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Sab669
Sep 24, 2009

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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Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

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.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Yeah, I can't imagine ever restarting. There's no need and no reason to.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Sab669 posted:

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.

Yes and no, the goblet basically requires it.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
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.

Broken Cog
Dec 29, 2009

We're all friends here

Yami Fenrir posted:

Yes and no, the goblet basically requires it.
Pretty sure only specializations you have unlocked will show up in the goblet.
Seems they are changing it anyway though.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Broken Cog posted:

Pretty sure only specializations you have unlocked will show up in the goblet.
Seems they are changing it anyway though.

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

30.5 Days
Nov 19, 2006
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.

Snooze Cruise
Feb 16, 2013

hey look,
a post
yeah i want bug fixes, i have one monster in my team with one trait that doesn't work and its annoying sob sob

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus
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.

30.5 Days
Nov 19, 2006

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

Sab669
Sep 24, 2009

I hope this mythical Next Patch adds a way to view an artifact's Trait Slot without having to unequip it from the creature.

30.5 Days
Nov 19, 2006

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.

Sab669
Sep 24, 2009

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.

:thunk:

Huh. I never realized it showed up under Creatures -> Traits somehow.

LostRook
Jun 7, 2013
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.
- ADD: False Gods. After you unlock one or more Guilds of Rodia, you can take on Bounties which allow you to hunt down False Gods - large, powerful bosses that comprise some of the most challenging content in the game. After you take on a Bounty, you'll be asked to travel to a certain Realm Depth. In that realm, you must defeat enemies until the False God appears to challenge you. After you defeat an enemy, you'll be able to choose from 1 of 3 runes that either power up your creatures or make the False God more powerful (but also more rewarding). If you manage to defeat a False God, you'll earn reputation with a guild, new spells, and your choice of an Anointment.
- ADD: Anointments. After you defeat a False God, you'll be presented with a list of Anointments, and you can choose one to keep. The more challenging the False God was (based on the runes you selected and your Realm Instability), the more Anointments you'll be able to choose from. Anointments allow you to equip and utilize a perk from a different specialization. You can have up to 5 Anointments equipped at a time.
- ADD: New specialization: Royal. Authority is passed down through generations, but true power must be earned. A master of all professions, the Royal possesses the unique ability to combine the powers of other specializations at will. This specialization can only be unlocked after you've unlocked all the other 29 specializations in the game. Royals do not have perks of their own, but instead can combine 15 Anointments from any of the specializations to create their own, unique specialization.
- ADD: New specialization: Dreamshade. Dreamshades blur the line between dreams and reality. This mystical magi is adept at redirecting his foes' efforts for his own benefit. This specialization cannot be chosen at the start of the game and must be unlocked via a Project instead.
- ADD: New specialization: Siegemaster. The Siegemaster is a stalwart protector who amplifies the defenses of his creatures to keep them strong in battle. This backer-designed specialization cannot be chosen at the start of the game and must be unlocked via a Project instead.
- ADD: New specialization: Windrunner. Windrunners are vigilant sentinels who imbue their creatures with unmatched speed and vigor, allowing them to move so quickly that their opponents can't ever catch them. This backer-designed specialization cannot be chosen at the start of the game and must be unlocked via a Project instead.
- ADD: New specialization: Witch Doctor. Witch Doctors are spiritual warriors who cast deadly hexes and curses on their enemies, forcing them to fight against each other. This backer-designed specialization cannot be chosen at the start of the game and must be unlocked via a Project instead.
- ADD: 2 new projects that allow you to increase the number of specializations you can use to fill the Goblet of Trials. You need to unlock the Goblet of Trials and 2 or 3 specializations (respectively) to begin each project.
- ADD: Search function for the Spells and Traits reference lists in the Codex. For example, you can filter out any spells that don't contain the word "poison".
- ADD: Once you gain enough Mana to summon a creature, a yellow exclamation mark (!) will appear next to its name in the summoning interface and bestiary to show that it's new.
- ADD: New sorting option for the summoning interface and bestiary to go along with the addition mentioned above: "New".
- ADD: Audio option: Menu SFX. This allows you to disable the menu scrolling, confirmation, and cancel sound effects while in menus.
- 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.
- ADD: Gameplay option: Battle Animations. This allows you to disable attack and spell animations.
- ADD: Bestiary now tells you where most creatures in the game can be found (realm, shop, etc).
- ADD: Perk descriptions now include descriptions of relevant buffs, debuffs, minions, and spells.
- ADD: Trick Material descriptions now include a description of what its property does.
- ADD: Artifact socketing interface now includes a description of what each Trick Material does.
- ADD: If you're using a gamepad, gamepad icons will now be used instead of keyboard icons to show controls in the user interface.
- ADD: Creatures that don't have obtainable cards now show a unique symbol in the Bestiary.
- ADD: New debuff that is used exclusively by the new Dreamshade specialization: Inverted. Inverted creatures heal instead of dealing damage, and deal damage instead of healing. This debuff is removed after enough damage or healing has been done to offset its potency.
- ADD: 65 new creatures.
- ADD: 65 new trait materials.
- ADD: 100 new spells, 50 of which can be obtained by defeating False Gods and the other 50 can be obtained by gaining reputation with guilds.
- ADD: 220 new decorations, 69 of which were designed by backers.
- ADD: 54 new skins, 5 of which were designed by backers.
- ADD: 26 new costumes, 11 of which were designed by backers.
- ADD: 220 new achievements.
- ADD: 100 new Steam achievements that are awarded based on the amount of in-game Achievement Points you've earned.
- ADD: 1 new Prophecy.
- ADD: The game version number is now displayed in the options menu.
- ADD: More backer names have been added to the Tome of Credits.
- ADD: More backer NPCs have been added.
- ADD: New tutorial popup that explains the concept of all events in battle happening at the same time.
- ADD: New tutorial popup that explains what Fortune does.
- ADD: Your current Fame Rank is now displayed when interacting with the arena decoration.
- ADD: Confirmation menu to reset castle decorations.
- ADD: Codex entry for "Guilds and False Gods".
- ADD: New section to the "Spell Gems" Codex: "Ethereal Gems".
- ADD: New menus under the "Character" category: Anointments, Guild Reputation, and Bounties.
- ADD: Map now shows how many enemies remain in the current realm.
- CHANGE: Major adjustments to the game's story dialog.

