (if any at all). "does a large amount of damage" doesn't actually specify if the spells utilizes Intelligence, Attack, HP, MP, or Defense stats.

lioness

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Re: Devlog #24: Getting Started With Siralim 2
Reply #32 May 15, 2016, 01:47:47 PM
I agree, but perhaps that's the point - starting out in S1 as life and switching to chaos/nature when needed was a no-brainer, more interesting to not have a clearly optimal choice presented.

Offline Psylisa

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Re: Devlog #24: Getting Started With Siralim 2
Reply #31 May 15, 2016, 12:25:25 PM
I'm not as excited about these perks as the S1 perks. Nothing really stands out as a "must have", but that's probably a good thing.
In S1 - Life, Chaos, and Nature stood out as having must haves, but Sorcery and Death were just meh.


Offline Noetherian

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Re: Devlog #24: Getting Started With Siralim 2
Reply #30 May 14, 2016, 07:01:30 PM
@Relysis:
Minor Healing simply costs less mana and heals less health than Major Healing. Mana pools and regeneration are balanced in such a way that this is actually a pretty meaningful decision for you to make. A spell's base mana cost also has some effect on the properties a particular spell gem can have - for example, Minor Healing will generally have a higher chance to cast on hit than Major Healing since Minor Healing costs less mana.

I imagine that Mana Costs vs Mana Pools and regeneration is the type of thing that will need to be tweaked during Early Access. That being said, I really like this vision and I hope you can pull it off. If you can make higher and lower mana cost spells both useful (in different situations or different team setups) that would be awesome.

It would be particularly awesome if some players choose to give the same creature both Minor Healing and Major Healing in order to use both of them situationally!

Offline Noetherian

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Re: Devlog #24: Getting Started With Siralim 2
Reply #29 May 14, 2016, 02:56:39 PM
Could you give us an example of how stats scale in relation to enemy stats? Like, what damage does 500 attack vs 400 def result in vs 5000 attack vs 400 def, is it linear or is there a formula behind it?

Siralim 1 used the simple formula of:  DAMAGE = ATTACK - DEFENSE

This had the virtue of being very easy to understand. I haven't heard anything regarding damage equations for Siralim 2, but I would be kind of surprised if Zack changed this.