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Patch 2.4.2 has been released!

This is just a small patch to mop up some issues that players have reported since yesterday. - Fixed a crash that occurred after killing the Treasure Golem. - Fixed some display issues in certain realms.


[ 2019-02-24 15:53:43 CET ] [ Original post ]


Patch 2.4.1 has been released!

- Turbo Mode now always works in boss battles. Therefore, the "Impatience" punishment has been removed. - "No Sudden Movement" trait now afflicts Frozen instead of Stun. - Recoded touch controls to make sure they're compatible with all resolutions and devices. - Added new graphics for touch controls. - Heavily optimized the game for mobile devices. - Added gamepad support for mobile devices. - Added support for more gamepads on all platforms. - Added support for iPhone X series displays. - Fixed several display/stretching issues with the Thylacine Studios logo, title screen, and loading screen. - Fixed a bunch of issues related to gamepads. - Fixed a crash related to casting spells.


[ 2019-02-22 17:36:36 CET ] [ Original post ]


New Merchandise Shop

Were proud to announce the opening of our new merchandise shop: Thylacine Merch! The shop currently offers phone cases, posters, mugs, and a few miscellaneous extras for each of the three Siralim games. We plan to steadily add new items to the shop over time, so keep an eye out for new products! Check it out now!


[ 2019-02-21 13:29:08 CET ] [ Original post ]


Siralim 3 has been officially released on Steam!

The day has finally arrived! Siralim 3 has left Early Access and is now fully available on Steam. To everyone who played the game in Early Access and contributed suggestions, feedback, and bug reports: thank you for everything! Without you, the game wouldn't be half of what it is today. If you haven't purchased Siralim 3 yet, you can do so here: https://store.steampowered.com/app/841770/Siralim_3/ Mobile (Android/iOS) versions of the game are on the way, along with a ridiculous amount of new content! Stay tuned for more updates.


[ 2018-10-15 15:52:24 CET ] [ Original post ]


Siralim 3 has entered Early Access on Steam!

I am very excited to announce that Siralim 3 is now available for Windows on Steam Early Access! You can purchase the game, or read about it here: https://store.steampowered.com/app/841770/Siralim_3/ Please report all issues to the Steam forums, or our own forums: http://thylacinestudios.com/forums/index.php More platforms will be added over time, but we don't have an ETA for any of them yet. For now, enjoy! I'm eager to hear your feedback and add more content to the game.


[ 2018-05-25 15:55:13 CET ] [ Original post ]


Siralim 3 is coming soon to Steam Early Access!

You heard right: Siralim 3 is just around the corner! I'll announce a release date soon, but I'm waiting on approval from Steam first before I lock in an official date. For now, you should check out the game's website to view the trailer and see what this new game has to offer! http://thylacinestudios.com/siralim3/


[ 2018-04-30 16:31:53 CET ] [ Original post ]


"Learn Kana The Fun Way!", a new game from Thylacine Studios, is now available on Steam!

http://store.steampowered.com/app/710970/Learn_Japanese_Kana_The_Fun_Way/ I am excited to announce our newest game, “Learn Kana The Fun Way!” Ever wanted to learn how to read Japanese? The first step is to learn “Hiragana” and “Katakana”, otherwise known collectively as “Kana”! “Kana” refers to the Japanese alphabet – a collection of symbols that each make a distinct sound. By stringing multiple Kana together, you can form whole words or even entire sentences! Learn Kana The Fun Way! is the best way to learn Kana, and here’s why: - You probably already know how to play the game itself! If you’ve played Tetris or Puyo-Puyo, you’ll feel very comfortable with Learn Kana The Fun Way! - We’ll ease you into learning each Kana by slowly introducing new ones over the span of 20 campaign levels - Test your Kana knowledge in either Play Mode or Free Training mode - High score table allows you to track your progress and watch yourself improve over time - Earn up to 14 achievements. Earn them all, and you’ll have mastered Kana! Easy-to-learn rules, an addictive soundtrack, and fun visual effects ensure the game will hold your attention much longer than other products! _______________________ Some of you might be curious, or understandably confused, about the sharp turn in direction from Siralim to a casual puzzle game. We've answered a lot of questions about that here: http://www.thylacinestudios.com/introducing-learn-kana-the-fun-way-and-a-note-about-the-future/


[ 2017-09-29 20:07:25 CET ] [ Original post ]


Join us on Discord!

We now have a Discord server, where you can chat with like-minded players about our games! Discord is free to use and easy to set up. Just follow this link to learn more: https://discord.gg/VPwsZVp


[ 2017-07-05 12:15:00 CET ] [ Original post ]


Join us on Discord!

We now have a Discord server, where you can chat with like-minded players about our games! Discord is free to use and easy to set up. Just follow this link to learn more: https://discord.gg/VPwsZVp


[ 2017-07-05 12:15:00 CET ] [ Original post ]


Introducing Our Next Game: "The Negative"!

Recently, we announced our new and upcoming game, "The Negative"! The Negative is an emotionally driven RPG set in a dark, desolate, gothic world in which you capture monsters to fight for you. If you like Siralim, you'll probably like The Negative as well. You can read the announcement post here: http://www.thylacinestudios.com/announcing-our-new-game-the-negative/ You can read our first of many development blog posts here: http://www.thylacinestudios.com/the-negative-devlog-1-an-overview-of-the-game/ We'll continue to post a new development blog post for The Negative each week. You can follow our progress and learn more about this game at our website: http://www.thylacinestudios.com/


[ 2017-06-20 12:06:18 CET ] [ Original post ]


Introducing Our Next Game: "The Negative"!

Recently, we announced our new and upcoming game, "The Negative"! The Negative is an emotionally driven RPG set in a dark, desolate, gothic world in which you capture monsters to fight for you. If you like Siralim, you'll probably like The Negative as well. You can read the announcement post here: http://www.thylacinestudios.com/announcing-our-new-game-the-negative/ You can read our first of many development blog posts here: http://www.thylacinestudios.com/the-negative-devlog-1-an-overview-of-the-game/ We'll continue to post a new development blog post for The Negative each week. You can follow our progress and learn more about this game at our website: http://www.thylacinestudios.com/


[ 2017-06-20 12:06:18 CET ] [ Original post ]


Siralim 2: Renaissance is released!

This update is currently only available on Steam to ensure that no major bugs or crashes slipped in. Steam is the easiest platform to update, so I can fix any issues very quickly this way. The update will be rolled out to other platforms in the coming days, with iOS and Playstation taking the longest since they require approval from their respective companies. CHANGELOG: - New feature: New Game Plus. Starting a new game using this option allows you to play the game in different ways. Examples include an option to start the game with all breeding combinations unlocked, an option to extract cores from any creature, or a random creature mode which randomizes the order in which new creatures are unlocked in the wild. This mode is only available after defeating Misery in a normal save file, or by using the secret code at the title menu (hold down the "right" button for 5 seconds). - New feature: Daily Realms. You can complete one of these per day, and they reward Spell Gem crafting materials and Fleshwarper Coins. You can unlock Daily Realms via a castle upgrade. - Added 40 new skins to the game. These are all known as "Retro" skins and consist of sprites from Siralim 1's original artwork when the game was still in beta testing. - Added a new accolade to track the number of Daily Realms you've completed. - Added a new app icon. - More optimizations to make the game run more smoothly on low-end devices. - Several bug/crash fixes.


