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Topics - Enzo Matrix

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Suggestions / A new sigil tier level 6 with a twist.
« on: January 21, 2019, 03:32:35 PM »
I would love to see an addition to the sigils to bring in a new Level 6 tier (ultimate) that has 6 properties and one very different aspect.
A level 6 sigil has no cap on the increased damage / increased stat / stronger boss perk.

However every 10% more for the bonus stats is harder to get. Lower odds basically. The higher these stats above the 270 cap results in a increased rate of bonus return.
So for example a sigil could be +360% more health or boss is 360% stronger. These figures can only be possible on a level 6 ultimate sigil. Level 6 should be very very rare to find also.

Another fun thing would be to add very special possible properties that only a level 6 could have. Something like increased experience +75% increments of 5%. Or bonus all resources +50% etc. Special rare properties.

I love sigils how they are. I just don’t like caps and if we could bring out an ultimate sigil level where no cap exist, only an increased level of odds the higher the bonus gets. Example 300% was 1/210. 310% is 1/218. 320% is 1/336. Like that however you see fit to balance it. Unless you know another better way of bringing out a capless system lol. But ya I hope to see something like this!

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Help and Guides / Do any found eggs have bonus stats anymore?
« on: January 16, 2019, 08:53:58 AM »
I read before people found eggs that came with bonus tome stats. I haven’t found a single egg though with any of that only the heredities. Was this changed?

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Pictures and Videos / Holy experience! Haha
« on: January 10, 2019, 08:41:46 AM »
I’m sure others have something much more impressive. But I laughed when I scored this kind of experience at my current level in the game. Fighting level 3300 enemies with this team and it was a nemesis plus a dumpling in a Itherian bonus realm.

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Gameplay and Balance / Regarding nemesis revive ability!
« on: January 01, 2019, 09:37:44 AM »
So regarding the ability that nemesis revive after short period which seems to be within 1 turn every time. This poses a problem with sigils of +hp%.
I had a +230% hp Sigil and each creature was 150k+ hp. I beat them all over several times but it was impossible to kill them all in 1 turn.

Would it make more sense that each time they are killed they take longer to revive rather than 1 turn every time? I love +hp sigils because my team does colossal damage in 1 round but that was serious dps to actually beat that. Would like to see this nemesis rebalanced a bit so more a creature is killed it takes longer before it can respawn.

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Suggestions / Anyway we could bring back and old favourite?
« on: December 29, 2018, 10:09:47 PM »
I loved the siralim 1 Nether Orb craft your creature system and wondered if perhaps siralim 3 could adopt a new style of being able to essentially create a creature with custom stats built on how you designed it. And only 1 of these creatures can be in your party and can not be used in Tavern Brawls.

What I am thinking is a special egg type item that requires a lot of resources and time to genetically modify and build this crafted new breed. You can use DNA of whatever creature you have to make this creature be the same.

The egg item I would like to see it work like siralim 1 Nether / imbued where there was potentials of finding amazing ones and not so great ones. It is a very rare item that can only be found in Itherian Realms. Also you can give it whatever trait you currently possess. I want it to be something that takes work to make it hatch not something easy.

The end result would be nice to have some level of success range not a fixed cookie cutter style. I want to be curious how the end result will actually turn out not know exactly what it’s going to be every time cause that has no magic to it.

Hopefully that gets the gist of what I’m trying to suggest. I really miss the side project that took a lot of my time and I enjoyed it from each siralim game. It was Nether orbs in 1 and breeding in 2. I enjoyed the orb system more tho since I’m the one who suggested the orbs get better and then we got imbued orbs out of it haha. Time flies!

Oh and it would be really cool if altered creatures could be randomly encountered in Itherian realms and reward more exp as they would be a greater challenge.


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Help and Guides / Do sigils have caps?
« on: December 26, 2018, 03:06:23 PM »
Hey just curious, do sigils have caps on the amount of bonus stats enemies can have or can it potentially get even higher with the increased realm depth? And I remember a dev post saying up to 8 properties but could change. What is the max properties sigils can have currently?

