Thylacine Studios - Forum

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jamosup

Pages: [1] 2 3 ... 14
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
I've been using Chaos, using a team using some of the early creatures to utilize physical attacks as well as high speed. I'm mainly relying on Ottum's damage to carry me through, but I also have a gradual power-scaling mechanic in that I have a Forest Priest as well as a bard that contributes to the party's damage based on Speed, along with the phase creature that increases dodge. I found an artifact with the "attack on dodge, 50% dodge" trait and gave it to my Ottum, so when his speed is buffed way up, he's often dodging and attacking with counterattacks that still activate his 3x attack skill, while healing the whole party. Pretty synergistic and fun for an early game team  ;D

5
Gameplay and Balance / Re: Debuffs in realms are back?
« on: May 27, 2018, 08:12:18 AM »
I think one of these fruits actually gave my team Frozen at the start of battle! I was strong enough to work around it, but imagine that in a realm anywhere near difficult.

6
Gameplay and Balance / Re: Damage soft caps?
« on: May 27, 2018, 08:07:22 AM »
Now, I'm not necessarily against this, as I assume it's meant to try to slowdown the gameplay due to the rampant one-shot meta from the first two games. I think maybe it can be eased up on a little bit (I'm just assuming it's still possible to oneshot things if you are ridiculously strong.), but this also likely gives the player time to react against huge hits from the enemy, too.  My opinions are a little mixed on the matter, though, it does punish heavy stat stacking to a degree, and  can make it a little misleading on how strong you actually are (when my chaos starter monster is doing 50 dmg to normal enemies, and then whacks a boss for almost 150, I can't really tell what I can take on yet). At the same time, it's a decent solution as to how to make sure ending a battle round 1 takes serious work. I'd like to hear other's thoughts!

By the way, Siralim 3 is great. I like all the little sound effects when you equip things and take actions, adds a new level of polish, in my opinion. The early game moves a little faster compared to 2, because the random artifacts you get are actually really nice. I will say the bosses have been kind of easy, but I was overleveled to a degree. (Though the 2nd boss using its mechanic on my Priest, who doesn't get to take its turn, is a little cheeky. Nothing I couldn't deal with, though.)

7
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?

8
While I like most of what's here, I'm not sure if I like the design decision of two things.

1. Stat-increasing perks being class-limited. Everything else is fine, but I think base stats should be innate to all. That also may cause extremely lopsided stats lategame, where you have 50% or more of one stat than the others because it's the only one you can increase.

2. The impersonal nature of half the Death mage's focus being on a unique, unchangeable creature. Even though it would be mostly identically gameplay wise, I feel it would be both cooler and more in line with a creature-breeding game if picking the perk instead gave you the Death's Edge that would permanently bind itself to one of your creatures, effectively making it the same gameplay wise, but retaining its old icon (maybe even recolored) and name. The lore behind that would be sweet, too, and I think more befitting of a death mage than summoning some weird leper. Sort of like giving up your normal life for unlife and immortality as a necromancer or lich in other settings.

I do understand if it's too far in development to change these things! These are just my personal opinions, and the perk design is otherwise interesting to me.

9
Something about these reminds me of how dark Pokedex descriptions have gotten in Pokemon, as well :P (In a good way, not a rip-off way, of course). These are fascinating little bits of backstory that should add a lot of lore to the Siralim world (which has a name, that I've forgotten). Though it does make me wonder if there are some more lighthearted lore entires, too  ;D

10
[Archived] Siralim 3 - Development Discussion / Re: Devlog: Runes
« on: December 08, 2017, 11:43:44 PM »
I like it, but the break chance is a poor way to limit players swapping runes. You could just be innocently changing loadouts and lose a key rune due to random chance.

I realize there needs to be a way to prevent mass spamming runes to discover secrets, but lets not break the runes. Make it cost resources or something.
100% agreed. A resource cost will still discourage it without randomly punishing players who want to change their runes for no reason.

