Thylacine Studios - Forum

Recent Posts

Pages: [1] 2 3 ... 10
1
Are you sure you're playing version 1.2.5? That's from several months ago. The version is displayed in the bottom left corner at the title screen. If you're actually playing that version, you should really consider updating as there have been hundreds of bug fixes since then.
2
Platform - IOS
Game Version - 1.2.5
สูตรเด็ดแทงบอล
Before the update to 1.2.5, Verdant Spheres would allow the player to cast three random spells from any targetable creature in battle, regardless of whether it was alive or dead. This was consistent in both story and normal battles.
After this update, Verdant Spheres does not allow the player to cast on a dead creature (Ally in this instance), and does not bring any type of warning or message after not being used. The player can attempt to press confirm on whatever creature they’d like, as long as the creature is dead, the spell will not cast.
All creatures have spell gems equipped, the creature had enough mana to cast Verdant Spheres, it was not silenced.
3
Announcements / Re: Update regarding Siralim 3 on PS4 and Switch
« Last post by Michael on Yesterday at 03:04:15 PM »
I can´t wait for the Switch Version. If you have to wait for an call... Wait faster :/
4
Announcements / Update regarding Siralim 3 on PS4 and Switch
« Last post by Zack on Yesterday at 12:35:31 PM »
Many of you are eager to play Siralim 3 on PS4 and Nintendo Switch, so I wrote a quick status update regarding the game's release on these two platforms.

http://www.thylacinestudios.com/update-regarding-siralim-3-on-ps4-and-switch/
5
Support / Re: Resistant enemies are immune to Parasites
« Last post by Zack on March 17, 2019, 08:48:21 AM »
Looks like the game is treating Leech as a debuff when it's applied by this spell. I'll fix this in the next patch - thanks for the info!
6
Support / Resistant enemies are immune to Parasites
« Last post by DuckTapeAl on March 17, 2019, 02:54:46 AM »
I've been building a team that can use PDC to hit Resistant enemies through the debuff immunity by hitting enemies with buffs instead. I'm using the Corsac and Hellburst traits to cast the Parasites spell in T0 to apply the Leech buff to the Resistant team, in an attempt to get around Resistant.

The issue I'm seeing is that Resistant is appearing to make enemies entirely immune to the Parasites spell, rather than just the Blight debuff it applies. My expectation when reading the description of Resistant is that the debuff wouldn't apply, but the buff would.

Platform: Steam, Windows 10
Version: 1.3.19
7
Suggestions / Re: Raiko's Renewed Idea Repository!
« Last post by Raikomaru on March 16, 2019, 08:18:49 AM »
And the last of the retro monster-types. Introducing the Haematonchires, based on Retro Slimes, shapeshifting blood creatures, named after various shades of red(minus one), with great health reserves and offensive power whose gimmicks involve defense penetration with a side order of Bleed!


Monster Class: Haematoncheir
Element: Nature
Role: Durable DPS(good HP and ATK, okay Mana, decent everything else)

Base Monster: Rose Haematoncheir
Trait: Airing The Veins(Pale Plasma)
Effect: When this creature attacks an enemy that has Bleed, it ignores 20% of that enemy's DEF and makes them take 10% more Bleed damage.

Added Monster: Crimson Haematoncheir
Trait: Superheated Blood(Sizzling Plasma)
Effect: When this creature attacks, it ignores 10% of the enemy's DEF and inflicts them with Burn.

Added Monster: Burgundy Haematoncheir
Trait: Heartbreaker(Still Plasma)
Effect: When this monster attacks an enemy with Bleed, or when this monster has Leech, it ignores 10% of the target's DEF, and 20% if both conditions are met.

Added Monster: Mahogany Haematoncheir
Trait: Corrupted Blood(Off-color Plasma)
Effect: When this monster attacks an enemy with Mend, it ignores 20% of the target's DEF and turns Mend into Poison.

Added Monster: Scarlet Haematoncheir
Trait: Beat Of My Blood(Throbbing Plasma)
Effect: This monster gains 10% defense penetration for every buff it has.

Added Monster: Vermillion Haematoncheir
Trait: Blood On Your Hands(Flaky Plasma)
Effect: This monster ignores 10% of the target's DEF for every turn the target has taken in this battle.

Added Monster: Azure Haematoncheir
Trait: Of Noble Blood(Glittering Plasma)
Effect: This monster ignores 10% of the target's DEF for every 10% HP it has.

Itherian Monster: Sanguine Haematoncheir
Trait: Blood From Stone(Itherian Plasma)
Effect: This monster's attacks have a level of defense penetration equals the diffrence in percentages between the target's DEF and its own DEF.

Special Monster: Wine Haematoncheir
Trait: Tippler's Lament(Alcoholic Plasma)
Effect: This monster has 10% defense penetration for each Drunk stack its target has.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
8
Suggestions / Re: Raiko's Renewed Idea Repository!
« Last post by Raikomaru on March 16, 2019, 07:33:54 AM »
...and ANOTHER one. Introducing the Prometheans, based on Retro Efreeti, good-natured, heroic firebrands who become stronger for every monster that has Burn involved in the fight, enemy and ally alike!