I kinda hope sigils don’t have a cap on stat % bonuses to find some insanely modified sigils to try and conquer ^_^

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General Discussion / I miss building my creatures.
« on: December 22, 2018, 03:13:58 PM »
So siralim 1 had the nether orb where we had a fun side job to build this special creature through these orbs.

Siralim 2 had breeding where I got to enjoy building my team to be even stronger after breeding and having to plan my breeding to build on the stats and also not knowing exactly how the end result was going to be was kinda exciting.

Siralim 3 so far I’m done main story, lv300 creatures been doing Sigil a which are pretty awesome btw. I’m just missing the whole side job of building my unique creatures and not sure if tomes helps this? But I can’t find any of that lol.

Also breeding feels so, not siralim to me atm. It’s simply doing it for a new creature and a +1 / -1 to a stat which maxes out after 15 points.

When I find eggs it hasn’t been as exciting as it use to be like in siralim 2 they always had unique gene stats so it gave eggs more mystery. So far all my eggs have had herditity (sp?) but no bonus stats or anything. Maybe they do later on?

Is there anything currently in game I’m missing that does allow for the creature building feature that siralim 1 and 2 both had. I understand not everyone likes this but maybe in future something can be brought back and allow it to be a feature that can be on or off. I use to have the inox apocalypse with very high defence and right now I can’t really do that. Not sure how anyways.

8
Support / Itherian Mimics very weak
« on: December 14, 2018, 03:31:08 PM »
The Mimics in an Itherian realm are very weak compared to the normal realm versions. Right now they spawn with over 10k hp but in the itherian realm same level only 2k hp so I kill them super fast.

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Support / Game crash with error on nether boss #2
« on: March 12, 2018, 10:33:35 PM »
So just had this crash during the start of the depth 10 nether boss.

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Support / Sigils bonus stat broken?
« on: March 07, 2018, 04:05:37 PM »
I’m not sure if S2 gets updated with bugs or anything but I’m convinced sigils stat enhances are broken. Very noticeable is the +hp %. There is literally no difference in the enemies hp values. On average they are 20k and with a +130% I’m expecting massive hp increase but they are still 20k health. It feels the same for the other stats also.

It’s weird cause I should be like cool easy wins, but I actually was hoping to be afraid of the +% and having hp making them much tankier so the fights felt more epic. Is there a possibility to look into this. I know the hp doesn’t work, they never have more health than the avg I always fight regardless of the sigil perk of +hp%

11
Gameplay and Balance / Final (Story) Boss - this spell ruined it lol
« on: December 18, 2017, 05:02:25 PM »
Gets to Misery, oh hey misery, lets get this epic battle started!

First attack, Spell Mutilate activates, Vicious pit worm auto attacks, Misery Dead.

Me: Wait.. what? The hell just happen lol

So um.. balance.. maybe lets not let mutilate work on bosses? especially a final boss of the story lol. That was just silly.

12
I just read on dev blog that regarding death penalty in order to not cheat the system, realm now spawns enemies continuous. So this kinda makes me ill lol, I have an issue where I need to 100% clear a realm before I move on.

Since items are tainted by siralim, could we instead make all treasure boxes locked by the tainted energy of the realm and all enemies must be defeated before the treasure boxes suddenly unlock and then we can grab it. I’m not gonna lie, not being able to 100% clear a realm is gonna drive me insane lol.

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[Archived] Siralim 3 - Development Discussion / My Siralim 3 ideas!
« on: December 08, 2017, 08:22:46 PM »
Hey, just want to say WOW! Had no idea there was a siralim 3 until not long ago haha. I Remember back in siralim 1 I was the reason them uber nether orbs got added ^_^ .. I been playing lots of siralim 2 and I checked out so far what changes are being made to siralim 3.
- No rituals (wow feels strange lol)
-Gene gone (I may be a minority but I quite enjoyed it, then again I loved the nether orb building from siralim 1 lol)

So there are things I just wished siralim allowed me to do and perhaps siralim 3 can somehow make it happen!
 