[ 2017-04-25 13:43:17 CET ] [ Original post ]


Siralim 2: Renaissance is released!

This update is currently only available on Steam to ensure that no major bugs or crashes slipped in. Steam is the easiest platform to update, so I can fix any issues very quickly this way. The update will be rolled out to other platforms in the coming days, with iOS and Playstation taking the longest since they require approval from their respective companies. CHANGELOG: - New feature: New Game Plus. Starting a new game using this option allows you to play the game in different ways. Examples include an option to start the game with all breeding combinations unlocked, an option to extract cores from any creature, or a random creature mode which randomizes the order in which new creatures are unlocked in the wild. This mode is only available after defeating Misery in a normal save file, or by using the secret code at the title menu (hold down the "right" button for 5 seconds). - New feature: Daily Realms. You can complete one of these per day, and they reward Spell Gem crafting materials and Fleshwarper Coins. You can unlock Daily Realms via a castle upgrade. - Added 40 new skins to the game. These are all known as "Retro" skins and consist of sprites from Siralim 1's original artwork when the game was still in beta testing. - Added a new accolade to track the number of Daily Realms you've completed. - Added a new app icon. - More optimizations to make the game run more smoothly on low-end devices. - Several bug/crash fixes.


[ 2017-04-25 13:43:17 CET ] [ Original post ]


How about another big update for Siralim 2?

Read about it here: http://www.thylacinestudios.com/free-content-updates-for-siralim-and-siralim-2-are-coming/


[ 2017-04-17 16:33:33 CET ] [ Original post ]


How about another big update for Siralim 2?

Read about it here: http://www.thylacinestudios.com/free-content-updates-for-siralim-and-siralim-2-are-coming/


[ 2017-04-17 16:32:36 CET ] [ Original post ]


Siralim 2 is now available on PS4 and Vita in both the NA and EU regions!

As the title reads, Siralim 2 is now available on PS4 and Vita in both the NA and EU regions! Thanks to everyone for your continued support!


[ 2017-03-14 17:36:05 CET ] [ Original post ]


Siralim 2 is now available on PS4 and Vita in both the NA and EU regions!

As the title reads, Siralim 2 is now available on PS4 and Vita in both the NA and EU regions! Thanks to everyone for your continued support!


[ 2017-03-14 17:36:05 CET ] [ Original post ]


Siralim 2 will be released for Playstation 4 and PS Vita on March 14, 2017!

I am very excited to announce that Siralim 2 will come to the Playstation 4 and PS Vita on March 14, 2017 in both the North American and European regions! The game will cost $14.99 USD or 14.99 euros in the game's respective region. It's also cross-buy between platforms, so if you buy the game for PS4 you'll also get it for free on Vita (and vice-versa)! Thanks to everyone for their support and patience!


[ 2017-03-07 20:10:02 CET ] [ Original post ]


Siralim 2 will be released for Playstation 4 and PS Vita on March 14, 2017!

I am very excited to announce that Siralim 2 will come to the Playstation 4 and PS Vita on March 14, 2017 in both the North American and European regions! The game will cost $14.99 USD or 14.99 euros in the game's respective region. It's also cross-buy between platforms, so if you buy the game for PS4 you'll also get it for free on Vita (and vice-versa)! Thanks to everyone for their support and patience!


[ 2017-03-07 20:10:02 CET ] [ Original post ]


Siralim 2 - Patch 2.3.3 Released

VERSION 2.3.3: - Fixed a bug that could cause skins to disappear from the player's inventory. - Fixed a bug that allowed the "Graft" perk to work in god battles, arena battles, and other kingdom-related battles. - Fixed a bug that caused the "Augmentation" trait to only ever grant one buff, even if the enemy had multiple debuffs. - Fixed a bug that caused the "Forsaken" race skin to be incorrectly labeled as "Mutant". - Fixed a display issue with the overworld sprite for the "Shogun" creature.


[ 2017-02-17 17:37:32 CET ] [ Original post ]


Siralim 2 - Patch 2.3.3 Released

VERSION 2.3.3: - Fixed a bug that could cause skins to disappear from the player's inventory. - Fixed a bug that allowed the "Graft" perk to work in god battles, arena battles, and other kingdom-related battles. - Fixed a bug that caused the "Augmentation" trait to only ever grant one buff, even if the enemy had multiple debuffs. - Fixed a bug that caused the "Forsaken" race skin to be incorrectly labeled as "Mutant". - Fixed a display issue with the overworld sprite for the "Shogun" creature.


[ 2017-02-17 17:37:32 CET ] [ Original post ]


Siralim 2 - Patch 2.3.2 Released

VERSION 2.3.2: - High Performance Mode is now even better than ever! This is the biggest improvement in optimization the game has ever seen. - The "Stubbornness" punishment no longer blocks dialog while the menu is open, and now should correctly only work in realms. Also, it no longer blocks dialog that includes a god's portrait. - Fixed a bug with the "Drain Life" spell that prevented it from dealing any damage or healing. - Fixed a bug that could cause Sigils to have enemies with negative Gene Strengths and levels if your creatures are at insanely high Gene Strengths and levels. - Other very small, insignificant bug fixes.


[ 2017-01-17 16:04:32 CET ] [ Original post ]


Siralim 2 - Patch 2.3.1 Released

VERSION 2.3.1: - The "Stubbornness" punishment now removes all dialog in realms. - The "Time Played" display now always keeps track of time accurately. - Fixed a bug that caused the "Expansion" trait to grant Intelligence instead of Attack, and this trait now activates from both attacks and spells instead of just spells. - Fixed a freeze that was introduced in the last patch that could occur when using a sigil in a realm. - Fixed a bug that allowed players to take an empty stable group out of the stables, resulting in the player having no creatures in their party. - Fixed a small graphical issue that caused some objects in the castle to be drawn on top of "fade in" and "fade out" effects, such as after the player's party was wiped out. - Fixed a bug that caused the incorrect Nether Realm depth to be displayed for boss kill tasks when using "Condensed Task Display" mode. - Fixed a bug that caused the "Glacier" spell to freeze the incorrect creatures. - Fixed yet another bug that caused buffs/debuffs to persist through death. Embarrassing!


[ 2017-01-13 22:29:36 CET ] [ Original post ]


