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Topics - Noetherian

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Support / Immune to Spells and Sudden Death
« on: June 21, 2018, 09:57:29 PM »
Version 0.10.2

In a Sigil with the property "Enemies Immune to Spells" should enemies take damage from Sudden Death?

(They don't take damage from other spells. The wording of Sudden Death seems to indicate that it is the spell dealing the damage and not the dying creature ... but maybe I am mis-interpreting this?)

Support / Should Slaughter Knives still be Dropping?
« on: June 21, 2018, 04:06:38 PM »
Version: 0.10.1

Just received a Slaughter Knife. Are those intended to drop? Or were they intended to be removed with the recent Nether Creature Heredity changes?

Suggestions / Consumable Suggestion
« on: June 20, 2018, 03:37:49 PM »
I absolutely love Nemisis packs. However, Sometimes a combination of a particular Nemisis Pack in a Particular Itherian Realm can be unwinnable for a certain team.

For example, let's say that stat boosting is a key part of how my team wins most fights. Misery packs prevent stat boosting and so I had better bring a back-up strategy that gives we a chance of winning this fights. However, if the properties of a particular Sigil interfere with my back-up plan, then I am really in trouble.

Bottom Line: Sometimes in an Itherian Realm, I will see a particular Nemisis Pack coming towards me and know that it is unwinnable for my current team.

This seems like the type of situation where I want to be able to burn a rare consumable to help me out.

Consider adding a rare consumable that either:
-- Re-randomizes all Nemisis packs in the current Realm. (E.g. re-roll am Agile pack and maybe it becomes Horde instead)
-- Removes Nemisis status from all packs near the player, turning them into regular encounters.

Suggestions / Feedback from a Friend with no Siralim History
« on: June 20, 2018, 10:47:12 AM »
I have friend (let's call him "Mike") who never played Siralim 1 or 2. (Actually, I gave him a copy of Siralim 1 on release and he played for like 20 minutes and never came back to it.)

Mike recently finished the main plot of Siralim 3 and I wanted to convey what he told me about his experiences. (Sorry this is second hand, he isn't big on Internet Forums)

-- Mike really liked the intro/tutorial and the plot of Siralim 3. The lack of plot was an obstacle to him enjoying the original Siralim.

-- Mike originally chose a Life mage because healing and creatures not dying seemed appealing. He had a frustrating experience with the life mage and almost quit the game around Realm 15.

-- Mike restarted with a Nature mage, played a high-Speed team with Speed-related synergies (Like Bard Balladeer and Forest Priest). He had a great experience playing through the plot as a nature mage. (He for stuck for a bit on Realm 18, but that was before the recent change that shortened the fight a bit.)

-- Mike is now starting the early end-game. Mike expressed concern about Sigil availability at the start of the end game. Sigils seem really cool, but you only get one of them. Additionally, as a less experienced Siralim player you are quite likely to fail your first Sigil, which feels bad since you can't get more.

[[Personally, I (Noetherian) think Sigil drop rates are good overall, but something as simple as giving players 3 Sigils instead of one when they start the end-game might feel better.]]

-- Mike expressed concerns about sorting. In particular, Breeding recipes aren't sorted by Creature Race, which feels inconsistent given that Knowledge base and Summoning are sorted by race. Also, Mike found the spell gems list in the item interface to be confusing, since it is sorted by name and not class.

-- Mike really liked the Library and used it a lot (much more than I use it). However, he indicated that it would be very helpful to have a way to see in town what items are available from each of the gods. (Mike want good at remembering which items/cores/spells went with which gods and it was tedius to wander around low-level zones just to figure out that Zonte actually didn't have the spell gem that you were looking for.)

[[Side Note: Mike ended up with either Rank 2 or Rank 3 Favor with each of the gods as a result of playing through the main plot. I believe most gods he ended up at Rank 2 Favor. I assume this intended, but I wanted to supply a Data Point. For exanple, Mike ended up going through the main game without unlocking Nether Creatures.]

