Universal Siralim (by Thylacine Studios)

Discussion in 'iPhone and iPad Games' started by PeteOzzy, Jul 9, 2014.

  1. ThylacineStudios

    ThylacineStudios Well-Known Member

    Jul 9, 2014
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    #341 ThylacineStudios, Aug 1, 2014
    Last edited: Aug 1, 2014
    Awesome, I'll check out Sword of Fargoal too, then! Thanks!

    Speaking of Major Sigils, those are going to be changed around a bit too. There will be a Major Sigil for every single creature in the game, and each one will include some flavor text about that creature. Several of the bosses will be named after players who have contributed a significant amount of constructive feedback toward the game (you know who you are and I know who you are, I promise. Although I might ask you to pick a different name, since it'd kill the immersion if you came across a boss called WaffleEater7 or something similar). The enemies you encounter will be pre-determined and they'll all synergize very well together to make the battle extra tough. After you beat a Major Sigil, the flavor text will be stored in the library so that you can go back and read it later. Each Major Sigil boss will drop its respective ability's legendary crafting material.

    In addition, legendary crafting materials will no longer drop from specific sources (right now, some can only be obtained from breakable objects, some can only be obtained from chests, arena, duties, etc) and can be found anywhere. That means there will be two ways to obtain a legendary crafting material: 1) through its Major Sigil and 2) from normal loot drops. In addition, you will be able to very rarely obtain a legendary crafting material through transmutation.

    These changes will be coming very soon - probably not the next patch, but the one after it.
     
  2. dudecoolguyman

    dudecoolguyman Well-Known Member

    Jun 20, 2013
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    Great news - the legendaries do make for some serious decision making! I usually make artifacts and leave the last slot open until I can decide in so lame.

    This game is already enjoyable and with all the talked about changes coming it's going to be simply amazing!

    I do like the idea of another method to enchant gems and or raise the level.
    I was thinking why not just make the enchanting gems and conjuring gems one step? I was hesitant but you can level up your conjured enchanted gems so simply make it a single step when conjuring , ask if we want to enchant.

    I have a question - what does experience do for orbs? Does it make the nether creature level up faster?

    Also an idea for nethers that were created using not so great orbs, allow us to sacrifice said nether and enchant a new orb so that it can increase 2 types to 1 type decrease. I already have a few nethers that I will never use thru trial and error and if I as master and king of all creatures want to conduct a death ritual and sacrifice said nether creature to increase the potency of another orb then so be it! My will be done! It could also increase the chance for a nether demon.
     
  3. ThylacineStudios

    ThylacineStudios Well-Known Member

    Jul 9, 2014
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    Yes, Diamond increases the rate at which the creature gains experience points in battle. This allows you to partially offset the 10x experience increase for Nether creatures.

    I'm going to hold off on adding a big new way to level up gems for now since you'll be using far fewer gems after the Nether system is updated. You might be able to combine two identical gems to create a higher level gem, but that would probably be the extent of it. Gem boxes are guaranteed to spawn in every realm so it's not really luck-based; it's quite reliable in fact. If more adjustments are needed after the Nether system is updated, I can certainly do that too.
     
  4. neobloodsin

    neobloodsin Member

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    I like the idea of the gem combination mechanism. How about reducing the limit that gem boxes can raise gem levels form 9 to say..6 and force the rest to be combined to raise the level up to 10.

    Additionally, I've noticed a glitch that causes the game to crash post battle regarding treasures. I forgot to take a screen shot but I'll post it the next time it happens. It's a really frustrating one as I've battles multiple creatures and pandemonium kings just before the crash and lost everything. Any chance of saving progress after each fight instead of each shrine use?
     
  5. ThylacineStudios

    ThylacineStudios Well-Known Member

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    Sure, I can make it save after each battle. Sorry about the crash - if you manage to get a screenshot of the error I will fix it ASAP.
     
  6. Ravenblack

    Ravenblack Well-Known Member

    Feb 24, 2009
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    I made a screenshot of an error message I got after a battle. Crashed out after this.

    [​IMG]
     
  7. ThylacineStudios

    ThylacineStudios Well-Known Member

    Jul 9, 2014
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    Thanks, Ravenblack! I'll fix this for the next update. Sorry for the crash.

    An update on spells:

    Most spells will have a reduced mana cost in the next patch, and the potency of all spells will be increased drastically. For example, Holy Armor will increase chaos/death defense by 60% (up from 20%), and Shatter will instantly kill a frozen target.

    To ensure that spells don't trivialize boss fights, many of them will work at a reduced effect on Nether creatures, including your own. To be specific, spells that cause damage deal half damage to Nether creatures, and spells that can instantly kill a creature are completely ineffective on Nether creatures. That way, you'll need to focus on debuffing them instead with stuns, stat penalties, and things like that to bring them down.

    Lastly, many spells no longer consume the caster's turn. Spells like Vampirism, Clarity, and Identify Creature can be cast without wasting your creatures' turns, which should make them feel much more valuable.

    To compensate for how powerful these new spells are, enemies will now spawn with fewer spells at later levels. At the moment, enemies spawn with one spell for every 7 character levels, but that's going to be placed on a curve so that it's no longer a linear increase.
     
