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Topics - jamosup

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Suggestions / Change Cheaper Hatching to Cheaper Breeding
« on: May 31, 2016, 06:53:23 PM »
It seems like the new replacement for the minimum power balance perk is causing a lot of confusion; and nobody seems to know where the resource cost is in hatching (though I would guess it is from the ritual hatches). Considering it's priced like an early-game perk, I think changing it like this would alleviate a lot of the cases of people thinking it's not working like it should and make the perk more useful in general.

Suggestions / Rapture used by bosses
« on: May 31, 2016, 03:54:59 AM »
I feel like the Rapture spell gem should probably not be able to generate on a boss, or at least let the last place effect ignore the boss immunity - it's a real kick in the teeth for the game to inadvertently cheat the downside off one of the most powerful spell effects in the game.

Support / Invisible creatures able to be targeted by enemies
« on: May 31, 2016, 03:53:19 AM »
0.0.25, Windows 10

Enemies seem to be able to attack and target invisible allies as if they are not invisible.

Suggestions / [SPOILERS] Final boss tweaks
« on: May 31, 2016, 03:45:59 AM »
There are a few possible random events that can make the final boss frustrating in ways that are likely unintentional. Artifact buffs still apply to the 2nd phase, which can be REALLY bad if the boss gets a mend artifact and can even make you lose during a part that I think you're supposed to win. Maybe at least make the 2nd phase ignore its own artifact, or just remove the final boss's artifact altogether.

If it is intended that the 2nd phase of the battle be impossible to lose, possibly add a "safety net" in case you get hit with a strong AoE or get hit by the summoned monsters before you get buffed into a safe zone by the gods where you won't be at risk of dying where one of the gods resurrects you even if you total-wipe.

Suggestions / Shorter boss dialogue if you've died once
« on: May 31, 2016, 03:32:59 AM »
A few bosses have dialogue that is quite long, and it can be a hassle to file through it if you are trying again repeatedly. Making a different, 1-page text for after you've already attempted once would make things a little smoother in that front.

Suggestions / Undeath perk
« on: May 30, 2016, 05:04:00 PM »
Is it possible to make this perk stop activating or have a reduced chance after 3 or 4 activations? Fighting Wight enemies with it mostly just wastes a lot of time randomly, not really leading to enjoyable battles, and it still won't render the creature useless to snip off the 1 in 32 or rarer cases that lead to lots of annoyance and irritation.

Support / Combat crash
« on: May 30, 2016, 02:56:50 PM »

Windows 7, 0.0.21

Happened after a green occultist (viper?) took their turn, and a Wyvern Sonicscreecher enemy turn came up, then a crash.

Suggestions / Fraudulent chef bug
« on: May 30, 2016, 02:37:24 PM »
The Chef always seems to tell you your meals last one realm longer than they actually do; that or the character sheet says they last one realm too little.

As it is currently, it's sort of possible to get yourself in a sort of hole where your creatures are too weak to kill monsters near your mage's level, causing you to get barely any resources when you do win battles. It can nearly ruin your savefile if you get to that point, since you need those resources to make better artifacts, and summon new monsters. If resource gains are at least based off your creature's levels, or less heavily penalized if your mage level is high and your creatures are low, it would ease up on this a bit.

There is potential for abuse using high level artifacts to sweep low realm floors, but I'm not sure how to prevent that while still allowing players who have gotten themselves "stuck" to be able to recharge on easier realm levels without getting punished for it.

Suggestions / Repeating Spells
« on: May 29, 2016, 04:16:29 PM »
Would it be possible to give these spells a small minimum number of casts higher than 1? It really sucks spending your turn on a spell like Murder of Crows and it to instantly end after the first hit. I know spells are generally on the strong side right now, but the random-target repeating spells are in the "feel bad to use" area. 2 or 3 minimum hits (maybe an extra for Cloudbeam since it has a higher cost and lower chance to stop) would ease up on those moments without making the spells broken, most likely.

Suggestions / Increasing lower level monster experience gain
« on: May 29, 2016, 04:01:02 PM »
I'm noticing even if a monster is 15-20 levels below the rest of my party, they really don't level up to equal the rest very quickly. Even monsters I've had for a hundred battles are still a few levels behind ones I've stuck with for a long time. It seems like creatures that are a lower level don't really get a particular experience bonus, but the experience does go down if your level is too high - I've seen level 35 and 17 monsters gain the same amount from a fairly high level battle. Is it possible this can be tweaked so the lower level monsters get more of a bonus so they even out quicker?

One issue with the game's balance so far I've noticed is that low level creatures don't catch up terribly quickly; they do get a little bonus experience, but a level 20 creature will barely get more than a level 30 one. It can take so long to catch up from level 1 that putting a new creature in or breeding your creatures can cripple your ability to progress for a long time. It's left me afraid to breed or change my more efficient creatures, for worry of having to grind for hours to catch up to where I used to be.

I feel like if creatures below your mage's level got a very significant experience bonus (I'm talking enough to make them get 5-10x of your normal level creatures, instead of +50-100% like it is now), regardless of enemy level (so if you've bungled yourself so you can't fight high level monsters, you don't get stuck being penalized either). If you start with a level 50 mage, a level 50 creature, and a level 1 creature, it can take hundreds of battles for the two creatures to reach a similar level, when it could more realistically take a couple dozen. That way, players can explore the new breeding system without having to spend ages re-leveling their new monsters, especially if it ended up not working with their team :)

I'm still enjoying the game greatly, but it feels like the amount it time it takes to catch back up dissuades players from using one of the most-touted and siginificant features from the sequel. Hopefully it can be made a bit gentler to get your creatures back up to speed :)

Support / Crash on casting spell
« on: May 29, 2016, 01:02:18 AM »

Version 0.0.14, Windows 7

Crash happened after trying to cast Chain Lightning on a Wyvern Sonicscreecher. I've had at least one more crash on spell cast as well, and it may have been the same monster.

Suggestions / Display version name in window title
« on: May 28, 2016, 06:24:25 PM »
If possible, it would make testing bugs and reporting issues a little easier if the top of the window also listed the game's version (like "Siralim 2 - 0.0.14"), at least during Early Access? Sometimes a bug comes up in the middle of a realm, and you're not sure what version you had without  having to exit and lose your progress on that floor.

Support / Skeleton Triggerman ability inverted
« on: May 28, 2016, 01:55:18 AM »
I can't confirm 100%, but it seems like the ability for this creature works in reverse. I noticed enemy skeletons one-shotting my tank, and my own doing unusually high damage at random. I tested by hitting my own creature (for a consistent target), and hitting it near full health did far more damage (80-100) than at 1 HP (27); attacking low level enemies does over 1,000 damage! It seems the ability is causing +3% damage per 1% enemy HP -remaining-, instead of -missing-. Makes the creature pretty broken!

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