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Topics - Rylocke

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Support / [Android 1.3.10] Mass Summon Freeze
« on: January 08, 2019, 11:10:21 AM »
When Mass summoning creatures, the game gets hung up on the bright white screen showing the summoned creature. It doesn't seem frozen, just won't progress.

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General Discussion / Extract Tied to Knowledge?
« on: December 01, 2018, 12:50:38 PM »
I've not played for about a month or so, so I'm not sure if this was included in a recent patch, if I'm forgetting something simple, or if it's a bug.

I can no longer extract from any enemy (even on mages I made sitting immediately after the tutorial which says "at this level you should be able to extract any enemy.") because I "do not have enough knowledge about it yet." This causes me to get stuck on realm 1 because the quest is to extract.

How can new players build their army? Is there something simple I forgot to do, or should I post this as a bug?

Thanks.
Edit: I'm on Android 1.2.8
Annnd realized I didn't put this in Siralim 3 board.

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Support / Macro Logic
« on: December 01, 2018, 12:33:26 PM »
Please address the macro issues causing 6-line requirements for 1-line functions. Specifically, I've noticed it on "any enemy," so it would presumably affect all "any" conditions.

A simplified example:
[If any enemy < knowledge S, extract it]
[If any enemy lowest health, attack it]

The first part rarely works (even before whatever changed recently which won't let me extract any creature), and the attack part works some of the time, but won't match any conditions other times (often, and not due to buffs or debuffs). I'd imagine the last part would attack the enemy with the lowest health 100% of the time excluding invisibility, scorn, etc. but it seems to choose one enemy to evaluate, then stop functioning if that single enemy doesn't meet conditions or is dead.

I have a video I can upload, but unless it's requested I'll skip that since according to many other posts, this is well known and people simply use workarounds including 6 lines.

Even with import export, this is a massive headache, because I'm not confident my singular extract macro would work without extra lines, and I often use different actions depending on what creature I'm macroing, meaning I'm using many macros and editing them often.

Please fix it!

4
Support / Dead Summons Gain Infinite Traits with Undivided
« on: February 12, 2018, 11:37:26 PM »
Android phone ( Note 8 ), game version 2.4.0

Abomination Brute with Undivided (shares Artifact trait with summons)
Artifact trait: Last Stand (attacks 5x before death), though I suspect this bug might happen with any Artifact trait.

I run a Death Mage with deity perk which summons at the beginning of battle. I then sacrifice summons on my first two turns (the second uses Lifebinder to bring everyone back to life). I noticed that while my summons are dead, they accumulate new traits (you can see the counter furiously increasing in number in the videos). Once the creature is resurrected, the traits freeze at their current number and continue again if it's murdered a second time.

The first video is lower level gameplay before I used traits with my whole team. The second video actually uncovered another bug that I didn't even notice until recording. Apparently the entire TEAM's Artifact traits get inherited with the Undivided Abomination trait instead of simply his own. I'm not sure if there are criteria that need to be meet to reproduce.

There's a noticable slowdown (mostly in the second video), but it gets simply unbearable in boss fights, as the problem causes each turn to last significantly longer than the last, getting into the multiple *minutes* for a single turn.

https://youtu.be/1iLjbsP7cQM
https://youtu.be/x8f_jYl-_NE

I tried to figure out how to embed these and gave up.

Please fix the slowdowns before Siralim3 comes out! Your games are so great, and some of these issues might not be as apparent on a PC with significantly beefy hardware, so they tend to go unnoticed or swept under the rug. Solving some of these endless loop problems will definitely help though.

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[Archived] Siralim 3 - Development Discussion / Battle speed (buffs etc.)
« on: January 15, 2018, 02:02:15 AM »
One of the biggest issues I had with 2 was some pretty severe slowdowns once I started getting a pretty beefy team. It mostly happened when buffing stats, which I noticed was overhauled for 3, but some battles which should have otherwise lasted seconds took minutes. Even without stat buffing, I sometimes had severe slowdowns between actions even using the sped up version of gameplay.

I hope that those types of issues are addressed along with the ability to keep battles quick and efficient since we'll be involved in so many.

I don't know if it was an issue on the PC, as I played on Android, but I'm hoping that once I've got a full team of heavy hitters and there are potentially multiple spells and stat boosts with multiple targets, I'll still have a smooth experience.

I'm excited for release. Thanks for awesome games.

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