  8. dudecoolguyman

    dudecoolguyman Well-Known Member

    Jun 20, 2013
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    Thy:

    Sweet changes to arena. Went to round 20 and was loaded up with rewards! I think I received about 7 pages of rewards! Lol.

    In regards to rewards; is there a specific round I should be aiming to reach - my team is pretty sweet at this point so I could almost go infinitely if I chose to but I wanted to know if say at round 50 my chance of legendary crafting items went up etc? It's VERY time consuming to play round after round without a goal, other than a self-pat on the back for reaching round xx. ;)

    My kids only allow so much play time so these things are important! Need goals!
     
  9. dudecoolguyman

    dudecoolguyman Well-Known Member

    Jun 20, 2013
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    Gosh sorry more q's

    I'm in process of making a nether gunslinger (55% DMg to all creatures)

    1. His skill says normal damage, can you clarify what that means?
    2. If I add heist (disarm to attacked creature) will he disarm ALL enemies on the first attack?
    2a. If I add hail to the king (death knight) will he heal my party for ALL DMG or just the first applied damage to the first target?
    3. I could ask about more abilities but I think once you answer 1 and 2 I'll have a good idea if what will and won't work on the gunslinger.

    4. Random; enchantments that increase resource gain, do these stack? I don't really pay attention but I should have something like 100% increase to all resources gain between all creatures and just wanted to verify I wasn't wasting slots...

    Those spell changes sound great, it may force me to replace my clairvoyant spirit if I need to start burning mana... ;)
     
  10. neobloodsin

    neobloodsin Member

    Sep 11, 2013
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    Fatal error

    Here is a new one...
     

    Attached Files:

  11. neobloodsin

    neobloodsin Member

    Sep 11, 2013
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    First part of that screenshot
     

    Attached Files:

  12. ThylacineStudios

    ThylacineStudios Well-Known Member

    Jul 9, 2014
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    #352 ThylacineStudios, Aug 2, 2014
    Last edited: Aug 2, 2014
    @dude: That's kind of the point of the arena, but I am going to make the difficulty ramp up more quickly since it doesn't really scale too well at the moment.

    The Gunslinger/Mortarman abilities are unique in that they don't proc anything, including enemy abilities, on-hit artifact properties, and pretty much anything else. It just deals damage and that's pretty much the end of it. "Normal damage" refers to the damage it would normally do if it wasn't cut down to 55% by the ability itself. Edit: Wrong. Anything can proc on the actual target, just not any of the creatures hit by the "splash" effect.

    @neobloodsin: Thanks for the screenshot. I've been trying to figure out this crash for over a month now and I've finally got it figured out thanks to you! A workaround for now is to not attack Destruction Banshees head-on. You can damage them using spells or with indirect attacks such as those found on Hunters, but attacking it directly will cause the crash. I know that's not an incredibly ideal workaround, but it works.
     
  13. neobloodsin

    neobloodsin Member

    Sep 11, 2013
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    Dang...that must be the ultimate skill: if the creature is attacked, all creatures are instantly killed.
     
  14. dudecoolguyman

    dudecoolguyman Well-Known Member

    Jun 20, 2013
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    Well bummer there goes my gunslinger build.
    So any and all abilities (other than grant xxx) are wasted on those creatures.
     
  15. Jorlen

    Jorlen Well-Known Member

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    I'm almost certain my mortarman procs frozen (20% chance on his artifact) but only on the very first creature I target.

    I'm like 95% sure it happens. I can confirm if you want.

    BTW I hit level 100 on my main character, and am now at depth level 67. Still loving the game.

    THy - those spell changes sound awesome. I was going to suggest that casting most spells does not take a turn (after all it's the mage casting) but even having a hand-ful that don't take turns is great. I have been using some more often, but still feel like some need a boost (which they will receive according to your plans).
     
  16. ThylacineStudios

    ThylacineStudios Well-Known Member

    Jul 9, 2014
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    Oh, sorry, I'm completely wrong. The Gunslinger and Mortarman can proc anything on the actual target, but not on any of the creatures that get hit by the ability's effect. Jorlen is correct.
     
  17. neobloodsin

    neobloodsin Member

    Sep 11, 2013
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    I've noticed the mortar skeleton does not benefit from vampirism, even on the targeted attack. Is that supposed to occur or is it possibly an error?
     
  18. dudecoolguyman

    dudecoolguyman Well-Known Member

    Jun 20, 2013
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    My hopes of the insane build, crushed. But I agree for good reason. Smart thinking thy! ;)
     
  19. ThylacineStudios

    ThylacineStudios Well-Known Member

    Jul 9, 2014
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    It won't benefit from certain things like Vampirism because the game acts like you're doing zero damage with this ability. It will still proc things like on-hit effects from artifacts or anything else that doesn't rely on the creature actually dealing damage.
     
  20. Bewi

    Bewi Well-Known Member

    Hi,

    I am pretty sure the ability of the Mite Lavalurker that gives 200% additional resources from chests and destructibles does not work. I have gathered granite from some nodes on a death realm (I think). With and without the Mite I gained 2400 granites.

    About the spells, I was hoping a system that would not consume the creature's turn, so the upcoming changes look great to me. I often find that attacking with a creature is more effective than casting a spell, except for healing or resurrecting for instance.
     

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