Siralim 2 - Patch 2.3.0 Released

VERSION 2.3.0: - New Upgrade: Improved Altar of Blood - Stubbornness. Most dialog will no longer be displayed in realms. - New Upgrade: Improved Altar of Blood - Poverty. The effects of your Cards are ignored. - New Upgrade: Improved Altar of Blood - Arrogance. Artifacts' traits are ignored. - New Upgrade: Improved Altar of Blood - Agnosticism. Spell Gems' automatic casting properties, such as 'Cast When Hit', are ignored. - Added a new option to the options menu: Compact Task Display. Enabling this option causes tasks to be written in shorthand, which will free up screen space. - The last item filter you selected for each category will now be saved, and will be the default selection even when you save/reload the game. - Significantly increased the amount of energy required to complete mission rituals (most were doubled). - When re-fighting Shackler in a Nether Realm or for a task, the Evernight Shade has been replaced with a Drifting Shade to make this fight much less tedious. - Charms now always spawn 5 packs of enemies, and each pack always contains 6 of the charm's respective creature. This change ensures that you can spawn a Nemesis Boss with only one charm. - Increased the cost to create a charm from 1000 Brimstone to 10000 Brimstone. Not like you were using your brimstone for anything else. - Increased rewards received from completing tasks. - Changed the "Delirium" trait: After this creature takes damage, it gains Intelligence equal to 30% of the damage it took. Previously, this trait was just a significantly better version of the "Expansion" trait. - Certain upgrades are no longer available before prior upgrades are completed. For example, you can no longer acquire the tier 2 Transmuting upgrade before acquiring the tier 1 Transmuting upgrade. - The game is now saved immediately after using a sigil. - Fixed a crash related to the "Black Hole" spell. - Fixed a bug that caused buffs to persist through death. - Fixed a bug that could cause "Explore" missions to grant 0 experience points at extremely high levels. - Fixed a bug that still caused potions to be able to give debuffs to players in Refuge of the Magi. - Fixed a bug that sometimes caused enemies to appear completely invisible in battle after they're resurrected. - Fixed a bug that could cause creatures to have lower Gene Strength than intended if the parents had extremely high stats. - Fixed a few more bugs that could cause touch controls to temporarily disappear when looting items. - Fixed a bug that caused Avatar mana to be incorrectly manipulated by certain traits. - Fixed a bug that caused components and granite to be removed from the player's inventory if they tried to create a Key to challenge a god, even if the player didn't have all the required components. - Fixed a bug on mobile devices that could cause the player to be thanked an excessive number of times for purchasing skins. - Fixed a bug that caused sigils to grant more resources than intended if they were used in realms.


[ 2017-01-12 15:55:33 CET ] [ Original post ]


Siralim 2 - Patch 2.2.1 Released

VERSION 2.2.1: - Fixed a bug that caused loot to become worse as players outleveled enemies. - Fixed a delay when opening chests or receiving loot that was introduced in the last patch. - Fixed a bug that allowed Primal Sigil tasks to request impossibly high level sigils. A Golden Ticket can be found in your inventory to re-roll your tasks. - Fixed a bug with controls that could cause battles to become unresponsive for the first couple seconds. - Fixed a bug that caused the "Disposability" trait to remove both buffs and debuffs, rather than just debuffs.


[ 2017-01-07 15:15:36 CET ] [ Original post ]


Siralim 2 - Patch 2.2.0 Released

VERSION 2.2.0: - Doubled the chance to find Fleshwarper Coins... again. The drop rate was still too low. - All god crafting items (Regalis' Seduction, Surathli's Claymore, etc) now cost 15 Exalted Emblems. This means that some items had their costs increased while others had their costs decreased. - Nether Realms now have enemies with lower levels and Gene Strengths than before. This change is mostly noticeable at early realm levels in order to make Nether Realms more readily accessible to players after completing the game's main story quests. - Primal Sigil tasks no longer require a specific creature race. - Primal Sigil tasks now require a lower level based on your character level. The maximum level required will increase as your character's level increases in order to prevent this task from being too difficult in the beginning. - Level Up Artifact tasks now require a slightly lower artifact level on average. - The "Gate of the Gods" upgrade is now available after beating Nether Realm depth 50, down from 100. - Eggs should now drop more consistently at all realm levels. - Reduced the amount of items received at extremely high levels. - The "Gene Strength Mastery" perk is now significantly more useful, but the point cost now scales exponentially. - Sigils can no longer roll the "Player Can't Defend/Provoke" property. - Catalysts now require 1x Meraxis' Peacefulness instead of 1x Friden's Scimitar. - Potions of Transformation now also require 1x Yseros' Star. - Significantly increased the number of items offered by merchants, especially the Spell Gem merchant. - Avatar of Aeolian is now correctly classified as a Sorcery creature. - Optimizations related to enemy AI which will make battles flow more smoothly and quickly on slow devices. - Buff and debuff icons will no longer be shown on the overworld screen if High Performance Mode is enabled, as performance is significantly improved if they're not drawn. - Fixed a bug that caused the "Exhaustion" spell to increase damage taken by 240% instead of 20%. - Fixed bugs that prevented 6 Wardrobe costumes from being offered by the tailor. - Fixed a crash that could occur when fighting a story boss for a task while the "Nostalgia" punishment was enabled.


[ 2017-01-06 16:23:49 CET ] [ Original post ]


Siralim 2 - Patch 2.1.7 Released

VERSION 2.1.7: - General performance improvements. - Significantly improved save/load times for players with an extremely large number of creatures. - Significantly improved realm loading times for players with creatures that have exceptionally high Gene Strengths. - High Performance Mode now offers better performance compared to before. - High Performance Mode now displays quests and tasks differently to further improve performance, especially on mobile devices. - Adjusted the difficulty of the Judgment and Mercy boss fight in the story battle to make it a little easier. - Enemies in the arena will now become progressively more difficult after each victory. - Effigies in the Unsullied Meadows can no longer debuff your creatures, so the outcome will always be positive. - Potions in the Refuge of the Magi can no longer debuff your creatures, so the outcome will always be positive. - Corrupted Totem Poles in the Unsullied Meadows now disappear after they're cleansed. - Aeolian's golden feather is now animated. - Improved fog of war on mobile devices. - Fixed a bug that caused the "Hail to the King" trait to grant ultimate spells and spells that are exclusive to other creatures (such as Grimoires). - Fixed a bug that caused Sigils to grant extra experience points in Nether Realms.


[ 2017-01-03 17:37:09 CET ] [ Original post ]


Siralim 2 - Patch 2.1.6 Released

VERSION 2.1.6: - Swapped the preliminary menu options for the chef to make the interface easier to navigate. - Fixed a bug that caused Artifact Realms to spawn too few objects. - Fixed a bug that prevented Nether Bosses (for tasks) from spawning with the correct traits. - Fixed a bug with the "Until The End" trait that prevented it from working. - Fixed a bug with the "Splitting Arrow" spell that caused it to target only one creature rather than all enemies. - Fixed a bug that allowed Nether Auras to cap at 105%, rather than the intended 100%. - Fixed several bugs with the "Epidemic" spell that prevented it from working correctly. - Fixed a bug that prevented the "Earthquake" spell from removing any buffs from the targets. - Fixed a bug with the "Wormhole" spell that could sometimes cause affected creatures to be removed from the Action Queue. - Fixed a crash related to the "Fury Swipes" spell (which also fixes a lot of other crashes). - Fixed a few minor inconsistencies and outdated information with text in the library.


[ 2016-12-27 16:46:41 CET ] [ Original post ]


Siralim 2 - Patch 2.1.5 Released

VERSION 2.1.5: - Added a skin for Imps (this was always in the game but a bug prevented it from appearing). - The "Lister's Fortune" and "Friden's Scimitar" items can now be purchased from their respective gods at the Exalted ranking, down from the Deified ranking. This should allow players to access Artifact Realms a little earlier on in the game. - Optimized the game a little for weak devices. - The "Equality" and "Humility" spells now shorten extremely large numbers so they're easier to read in battle. - Fixed bugs with the Holy Fire and Holy Nova spells that caused the damage dealt to be based on the target's Barrier strength rather than that of the caster's. - Fixed a bug that caused dead enemies to fade away more slowly if the "FPS Skipping" option was enabled. - Fixed a bug with the "Elemental Barrage" spell that caused it to cast the same spell 3 times in a row. - Fixed a bug with the "Earthquake" spell that caused it to remove buffs from the caster, rather than the targets. - Fixed a bug that caused certain traits that grant buffs to be ignored, such as the Ebony Ent's "Nature's Blessing" trait. - Fixed a bug that prevented creatures with skins from showing the correct sprite on the victory screen after battle. - Fixed a bug that caused the "Black Ice" spell to have a 100% chance to activate all effects, while it should be only 50%.


