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Topics - radfordblue

Pages: [1] 2
1
Support / Doom doesn't work
« on: April 21, 2015, 05:52:08 PM »
1) Bug

2)

3) The description of Doom says that it kills the creature after it wears off, but it doesn't work for me. I have an artifact with "Inflict Doom on Hit", and after an attack from my creature inflicts Doom on an enemy, I have all my creatures defend until Doom wears off. When it wears off, a message says something like "Minotaur Behemoth has met its doom", but the creature doesn't die and combat continues as normal.

4) iOS

5) 2.0.9

6)

2
Support / Wrong core name in Bynine's shop
« on: April 16, 2015, 10:29:32 AM »
1) Bug

2)

3) In Bynine's shop, there is an item called "Cleric Spellbinder Core" for 6 emblems. But when I bought some, it gave me items called "Occultist Spellbinder Core". The abilities listed for both creatures are the same, so I assume it just got renamed at some point. I only noticed it because I'm trying to get the last 10-20 creatures right now and I thought I had missed one when I saw "Cleric Spellbinder" in Bynine's shop.

4) iOS

5) 2.0.7

6)

3
Support / Spells drastically slow the game when using outside audio
« on: April 10, 2015, 01:55:52 PM »
1) Bug

2)

3) My message box speed is set to INSTANT, so most messages go away immediately if I tap the A button. Normally, the game won't let me tap away the spell messages (eg, "Brim Smith casted Holy Explosion on your creatures") until the animation completes, which makes sense. However, when you are listening to outside audio (eg, the Music app or a podcast app) the delay on the spell message seems much longer, and the next few messages are also delayed by 5-10 seconds even if they would normally be immediately skippable (like "Brim Smith took 423 damage"). So every time someone casts a spell, the game slows to a crawl for a few messages.

4) iOS

5) 2.0.7

6)

4
Support / Another text box that needs to be shortened
« on: April 10, 2015, 01:11:20 PM »
1) Bug

2)

3) On the "Recruit new citizens for Siralim" duty, one of the people you talk to says:
"Foreigner:
Oh, you have room for me in your kingdom? I'm certainly interested! Tell me, what is it called?..."

There is some text below that, but I can't read it because it's off the bottom of the screen.

4) iOS

5) 2.0.7

6)

5
Suggestions / Maybe change Vashtine's miniquest?
« on: April 09, 2015, 03:55:18 PM »
I like the miniquests that you get from the citizens of Siralim, like when the blacksmith asks you to find his gold bars or the enchanter asks you to find her a crystal ball, but there's one that is strange and doesn't seem to make sense. Vashtine (the guy that handles the Arena entrance) has one where he says he was travelling with his brother and they were attacked and his brother was killed. He asks you to find his brother's body and return it to him for burial.

This miniquest makes sense the first time you see it, but it seems stranger and stranger each time after that. Does Vashtine just have a huge number of brothers? Why doesn't he stop travelling to the monster-filled realms if his brother dies every time? This problem exists to a lesser degree with some of the other quests (Why does Bynine keep losing his journal?), but the stakes are so much higher with a brother dying that it breaks immersion for me every time.

I think it would be better to change this miniquest to something that makes sense when repeated, like the other miniquests. Maybe something like he's looking for a monster that escaped from the Arena or he's looking for mages that want to compete in the Arena or something.

6
Does anyone here use Diamond enchantments when you're making Nether creatures? It just doesn't seem worth it to me. Leveling up faster has some benefit (since being 10 levels below the enemy is less of a penalty at level 100 than at level 10), but if you put Diamond enchantments on your gems then the Nether creature will be weaker at any given level than they would have been if you had put one of the other enchantments on them.

It feels even more not-worth-it because the Nether creation process seems to push you toward using as few enchantment types as possible to maximize the effects of the ones you do choose. For example, let's say you have a Nether orb with 10 activations and 20 gems. If you use 2 activations and 4 gems of each of the five enchantment types, you get 8 gems' worth of bonus on each type (since the activations are supposedly multipliers), for 40 gems' worth total. But if you do 5 activations of 10 gems each, you get 50 gems' worth per type, for 100 gems' worth total. If you use all 10 activations and 20 gems on the same type, you get 200 gems' worth of bonus total. Lots of the most useful creatures seem to encourage focusing on one stat like this too, like Brim Smith (attack), Fallen Carnage (attack), Spider Occultist (speed/luck), Stronghold (health, maybe defense too).

I am planning on making one Nether creature with all Diamond enchantments and giving it the Diamond Paragon's ability (give 200% experience to all of my creatures that are lower level than this creature). Then I'll use it as a trainer to level up other creatures as necessary. That's the only situation that I can see using Diamond enchantments for right now.

7
Support / "A wandering Unicorn" bug
« on: April 08, 2015, 02:13:26 PM »
1) Bug

2)

3) In the life realm, there is a random event that says something like "A wandering unicorn decided to aid Brim Smith's cause" and it heals the Brim Smith by some amount. I saw this event happen today, but it "healed" an enemy creature that was already dead. The creature's picture reappeared on the battlefield, but it was not added back to the Action Queue. I killed the other creatures and the battle ended with this previously dead creature's picture still showing up on the battlefield.

4) iOS

5) 2.0.7

6) The "All twelve creatures have Link" random event also happened in this battle. I'm not sure if that matters or not.

8
Help and Guides / Siralim wiki?
« on: April 07, 2015, 05:01:32 PM »
Does Siralim have a wiki, or plans to make one? A quick google search turns up siralimwiki.com but it looks totally empty. I could help fill out a wiki if the skeleton exists but I'm not familiar enough with them to set one up from scratch.

