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21
Suggestions / Some Ideas to Improve the Breeding Menu
« Last post by Chalupapoop on June 10, 2019, 11:39:36 PM »
I feel like the breeding using known recipes menu could be more efficient than its current iteration. My suggestion would be to make it more like the unknown breeding option, but more streamlined. The player would begin by choosing the desired recipe like now, then the 1st column could change to display only known potential pedigrees for the recipe. After choosing a pedigree, the 2nd column could then display only possible mates that would result in the originally chosen offspring. In my opinion, this might work better than flipping through the possible combinations until you get the one you want.

Another nice quality of life feature would be if the known recipes menu also showed how many of the potential offspring are already in the stable. It could work similarly to the summoning menu, displaying the number of offspring currently in the stable (if possible) right under the name in the 3rd column.

Thanks for making a great game!
22
Suggestions / Re: Monsterology 101: Raiko's Monster Ideas
« Last post by Raikomaru on June 09, 2019, 06:18:28 AM »
And here's the Chaos one: the Damnatii, monsters wrought of cursed flesh and metal who wield traits that increase the damage they deal to, and decrease the damage they take from, enemies with certain debuffs!

I based these, to some extent, on another game from my youth: the first Legend of Legaia(yeah, another game I bet some of you never thought I'd referrence!). Specifically, on some of its Seru-type enemies.


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

Base Monster: Zenoir Damnatus
Trait: The Flaming Fist(Fiery Doom Essence)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Burn.

Added Monster: Theeder Damnatus
Trait: Twisting Laser(Piercing Doom Essence)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Grim.

Added Monster: Viguro Damnatus
Trait: Plasma Squall(Electric Doom essence)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Shock.

Added Monster: Mushura Damnatus
Trait: Hellwheel Rampage(Spiky Doom Essence)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Fright.

Added Monster: Puera Damnatus
Trait: Warping Voice(Sonic Doom Essence)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Confuse.

Added Monster: Freid Damnatus
Trait: Ice Cold Depths(Frigid Doom Essence)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Drowned.

Added Monster: Swordine Damnatus
Trait: Sonic Slicer(Gusting Doom Essence)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Silence.

Itherian Monster: Baelselk Damnatus
Trait: Cursed Rage(Itherian Doom Essence)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Curse.

Special Monster: Aluru Damnatus
Trait: Wave Cannon(Glowing Doom Essence)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Vulnerable.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.

(Final Monster Count: 820)
23
Suggestions / Re: Monsterology 101: Raiko's Monster Ideas
« Last post by Raikomaru on June 09, 2019, 05:21:12 AM »
Remember that part, with the Primordials, where I said that everyone has a THING, and mine is imposing-looking monsters that look best leading a crew? Well, I've got those for the Chaos and Death elements too. Here's the Chaos one: the Piledrivers, powerful creatures who level terrain, and have traits dealing with Burn and Stun!

In the most simple terms, I based these guys off of the aesthetic of Diablo 3's Hammer Lords, being tall guys with hammer arms that reach to the floor. But that's not ALL I'm basing them on: I'm also borrowing from various monsters from Azure Dreams, a PS1 roguelike game from my youth.


Monster Class: Piledriver
Element: Chaos
Role: Mainline DPS(good ATK and DEF, okay HP, decent everything else)

Base Monster: Smash Driver
Trait: Superheavy Impact(Sparking Force Essence)
Effect: This monster's attacks deal 40% more damage and inflict Burn, Stun or both.

Added Monster: Mist Driver
Trait: Shockwaves(Clouded Force Essence)
Effect: So long as this monster is alive, if an enemy gains either Burn or Stun, they'll also gain the other debuff.

Added Monster: Spike Driver
Trait: High Stakes(Piercing Force Essence)
Effect: So long as this monster is alive, enemies with Stun take 200% more damage from Burn.

Added Monster: Coal Driver
Trait: Smoke-Belcher(Earthen Magic Essence)
Effect: So long as this monster is alive, enemies with Burn and Stun lose 10 Mana per turn.

