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Cardiovorax posted:being made to unlock a dozen-plus basic gameplay features one-by-one on every character I'll ever play The whole idea of unlocking specializations is that you only ever need to play 1 character, isn't it? It's the solution to the, "My Hell Knight is level 1,000. I want to try out a Tribalist but starting a brand new character is stupid / I don't want to grind through the game all over again" problem. You just complete the Tribalist project and bam now you're a level 1,000 Tribalist with all the Perk Points and your whole Menagerie to choose from.
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# ? Apr 5, 2021 19:10 |
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# ? Jun 9, 2024 08:27 |
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Cardiovorax posted:Yeah, it's a personal thing. I've a bad attention span due to ADHD and it makes me hate pointless repetition or being made to wait for things just for the sake of waiting. I could tolerate it if all projects were just improving features in your castle and such, but being made to unlock a dozen-plus basic gameplay features (which I consider player specializations to be) one-by-one on every character I'll ever play is basically the definition of bad game design to me. Oh god yeah, the specialization grind is goddamn horrible. I'm glad that I managed to finish that one already. Especially early on when some specializations just flat out aren't as good as others, even more so around certain bosses.
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# ? Apr 5, 2021 19:11 |
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Yeah, I can't imagine ever restarting. There's no need and no reason to.
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# ? Apr 5, 2021 19:12 |
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Sab669 posted:The whole idea of unlocking specializations is that you only ever need to play 1 character, isn't it? Yes and no, the goblet basically requires it.
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# ? Apr 5, 2021 19:12 |
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I like to occasionally start games over just for the experience of building my character up again completely from zero, especially after a long pause. Even if there's no real reason to do it, I think the game really shouldn't make anyone who wants to start over go through that grind more than once. Tales of Maj'Eyal also makes you unlock classes through special in-game conditions, but at least it's a metaprogression thing that you do once and then never have to do again.
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# ? Apr 5, 2021 19:18 |
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Yami Fenrir posted:Yes and no, the goblet basically requires it. Seems they are changing it anyway though.
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# ? Apr 5, 2021 19:26 |
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Broken Cog posted:Pretty sure only specializations you have unlocked will show up in the goblet. I think you're probably right. But... meh. Glad they're changing it anyway. Yami Fenrir fucked around with this message at 19:37 on Apr 5, 2021 |
# ? Apr 5, 2021 19:35 |
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The change to the goblet is a huge deal, and is a reasonable compromise on the cost of building new specs I think. Projects are tuned for either 10 or 20 levels which is nothing, I don't really understand the agita over them. But goddamn, 3 more weeks? I just want the bug fixes! That's all! You've already written them, release the loving thing! EDIT: And yeah, unlocking more specializations increases goblet rewards, but makes it harder to roll a class you have a team for.
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# ? Apr 5, 2021 20:19 |
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yeah i want bug fixes, i have one monster in my team with one trait that doesn't work and its annoying sob sob
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# ? Apr 5, 2021 20:22 |
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I’m fine with the current goblet honestly, with my personal level of choice paralysis having the game say “use this class for a bit” is exactly the right amount of nudging. But it sounds like it’s just changing to point you to your choice of two or three classes instead of just one, which will honestly probably be better once I have 20 specializations unlocked instead of 5.
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# ? Apr 5, 2021 20:28 |
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Snake Maze posted:I’m fine with the current goblet honestly, with my personal level of choice paralysis having the game say “use this class for a bit” is exactly the right amount of nudging. But it sounds like it’s just changing to point you to your choice of two or three classes instead of just one, which will honestly probably be better once I have 20 specializations unlocked instead of 5. I like the idea of the goblet as-is, but if you sit down and think about the cost of developing a fully-loaded set of teams and what you actually get in return, it's not a great deal. If there wasn't a set of relatively OP builds that can operate with any class it might be a different story, but as is there's been a strong incentive to use one of those to cheese goblet rewards, and now there's not. EDIT: For anyone who's wondering about the math, the chalice takes 10 levels to fill, so 5k essence is a pretty reasonable spend for rolling a class. If you have 4 classes, you have a 94% chance of rolling one of them with 5k essence or less if you've unlocked every class (including the 5 new ones). By contrast, 3 classes will get you about an 88% chance. 30.5 Days fucked around with this message at 20:58 on Apr 5, 2021 |
# ? Apr 5, 2021 20:35 |
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I hope this mythical Next Patch adds a way to view an artifact's Trait Slot without having to unequip it from the creature.
