How many creatures are there. How many pages of creatures should I have I'm trying to figure out if I have all the particles or not
The update has been released! The next update will focus on rebalanced (and new) abilities and spells, along with some other quality of life improvements. It will be uploaded sometime this weekend. We also have some updated graphics on the way, and I am in the process of designing the new UI (note that "designing" doesn't mean "implementing"!).
Thanks for the update on the update, runs good for me so far! And as always, looking forward to all the new stuff you've been hinting at! One thing though - I do get some stuttering while in some realms when moving around. Any idea what is causing this?
Did this happen as of the recent update or has it always done that? Make sure you aren't running too many apps in the background since that will eat up your memory.
It wasn't the most recent patch, I don't think. I should have clarified that much. Normally I force-close most stuff, but I'll try running it again tonight with absolutely nothing in memory and let you know.
LOL. Way overkill on that. Normal Clairvoyant will 1 shot kill most of the time. I have taken a couple of days away from games. Will dive back in tomorrow and play a bit.
Oh boy I have been enchanting and summoning like crazy and I cannot keep up with my resource usage - first world issues... Hopefully you'll be fixing the gargoyle (resource gain) ability next patch? I had just put together a fresh gargoyle team when I read that broken ability post a page or so back... Bummer.
Oh man. I am so doing that, on a nether orb that has emerald as a bonus. I have yet to find one, but yeah. And that puppy's going to be for a mortarman. That might actually be overkill to the point of not enjoying the game though, as I imagine he'll pretty much wipe out everything in the first round.
Yes, that's being fixed in the next patch. Also, the ability itself is being changed to work with all living creatures, not just Gargoyles, but only at 30% increased resources per creature.
Just to mention: I find that enemies still cast spells right at the beginning. They usually only cast buff spells though and it makes it pretty easy to kill them in one round. I pretty much know what to expect. They buff spell The first enemy I kill gets resurrected Kill the rest Battle over If you buffed buffs it would make them insanely difficult to kill since they spam the spells. It would make using spells more feasible to counter said effects.
They're intended to cast most of their buffs at the start because strategically, that's the most opportune time to cast them. With that said, spells are also getting rebalanced in the next patch alongside abilities. They'll probably be a lot more useful at that point.
Hi, First of all I wanted to say how much this game is incredible. I can't stop playing it since I've bought it. It is the best monsters catching RPG I have played in a long time, and it is more than that. I have just completed the Castle Quests and now I'm looking for long term objectives. First I wanted to create a gathering team with the following creatures : - 1 Nexus Amaranth to gain Exalted Emblems at the end of the fights (Emblems can be used to buy a lot of stuff so I think it is very valuable) - 1 Mite Lavalurker to gain 200% more ressources from destructibles and chests - 1 Angel Soulslayer to gain gems when it kills a creature (gems can be exchanged for power when you find the right dwarf so that can be useful to launch big Power Spells) - 1 Nightwing Gargoyle, 1 Dusktail Gargoyle and 1 Goretongue Gargoyle to gain 150% more ressources at the end of the fight, provided they all survive the fight) Then I heard the Nightwing was bugged and was being modified at the next update so I consider exchanging both other Gargoyles with something else, maybe a tank and a damage dealer, or the two famous unicorns that heals and resurrect. I am currently level 66 and my team is this one : - 1 Berserker Fiend, big damage dealer and high survivability with a big health pool (1000+ HP) - 1 Springtime Aspect, nice tank with its capacity to heal when it dodges, I have given it a taunt artifact - 1 Nether Lich Priest, I am quite disappointed with this one as I thought it would be a lot more powerful. I have created it with the 5 activations nether orb given for the castle quest and 5 gems of each type. 4 of each gems was level 9, the others were between 1 and 5. But it is my first nether creature so I want to make it evolve to see how it turns - 1 Pit Wraith Redeemer, 150% damage and stuns undamaged creatures. Though is it only level 47 at the moment, it kills instantly a lot of enemy creatures - 1 Unicorn Vivifier that resurrects fallen allies with a chance of 50%. I love it as it deals high damage too - 1 Unicorn Consecrator that heals the most damaged ally. Deals high damage too I was considering exchanging the Consecrator with a Lick King thanks to its Death Knight buff that heals all allies. I have yet to unlock all creatures to maybe find better synergies. I am currently channeling the rituel for Tier 14 creatures. I wonder how much tier are left ... I wanted to know if any Wiki is in preparation as this game would benefit a lot from it. I would really LOVE contributing to it. I have some suggestions too but this post is already much too long so I'll post them later.
@Bewi: Glad to hear you're enjoying the game so much! To answer your question, yes, there are plans for a Wiki (we already have a domain for it at www.siralimwiki.com) and your contributions would be very much appreciated! Thanks! @Gundulfalas: It's definitely a possibility in the future, but a lot has to be taken into consideration for this because translating the game into a different language would throw off the UI pretty badly.
I had promised some suggestions. Here they are : - Why are artifacts locked in their state when they are legendarily enchanted ? A few character levels later, they will be obsolete and you will have to make another one with the same legendary enchantement. I think they could at least be rerolled, even with a very expensive price. - There should be a ritual (or any other way) to increase gem levels. Having to find gem boxes is too random and too frustrating. - About the controls, do you know the game Doom & Destiny ? It is an old-school RPG comparable to Siralim. Its developers have implemented a scheme control to move characters and navigate through menus that is simply perfect on tactile devices. Having the same on Siralim would be very very nice. Reading this post, you could think I am not satisfied with the game and that is not true. I only want to make it even more enjoyable than it is already.
Imagine if you played for a really long time and ended up with an artifact for each ability in the game. There would be very little need to craft new artifacts after that. On a more realistic level, this would remove the point of finding multiple legendary crafting materials of the same type. I'm thinking about adding some other ways to handle this, but nothing is set in stone yet. Edit: I'd also like to point out that the higher your level, the more slowly the artifacts will become obsolete due to the way the stat scaling works (stats increase linearly rather than exponentially or on some kind of curve, so the higher you level up, the less noticeable these increases become). I'll buy Doom & Destiny and see how they handle their control scheme. Thanks for the suggestion! I've been trying to find some examples of solid control schemes for a touch-based RPG with very little luck so far.
I like the way the legendary materials work now. It makes me put way more thought in a) when I upgrade and b) how I use the materials. It also forces me to use the sigil system. Major sigils will almost always provide a legendary material. Running low on sigils? Go through your myriad particles, and create minor sigils and then just run through them. Guaranteed you'll create some major sigils. I now have more legendary materials than I know what to do with, but not many duplicates. Which means there are TONS, which means this is yet another aspect that makes this game awesome Thy - you can always add an option to salvage legendary forged artifacts. Upon salvaging, perhaps there could be a small chance of recovering the legendary material (20%?). Just an idea. Also - on the topic of control schemes, you should look no further than Sword of fargoal's swipe system. Basically, it's a dynamic, invisible swipe controller. The game is free, and the grid movement system is EXACTLY like Siralim, so check it out. I have never used a better control system than this for a grid-based 4-directional game.