[ 2016-12-22 00:33:30 CET ] [ Original post ]


Siralim 2 - Patch 2.1.3 Released

- Charms can no longer be used if there are too many enemies in a realm already. This should prevent players from being able to lock their game with too many enemies in a realm at once. - Bards and Plague Doctors are now correctly classified as Sorcery creatures, rather than Nature. - Fixed a recent issue that could cause certain interfaces and objects to be drawn on top of others incorrectly. - Fixed a bug with the "Final Act of Mercy" trait that caused it to activate every turn. - Hopefully fixed an issue that could cause touch controls to disappear and stop functioning when looting certain items. - More crash fixes.


[ 2016-12-19 18:04:04 CET ] [ Original post ]


Siralim 2 - Patch 2.1.2 Released

VERSION 2.1.2: - Added a new option to the Turbo Mode options menu: Ultra Turbo Mode. This option allows players to hold down the confirmation button to quickly scroll through battle menus. (This is the same functionality that was added in a recent patch, but simply gives players the option to use the old Turbo Mode without this feature.) - All players with the Fortune Teller unlocked will receive 1 Golden Ticket upon loading their save files after this patch. This item can be used to re-roll your current tasks. - Slightly increased the Ultra Turbo Mode delay for battle menu options to prevent players from accidentally making an unwanted selection. - Fixed a display issue with the Compendium of Traits in the library. - Fixed a bug that allowed multiple Spell Gems to be tagged as default. - Fixed a bug that caused extraction tasks to ask players to extract from creatures that couldn't be extracted from. - Fixed a bug that caused stable groups to function incorrectly with Nether Creatures and Avatars. - Fixed a bug that sometimes prevented Renegade Mages from giving task credit. - Fixed a bug that prevented the "Raid" perk from functioning at extremely high levels. - Fixed a bug that caused certain items and effects that granted creatures extra spell slots to remove equipped Spell Gems each time the game was reloaded. - Fixed crashes related to the "Reroute to Remain" and "Supersonic" traits. - Various performance improvements on various devices... I'm not sure what's going to help for everyone, so please let me know how your performance is now!


[ 2016-12-15 23:05:16 CET ] [ Original post ]


Siralim 2 - Patch 2.1.1 Released

VERSION 2.1.1: - A warning message will now appear when you open the breeding interfaces if you don't have enough Power Balance to breed your creatures. - Fixed an exploit that allowed players to have multiple Nether Creatures and Avatars in their party at one time. - Fixed a bug with Turbo Mode that sometimes caused actions to be forced without the player's input. - Fixed several crashes and bugs related to spellcasting.


[ 2016-12-13 14:46:47 CET ] [ Original post ]


Siralim 2 - Patch 2.1.0 Released

VERSION 2.1.0: - Doubled the chance for players to find Fleshwarper Coins. - When you select a Spell Gem from a creature's equipped Spell Gem menu, you can now set that gem as the creature's default spell selection in battle. - While Turbo Mode is enabled, you can now hold down the confirmation button (E or A depending on your device) to select battle commands/targets, and cycle through the victory screen without tapping the button again. - Added a "Zoom: 3x" option to the zoom menu. Note that this option might cause graphical artifacts on some devices. - After using or destroying an object in a realm, you can now walk through that object immediately. - When you incorrectly answers the Riddle Dwarf's questions, he will now tell you the correct answer. - Skins now always appear at the end of your Consumables inventory list, rather than in alphabetical order. - Optimized the time it takes to breed creatures together at obnoxiously high Gene Strengths. - Spell Gems that are granted during battle now appear at the top of the list in the spell casting interface, rather than at the bottom. - Touch controls should now correctly draw over all interfaces. - Shield and Weapon Fragments now award significantly higher level artifacts, and have a much higher chance to have a legendary property. - Renegade Mage tasks now spawn a Renegade Mage at any Nether Realm greater than or equal to the task's requirement, rather than just at the specified realm depth. - Perks and other effects related to extracting cores should now activate even if all enemies are killed early on or at the start of battle. - Fixed a new bug that caused Item Sets to assign the wrong items to your creatures. - Fixed a bug that allowed creatures in the arena to spawn with ultimate avatar spells. - Fixed a bug that prevented the "Shield Bash" and "Shield Slam" spells from functioning at all. - Fixed a performance issue on Windows and Android platforms that was introduced with the expansion. - Fixed graphical corruption on some devices. - Fixed a display bug that caused creatures with a Skin to be drawn incorrectly in the breeding interfaces. - Fixed a bug that caused foreign knights to grant favor to players even if they hadn't already met Gonfurian, God of War. - Fixed a bug that sometimes allowed tasks to ask players to travel to Nether Realm Depth 0, which does not exist. - Fixed a bug that could cause a teleportation shrine to appear instead of a portal in Artifact Realms after fighting a mini-boss battle. - Fixed a bug that caused Basilisk traits to always activate regardless of whether or not they took damage since their last turn. - Fixed several bugs that caused the fortune teller's "Task List" to appear above other interfaces. - Fixed a crash related to the compendium of traits in the library. - Fixed a bug that sometimes prevented the fortune teller's task to travel to a certain Nether Realm Depth from completing propertly. - Fixed a bug that sometimes prevented breeding from correctly limiting Gene Strength by the player's level. - Fixed a bug that prevented avatars from gaining mana from casting spells, or having spells cast on them. - Fixed a bug that prevented the "Sunny Disposition" trait from working. - Fixed a bug that prevented the "On The Rocks" trait from working. - Fixed a bug that prevented the "Firewall" spell from granting Defense. - Fixed a bug with the "Burst of Power" trait that prevented many spells from activating correctly. - Fixed several crashes related to spellcasting. - Fixed several crashes related to enemy AI.


[ 2016-12-12 19:11:43 CET ] [ Original post ]


Siralim 2 - 'Trials of the Gods' is now available on all platforms!