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# ? Apr 16, 2021 20:07 |
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Sab669 posted:I hope this mythical Next Patch adds a way to view an artifact's Trait Slot without having to unequip it from the creature. Not really clear what you mean by this- you can see it in view/unequip artifact without unequipping & it also shows up in the list of traits.
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# ? Apr 19, 2021 04:05 |
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30.5 Days posted:Not really clear what you mean by this- you can see it in view/unequip artifact without unequipping & it also shows up in the list of traits. Huh. I never realized it showed up under Creatures -> Traits somehow.
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# ? Apr 19, 2021 20:26 |
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Patch is out, though you need to opt in to test branch to play it using the code: falsegodsandguilds It's still quite buggy so back up your save and proceed at your own risk. Here's just the stuff that was added: quote:- ADD: Guilds of Rodia. After you defeat each Nether Boss twice, you'll be able to take on 5 new Projects that allow you to unlock Guilds. There's one for each class. You can take on Bounties to hunt for False Gods and earn reputation with these guilds to unlock new creatures, spells, and decorations. More features will be added to Guilds in a future patch. LostRook fucked around with this message at 20:17 on Apr 23, 2021 |
# ? Apr 23, 2021 19:34 |
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I'm so loving happy it's here- and the list of improvements is loving incredible. There are some rough ones like:quote:Changed the order of some start-of-battle effects: traits are now granted first, and then classes/races are changed. Previously, it worked in the opposite order. This turned out to cause major balance issues. The Codex has also been updated to reflect this change more clearly. For those who haven't completely immersed themselves in jank, the dev promised some time ago that he was going to rebalance trait sharing and this seems to be it- you could previously use class/race changes to share traits between arbitrary creatures with Regalis or the Iron Golem and now you cannot. Regalis was also reworked- matching creatures now share their innate trait with adjacent creatures. The Lost still exists so this is still crazy strong but probably not so far out of line with other gods. Faster battles: quote:ADD: Gameplay option: Hide Values of Zero. This allows you to hide battle text that contains a value of 0, such as 0 damage or 0 intelligence gained from an effect. The problematic starter specializations have been replaced with more straightforward ones, which is great for new players. Annointments & a new specialization that let you stack perks from arbitrary specs, which is the kind of stupidity I love this game for. Pilgrimage missions now require two fewer realms to complete, hunt missions give better rewards, prophecies have been made a little less bullshit and give better rewards. Nether materials are cheaper. Long Live was changed entirely but now probably actually works- not as insanely good as before. Ianne's Eccentricity fixed. Chain corpse explosions were nerfed somewhat. The stag that improves "Chance To Cast Twice" went from useless to WOAH NICE (now makes them cast 3 times instead of 2). Specialization balance changes are interesting, but I'm seeing a lot of buffs. Doombringer's "cut your enemies' events chance to fire" perks all got changed to some increasing benefit based on the number of times their own events have fired. Inquisitor got across the board improvements. Monks get free Agile and buffed indirect damage reduction. This is a hell of a patch!
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# ? Apr 23, 2021 23:39 |
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Okay I wish they added the Filter to the summon creature page too. The Reference lists is a good start, but it'd be a lot nicer if I could just filter on virtually every page with a giant list o' poo poo.
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# ? Apr 25, 2021 22:19 |
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30.5 Days posted:Chain corpse explosions were nerfed somewhat. This is a pretty big hit. As a defiler I sorta counted on corpse explosion to do most of the work. Gonna have to think of something else now I guess.
