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Help! Testing Siralim 2 patch 0.7.0  (Read 7235 times)

Offline Zack

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #61 June 25, 2016, 09:35:19 AM
Thanks for the reports and feedback, everyone! The patch seems stable enough to release it to the public now, so here's patch 0.7.6 which you'll soon find on the NORMAL branch. Please *do not* stay on the test branch or you will be unable to receive any further updates now.

VERSION 0.7.6:
- Eggs that will hatch with starting experience points will now be converted the first time you run the patch. This change will not affect your eggs if you've already loaded the game with the patch once before.
- Fixed a bug that caused creatures in the stable to gain experience points from arena matches.
Designer and Programmer of Siralim and The Negative. Follow us on: Facebook | Twitter | YouTube

Offline crumplecup

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #60 June 25, 2016, 12:47:02 AM
Am I the only one getting long pauses before chests open or realm award loot screens?

Am I supposed to be only getting fifty of each resource after a battle?  That seems stingy...

Offline jamosup

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #59 June 24, 2016, 11:26:55 PM
All my creatures that were in a breeding ritual when doing the new patch gained 2500 levels. I went through 100% of my creatures and everyone else's xp is fine but those that were bred into an egg and currently in a ritutal when I updated patches. I went straight to 0.7.4 and didn't download the prior ones if that makes a difference.
Due to the process of normalizing experience totals and keeping levels the same, it's likely he just was unable to include eggs that were hatching in the process.

Offline darkfangs

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #58 June 24, 2016, 10:46:53 PM
All my creatures that were in a breeding ritual when doing the new patch gained 2500 levels. I went through 100% of my creatures and everyone else's xp is fine but those that were bred into an egg and currently in a ritutal when I updated patches. I went straight to 0.7.4 and didn't download the prior ones if that makes a difference.

Offline FallenCarnage

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #57 June 24, 2016, 10:13:54 PM
Before breeding vs after.

One has artefact, the other doesn't. Stats at artefact column negative value. Fixes once artefact is equipped.
« Last Edit: June 24, 2016, 10:15:39 PM by FallenCarnage »

Offline FateSRL

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #56 June 24, 2016, 10:08:38 PM
I would prefer an option to discard spells gems with no mods myself. Transmutation doesn't really seem to be worth it.

Offline theluxx

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #55 June 24, 2016, 09:43:35 PM
It costs me almost 2million essence to transmute just under 3000 spell gems, and I previously transmuted just under 2000 spell gems before and it costs 1.3mil.

I'm acquiring gems a lot faster than the resources it takes to get rid of them :/

When I transmuted 2000, I got about 500 spell gems back in return which I really didn't want anyway.

Individually discarding them takes a long time.

Offline Zack

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #54 June 24, 2016, 09:21:27 PM
Not sure if you already know this, but you can mass transmute at the arcane vault to quickly get rid of your spell gems.
Designer and Programmer of Siralim and The Negative. Follow us on: Facebook | Twitter | YouTube

Offline theluxx

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #53 June 24, 2016, 09:20:06 PM
Yeah but It takes a long time to discard stuff, which is why I wanted a way to mass discard spell gems.

I was getting up to 20 pages of items from boss portal chests before .7 patch, and 9 pages from normal chests, I was getting flooded with items

Offline FallenCarnage

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #52 June 24, 2016, 09:18:19 PM
Based on v 0.7.4,

My party comprises of level 100 mage, level 96 creatures with +100 gene strength. Here are my observation:
3 battle in a realm with level 88+50 gene strength= 1 level up
1 battle in a realm with  level 116+71 gene strength = 1 level up
It's Ok for me. Since the emphasis is no longer entirely on gene strength, so the level gain will make up for the lowered stats gain in gene strength. It is definitely faster than what I am doing in v 0.6.
In my save file, stats distribution remained after applying patch 0.7.4. Creature has stat distribution from gene strength around 1.5x-2x of base stat. Probably I need to breed them again for the new changes to apply.

Sigil:
Haven't farmed sigil, existing sigil stock comprises of level 1-5.
Sigil battles are tougher, won't comment much. Not won anything above Level 2 sigil even with that kind of stats. After straight losses from level 3-5, I stopped trying. This is based on someone who haven't started doing artefact realms. Not sure if it is even possible to win level 5 sigil with the stats gain from gene being lowered.

Arena:
I summoned a level 1 core and found after 3 arena battles, that creature is level 9 instead of 1. No idea why.
I did 3 arena battle, outcome is unpredictable which is good since reward still given even if won only 2 battle. But since arena battle is not meant to influence your in-game party/ stable, it would be better to disable the punishments in arena. And also ensure stable stock don't gain experience.

Will post more if I still play today.

Offline Zack

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #51 June 24, 2016, 09:15:58 PM
It took about 25 minutes, but your save file finally loaded. It only takes about 15 seconds after the initial load, though. At any rate, you really should get rid of some of your sigils, spell gems, and artifacts - that will reduce load times more than anything else.
Designer and Programmer of Siralim and The Negative. Follow us on: Facebook | Twitter | YouTube

Offline theluxx

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #50 June 24, 2016, 08:39:16 PM
My game won't load, or it's taking almost forever to load.

Maybe cause I have a creature with over 17mil gene strength and a lot of others above 7mil.

I went to the point where I got to -negative xp, but then went beyond that where I started making +positive xp again, so my character jumped to level 9820.

I have attached my save file.

Offline YOLO420MCSWAG

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #49 June 24, 2016, 08:34:51 PM
On most games on Steam, missing achievements can be fixed by verify integrity of game files/game cache on Steam menu. Not sure this would work on S2 or not.

It didn't work when I did it with the latest test version. I'm not sure if the fact that it's a test version has anything to do with it, but nothing new unlocked on Steam after I did it.

Offline pandaborn

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #48 June 24, 2016, 08:25:01 PM
On most games on Steam, missing achievements can be fixed by verify integrity of game files/game cache on Steam menu. Not sure this would work on S2 or not. 

Offline YOLO420MCSWAG

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Re: Help! Testing Siralim 2 patch 0.7.0
Reply #47 June 24, 2016, 08:14:21 PM
No, which ones don't work?

Well, it seems like quite a few of them. For instance, I have Raising an Army III unlocked on Steam, but I and II are missing. In-game, I have II and III unlocked, but not I. With Creature Training, I have III and IV unlocked on Steam, but not I and II. Same with Notorious Murderer, and also Creature Training, and Bestiary... And others. Actually, when I'm looking at it, it seems like it's mainly not synching I and II for me. I can't find anything else, but I did not look through everything.

I hope this helps!

EDIT: I cannot find any that are not showing as unlocked in-game, although Raising an Army I appears at the very end of my completed achievements in-game for some odd reason.
« Last Edit: June 24, 2016, 08:23:16 PM by YOLO420MCSWAG »