Siralim 2 - 'Trials of the Gods' is now available on all platforms! Challenge the gods to battle, transform your creatures into powerful avatars, take part in a new type of end-game quest, collect new creatures and spells, enchant and disenchant your spell gems, and much more! Please see the bottom of this post for the full patch notes. A huge thanks goes out to all our testers who helped to squash bugs, fix crashes, and contribute useful feedback to make this expansion the best it can be. I feel very fortunate to have you all in our community. I hope you enjoy playing Trials of the Gods! VERSION 2.0.0: - New upgrade: Gate of the Gods. Craft keys and take them to the Gate of the Gods to challenge any of the 15 gods to battle. Defeat them, and you may earn the right to transform your Nether Creatures into powerful Avatars of the Gods, each with a unique trait and ultimate spell. - New upgrade: Arcane Refinery. Now you can add new properties to your Spell Gems, or remove the ones you don't want! Adding a new property to a gem requires a new type of crafting material. - New upgrade: Fortune Teller. Elize, a restless soul who inhabits a mystical orb, will provide you with long-term tasks to complete in exchange for spell gem crafting components. Elize will completely change the way you play the game! - 60 new creatures have been added to the game. These creatures belong to all-new races, including Vulpes, Basilisks, Abominations, Plague Doctors, Salamanders, and more! These creatures can only be found in Nether Realms, and you can extract a core from any of them. One new creature is a secret. You probably won't ever find it. - Added 60 new materials, 60 new cards, and 10 new Sigil races to correspond with the 60 new creatures. - 100 new spells have been added to the game (for a total of 300+ spells!), along with 13 new spell properties (for a total of 23 spell properties!). - Players can now find Fleshwarper Coins which can be spent on creature skins using the new Transmogrification Pedestal in Siralim. These skins can be applied to your creatures to permanently change their appearance to something entirely unique. Optionally, you can purchase all of these skins at once for $9.99 USD, but this is certainly not required. You can also purchase a different upgrade for $4.99 USD that simply increases the drop rate of Fleshwarper Coins, just in case you enjoy the loot hunt! - Added 89 new achievements. - Added 15 new, secret wardrobe costumes. - Added 18 new accolades to the Accolades interface. - The library has been updated to include information about all of these new systems, and other parts of the library have been modified to be more accurate with the rest of these patch notes. OTHER CHANGES: - Creatures can now only equip one of each spell at a time. For example, a creature cannot equip two Holy Smite gems. - Each creature can now only attack or cast up to a maximum of 15 times per turn, or 30 times if they have Multistrike or Multicast, respectively. - Artifact Realms now consist of 20 realms, down from 100. Each realm now grants +5% quality, up from 1%. - Artifact Realms no longer grant Realm Quests. Artifact Realms were always meant to be completed much more quickly than standard realms, and these quests inhibited that goal. - Pills of Upgrading now grant +5% benefit, up from +1%. - Pills of Upgrading can now take a Nether Creature's aura up to a maximum potency of 100%, down from 300%. This change is not retroactive. - Keys of the Arcane can no longer be crafted and are now unobtainable, as they're mostly obsolete with the introduction of the avatars of gods. - When a spell is cast by a creature automatically (such as from the 'cast on hit' property), it is now less potent (deals less damage/healing/stat manipulation) than if the spell was cast manually. - Creatures can no longer cast spells automatically (such as from the 'cast on hit' property) while they're silenced. - The 'Anomaly' trait has been reworked: When an enemy takes damage, all other enemies' Health is reduced by the same amount. In addition, enemies take 90% less damage. - The 'Smack Around' trait can no longer activate on attacks made by the creature with this trait - only its allies. - Creatures that are already defending or provoking can no longer perform this same action again multiple times in the same turn. Most players won't ever notice this change, but it should prevent several infinite loops from occurring in battle. - Portal Keys now also cost 1x Friden's Scimitar. - Reverted a change made in a prior patch that prevented Sigils from dropping if you have more than 100 in your inventory. The recently-introduced "Carelessness" punishments handle this for you instead. - Traits, spells, punishments, and other effects that grant your creatures an extra trait can no longer grant the 'Self-Awareness' trait, nor can they transform into Iron Golems. This will prevent players from accidentally transforming their creatures into different ones permanently. - Slightly increased the amount of favor-related objects that can spawn Where the Dead Ships Dwell. - Increased the amount of favor granted by doubloons Where the Dead Ships Dwell from 50 to 60. - Reworded the 'Embodiment' perk description to prevent confusion from the new Avatars of the Gods system. - Optimized the item set interface to prevent FPS drops. - Fixed a bug on some mobile devices that caused the control "hitboxes" to be offset from their actual graphics. - Fixed a graphical bug on some mobile devices that caused a black line to run through the center of the screen. - Fixed bugs with the 'Equality' and 'Humility' spells that caused them to be much more powerful than intended when used multiple times in a row. - Fixed a bug with the 'Deep Inhalation' trait that caused the wrong creature to cast the spell. - Fixed a bug with touch controls that could cause buttons to think they were pressed twice in a row with only one tap. - Fixed a bug with the 'Death Pact' perk that prevented certain on-death effects from occuring with it. - Fixed a bug that allowed two different 'Quivering Scorpion' materials to drop. - Fixed a bug that could sometimes allow an offspring's Gene Strength to be lower than that of the parents. - Fixed a bug that caused the 'Dark Dance' trait to make a certain story boss fight unwinnable. - Fixed two duplicate breeding combinations for the 'Colossal Giant' creature. - Fixed a bug that allowed on-heal effects to activate even if players didn't have the 'Overheal' perk. - Fixed a bug with the 'Arachnophobia' trait that prevented it from working correctly. - Fixed a bug that caused the 'Butterfly Touch' trait to deal too much damage. - Fixed a bug with certain effects such as the 'Infernal Charge' spell that caused them to do less damage than intended. - Fixed a bug that caused the 'Braze' trait to not work. - Fixed a bug with the 'Disposability' trait that caused it to also force debuffs to persist through death. - Fixed a bug with the 'Ime Rune' that prevented it from working. - Several crash fixes.


[ 2016-12-09 13:59:47 CET ] [ Original post ]


In your opinion, which creature from Siralim 2 is the most iconic?

As the title reads, which creature in Siralim 2 stands out to you the most? Let's ignore the fact that the game's icon is a Pilwiz, as I don't think that turned out to be half as prominent as I expected it to be. What, to you, is the Pikachu of Siralim 2? Gods can be included as well. If you think Torun is what brings the game together, he's a viable choice as well!


[ 2016-10-20 17:22:15 CET ] [ Original post ]


Siralim 2 is 26% off on Steam this week!

http://store.steampowered.com/app/464620/


[ 2016-10-17 17:05:36 CET ] [ Original post ]


Announcing Siralim 2: Trials of the Gods!

Read all about it here: http://thylacinestudios.com/forums/announcements/announcing-siralim-2-trials-of-the-gods!/


[ 2016-09-26 15:12:46 CET ] [ Original post ]


Siralim 2 - Patch 1.1.1 Released

This patch has been submitted for Steam and Android. The iOS version will be submitted tomorrow and should be available within 48 hours. - Cooking buffs that grant bonus favor after battles now also work with battles spawned by the 'Strife' punishment. - Battle fatigue now forces at least 1 damage to be dealt to creatures when they take damage. The goal of this change is to ensure that players don't always feel compelled to forfeit fights in "stalemate" battles. - Nemesis bosses can no longer spawn after defeating another Nemesis pack. - Another attempt to fix an issue that prevented some players from being able to obtain a Cloud ID. - Mimics can no longer spawn in boss rooms. - Nemesis packs now count as normal enemies when the 'Strife' punishment determines whether or not to spawn a new pack of enemies. - God side quests should now be granted at the appropriate times. - More touch control improvements and bug fixes. - Significantly reduced battery consumption on mobile devices. - Fixed a bug with the 'Phantasm' trait that caused the gems it granted to cost mana. - Fixed a bug with the 'Break the Cycle' trait that prevented it from working if more than 3 enemies were present. - Fixed a bug that could sometimes prevent sun, moon, and arcane spheres from spawning in Eternity's End. - Fixed a few instances that could cause players to receive negative experience points at extremely high levels.