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# ? Apr 27, 2021 06:39 |
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How exactly does that nerf Corpse Explosion? My Crazed Leper is still doing a ton of work 2 of my guys cast Affliction at the start of the battle, then 1 or 2 others have some Trait that applies various debuffs to a few enemies. Hell Knight makes the Leper cast Firestorm at the start of the battle which very often kills something (if not everything), which is guaranteed to have 3 or 4 debuffs. The Leper also has the Planets spell socketed into its staff, so it probably casts that too between Firestorm / Corpse Explosions. I've given the Leper this Triumvir relic, but I think it might be bugged. Rank 10 - Give the bearer Arcane. Rank 40 - Cast Snowstorm when you gain Arcane. I think casting Firestorm via HK perk at the start of the battle consumes my Arcane buff and I think the Leper never casts Snowstorm ever. Edit; OH it's no longer once per debuff. Dang. Sab669 fucked around with this message at 15:41 on Apr 27, 2021 |
# ? Apr 27, 2021 15:24 |
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Interesting new patch, anointments seem really powerful. I managed to unlock disarm immunity from one of the new specialisations, which was my first target for the survivability it brings. The false gods that I've fought seem like they're more hit point sponges than super interesting mechanically, but maybe that's just the intersection with my build My main build managed to survive somewhat, but the change to trait stacking hurt it's ability to ignore everything. I haven't spent too long looking over the new specialisations and creatures, but I'm interested to see what people do with Royal.
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# ? Apr 27, 2021 19:34 |
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The other day I felt like upscaling and re-drawing the Mountain Priest sprite so here you go
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# ? Jun 2, 2021 06:21 |
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All this talk about super-end-game stuff and super insane combos and I'm just wondering, 'What is the gameplay like to get to that point? Is it interesting? Is it fun actually going up, or is the fun only at the end(As far as the end exists, given as it seems to be endless)?'
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# ? Jun 2, 2021 09:13 |
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I would say it's pretty interesting at the beginning of the game when you're going like "oh sick this guy buffs my other guys". There's a point where the difficulty starts to ramp but you haven't unlocked all the craziest build stuff yet for most classes (a lot of key stuff comes from nether materials which you don't even start to be made available until depth 65) and that part isn't spectacular, although you keep getting access to new creatures at a pretty good clip until you have a critical mass of nether materials. There are 2 or 3 bosses in the early game that are just harder than everything else and you don't have a lot of tools available to you, so that's pretty unpleasant. I would say for most of it it's pretty fun, and the end-game really 'starts' around depth 65 it's just that the game keeps giving you more and more stuff to use even at like depth 400.
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# ? Jun 3, 2021 02:10 |
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Bloodly posted:All this talk about super-end-game stuff and super insane combos and I'm just wondering, 'What is the gameplay like to get to that point? Is it interesting? Is it fun actually going up, or is the fun only at the end(As far as the end exists, given as it seems to be endless)?' I would enjoy this game a lot more if there was a bot that automatically ran around the levels and fought stuff and I could just make/tune builds and fix them when they got stuck. The actual gameplay loop of 'make an insane combo, run into something that counters it, fix the combo so it's more insane' is a lot of fun and you get access to it quite early. Playing the game feels like making combo decks in magic the gathering, with many more tools (but it's completely mindless and boring to actually play the game).
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# ? Jun 3, 2021 04:06 |
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I think the midgame to early endgame is the most interesting part. It's kind of like Diablo, except your team is your gear. By midgame the game is opening up and giving you more options, you have more trait points to play with, a decent amount of monsters available to choose from, all things that start let you experimenting. At endgame you have access to all sorts of busted stuff, you just have to figure out how to put it together. Late endgame, you spend more and more time optimizing your team for tiny increases - I find this part less engaging.
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# ? Jun 3, 2021 05:20 |
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Making a single all-purpose grinding team that emphasizes killing normal fights with no input which isn't too tough with Tanukrook. For me the endgame is making teams for each class that can climb to level 50 of the god fights, since level has no bearing on them. Especially as the Ascension stuff should be getting added soon since associated achievements have been added on Steam.