Added Monster: Tinder Driver
Trait: Landscaping(Natural Magic Essence)
Effect: This monster deals 200% more damage to enemies with Burn or Stun, and 400% more if both conditions are met.

Added Monster: Abyss Driver
Trait: Undersea Tectonics(Wet Force Essence)
Effect: So long as this monster is alive, enemies with Stun and Burn below 50% HP have a 10% chance to instantly die instead of taking Poison damage.

Added Monster: Steam Driver
Trait: The Force Of Industry(Artificial Force Essence)
Effect: This monster has 10% more ATK for every enemy with Poison and Snare, and 20% more ATK for every enemy with both.

Itherian Monster: Hell Driver
Trait: Daemonic Mobility(Itherian Force Essence)
Effect: At the start of this monster's turn, it attacks enemies with Burn for 100% normal damage, and inflicts enemies with Stun with Burn. It may then perform an action as normal.

Special Monster: The Black Tower
Trait: On A Moonlit Night(Twisted Force Essence)
Effect: So long as this monster is alive, enemies with Burn or Stun spread these debuffs to other enemies adjacent to them.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.

(Total Monster Count: 811)
24
Suggestions / Re: Monsterology 101: Raiko's Monster Ideas
« Last post by Raikomaru on June 09, 2019, 04:56:14 AM »
For those of you who kept track of my works, you may know that the Cerebrants used to be a diffrent kind of monster, the Mysteria. I replaced them with the Cerebrants for variety, and because...well, their traits worked better with cool brain guys. But now, the Mysteria are back, modelled after diffrent kinds of cloaked hats, with new traits that essentially make them the opposite to Priests!


Monster Class: Mysterium
Element: Sorcery
Role: Support(good SPD and DEF, okay HP, decent-ish everything else)

Base Monster: Bowler Mysterium
Trait: Lending Aid(Simple Hat)
Effect: At the start of this creature's turn, it damages all enemy creatures equal to 20% of this creature's Maximum Health, then it loses its turn.

Added Monster: Pith Mysterium
Trait: Exploring The Frontiers(Pith Hat)
Effect: At the start of this creature's turn, it decreases all enemy creatures' SPD by 20% of this creature's SPD, then it loses its turn.

Added Monster: Deerstalker Mysterium
Trait: The Game's Afoot(Hunting Hat)
Effect: At the start of this creature's turn, it decreases all enemy creatures' INT by 20% of this creature's INT, then it loses its turn.

Added Monster: Janissary Mysterium
Trait: Sunshine And Sand(Regal Hat)
Effect: At the start of this creature's turn, it grants enemy creatures 1 random debuff, then it loses its turn.

Added Monster: Shako Mysterium
Trait: Too Refined(Military Hat)
Effect: At the start of this creature's turn, it decreases all enemy creatures' DEF by 20% of this creature's DEF, then it loses its turn.

Added Monster: Ushanka Mysterium
Trait: Winter Bleakest(Fur Hat)
Effect: At the start of this creature's turn, it decreases all enemy creatures' ATK by 20% of this creature's ATK, then it loses its turn.

Added Monster: Hjalmir Mysterium
Trait: Ride Of The...(Metal Hat)
Effect: At the start of this creature's turn, it extends the duration of 2 debuffs on each enemy creature that has debuffs, then it loses its turn.

Added Monster: Kasa Mysterium
Trait: Mysteries Of The Orient(Straw Hat)
Effect: At the start of this creature's turn, it removes Barriers from random enemy creatures that have Barriers, then it loses its turn.

Itherian Monster: Crowned Mysterium
Trait: Of Lords And Kings(Itherian Hat)
Effect: At the start of this creature's turn, all enemy creatures lose Mana equal to 10% of this creature's Mana, then it loses its turn.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.