[ 2016-09-16 15:16:06 CET ] [ Original post ]


Siralim 2 - Patch 1.1.0 Released

This patch has been submitted for Steam and Android. The iOS version will be submitted tomorrow and should be available within 48 hours. VERSION 1.1.0: - Added 6 new punishments: Carelessness (Artifacts), Carelessness (Cards), Carelessness (Eggs), Carelessness (Sigils), Carelessness (Runes), and Carelessness (Spell Gems). These punishments prevent their respective items from dropping. This is useful for players who already have too much of a certain item and don't want these items to clutter their inventory. - Added a new in-game option: High Performance Mode. Enabling this option should cause the game to run more smoothly on weaker devices (up to a 500% boost to FPS!), and is enabled by default for mobile devices. - The achievements interface now displays the number of achievements belonging to each category, along with the number of achievements you've completed in those categories. - Added a "View All" option to the achievements interface. As its name suggests, this option allows you to view all achievements from all categories at the same time. - Default touch control location should be more consistent on all devices now, especially on devices where the controls were off the screen entirely. - Touch controls now use different, darker sprites in certain realms where the white controls were hard to see, such as in Azure Dream and Frostbite Caverns. - Low level creatures (< 15) now have a significantly lower maximum chance to dodge attacks. This should make the start of the game much less frustrating. - Added a safety check to ensure that god favor can no longer get stuck without receiving a god's quest. - Treasure chests spawned by the 'Strife' punishment now disappear after they're opened. - Misery now wields an artifact in Nether Realms. - When a battle starts, any items in the loot window will now be added to your inventory. Mostly, this ensures that players can't lose Cards if they happen to fight two battles in instant succession. - Pandemonium Tokens can no longer be used in special Nether Realm rooms. - The 'Diamond Attunement' trait no longer works while the creature with this trait is dead. - Clarified the 'Soul Sacrifice' spell description with additional text: "The damage and healing done by this spell is affected by traits and other effects." - Hopefully fixed an issue that sometimes caused players to be told they don't have a Cloud ID even while they're connected to the internet. - Moving touch controls now works a little better on different resolutions. - Attempted to fix a display issue with the iPhone 6 that caused a line to run across the screen. iPhone 6 users, please let me know if the fix works for you! - Corrupted cloud save files (which could happen if you imported/exported a file and it didn't finish correctly) will now be deleted when you restart the game to prevent it from crashing. - Fixed a bug with touch controls that caused their actual hotspot to be different from the control sprites. - Fixed a crash that could occur when viewing Sigils while you only had one creature (a Nether Creature) in your party. - Fixed a bug that caused the 'Hypersensitivity' punishment to amplify enemies in Nether Realms significantly less than intended. - Fixed a bug that caused enemies to give less experience and resources than intended in Nether Realms when using the 'Strife' punishment. - Fixed a bug with the 'Undeath' trait that caused it to resurrect the creature with 50% Health, rather than the intended 100% Health. - Fixed a bug that caused some creatures to ignore the sigil properties 'Immune to Buffs' and 'Immune to Debuffs'. - Fixed a bug that could cause touch controls to be hidden while looting items. - Fixed a bug that allowed some damage to pass through certain sigil properties that would have otherwise prevented that damage. - Fixed a bug with the 'FPS Skipping' option that caused the game to skip one additional frame per second, resulting in some visual lag. - Several other small bug and crash fixes.


[ 2016-09-07 23:39:25 CET ] [ Original post ]


Siralim 2 is now available for iOS!

Get it here: https://itunes.apple.com/us/app/siralim-2-rpg-roguelike/id1148047801?mt=8 Thank you for your patience!


[ 2016-08-27 12:01:30 CET ] [ Original post ]


Siralim 2 is now available for Android!

Siralim 2 is now available for Android! Get it here: https://play.google.com/store/apps/details?id=com.thylacinestudios.siralim2 Keep in mind that you can use our cross-platform cloud saving feature to play the same save file(s) on both your computer and your Android device! The iOS release will follow in 7 to 12 days depending on how quickly the game passes certification with Apple.


[ 2016-08-25 22:08:07 CET ] [ Original post ]


Siralim 2 - Patch 1.0.8

EDIT: Well, I lack talent. The patch has been reverted to 1.0.7 for now due to a major bug, and 1.0.8 will be re-released tomorrow. Sorry about that, everyone! Today's patch addresses a few bugs, but more importantly it includes several optimizations and a new in-game option to prepare Siralim 2 for its mobile launch. The Android and iOS versions of the game are 100% ready to go, but I want to make sure our new "FPS Skipping" option works correctly. If you'd like to help test it, please enable it and play the game with it turned on. If you find any bugs with it, please let me know. If testing goes well, the Android version will be released before the weekend (but of course, that's not a promise and it's not definite). iOS will follow shortly after, only because Apple takes a long time to review apps before they can be sold, so the iOS version will likely be a week behind the Android release. VERSION 1.0.8: - Added a new display option: FPS Skipping. You can enable this option to skip every other frame which should significantly boost performance on weaker devices. This option is disabled by default for computers and enabled by default for mobile devices. If some of you could enable this option and play around with it for a bit, that would be very helpful to ensure it doesn't introduce any bugs! - Tons of optimizations to make the game run more smoothly on weaker devices. - Removed 3 achievements that are now obsolete. These were leftovers from Early Access. - A few minor crash fixes.


[ 2016-08-25 00:12:48 CET ] [ Original post ]


Siralim 2 - Patch 1.0.7

VERSION 1.0.7: - Added a new punishment to the altar of blood: 'Impatience - Turbo Mode (enabled from the 'Options' menu) now also works during story boss battles.' - Slightly increased the level of enemies found in normal realms between Realm Depths 3 and 20. Hopefully, the earlier portion of the game will be more challenging now. - When you travel to a new Nether Realm after using an Alteration spell, the spell will no longer be consumed if you arrive at a bonus or boss room. - Removed the fanfare sound effect that occurs when summoning a new creature. This should speed up the rate at which you can summon new creatures in quick succession, since normally the game forces you to wait for sound effects to finish before advancing the dialog. - Removed some unnecessary dialog that appeared after summoning a new creature. This should speed up the rate at which you can summon new creatures in quick succession. - Fixed a recently introduced bug that prevented players from being able to cancel out of the artifact equipping interface. - Fixed a bug that caused the 'Villainy Thrives' trait to reduce damage far more than intended. - Fixed a bug that could sometimes cause Nether Realm bosses to spawn in normal realms. - Fixed several bugs related to the 'Desert Glory' trait that caused it to behave unexpectedly. - Fixed a bug with the 'Dark Embrace' trait that caused it to only work on one creature even if multiple creatures had this trait. - Fixed a bug that caused the Arcanist wardrobe costume to be unlocked much earlier than intended.


[ 2016-08-23 15:58:55 CET ] [ Original post ]


Siralim 2 - Patch 1.0.6

VERSION 1.0.6 - Added a new NPC to the library. This NPC will unlock all the achievements you've earned in-game on Steam. This feature is useful for players who accidentally played the game in offline mode and might have missed out on some achievements at some point. - Fixed several bugs related to certain gamepads. - Fixed a bug with the 'Glaive of Prayer' trait that prevented it from working unless one or more of your creatures were already dead. - Fixed a bug that occured when fighting The Unguided in a Nether Realm that prevented its trait from working correctly. - Fixed a bug in Eternity's End that could cause Sun, Moon, and Arcane Spheres to permanently disappear. - Fixed a bug that caused Stinky the Dwarf to always reward a grimoire page even if the player lost the minigame. - Fixed a minor display bug related to equipping runes.