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# ? Jun 4, 2021 01:28 |
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Apparently this content is coming for each realm in the update that should drop later this month:
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# ? Jun 13, 2021 16:15 |
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I've been reading the old Siralim 2 Let's Play, and I'd like to try one of the games. Should I just dive into Ultimate? Or maybe go for 2 or 3?
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# ? Jun 16, 2021 15:56 |
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Ultimate is the best, forget the older ones
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# ? Jun 16, 2021 16:28 |
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Sab669 posted:Ultimate is the best, forget the older ones I will say 2 had more ridiculous scaling with the creature breeding and 3 was a much leaner focused experience. Ultimate is still aptly named and I'd also recommend it as your first entry, but the other games are still good if you like a little jank and roughness.
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# ? Jun 16, 2021 16:50 |
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OK, I've bought Siralim Ultimate! I haven't loaded it up yet, but is there a newb friendly specialization, or should I just pick whatever sounds cool?
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# ? Jun 16, 2021 17:58 |
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Zaphiel posted:OK, I've bought Siralim Ultimate! I haven't loaded it up yet, but is there a newb friendly specialization, or should I just pick whatever sounds cool? I've found the Tribalist one fairly newb friendly. It doesn't require much setup and your team will be a huge stat stick early on.
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# ? Jun 16, 2021 18:02 |
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Zaphiel posted:OK, I've bought Siralim Ultimate! I haven't loaded it up yet, but is there a newb friendly specialization, or should I just pick whatever sounds cool? I think you're fine going with whatever sounds cool. I picked druid, which is probably the worst one to start with, and it was still really fun.
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# ? Jun 16, 2021 18:03 |
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Zaphiel posted:OK, I've bought Siralim Ultimate! I haven't loaded it up yet, but is there a newb friendly specialization, or should I just pick whatever sounds cool? Hell Knight is just "make all your creatures do a shitload of damage." It's very simple but I've just been melting everything with it. At this point all my creatures always crit, do extra damage on crit, always do splash damage, always do splash damage to ALL enemies not just adjacent, have an extra attack, cannot be dodged, and cannot be provoked. That's just perks from the specialization, aside from the bonuses the monsters have on their own. I don't know if it is as interesting as some of the other specializations, but if you just want to steamroll everything once you get going without having to think much, it's pretty great. Here's a page from the devs about it which call it a good beginner specialty: https://www.thylacinestudios.com/siralim-ultimate-dev-blog-hell-knight-specialization-development-progress-update/
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# ? Jun 16, 2021 18:10 |
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Hell Knight is also mega good as the perks grant Immunity to certain things that gently caress over basic Attack parties. But yea I'd say probably just whatever sounds cool. The game is relatively easy to break and make anything good. Only thing I'd avoid is... uh... whatever the spec is that favors dragging the battles out. Because who wants to turn every battle into a 10 round slug fest when you can easily just win Turn 0.
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# ? Jun 16, 2021 18:11 |
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From what it sounds like, every spec is good and there are so many things you can do that 'break' the game. Except not really because the whole point is to make crazy powerful teams that win right up until a hard counter shows up and you need to figure a way around it. Don't forget you not only get to switch specs later in the game, you are actually encouraged to to get rewards from the Goblet thing.
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# ? Jun 16, 2021 18:29 |
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Test branch update tomorrow.
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# ? Jun 28, 2021 16:53 |
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Jon Joe posted:Test branch update tomorrow. Where'd you find that info? I didn't see that, or what was in it.
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# ? Jun 28, 2021 17:09 |
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The official discord's announcements:
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# ? Jun 28, 2021 20:56 |
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# ? Jun 9, 2024 08:27 |
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Oh, well then! I checked the forums and Twitter and saw nothing. I'm on too many Discords already. Interested to see what's in it.
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# ? Jun 29, 2021 00:13 |