Help and Guides / Loot and Level
« on: June 16, 2018, 08:51:00 PM »
My observation is that players get less loot if they run trivial (low-level) realms. This seems good.

However, I was wondering if loot is determined based on:
1) Highest Creature Level in Party
2) Average Creature Level in Party
3) Queen/King Level

Version 0.8.1
Platform: Windows/Steam

Sometimes in a fight the game shows me the message "Missed (Blind)" in response to an attack even though no creatures in the battle have the Blind de-buff.

I have seen this happen both for my own creatures and opposing creatures.

Gameplay and Balance / Crucification : Balance Concern
« on: June 15, 2018, 10:53:41 PM »
I am playing through the story again, this time as a Death Mage.

I have some concerns about the balance of Crucification compared to other single-target spells. On a mostly death team, the single target damage from Crucification seems dramatically higher than other single-target spells. In particular, I have been surprised by how much it trivializes boss encounters.

Support / Aftermath Spell
« on: June 02, 2018, 06:32:23 PM »
Version: 0.1.7
Platform : Windows/Steam

The Aftermath spell gives a Target Vulnerable and attacks three times for 35% damage.

However, the attack damage for the Aftermath attacks seem significantly lower than 35% of regular attack damage.  I  have tried attacking a creature normally and then the next round using Aftermath on the same creature and I find that I do more damage with the regular attack than I do with all three Aftermath attacks. (Despite the fact that the target is "vulnerable" when receiving the aftermath attacks)

It is possible that this is intended. (Perhaps the 35% is being applied before Defense is considered?) In any case, This dramatically reduces the usefulness of the aftermath spell.

Suggestions / UI Feature: Way to inspect a Creature's base stats
« on: May 30, 2018, 12:27:23 AM »
Base Stats are important in Siralim 3. With Tomes in the game, it would be nice to be able to see a Creature's Level 1 base stats. (This also helps answer the question: If I were to level up creature X, how would it compare to creature Y)

Gameplay and Balance / Feedback on 0.026 Damage and XP changes
« on: May 28, 2018, 03:12:39 PM »
There were significant changes to damage and XP mechanics in 0.026. After playing for a while with a saved game that it is playing through the Story, I wanted to provide some feedback. Obviously, these are just my personal opinions.

First, the XP changes are excellent. Prior to 0.026, leveling up a new creature really felt like a chore. In particular, it felt like the only reasonably efficient way to level up a new creature was to run realms with the auto-defeat enemy god-power (I forget what that item is called, maybe Heart of Darkness?). Now it feels like running higher level Realms is appropriately rewarding and new creatures reach a useful level in a reasonable amount of time. I really think the XP changes for low-level creatures were beneficial.

Second, I think the newest damage changes make one-shotting enemies a bit too common. Personally, I enjoyed the 0.023 era damage formula more than the current 0.026 era damage formula (One-shotting was possible in that iteration, but not particularly common). If you are gong to stay with something similar to 0.026, I would seriously consider either making Defense more powerful/impactful, or else just significantly increasing the health of everything in the game.

Gameplay and Balance / Thoughts on Damage Equations
« on: May 27, 2018, 07:12:59 PM »
There were some issues with the initial Siralim 3 damage equation and as a result, Zack is testing some adjustments to the damage equation today (See Patch 0.023).

This got me thinking about damage equations in general. It seems that a damage equation has two competing goals:
1) Make stat increases "feel" awesome (this is afterall a stat-based game)
2) Make one-shots rare (the game is less fun if either my creatures are dying instantly, or I am annihilating enemies in one hit)

So I am going to start with the premise that it is okay to have enemy max health affect my damage. (This is potentially controversial, but it is a useful premise if one wants to minimize one-shots).

I think a reasonable approach to limiting one shots is to start with a "natural" damage value and then modify the adjust the value based on enemy health if it is too extreme.