(Total Monster Count: 802)
25
Suggestions / Re: Monsterology 101: Raiko's Monster Ideas
« Last post by Raikomaru on June 09, 2019, 04:11:51 AM »
.,..and that';s enough slacking from me. Back to work...and to whit, I introduce the Fu Dogs, dependable damage-dealers who, like the Thalomin, gain buffs when they do things, this time to their ATK, and share them with other Fu Dogs!

Eastern monsters are always interresting, and the Fu Dogs...as well as their Japanese counterparts, the feline Shisa...are among the neatest. Dragon puppers. Translating trait names to Chinese for these was also cool.


Monster Class: Fu Dog
Element: Sorcery
Role: DPS(Good ATK and HP, okay SPD, decent everything else)

Base Monster: Scholarly Fu Dog
Trait: Daoshi de Zhihui(Ornate Jian)
Effect: When this monster casts a stat-boosting spell, it gets a 10% ATK buff in addition to the spell's normal effect. If there are other Fu Dogs in the party, they get the same INT buff.

Added Monster: Wandering Fu Dog
Trait: Qianfang de Lu(Well-used Jian)
Effect: When this monster attacks an enemy, it gains a 10% ATK boost. If there are other Fu Dogs in the party, they get the same buff.

Added Monster: Ornate Fu Dog
Trait: Huangdi Zhi Dun(Ostentatious Jian)
Effect: When this monster successfully draws damage toward itself by Provoking, it gains a 10% ATK buff. If there are other Fu Dogs in the party, they get the same buff.

Added Monster: Gentle Fu Dog
Trait: Renmin de Shanliang(Blunted Jian)
Effect: When this monster gains a buff, it also gets a 10% ATK buff. If there are other Fu Dogs in the party, they get the same INT buff.

Added Monster: Rugged Fu Dog
Trait: Shibing de Juexin(Sharpened Jian)
Effect: When this monster gains a debuff, it also gets a 10% ATK buff. If there are other Fu Dogs in the party, they get the same INT buff.

Added Monster: Dignified Fu Dog
Trait: Buzhang de Yexin(Hidden Jian)
Effect: When this monster kills an enemy, it gets a 10% ATK buff. If there are other Fu Dogs in the party, they get the same buff.

Itherian Monster: Imperial Fu Dog
Trait: Zhanzheng de Yishu(Itherian Jian)
Effect: At the end of each of this monster's turns, it gets a 10% ATK buff. If there are other Fu Dogs in the party, they get the same buff.


Disclaimer: Values shown may change at the devs' discretion. Also, I'd love to be involved in the design if this goes through.

(Total monster count: 793)
26
Suggestions / Re: Idea for monthly event: Star Festival
« Last post by Raikomaru on June 09, 2019, 01:12:13 AM »
You know, this is all really nice, and I'd love to see these star monsters in-game, but I have two questions.

1: Why is there no Opiuchus-aligned monster? Maybe a Basilsik or a Pit Worm or something? :P
2: Would a Demigod not be a better basis for a Libra-aligned monster(most of them have armor that even LOOKS like something a pair of scales could hang off of)?
27
Support / Re: [PS4] Battle Lag
« Last post by Hellion2985 on June 07, 2019, 11:40:12 AM »
Sounds good to me. Thanks for the help!
28
Support / Re: [PS4] Battle Lag
« Last post by Zack on June 06, 2019, 08:34:35 PM »
That's the latest version for PS4. We'll see if the next patch fixes your issue (no ETA though - pretty much just when it's ready) - I've optimized a lot of things so it should help quite a bit.
29
Support / Re: [PS4] Battle Lag
« Last post by Hellion2985 on June 06, 2019, 07:59:00 PM »
In case it's important, I did find out my PS4 is running 1.3.22 and all posts I see concerning version states 1.3.23. Not sure if the number of the version is just showing up incorrectly or if I somehow don't have a current version.
30
Support / Re: Issue with Corsac proc rate
« Last post by DuckTapeAl on June 06, 2019, 01:28:03 PM »
After some more investigation, I figured out what i was doing wrong. My first team was mostly using temporary gems, the second team wasn't using all healing gems. This bug is not real, sorry for the bad report.
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