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Messages - Athetos421

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[Archived] Siralim 3 - Development Discussion / Re: Class levels
« on: January 25, 2018, 05:36:41 PM »
Yes, but i meant more like mixing the traits up.

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[Archived] Siralim 3 - Development Discussion / Class levels
« on: January 25, 2018, 04:58:52 PM »
I'm sure many of us have heard of multiclass characters. A character with levels in multiple classes. I was thinking on the topic lately, and i'm curious about hiw classes are going to work in S3.

Since levels will be more meamingful, i was thinking that, potentially, there may be some kind of pick-a-perk system when you level up, or you could decide to leave those points for a later level, IDK. So a 10-th level Death mage becomes intrigued with Life magic, and desides to dabble in life mage, becoming a Death 10/Life 1, and it may present a new kind of end game thing, getting max levels in all mage classes, and building the ultimate multichromal team, with each creature class included or something. This whould need some more creatures whose traits backed up other creatures' from different classes, but could be an interesting thing to try. I'm intrigued with the ideas of noclass creatures in the game.

What is your opinion, Zack?

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Or have a special Masochist/Pain mage class. He gets traits that give big boosts to your creatures, but restrict you in some way, for example:
Painful rage
After your creatures are damaged, they gain an amount of Attack = 1/2 Damage dealt. Your creatures cannot gain shield and heal only 5% health with mend.
Etc.

A special unlockable class, something to work for for those hardcore optimizers.

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[Archived] Siralim 3 - Development Discussion / Re: Devlog: Spell Gems
« on: January 24, 2018, 11:59:08 AM »
Hey, Zack, you said that you rebelanced creatures to be less oneshotty against opponents, but that leaves some questions. Will you change the Carnage traits? They rely on killing enemies with (prefferably) one go, AKA chain kill. With creatures dealing much less damage than before, how will it affect creature traits?

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You see, the problem here is what summons are in nature.

In S1 thery were depersonificated into buffs, sure, it was easy on the mechanics, but lacked any flavour.

In S2 summons were so characteristic, that you needed to make room for them in your creature slots, and they were solitary creatures.

Im S3, well, i'd like to see S2's approach, but i whould also like to see something new, i've catalogued the current proposals for a solution:

1. S2 mechanics - easy to implement, but a bit lazy.
2. 7-th creature slot - this messes with battle layout.
3. Dissapearing summons - they dissapear after death, a renewable resource.

Zack, what is your opinion?

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I've recently had the idea of summoned creatures taking a part of the commander creatures stats, and another idea, that could mesh with S2's summoning approach:
You can have up to X creatures commanded by one creature, but if you have an empty slot, every creature gets a +1 to summoned/ maximum commanded creatures.

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[Archived] Siralim 3 - Development Discussion / Re: Title Screen Preview
« on: January 16, 2018, 04:56:38 PM »
Yeah, the artist rally got the awesome office meeting mojo right.

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[Archived] Siralim 3 - Development Discussion / Saving in floors.
« on: January 10, 2018, 03:43:46 PM »
OK, so imagine you're playing S3, and suddenly, in the middle of a floor, you want to have a break. The door, which gave you a powerful artifact, has a very obscure teleport shine, and BAM! You lose your floor progress.

Will S3 have some sort of progress saving mechanic? To end a session on a floor and then begin it anew later in the same place?

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[Archived] Siralim 3 - Development Discussion / Re: Devlog: Talismans
« on: December 28, 2017, 01:28:08 PM »
Maybe a game-modifying artifact that you equip on your character? With a boon and a woe?
A possible example:

Armor of the brave

Boon: At the start of battle, one of your creatures is automatically placed at the top of the action queue.
Woe: Enemy [overworld]creatures move faster.

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Maybe you can choose the creatures? And trade power for versatility?

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[Archived] Siralim 3 - Development Discussion / Re: Overworld additions
« on: December 18, 2017, 12:16:24 PM »
A good idea, in S2, the over world was all just "get the chests and favour items, fight the monsters".
It was a bit boring. But with this new tactical element to the landscape, the game will be much more interesting.
I would also suggest the following creature gang types. But there should be a way to discern them from one another, maybe special icons, like the buffs/debuffs in battle?

Loner:
the gang of enemies consists of one creature, it has 300% more attack health, defence, and is immune to any effects that should cause it to lose its turn.

Horde: all enemy creatures have 80% less attack, health, and defense, whenever one of the enemy creatures dies, it is replaced by another random creature with a 50% chance of this event to happen, up to 2 times.

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[Archived] Siralim 3 - Development Discussion / Re: Devlog: Sigils
« on: December 14, 2017, 07:35:28 AM »
Well, then I take it that these new realms are Siralim 3's counterparts of Nether creature?
Or just an alternate hard mode?

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Hey Zack, what can you tell us about the legendary Nethers? And Nether demons in S2? And what will they become in S3? Can you draw some comparisons?

Also, i'd really appreciate if the Nethers(NC's) become more easily accesible.

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[Archived] Siralim 3 - Development Discussion / Make summoning great again!
« on: December 09, 2017, 05:10:13 PM »
I've been playing siralim 1 recently, and i just fell in live with the minion buff family.

In retrospect, i think that S3 should have a better summoning system than S2, because only the abomination family can relly on summons. Attack strategy families - tons and tones of them. Spell slinging families - less, but quite a lot still. Summoning families?...
Abominations. JUST ONE.

See? I want S3 to have a summoning system on par with S1, but different, because summoning in S1 was so much better than it is in S2. Maybe a secondary "army" display? Or you could just make Summoned critters disappear after they've died, freeing up space for more summons? Or, you could go retro on the retro game and use a system similar to the S1?

Just a suggestion, but i whould be very greatefull for any replies, thanks.

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I whould rather adore the return of some of the traits found in Siralim 1. They felt a lot less niche, and minmaxing than the traits of Siralim 2.

Made every creature more unique, every creature worth taking, and not just "meh, they arent any good for my build, they're breeding fodder".

I liked the S1 creatures more because they worked better in a mixed group, not like the S2 creatures, which reqiered one focus, and one crazy build.

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