[ 2016-08-20 23:26:13 CET ] [ Original post ]


Siralim 2 - Patch 1.0.5 Released

VERSION 1.0.5: - The enchanting interface now displays the total amount of a specific material you have. - Several bug and crash fixes.


[ 2016-08-18 23:19:27 CET ] [ Original post ]


Siralim 2 - Patch 1.0.4

Just a small patch for today because I wanted to fix the cloud storage issues as quickly as possible. It seems to be working perfectly for me now with this new update, but there are a lot of things working behind the scenes that could cause it to break so please let me know if you continue to have any issues! You might also notice the other small changes might seem a little random. The reason the Skeleton Sniper was placed at realm 3 instead of 1 is because this creature can potentially wipe out your entire party before you even get a chance to fight, and that makes for a poor experience for new players. I hope these changes will make the start of the game a little less frustrating for the select few who were unfortunate enough to get annihilated by this creature. VERSION 1.0.4: - Skeleton Snipers now begin spawning at realm level 3, up from 1. - Pit Worm Tunnelers now begin spawning at realm level 1, down from 3. - Fixed another bug related to cloud storage that prevented your Cloud ID from registering with our system correctly.


[ 2016-08-17 14:16:37 CET ] [ Original post ]


Siralim 2 - Patch 1.0.3

VERSION 1.0.3: - Each creature can now attack a maximum of 100 times per turn. Most people won't ever notice this change, but it should prevent infinite loops from occuring such as when multiple Valkyrie Scouts attack each other, dealing 0 damage per attack. - The 'Redemption' perk now removes random debuffs, rather than always removing the first on each creatures' list of debuffs. This change should make the perk more appealing in combination with certain traits, such as 'Colony'. - Fixed a bug that sometimes prevented players from being able to change their Cloud IDs. - Several other bug and crash fixes.


[ 2016-08-16 18:22:11 CET ] [ Original post ]


Siralim 2 - Patch 1.0.2

VERSION 1.0.2: - Clarified several concepts in the library. Thanks to everyone who has been asking good questions in our forums! These questions are what spark improvements and corrections to the library. - The Ceaseless Gladiator will now mock you if you haven't added any new creatures to your party prior to fighting him. - Heavily optimized the game, especially for players who have progressed extremely far into the game. - Various subtle improvements were made to the user interface for added clarity. - Fixed a performance issue in the underwater realm. - Fixed a bug that caused the 'Lone Wolf' perk to cause creatures to be immune to buffs. - Fixed a few bugs related to the 'Eye of the Thylacine' trait. - Fixed a bug that prevented attacks from the 'Last Stand' trait to not activate any on-attack effects.


[ 2016-08-14 18:13:11 CET ] [ Original post ]


Siralim 2 - Patch 1.0.1

A warm welcome to all our new players! Hopefully everyone is having a fantastic weekend. Here's a small patch to address most of the recently reported issues. VERSION 1.0.1: - Turbo Mode is now about 50% faster. - Added a very slight delay to the loot window before you can close it. This should help to prevent players from accidentally discarding their items. - It was fun while it lasted, but too many of you are getting slaughtered early on. Therefore, King Andrick's level has been reduced from 9 to 7. - Tons of minor bug and crash fixes.


[ 2016-08-14 00:48:56 CET ] [ Original post ]


Siralim 2 has left Early Access!

Today, Siralim 2 has left Early Access and is now fully available for Windows, Mac, and Linux! A huge thanks to everyone who tested the game and provided feedback. Siralim 2 turned out even better than I expected, and it's all thanks to you! But development certainly doesn't end here - there's much more to come in the following months! We'll start by releasing Siralim 2 on Android and iOS (the game is already running on my garage sale tier phones, so it won't be much longer now), followed by Playstation 4 and Vita. After that, we'll start adding even more new content to the game on all platforms! As always, please be sure to leave a review if you enjoy the game, and remember to tell your friends about Siralim 2!


[ 2016-08-12 17:08:20 CET ] [ Original post ]


Siralim 2 will be fully released on August 12, 2016!

As the title states, Siralim 2 will be leaving Early Access on August 12, 2016! At that time, Siralim 2 version 1.0.0 will be released for Windows, Mac, and Linux. I can't thank you all enough for your detailed suggestions and bug reports! Without you, the game wouldn't be half as fun as it is now. Later this month, I'm hoping to release the Android and iOS versions of the game as well. After that (probably sometime in September or October), the PS4 and Vita versions will be released. And finally, you can look forward to at least one major content expansion before the end of this year which will include new challenges, new creatures, new traits, new spells, and much more. Oh, and if you haven't done so already, please take a few minutes to leave a review for Siralim 2 on Steam! If there's one thing that will help the game find success, it'll be with the help of your reviews for people to read on the day of release. Thanks to everyone who already left a review as well!


[ 2016-08-01 16:44:26 CET ] [ Original post ]


Siralim 2 is now available for Mac and Linux!

As the title reads, Siralim 0.14.0 has been released today. This release only includes a few bug fixes for Windows users, but the major feature is that the game is now available for Mac and Linux! Please note that the Mac and Linux versions of the game are definitely not guaranteed to be as stable as their Windows counterpart yet. Please report any issues you find with these versions, and rest assured we'll take care of them as quickly as possible!


[ 2016-07-31 16:41:36 CET ] [ Original post ]


Trouble patching? Read here!

Some players are reporting that they're having trouble patching the game. If Siralim 2 is trying to download an update but it's not working for you, please try the following: In Steam, click 'Steam' (at the top of the client), then go to 'Settings' then 'Downloads'. Change your 'Download Region' to an entirely different country than what you're currently using. Many users have found success with West Africa and Singapore, for example. I apologize for the inconvenience. I am not sure why this is happening, and have contacted Valve for additional details that I'll share with you as soon as possible.


[ 2016-07-31 15:24:33 CET ] [ Original post ]


Siralim 2 - Patch 0.13.0

VERSION 0.13.0: - Implemented cross-platform cloud saving. You can use this feature to import and export your save files to our servers, allowing you to retrieve them later on, even with an entirely different device. This functionality will also extend to the Mac, Linux, iOS, and Android versions when they're released, so you'll be able to play your save files from just about anywhere. Note that we are still completely unsure if we'll be able to implement this feature in the Playstation 4/Vita versions. - Added 25 new wardrobe costumes to the tailor. Some of these are recolors of a few costumes that are already in the game. Some of these will not appear at the tailor until you've collected the costumes' 'base' costume. - Fixed a rounding issue when interacting with resource nodes that caused players to receive fractions of resources. - Fixed a bug that caused traveling merchants in Nether Realms to persist for multiple realms in a row. - Fixed a bug that prevented some breeding options from appearing when selecting from one of your combinations at the breeder. - Fixed a few cases where players were told they didn't have the required components to craft items at the Nether Goblet. - Fixed a display bug related to the 'Starvation' punishment. - Fixed a display bug related to the 'Inspect' command in battle. - Fixed a bug that caused the 'Eldritch Strike' trait to deal far more damage than intended. - Fixed several display issues in certain Nether Realm-specific rooms. - Made yet another likely-failed attempt to prevent your creatures from sometimes wandering off to the corner of the map. :(


[ 2016-07-29 14:54:01 CET ] [ Original post ]


