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Messages - robertleva

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So there I was, loving S3, grinding away at the story with my new team of critters and loving every minute of it. Then it all came crashing down when my main crew hit level 50. Main crew can't beat lvl 33 boss? Ok no prob I will make a new crew...Just kidding you can't. Your main crew is capped and you can't make a new crew because all the monsters you want to extract more cores from on the lower levels run away from you now and when you catch them you just get the exp and resources.


You already said gene strength was bad for S2, but now you add "heredity" which to my layman eyes is the exact same thing as gene strength. Compounded with the new level caps and prevention of farming lower realms, the system becomes WAY TOO RESTRICTIVE!!!

What exactly am I supposed to do if my capped critters cannot advance the story and I cannot get new critters because my Mage lvl is 46 and the creatures just run from me and prevent extracting cores??

General Discussion / The wait is over!
« on: May 25, 2018, 01:28:01 PM »
Bought game + soundtrack. Looking forward to dumping hundreds of hours into this!!!

Thanks for making this game.

Suggestions / Re: Keywords and damage types
« on: May 23, 2018, 12:47:41 PM »
lol ok nvm delete vthread

Suggestions / Re: Keywords and damage types
« on: May 23, 2018, 12:02:37 PM »
On hit yes sorry but not "on attack" effects. I should have specified my bad. Thats why I used War golem and Midnight feast in the example. So if you have a gem that auto casts whenever you attack it wont go off at all in your above video. This is why you should separate basic attacks from triggered attacks keyword wise.

Suggestions / Re: Keywords and damage types
« on: May 23, 2018, 10:31:16 AM »
Wild Stabs
After this creature defends, it attacks other creatures at random for 50% normal damage. This effect repeats 7 times.

This does not trigger on hits.

Suggestions / Keywords and damage types
« on: May 22, 2018, 09:35:04 AM »
One area I thought S2 could have done better was using keywords for abilities and damage types. Take the starting Chaos creature Ottum for example. His trait says that after he "Attacks" he will then "attack" another creature at random twice for 50% damage. The game gives no indication on whether these follow up attacks will apply on-hit effects, will  be mitigated by defense or anything else about them.

Midnight Feast / War Golem for example WOULD trigger on hit effects but Wild Stabs would not. We need keywords to distinguish what damage and attack types are happening.

ex. Ottum: When ever this creature performs a <keyword>Basic Attack</keyword> it attacks another creature at random 2 times for 50% damage.

Steam page is up awesome!!

[Archived] Siralim 3 - Development Discussion / Re: Monster fusing?
« on: May 02, 2018, 12:15:54 PM »
This is what kept me from buying Siralim 2. I didn't like the fusing in DQM and it looked the same in Siralim 2. It reminded me of Respec, where you have to start from the beginning. And only makes me feel like I'm not accomplishing anything. If this new one is focused on fusing like the last one I don't think I'll be grabbing it. Sorry :(

There will be an option to turn off monster level caps and this removes the need to breed critters except for when you want to create a new species, like it should be in my opinion. I hate losing both parents just to create a slightly more upgradedable version of one of the parents. Its a really non fun play loop that made S2 unplayable for me until new game plus fixed everything that was wrong with S2.

Runes should be part of the tavern brawls agreed.

Sounds super fun. I'd love to be able to add a custom message to my teams, but like you said some ass will ruin it for the rest probably.

The new sigil system basically accomplishes this. Other than that its a decent idea.

Yeah just ignore me, I shouldn't post before coffee hehe. Also give me beta access for my vegas trip!!

Ahh I see. Thankfully this is an option we can turn off, good deal :) It would be kind of nice if turning off the level cap option prevented you from finding the duplicate breeding recipes, but meh that's no big deal.

I want to play this game so bad right now. I have a month long trip to vegas for work and Im hoping against hope the early access will be out so I can dump tons of hours into it.


Awesome system, this is another winner. One thing I don't understand is this part though:

***Breeding With Singular Creatures
When you breed two creatures together, the offspring will always be Singular if:

The first parent you chose is Singular, AND
The offspring is the same creature as the first parent***

If gene strength is removed, why would we want to breed our singular creatures into lower level versions of themselves? Why would there even be breeding recipes that produce duplicate critters?? I thought those would be removed with gene strength?

I would argue that creating a scaling team with the class perks would be trivially easy.  You basically have the framework for scaling teams built in to each mage now.

Nature mage was pretty close to this in S2 and was by far the most powerful. S3 seems to be bumping up the others to Nature mage level instead of retuning Nature.

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