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Topics - jamosup

Pages: [1] 2 3 ... 5
1
Suggestions / Realm 44 boss suggestion
« on: May 31, 2018, 09:58:09 AM »
Due to Damaos's boss mechanic, him recieving Mend or being healed in any way (via spell gems or artifact effects) can cause the boss to become a stalemate. Maybe his damage reduction should also apply to his healing recieved, or at least give him immunity to Mend? Doing 5% damage to a boss restoring 15% max HP per turn is just annoying.

2
Support / Ottum crash
« on: May 27, 2018, 04:57:16 PM »

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

Variable obj_battlecontroller.spellgem(100598, -2147483648) not set before reading it.
at gml_Script_bc_OnAttack
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_bc_OnAttack (line -1)
gml_Script_scr_AddEventToStack
gml_Script_bc_CreatureAttack
gml_Script_bc_ExecuteEvents
gml_Object_obj_battlecontroller_Step_0

Crashed after first attack by Ottum in battle testing new damage formulas.

3
Support / Some kind of crash
« on: May 27, 2018, 04:51:41 PM »

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

Variable obj_battlecontroller.spellgem(100598, -2147483648) not set before reading it.
at gml_Script_bc_OnAttack
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_bc_OnAttack (line -1)
gml_Script_scr_AddEventToStack
gml_Script_bc_CreatureAttack
gml_Script_bc_Turn
gml_Object_obj_battlecontroller_Step_0

Had a Forest Priest and a Noxious Smog alive against 4 enemies, was attacking to hopefully try and salvage a battle, and eventually what I feel like is Chaos Magic now that it was programemd in causing a crash.

4
Gameplay and Balance / Damage soft caps?
« on: May 27, 2018, 12:48:56 AM »
I've noticed so far playing up to realm 9 that my creatures, despite having rather disparant Attack stats, do rather similar damage to most monsters, not able to kill them in one hit. But when a higher HP enemy, like a boss or a static fight "miniboss" enemy with extra HP, my damage goes up significantly, especialyl for the high Attack monsters. Is this some sort of system to keep battles from being as instant-kill focused?

Also, once some enemy cast a spell gem that "Trapped" one of my monsters, seemingly killing it instantly from full health. What was going on there?

5
[Archived] Siralim 3 - Development Discussion / Difficulty Settings
« on: November 22, 2017, 03:38:54 PM »
I don't know if this is feasible to add at this point in development, but something that I think the game could use to help make it both enjoyable for Siralim veterans as well as new players would be a difficulty setting option. With Siralim 2, players who were used to the series and knew how to game it had too easy of a time, while people who were new to the games would struggle the entire way through the game. In this case, balance changes are bound to make someone unhappy. Adding a mode where boss abilities become more complex (similar to how they worked in the Nether realms) and possibly things like level limitations based on your realm depth called Expert or Veteran Mode would be cool. This would only apply to the main story - once you're done with that, you should be expected to know what you're doing (and there may be multiplayer or leaderboard mechanics, or things like Daily Realms that wouldn't be balanced with multiple difficulty modes).

6
Should the fortune teller give you requests to defeat gods before you have any way of building the Gate of the Gods? Since the gem enchanter, as well as the fortune orb, are unlocked long before it, if you end up with a god battle as a task, you sort of end up stuck and unable to use these features. The Nether Realm level requirements are in line with my maximum Nether Realm level, however.

7
Is it intentional that they stay unopenable, and you can continue to fight the bosses on non-standard floors spawned by the fortuneteller? I killed a Shackler on floor 12, and the task highlighted green, but the chests were still sealed and the boss was still there, and speaking to it repeated the battle.

8
Since this could have potential spoilers, I wanted to make this a thread rather than place it in the shoutbox. What level and materials does the god altar require? I'm interested in checking out and testing it, but is it unlocked at a far higher level than anything else?

9
Support / Sigil quest NPCs disappeared after patch
« on: June 25, 2016, 05:49:27 PM »
http://puu.sh/pFVuH/a985dc784c.png

Quest was incomplete before the patch, completed it after the patch, went to turn it in, and all the NPCs were missing. They don't come back if you enter a realm and exit the game / restart it.

Version 0.7.6

10
Suggestions / Add a gender-neutral title for the player
« on: June 23, 2016, 02:27:41 AM »
This doesn't apply to me, personally, but I've been thinking about this for a while. Including a gender-neutral title for the player character seems like something that would easy to add and could make a big difference to potential players who don't identify as male or female. I'm unfamiliar with gender-neutral royal titles, however, the best I can think of is "monarch". If someone has a better suggestion for this, feel free to post one.

On a similar note, I've always found the initial conversation with Vertraag when you start the game where he is confused whether you are a king or queen rather awkwardly worded - maybe he should just ask you what your gender is rather than fumbling and calling you a "king" initially.

I'm not sure how difficult adding another title is, but it seemed like something pretty simple to do, and it might make a big difference to someone in a world where most games don't have this option. :)

11
I think the value of favor the telescopes give is balanced around most alchemy sets having the Pink + Red combination available; but they often don't. I've had floors with only 2 telescopes with a floor with 4 alchemy sets that all lack the Pink+Red combination, leading to only 120 favor from pickups, as opposed to the 450-500 or so that was intended. It might help to make every combination give at least some favor, and the Pink+Red one give extra favor, as right now Zonte's realm is a bit behind on favor gains; or make the telescopes give a bit more favor, at least. (though double Realm Quests still helps a lot :P)

12
Suggestions / Small Turbo Mode tweak
« on: June 08, 2016, 08:12:55 PM »
Would it be possible that the spellcasting jingle be made skippable without disabling sound effects? It can eat up a lot of time with Turbo Mode on due to it adding a good second or so to every spellcast.

13
It seems like it's still occasionally possible for realm quests to spawn without everything that's needed to complete it - 5 tents were required, but only 3 tents were there.

14
Support / Possible performance issues in Friden's realm
« on: June 08, 2016, 01:07:01 PM »
I've noticed that when in Friden's realm, my computer runs a good 6-8C hotter than in other realms - is there some kind of issue with the water effect or objects in that realm that causes this? The game has a habit of randomly spiking up 4-5C lately, but the undersea realm consistently runs up to 8 to 10 degrees Celsius higher than almost any other part of the game.

15
Support / [Intended?] Skeleton Cannoneer's trait is funky
« on: June 03, 2016, 10:08:29 PM »
I think this trait is a little weird, as it seems to be set up so it can both target the creature you just attacked, as well as dead creatures - I've never seen both random hits go off as at least one seems to be hitting a dead enemy. I don't think it would  break the trait to make it not hit dead enemies (or the enemy you just attacked) since there's already a trait that splashes 50% damage to adjacent enemies as well as the Splash buff. Is this a bug, or is it intended?

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