So here are some wishlists from me.

* Allow a perk / unlockable setting to show enemies HP Value (not a %). I love numbers and I would really like the ability to see actual HP of enemy creatures.

* Allow a setting to make artifact stats perm (unable to re-roll) Perhaps a punishment setting. I really disliked siralim 1 and 2 when it came to how artifacts worked. Adding a trait was great, I would rather have artifacts stats set in stone when found, this gives me more enjoyment to go out and find new and better artifacts.
- Currently I can be a level 1 mage, make a sword, keep that sword all the way to mage lv100, and make it stats lv100 quality. Literally pointless to find another sword in wild.

* Have boss rooms in realms randomly. Siralim 2 had boss rooms; however, these creatures were exactly the same as the normal creatures roaming.
-Perhaps post game there could be some really neat random boss encounters (large hp values, make me work to win and have great rewards)

Reading from the new system of breeding, the level cap sounds really neat and being able to increase etc. I am actually looking forward to see how this all plays out.
- My main thing about siralim 1 and 2 that attracted me so much was the "building" aspect of a new creature. Siralim 1 I spent a lot of time building my nether creature and it felt awesome and unique. Siralim 2 I spent a TON of time breeding and again having a unique creature that felt awesome. I hope Siralim 3 new system still keeps this core of "building" my new awesome creature and it sounds like it will :)
- Another note is not knowing exactly how the stats of my new creature will be or turn out. Breeding with Gene always had me wondering what the new creature stats will be like. I dunno that made it exciting also!

* Keep encounters special in siralim 3. In siralim 2, early game encounters I assume creatures stats were all normalized say 2 level 10 bats had same base stats. However as Gene became more, the encounters got way more interesting, 2x lv150 bats with gene strength 100 would have very varied stats and I really enjoyed that. So I hope Siralim 3 makes encounters become much more interesting later on :)

* Sigils! Are these still something in siralim 3? If so I would PLEASE if possible have sigils difficulty, stats, levels etc. not continuously increase with your creatures level after it was found. When I found my first sigil in siralim 2 and it was like lv 20 creatures with 15 gene, I thought awesome, I will train my team to take on that sigil. I only realized when I was ready it suddenly was like level 45 and 50+ gene? Regardless it felt wrong lol. If not a popular idea, allow an in game option if you can to make sigils difficulty not scale after being found. New found sigils however can be much tougher (scaled).

I propose a variable range to sigil difficulty depending on the realm level found in.
*Variable creature level (example, a sigil found in realm lv3 can be level 6 enemies up to level 15 enemies. RNG, never increases on that particular sigil)
*Keep the additional difficulties added to sigils like siralim 2 had (that was sweet!)
- If the masses would rather sigils constantly scale to your levels then I dunno make this a punishment to not scale lol
I have never beat a sigil lv3-5 in siralim 2 because the creatures were just always way to ahead and crushed my team, I was never able to conquer them.
- Don't allow the ability to re-roll a sigil (that just cheesed the system like oh this is to hard? I will just re roll and make it easy... kinda lame lol)

I look forward to Siralim 3! Anything here Zack that you can comment on? I am still new to the info on siralim 3 so maybe some of these ideas / features are already on the books? or not lol

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Suggestions / A perk that would allow this please :)
« on: January 17, 2017, 11:20:06 AM »
I would really like a perk that would reveal the enemies HP same display as your teams HP, no MP or anything just the HP. I dunno but I would really enjoy seeing the hp of the enemies!

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General Discussion / Is it possible to exchange resources for another?
« on: January 12, 2017, 08:47:35 PM »
As title says, I wondered if there is anything in the game that will allow me to exchange 1 resource for another, I have huge excess of resources that deal with artifacts and since I am trying to play the game where I don't go changing up my artifact to allow for a fun way to equipment hunt, I am left with tons of I think its granite and another resource. I am dying of crystal, always broke of it. So I just did not know if there is any mechanic that could allow me to exchange even at a loss. Would be nice lol .. I hate having so much granite and always empty on the crystal.

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