9
Support / Text is sometimes scaling off the screen on iPhone 6
« on: April 06, 2015, 03:13:40 PM »
I hope I'm not being annoying with all these suggestions and bug reports. Siralim is a great game and I want to help make it even better. :)

1) Bug

2)

3) Some messages have too much text for the text box to hold on my iPhone 6. The end of the message is only partially visible on the very bottom of the screen. One example is the message that the Nether Creator gives you if you don't have a fully activated Nether orb but you ask him to make a Nether egg anyway. It starts with something like "Sorry Mage...". I think the message telling you the rewards for beating the first Daily Realm was also too large.

4) iOS

5) 2.0.7

6) I don't have any screenshots, but I could take some next time I see if it that would be helpful.

10
Support / Fallen Carnage ability bugs
« on: April 06, 2015, 03:07:10 PM »
1) Bug

2)

3) I've noticed two bugs with the "take an additional turn" part of Fallen Carnage's ability.

First, if a Fallen Carnage kills a creature that has "Rebirth", the creature dies and revives but the Fallen Carnage doesn't get an extra turn afterward.

Second, if the Fallen Carnage has Blight when it kills something, then its ability makes it take damage instead of healing itself. I'm not sure if that part is intended, but it seems odd (maybe the Fallen Carnage shouldn't do the "heal" part of its ability if it has Blight?). The bug comes afterward though. If the Fallen Carnage both kills its target and dies from the Blight damage, the game says that the Fallen Carnage dies, but then the Fallen Carnage gets to take another turn anyway. The dead Fallen Carnage can kill off the whole rest of the enemy team if it's strong enough to 1-hit kill everything.

4) iOS

5) 2.0.7

6)

11
Support / "Grant Buff: Proficient" being counted as legendary
« on: April 04, 2015, 12:27:32 PM »
1) Bug

2)

3) The "Grant Buff: Proficient" enchantment is granted from the Rare material "Inscription of Proficiency", but when I enchant an artifact with it and then try to enchant it with a legendary material, it says "This artifact has already had a legendary crafting materail applied to it. You can only apply one legendary crafting material to an artifact."

4) iOS

5) 2.0.7

6) I tried this on a brand new artifact with no enchantments other than "Grant Buff: Proficient".

12
It would be great if Siralim in iOS (and maybe Android too, but I'm not familiar with it) allowed audio from other apps to keep playing when you open Siralim. Many games do this, and it lets you listen to your phone's music, audiobooks, etc. while you play.

It's nice for games like Siralim where sometimes you just want to load it up and grind away for a bit without concentrating on it too much, so you put on some music or a podcast to go with it.

13
Suggestions / Viper Occultist ability description is misleading
« on: April 02, 2015, 11:52:46 AM »
The Viper Occultist's ability was changed in the recent update and the new ability description says:
"Creature deals more damage equal to your Power Balance."

This sounds like it just does bonus damage equal to your power balance number, so if your power balance is 230%, it does 230 extra damage. That's very unexciting since power balance is capped at 300, and if I hadn't already had a Viper on my team when the ability changed during the upgrade I doubt I would have bothered to summon one to try it out.

However, that is not how it works. I was getting bonus damage numbers all over the place, from 3 to 900. After experimenting with it a bit it looks like the Viper does a normal attack, and then does bonus damage equal to the original attack's damage multiplied by the power balance. So if your power balance is 200% then you end up doing three times as much damage as normal with this ability.

If that's correct, the ability text should be changed to something more clear, like
"After attacking, creature deals bonus damage equal to the original attack damage multiplied by the power balance."
Maybe that's too math-sounding for the description text, but something like that would be more clear and changes the first impression of the ability from "That's it?" to "Hmm, interesting".

14
Support / Nightwing Gargoyle ability doesn't seem to work
« on: April 01, 2015, 05:41:39 PM »
1) Is your issue a BUG (such as a glitch, or something that probably shouldn't happen in the game or a CRASH (causes the game to throw an error and does not allow you to continue playing the game)?

Bug


2) If your issue is a CRASH, please copy and paste the full error message below. Otherwise, leave this field blank.




3) Please describe in as much detail as possible how to reproduce the bug or crash.

Nightwing Gargoyle's ability text says "you gain 30% more resources for each of your living creatures", so I would expect that if all six of my creatures are alive at the end of battle I would get 180% more resources, or 2.8 times as much as normal. I'm not getting anywhere near this much of a boost.

When I don't have the gargoyle on my team, I get 300-400 of each resource (granite, crystal, etc.). When I do have the gargoyle and all six creatures are alive, I get 400-500 of each resource. This is about a 25% increase, which is far short of the 180% that it looks like I should be getting.


4) What operating system are you playing the game on? Windows, Mac OS, Android, or iOS?

iOS


5) What game version are you playing? You can find the version number on the title screen in the lower left corner.

2.0.7


6) Any other details to help us solve the problem.

I don't know if this matters but here are some of my stats:
King level 94
Creature levels 100-110 ish
Realm levels 5-12 or so
Power balance typically around 230-250

15
Gameplay and Balance / How are artifacts' primary stats determined?
« on: March 31, 2015, 05:33:10 PM »
Is there any rule to how the Primary Stats are generated on artifacts? At first I assumed that artifacts of the same level always had the same primary stats and they just increased when the artifact leveled up, but that's not right. I have three level 2 Armors right now, and their primary stats health bonuses are 196, 212, and 255.

Some of these differences are pretty large, and it seems like artifacts that are generated later in the game generally have higher stats. This is annoying, since the first artifacts that I gave my creatures are pretty high level now but they have pretty low stats. For example, my Brim Smith has a level 10 sword with 42 attack, but I just found a level 2 wizard staff with 70 attack and 70 defense. That means that if my sword had primary stats that were as good as an artifact with 8 fewer levels, it would have about 100 more attack than it has now. That is very significant, especially on a Brim Smith.

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