LostRook fucked around with this message at 20:17 on Apr 23, 2021

30.5 Days
Nov 19, 2006
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.
CHANGE: If too much floating battle text is displayed during the same turn while Turbo Mode is enabled, it will progressively speed up the rate at which these messages are cleared.

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!

Sab669
Sep 24, 2009

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.

Solvency
Apr 28, 2008

Trade, sir! Discover it! This is you, this is a clue. Get a clue, discover trade!

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.

Sab669
Sep 24, 2009

How exactly does that nerf Corpse Explosion? My Crazed Leper is still doing a ton of work :shrug:


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

cytoc
Apr 3, 2009
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.

deep dish peat moss
Jul 27, 2006

The other day I felt like upscaling and re-drawing the Mountain Priest sprite so here you go

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
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)?'

30.5 Days
Nov 19, 2006
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.

cyrn
Sep 11, 2001

The Man is a harsh mistress.

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).

Mr. Trampoline
May 16, 2010
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.

LostRook
Jun 7, 2013
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.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Apparently this content is coming for each realm in the update that should drop later this month:

Zaphiel
Apr 20, 2006


Fun Shoe
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?

Sab669
Sep 24, 2009

Ultimate is the best, forget the older ones

SynthesisAlpha
Jun 19, 2007
Cyber-Monocle sporting Space Billionaire

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.

Zaphiel
Apr 20, 2006


Fun Shoe
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?

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

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.

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus

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.

StarkRavingMad
Sep 27, 2001


Yams Fan

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/

Sab669
Sep 24, 2009

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.

SynthesisAlpha
Jun 19, 2007
Cyber-Monocle sporting Space Billionaire
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.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Test branch update tomorrow.

Prism
Dec 22, 2007

yospos

Jon Joe posted:

Test branch update tomorrow.

Where'd you find that info? I didn't see that, or what was in it.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
The official discord's announcements:

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Prism
Dec 22, 2007

yospos
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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