For a game like Siralim with Attack and Defense both in approximately the same range, I think a good "natural" damage equation is:
       NatDamage = (alpha * ATTACK - delta * DEFENSE) * DAMAGE MODIFIERS

Here, alpha and delta are parameters than can be tuned as desired. Basically decide how much damage should be done for given ATTACK \ DEFENSE values against a super-high health creature and set alpha and delta appropriately. (For instance, set alpha a bit larger than delta if you want a bit of damage to be dealt when ATTACK is equal to DEFENSE)

Now we get to the interesting part, how do you adjust based on enemy health. My starting assumption here is that a creature should be able to one-shot an enemy if the natural damage is sufficiently high relative to enemy max health. I am going to pick 5 arbitrarily as a constant (this can be adjusted) and say that a creature should one-shot an enemy if the natural damage is at least 5 times the enemy max health.

Therefore, I propose that we calculate:
     NatDamagePercent = NatDamage / MaxHealth

Now we want to squish down NatDamagePercent if it is too large, let's call our adjustment function F()
     AdjustedDamagePercent = F( NatDamagePercent )

Then our final damage is:
     FinalDamage = AdjustedDamagePercent * MaxHealth

So the interesting question is what is the right adjustment function, F() ...

We want F to be the identity function for small inputs (no need to adjust if natural damage is small)
... and we want F(5) = 1
(This is based on the assumption that a one-shot should happen if Natural Damage is five times max health ... Feel free to replace 5 with any value you prefer)

One possibility is to use a piece-wise function:
     F(x) = x                   if (x < 0.2)
     F(x) =  (x + 1) / 6    if (x > 0.2)

Or Perhaps:
     F(x) = x                            if (x < 0.2)
     F(x) = SQRT( 0.2* x)         if (x > 0.2)

There is likely something more elegant than a piece-wise function, but I think piecewise functions probably provide about the right behavior. If you want something more nuanced, you can always go with a three-part piece-wise function.

General Discussion / Thinking about Damage Equations
« on: May 27, 2018, 06:54:00 PM »
My Bad ... This should be in Gameplay / Balance not General Discussion.

... Moving it now

Suggestions / 0.024 New Damage : Data Points
« on: May 27, 2018, 06:08:07 PM »
To try out the new damage equation, I loaded up my Chaos Mage save file.

Enemy Level 25
Mage Level  25
Creature Level 27  (I am a bit over-leveled with save since I have been exploring a bit more than needed)

My highest attack creature is: 445 Attack (I think this is fairly high for this point in the game. This includes the Sailor's Warning Trait)

My second creature is: 271 Attack

Enemy1 Defense: 41
Enemy1 Health: 203
Damage from my 445 Attack : 99 (no class bonus, this is Chaos vs Nature)
Damage from my 271 Attack : 87 (no class bonus)

Enemy2 Defense: 188
Enemy2 Health: 301
Damage from my 445 Attack : 122 (critical strike, no class bonus)
Damage from my 271 Attack : 107 (no class bonus)

Enemy3 Defense: 155
Enemy3 Health: 253
Damage from my 445 Attack : 109 (critical strike, no class bonus)
Damage from my 271 Attack : 95  (critical strike, no class bonus)

From a player perspective, the damage numbers from my two creatures feel a bit too close together considering how 445 vs 271 is a VERY significant difference in attack.

General Discussion / Are Singular Creatures Marked?
« on: May 27, 2018, 12:36:55 PM »
My understanding is that the EARLYACCESS code gave a Singular Pit Wrath Redeemer.

However, when I look at my Stable (or the Breeding Screen!) I don't see any special marking for Singular creatures.

Am I missing something? It seems like without some marking it would be really easy to accidentally breed a Singular creature and lose it.

Gameplay and Balance / Perk Cost Growth
« on: May 27, 2018, 11:14:51 AM »
There are a number of key perks that have a cost growth:
1, 2, 3, 4, 5, 6 ...

This creates a strong push for players to spread out their perk points mid-game because the benefit of specializing isn't worth the cost. That being said, perk specialization is a lot of fun. Having high investment in a particular perk can really change the way you play, which is awesome.

You should consider adjusting some perks to flatten the cost growth a bit. For example:

2, 2, 3, 3, 4, 4, 5, 5, 6, 6, ...

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