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Messages - Zack

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Suggestions / Re: Bunch of suggestions.
« on: May 22, 2014, 09:50:34 PM »
These are some great suggestions, thanks a lot. I've made a note to add several of these in the next update.

And just so you know, you can already re-order your creatures by opening the menu and selecting "Reorder"

Support / Re: Not sure if Diabolic intruder's ability is working
« on: May 22, 2014, 07:22:09 PM »
The ability description is kind of misleading - you won't necessarily find "extra" loot, but instead you'll just find "better" loot. I'll clarify the description in the next update. With that said, it's not going to be very noticeable on the first few levels of the dungeon but you'll notice it a lot more as you travel deeper.

Edit: I'm also going to buff the effect a little bit for the next update since it's slightly lacking at the moment.

Support / Re: Crash report.
« on: May 22, 2014, 06:25:36 PM »
This is fixed for the next update, but in order to reproduce the crash, you have to equip a creature that is NOT currently carrying an artifact with a new artifact that also happens to be in the LAST slot of your inventory. Just thought I'd let you know so that you know how to work around it for now. The update will probably be out tomorrow (and it'll be pretty awesome).

Announcements / Siralim - Beta v7 released.
« on: May 21, 2014, 07:20:32 PM »
A quick fix for crashing when you talk to Kemikal in the throne room. Sorry about that. It should be up on the Humble download page soon and is already on our demo page.

Edit: It is now available on the Humble downloads page.

Announcements / Siralim - Beta v6 released.
« on: May 21, 2014, 01:32:32 PM »
This patch includes several updates based on feedback from testers. Thanks to everyone who contributed to making Siralim a better game! The demo link has already been updated on our downloads page: If you pre-ordered the game through Humble Bundle, you should see the new build available for download within the next few hours.

Below are the patch notes for Siralim Beta v6.

- A map is now available when you open the game menu.
  - The map is not intended to give you a full view of the entire dungeon, just a better look at your immediate surroundings.
  - The map is only activated when you cast one of two new spells: Farsight and Greater Farsight.
    - Both of these spells can be purchased from Bynine or found in the wild just like other spells.
    - The map generated by Farsight does not show anything that is covered by fog of war. Greater Farsight ignores fog of war.
    - The duration of the map persists for only one dungeon floor, then you must recast the spell again.
    - A Scroll of Farsight with 5 charges is now awarded to the player after completing the quest "Beyond These Walls", or in your starting pack of items if you have Castle Quests disabled.

- The blacksmith's salvage window now displays additional information about the selected artifact.

- If a battle drags on for too long, all of the creatures on the battlefield will become exhausted.
  - Exhaustion increases the damage received by all creatures, and this penalty will get worse each turn after exhaustion begins.
  - Players will probably not see this effect very often because it will only happen if a battle lasts for an abnormally long time.
  - This system was implemented to prevent stalemate battles between two creatures that can recover health indefinitely while being unable to ever finish off their opponent.
- When selecting an enemy target in battle, new flavor text is displayed to indicate roughly how much health the target has remaining.
- When diffusing an enemy creature, the battle text now displays the number of particles you already have that belong to that creature.
- The "Burn It Down" ability now displays only one message, rather than one for each opposing creature.

- Your character's starting class now affects the first type of dungeon that you can access at the start of the game, rather than every class defaulting to Grasslands.
- Spells of the same class as your character's class now cost 50% less mana.
- Updated the class-choosing interface with some flavor text about each class and to describe their starting creature.
- You can no longer change your class for free by speaking to Kemikal. Instead, you must buy new robes from Bynine. Each type of robe costs 5 Exalted Emblems.

- Realms are now generated with more varied sizes and room shapes than before.
- Many interactive objects such as resource nodes now give fewer rewards but spawn far more often.
- Enemy packs should now contain a wider variety of creatures.
- The angelic buff shrine now has a tendency to spawn closer to your character.
- The teleportation shrine now has a tendency to spawn further away from your character.
- Enemies and non-solid decorations can now spawn in realm corridors.

- You can now buy the following spells from Bynine: Identify Creature, Dispel, and all eight Alteration spells. Alteration spells can no longer be found anywhere else.
- Major Healing is no longer available from Power Spells and can now be found anywhere in the world.

- Rebalanced the level requirements and costs of most of the items found in Bynine's shop.
- Revamped the movement code. You will no longer stop moving if you press a different movement key.
- When summoning a new creature, an asterisk (*) now appears next to the names of creatures that are already in your bestiary.
- Wyverns, Fiends, Dragons, and Aspects have new overworld sprites.
- The mouse cursor is no longer displayed when it hovers over the game window.
- Heavily optimized the game to use far less processing power.

- Fixed a bug that would cause certain construction rituals to disappear from the list under very specific conditions.
- Wall torches in the castle no longer improperly block your movement.
- You can no longer occasionally "dodge" battles by quickly passing through enemies in the overworld.
- Fixed a bug that sometimes caused the game menu to open after taking a portal.
- Fixed a crash that would occur if the player looted a Nether Orb.
- Fixed a bug with the plasma bonus gain attribute that caused it to be far more effective than intended.
- The "Pestilent Thorns" ability now properly applies the poison condition to all attackers.

Support / Re: Necropolis special.
« on: May 20, 2014, 09:04:31 PM »
Thanks! Fixed in the next update.

Fixed in the next update. Thanks!

That's intentional. :)

Support / Re: Fatal error.
« on: May 20, 2014, 06:21:24 PM »
Thanks, I've found the problem and fixed it for the next update.

Support / Re: Touch control's do not work
« on: May 20, 2014, 03:41:27 PM »
Are you using a touch-enabled device; in this case, a Windows tablet? Clicking the touch controls doesn't do anything, but I have tested the touch controls on multiple Android and iOS devices and everything seems to be working as intended.

Gameplay and Balance / Re: Exponential buffs
« on: May 20, 2014, 03:40:19 PM »
It's actually intentional for things to spiral out of control if the opportunity arises. Spells and other abilities help to counteract even the most ridiculous powerhouses, as you'll see after you start hatching creatures from eggs or fighting tougher bosses.

I can certainly add the stat gains on level up. I'll add that to my to-do list.

Support / Re: Screen artifacts
« on: May 20, 2014, 01:17:58 PM »
Alright, I'll look into it and try to find the problem!

Support / Re: Stalemate encounters.
« on: May 20, 2014, 01:09:57 PM »
I'll add something to solve this in the next update.

I'm thinking that if no creatures on either side die for 3 turns, all creatures will start accumulating stacks of an "Exhausted" condition. Each stack increases the damage they take by 20% and they gain a new stack at the end of each turn.

Support / Re: Power Goblet disappeared from construction list
« on: May 20, 2014, 11:07:08 AM »
Should be fixed now. Let me know if something else goes wrong and I'll fix it for you ASAP.

Support / Re: Power Goblet disappeared from construction list
« on: May 20, 2014, 10:46:01 AM »
Very sorry about that. I'll have that fixed in the next update.

In the meantime, if you'd like to send me your save file (it should be in C:\Users\YOUR_NAME\AppData\Local\Siralim by default and is called siralimX.ini where X is the save slot) I will fix it for you so that you can progress. You can e-mail it to me at [email protected].

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