11
[Archived] Siralim 3 - Development Discussion / Re: Other uses for Cores
« on: November 26, 2017, 12:42:01 PM »
One simple way to keep the rarity and surprise aspect while still allowing players to specifically hunt and / or farm for a legendary material they need is to add a secondary material to combine the cores with that's somewhat rarer than a legendary material -  basically functioning as a wild card material if you have the cores. This also means the core requirement can be relatively small and non-grindy (like 4-10). Another option could be something sort of similar to the gem combiner that turned 3 gems into a new gem in Siralim 2; combine a handful of extra cores and get a random new one. (though likely only chosen from creatures that you would be able to find at the current time to avoid sequence breaking with it)

Also, possibly allowing the player to change the type of a Sigil with cores, if this option is still relevant considering Siralim 3's game mechanics. From what I can recall, in Siralim 2, you could only randomly shuffle the creature type. Being able to set it to a specific creature family with a few cores would also assist with targeted farming of specific materials.

I'm not really a fan of being able to buy a creature's card. Those are a lot rarer and a lot more optional than materials are, so if anything, they should be the ones you have to find randomly, not the material :P On the other hand, I'm always a fan of ways to work around the RNG and help the player seek out specific items, but I agree that it shouldn't just be as simple as "give someone a bunch of cores and get the material".

12
It's less of a change to the spells themselves rather than the situations you use them in, but situations that require more single-target damage in general would bring single target spells into more use. Possibly having smaller enemy packs than 6 with higher levels or minibosses of sorts (like the nemesis bosses from beating a large amount of one species); even against bosses, they generally had enough emphasis on their additional minions that you still wanted to attack everything at once, and bosses of course only appear occasionally. (or never again, in the normal realms past 40 in S2) Still, AoE spells having a heavy cost associated with them is a good plan.

As for other spell changes; Siralim 2 had a large amount of "trinket" spells that had awfully small effects (most spells that applied beneficial statuses to a single target, for example), and were "balanced" by low mana-costs. Even if you spend 0 mana, you still have to take a turn, though, and that's often a lot more important anyway. These spells could be a lot more useful if along with their low mana cost, you were allowed to use one of these "instant" spells and act again normally. (or use an instant spell again, which would then actually consume your turn) Again, this is for those really small effects, pretty much no damaging effect would need this treatment, except maybe one or two spells that have this property to be unique. Abilities that react to spellcasts could also ignore these if the extra casts per turn got out of hand.

13
[Archived] Siralim 3 - Development Discussion / Re: Difficulty Settings
« on: November 23, 2017, 01:56:43 PM »
I would like to add a small addendum to this idea - I'm very much against adding a level limit that is -not- optional, and having experience drop to 1 eventually pretty much functions as that, as well. Siralim is meant to appeal to both power strategy gamers and people who just like to grind, so at least on a regular difficulty, you should be able to grind freely. It would work great in a hard mode, however :)

Also, the Altar of Blood has been removed, from what I know, so it would need to be a starting-game mode of some sort. Or a new game + option, but I don't think you should have to play through the game if it's easy for you just to play it for "real" :P

14
Those points are pretty understandable, and other than specific legendary materials you may be hunting for, there aren't many specific items that you'd be that invested in. (I used a card as an example due to its rarity more than its usefulness) There are still occasionally times when you lose and it's not really the player's fault (no team has zero counters, though a better made team will have less than others), and it'd feel a lot worse to lose a rare item because you got unlucky and ran into something like S2's Diamond Paragon (or whichever one disables both teams' traits) or S1's Topaz Paragon compared to if you screwed up in battle or made a team that is too easily shut down. It's not something that would happen frequently or even to most players, however. Any items that would allow you to escape or "save" items should definitely be rare enough that you'd have to really think about using them, and that you don't just have a pile of them by the lategame like you did with various rare items in S1 or 2.

15
[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).

Pages: [1] 2 3 ... 14