Monster Class: Promethean
Element: Sorcery
Role: Durable DPS(good DEF and HP, okay ATK, decent everything else)

Base Monster: Promethean Paladin
Trait: Blazing Justice!(Smouldering Ember)
Effect: This monster gains 20% more ATK for every creature with Burn on the battlefield.

Added Monster: Promethean Punisher
Trait: Burn Notice(Searing Ember)
Effect: This creatures gains 5% defense penetration for every creature with Burn on the battlefield.

Added Monster: Promethean Wayfinder
Trait: The Road Ahead(Bright Ember)
Effect: Your creatures gain 5% more crit-chance for every creature with Burn on the battlefield.

Added Monster: Promethean Caretaker
Trait: Soothing Heat(Warm Ember)
Effect: At the start of your creatures' turns, they gain 5 Mana for every creature with Burn on the battlefield.

Added Monster: Promethean Phlogistinator
Trait: The Power Of Phlogiston(Rippling Ember)
Effect: This monster gains 20% more INT for every creature with Burn on the battlefield.

Added Monster: Promethean Prophet
Trait: Pandemonian Rites(Glowing Ember)
Effect: This monster gains 5% more damage resistance for every creature with Burn on the battlefield.

Itherian Monster: Promethean Sunseeker
Trait: Praise The Sun!(Itherian Ember)
Effect: Your Prometheans share their innate traits and 10% of their HP with eachother.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
9
Suggestions / Re: Raiko's Renewed Idea Repository!
« Last post by Raikomaru on March 16, 2019, 07:12:56 AM »
Here's something else: Thaumaturges, based on Retro Liches, whose traits basically do the opposite of what Raven traits do!


Monster Class: Thaumaturge
Element: Death
Role: Tank Caster(good DEF and INT, okay HP and Mana, decent everything else)

Base Monster: Lost Thaumaturge
Trait: Aimless(Pitch-black Lantern)
Effect: Enemy creatures have 30% less INT. This trait does not stack.

Added Monster: Wandering Thaumaturge
Trait: Take Your Time(Dimly-lit Lantern)
Effect: When enemy creatures cast a spell, 20% of their SPD is subtracted from their INT to determine the potency of the spell. This trait does not stack.

Added Monster: Vengeful Thaumaturge
Trait: Equivalent Exchange(Bloody Lantern)
Effect: At the start of this creature's turn, it takes damage equal to 20% of its max HP, and reduces the enemies' INT scores by that much for that turn.

Added Monster: Inquisitive Thaumaturge
Trait: Heretical Suspicion(Battered Lantern)
Effect: Enemies start battle with 80% Mana.

Added Monster: Clouded Thaumaturge
Trait: Obscuring the Truth(Rusted Lantern)
Effect: Enemies' DEF is reduced by a number equal to 40% of this monster's INT. This trait does not stack.

Added Monster: Noble Thaumaturge
Trait: I Make The Law(Glowing Lantern)
Effect: Enemies have their ATK reduced by 50% of their INT.

Itherian Monster: Guiding Thaumaturge
Trait: Toward The Light(Itherian Lantern)
Effect: When enemy creatures are attacked, 35% of their INT is added to your creatures' ATK to determine the damage taken. This trait does not stack.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
10
Suggestions / Re: Raiko's Renewed Idea Repository!
« Last post by Raikomaru on March 16, 2019, 06:51:47 AM »
And another one...the Cyclopes, based on the Retro Forsaken to some extent, these lovely, one-eyed ladies have trait gimmicks that take advantage of Blind, because in the land of the blind, the one-eyed man is king!


Monster Class: Cyclops
Element: Life
Role: Supporting DPS(good ATK, okay INT and Mana, decent everything else)

Base Monster: Cyclops Warrior
Trait: Go For The Eyes!(Clear Eye Drops)
Effect: This monster deals 200% more damage to targets with Blind.

Added Monster: Cyclops Sentinel
Trait: Kaleidoscope Eye(Gleaming Eye Drops)
Effect: Your creatures take 10% less damage for every monster that has Blind in the enemy party.

Added Monster: Cyclops Cleric
Trait: Sight For Sore Eyes(Blessed Eye Drops)
Effect: When this monster gets a turn, any allies that have Blind lose it, and an equivalent amount of enemies gain it.

Added Monster: Cyclops Scholar
Trait: Watch And Learn(High-power Eye Drops)
Effect: When allies have Blind and attack an enemy this monster has attacked, they will never miss.

Added Monster: Cyclops Druid
Trait: Eye of the Tiger(Natural Eye Drops)
Effect: When this monster attacks an enemy with Blind, it ignores 25% of that enemy's Defense.

Added Monster: Cyclops Mystic
Trait: See No Evil(Crystalline Eye Drops)
Effect: When one of your creatures has Blind, they take 90% less damage from all sources.

Itherian Monster: Cyclops Hermit
Trait: Sights Unseen(Itherian Eye Drops)
Effect: This monster inflicts Blind when it attacks. If it has Splash, secondary targets also gain Blind.

Special Monster: The One-eyed King
Trait: Seeing is Believing(Royal Eye Drops)
Effect: So long as this monster lives, enemies' Blind debuffs last forever.

Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.
Pages: [1] 2 3 ... 10