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1
Gameplay and Balance / Re: Prophecy rewards feel really really bad
« on: June 25, 2018, 01:36:23 PM »
Wait, you've actually received a good item from prophs? I'm halfway through unlocking all proph Steam achievements and I haven't had a single special item from it. I thought the dust and tomes were supposed to be the "special loot" at this point tbh, lol.
I considered tomes to be rather good. That was before genes were implemented. And no, nothing really good, i dont even get trap gems. On achieves i really miss only S rank/cards/knowledge/gods and realm depth, so should be around that too. Well prophecies too. But last few days im just waiting for a more stable version of the game so not aware of the last changes.

2
Sup, basically it all comes out to normal realms and your lvl vs realm lvl. Just rush it deep down a bit, maybe even ignoring most monsters/chests. Sigils AFAIK could only be found on the ground (well or i never got a single one from any other source, after sigil on itherian completition was removed). So if you have spare maps of farsight - use map/move to sigil if present/do quest/ move down, if no sigil - just do quest/move down. And/OR you can use CJ to make monster level in normal realms a bit higher, so it will be higher then yor nether level a lil bit (around 20%+ to be safe). Dont be afraid to skip monsters/chests etc. If you ll concentrate on normal realms for a few hours you can quickly build a supply of sigils this way, just balance your gameplay to never really run out, leave 1 or so pages of em, from my observations doing a slightly higher realms brings your around 1 sigil every 2-3 realms, with maps of farsight its really quick, w/o em its a dice roll ofc.

3
aint they just lying on the ground in normal realms waiting to be picked, pop in, use a farsight map, no sigil - save/exit. or just do quest/move down :P

4
Suggestions / Re: Consumable Suggestion
« on: June 22, 2018, 06:47:03 PM »
Especially maps. I have so many of those and they're never going to get used.
Actually i find em extremely useful as of now, especially in sigil maps if i think i cant quite beat any nemesis and should start evading from far off. In normal maps its usual - grab emblem/sigil/do quest/go down, though map saves a ton of time since you can avoid dead ends or empty spaces. I find that i can only sustain maps if i push enemy level/stats/damage in/out high up and do some treasure chests/nemesis, otherwise their droprate wont let you use em in every area. But ye why not use em for crafting too. Though i have like 1k supply i now try not to allow em falling below that point since who knows if drops will be nerfed again and they are imo too good not to use em :P

5
yep some battles can still get nutz. i dont even think that exhaustion will help, though exponential increase might.

so far only option is to run when you get into stuff like that, since its way easier to reassemble team/redo encounters.

6
Suggestions / Re: Consumable Suggestion
« on: June 20, 2018, 09:42:58 PM »
well portable black holes dont work in itherian realms at all. i just use em as a finisher for 'reach realm x' prophecy or when go shopping to gods. imo their value is next to nothing due to that, since danger of normal realms is close to zero anyway.

Id like to see black holes working in itherian realms - or for some item that will allow that. Though BH are pretty rare as they come and definitely rare enough to allow any constant use.

Battle flee item idk, maybe could be useful, not a bad idea, but again very limited use, since from my experience if you allready got in combat with something you cant kill that can kill you, you are dead before you see the menu, like 90% of time, but thats me, other players experience may be vastly different. Though again those items might be a lil bit useful.

Tbh consumables etc- id like to see some crafting in, as a late game resource sink + a way to recycle books of wisdom/pills/knives/cloth scraps at the very least. Think there are huge opportunities here to be claimed.

7
Support / Crash: start of battle, applying striken
« on: June 19, 2018, 07:46:28 PM »

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object obj_battlecontroller:

Variable obj_battlecontroller.spellid(100047, -2147483648) not set before reading it.
at gml_Script_bc_ExecuteEvents
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_bc_ExecuteEvents (line -1)
gml_Object_obj_battlecontroller_Step_0

v 086 win764
my group trait combo - striken/drained/absolution/despair/piercing claws, though worked ok before that and failed quite fast like on applying 2nd buff, sadly cant say enemy group for sure since alt-tabbing make crushed game to loose its rendered picture, had gorlum tremor/zealot occultist and something more, sigil of the pit, high card drop rate sadly

8
Help and Guides / Re: "Quench my thirst for death!"
« on: June 19, 2018, 07:12:12 PM »
fill that fountain by killing enemies, once filled can use it to move your items from pending to normal inventory. Normally preservation of items happends only when you move to next realm after completing a realm quest. can be useful when in dangerous environment or doing charms over and over etc.

9
Id ressurect that thread, now we have resistant nemesis (same cant loose stats + immune to debuffs) + amaranthine.
Its only killable via anomaly and only if you are careful enough so it will be one of the first to die (heal others). Its weird and wicked, tbh id suggest to remove amaranthine from resistant nemesis groups, and maybe remove em from cant loose stats sigils spawns as well, at least with nemesis groups it doesnt look like a feature at all, more like a bug/weird design. Oh i understand that its a rare roll to have amaranthine in the sigil with cant loose stats or even in a nemesis group, but at least with nemesis group can lead to ppl royally pissed. Ive just killed it by healing other mobs, but at least in resistant group i just cant see how it can be damaged w/o anomaly, nothing else could do it, basically its by itself immune to all damage, and dealing damage to it via anomaly is more like a trick.

OR idk, change trait, if its incassedence, make it lose 10% of its max hp (defense) every turn doing it as damage to all enemies, or something like it dies after X turns dealing all of its remaining defense as damage to all enemies and afflicting em with burn - something that wont lead to such dead ends that we can have now. When it cant die nor it can kill us.

10
Support / Black moon
« on: June 19, 2018, 04:48:21 PM »
I have asure bonebreaker (always have critical) and black moon art (your creatures with critical cannot be dodged) yet i ve just stumbled on a group of arachalisks that perfectly dodge part of my attacks (ottum + charge). Think it shouldnt be like that. Artifacts were not decayed obv
Nah further battles they all dodge all they want.
I mean id rather have taken dragon anti dodge stuff with 1 trait then always crit + cant be dodged then... :(

11
Support / Diligence mechanics
« on: June 19, 2018, 03:45:49 PM »
In descrition it says, while your creatures are above 90% health, they ignore their debuffs.
In fact they are immune to debuffs while above 90% health, which is overwhelmlingly powerful.
Guess they should still be afflicted but ignore debuff effects while they are above that 90%?

12
Support / Re: Singular-boosting effects don't seem to work
« on: June 19, 2018, 01:00:42 AM »
i just think there is something weird in singular spawn rate. At least after some patch. Have like 400 hours playtime, in 1st 200 ive met 4 singulars, in last 200 ive met 0 singulars

13
Support / Re: Charge trait isn't always triggering
« on: June 18, 2018, 12:40:17 PM »
thats very cool! thanks, will be waiting

14
Gameplay and Balance / Re: Loot change
« on: June 17, 2018, 06:29:43 PM »
well now when CJ is game, can definitely say that enemy lv vs your level is only a factor in loot generation when you exceed enemy level. Maybe realm level can be a factor, maybe not, but cmon, who cares when we can now have 10x or more loot with CJ mods :)

15
Support / Piercing dragon claws mechanics
« on: June 17, 2018, 06:07:26 PM »
It will trigger with stuff like stricken or pandemonium fever, it wont trigger with traits like supersonic/bad dreams/bad omen/throat slash.

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