Siralim 2 - Patch 0.12.0

This patch mainly focuses on balance. As you can see, the effectiveness of area-of-effect spells has been reduced quite a bit. The motivation for these changes was to prevent players from feeling forced to use these spells, and instead show some attention to single-target spells as well. I believe area-of-effect spells are still quite powerful and definitely have their place in the game, but are no longer mandatory. In addition, spells that always manipulate the Action Queue in the player's favor have been reworked entirely. It was way too easy to build a team of creatures that cast spells like Haste and Rabid Dementia indefinitely, which prevents enemies from ever being able to take a turn. A few traits were rebalanced as well. These traits were problematic because they allowed players to largely ignore stats - and in some cases, any form of strategy when composing their teams. Lastly, new achievements have been added for Nether Realms. I apologize for not having these ready in time for the last patch, but this was honestly an oversight; I did not originally plan to add any more achievements. These cannot be awarded retroactively. The next major patch will include cross-platform cloud saving, improved enemy AI, and general quality-of-life improvements. I'm also close to having the Mac and Linux versions of the game ready as we're very close to leaving Early Access at this point. VERSION 0.12.0: - Rebalanced a few spells and traits. You can find the changes at the bottom of these patch notes. - Added 38 new achievements to the game that are related to changes made to Nether Realms in patch 0.11.0. - Added traits that do not belong to any creatures to the Compendium of Traits (aka the traits exclusive to Nether Realms). - Stat increases and decreases from spells and traits in battle are now slightly mitigated by diminishing returns. - Decreased the damage dealt by area-of-effect spells by 23%. - Decreased the healing done by area-of-effect spells by 25%. - Decreased the stat gain/loss by area-of-effect spells by 20%. - Barrier display text is now correctly shortened for large numbers. - The 'Self-Awareness' trait now only works if it's a creature's innate trait, or a trait on their artifact. This is to prevent players from accidentally transforming their creatures. - Fixed a bug with the 'Refraction' trait that allowed it to work at incorrect times. - Fixed a bug that allowed charms to be used in boss rooms and special nether realm rooms. - Fixed a bug that allowed sigils to be used in special nether rooms. - Fixed a display bug related to the 'Self-Awareness' trait. - Fixed a crash that could occur that is related to the new traveling merchants. - Fixed a crash that would occur when purchasing a Key of the Arcane. - Fixed a few bugs that prevented players from buying certain items at the Nether Goblet. - Fixed a bug that caused Riddle Dwarves in special Nether Realm rooms to persist even after you answered the riddle. - Fixed a bug with the 'Replication' perk that prevented it from applying debuffs to the correct creatures. TRAIT CHANGES: - Admire the Gods: When this creature takes damage, and the damage exceeds 25% (down from 30%) of its Maximum Health, reduce the damage to 25% (down from 30%) of its Maximum Health. The amount of damage prevented cannot exceed 100% of this creature's Maximum Health. (previously there was no limit to the amount of damage prevented) - Celestial Fortitude: Your creatures cannot take damage that exceeds 45% of their Maximum Health. The amount of damage prevented cannot exceed 100% of the creature's Maximum Health. (previously there was no limit to the amount of damage prevented) - Diamond Attunement: All creatures lose access to their innate traits while this creature is alive. (reworked) - Eye of the Storm: While this creature is above 90% Health, your creatures' Health cannot fall below 5%. This effect is ignored if the incoming damage would exceed 100% of the target creature's Maximum Health. (previously there was no limit to the amount of damage prevented) - Flesh Offering: When this creature casts a spell, it sacrifices 25% Current Health, adds this amount of health to its damage (previously did not add any damage), and casts the spell 1 additional time. - Final Act of Judgment: At the start of this creature's turn, deal damage to all enemies equal to 0.5% of their Current Health for each point of Mana this creature is missing. The damage cannot exceed 25% of each creatures' Current Health. (reworked; the old version was the exact same trait as Sadism - oops!) - Patriarchy: This creature takes all damage from attacks and spells in place of your Imlings. (no longer reduces incoming damage) - Spiral Ward: While this creature is below 50% Health, it does not take damage from spells. (previously worked at any amount of health) SPELL CHANGES: - Haste (reworked): Target gains a massive amount of Speed. - Ice Bolt (reworked): Target takes a small amount of damage and is afflicted with Frozen. - Rabid Dementia (reworked): Target gains Berserk and attacks a random enemy. - Shadow Infusion (reworked): Target gains a large amount of Attack and Speed.


[ 2016-07-24 14:49:32 CET ] [ Original post ]


Siralim 2 - Patch 0.11.0

Today's patch features an overhaul of Nether Realms. The first significant change you'll notice is that every 5 realm levels, you'll encounter a more powerful version of the story bosses. While the mechanics for each of these bosses remains largely the same as when you fought them during the story, they're much stronger than before and have a few additional intricacies. Each boss is guaranteed to drop 1 of 3 exclusive legendary crafting materials that you can't find anywhere else. This means that a total of 30 new legendary crafting materials (and traits!) were added to the game. These materials are not chosen randomly, so you'll be able to collect them all after clearing 150 Nether Realm levels. Aside from that, you now have a chance to encounter some special bonus rooms during your travels in Nether Realms. For example, sometimes, instead of being taken to a normal Nether Realm, you'll be sent to a small room that contains a bunch of treasure chests. Some rooms are a bit more interactive, such as an arena-style version of the Riddle Dwarf. Aesthetically, some of these rooms aren't as detailed as I'd prefer (there are no trees in special grassland rooms, for example), so that will be addressed in a later patch. The rest of the patch contains some quality of life fixes and bug fixes. However, it's important to note that story bosses now have 50% more health than before. This is an experimental change, so please let me know if it makes story bosses too difficult. The goal of this change is to ensure players can't one-shot bosses anymore. VERSION 0.11.0: - Nether Realms have been overhauled. - Every 5 realm levels, you must fight an ultra-powerful version of the story bosses. Each boss drops 1 of 3 unique legendary crafting materials that you can't find anywhere else. These materials are NOT chosen at random. Bosses start spawning at realm depth 5, and spawn every 5 realm levels after that. If you've already progressed past realm level 5 prior to this patch, you'll need to return to realm level 5 and start defeating the bosses in order. - Several new, interactive surprises and events await you in Nether Realms. These events will be expanded on in a later patch, and some new ones will be added as well. - Enemies now scale to higher levels and Gene Strengths much more quickly than before. The 'Hypersensitivity' punishment makes them scale even faster! - Enemies always have an extra, randomly-chosen trait. - Enemies always have a level 10 artifact, but these artifacts cannot spawn with any legendary properties. - Story bosses now have 50% more health. - Since Nether Demons were removed in the last patch, some items purchased from gods were rendered obsolete. These items have now been added as components for other items that were not removed. - Punishments are now disabled while in the arena. - Battle events related to attacking should now occur in a more sensible order. - The 'Blessing of Sands' trait now adds +3 creatures of the same class, up from 2. - Fixed a few bugs that could cause spell animations to appear on the wrong targets, or for spells to be cast on the wrong targets. - Fixed a bug that sometimes allowed summoning spells to activate while the 'Thylacine' trait was active. - Fixed a bug that prevented the 'Living Nightmare' perk from working. - Fixed a bug that caused self-targeting spells to sometimes not cast. - Fixed a bug that caused the 'Rage' punishment to bypass Barriers. - Fixed a bug that could sometimes cause creatures received from the gods to be deleted immediately. - Fixed a bug with the 'Resurrection Code' trait that allowed it to also resurrect the creature with this trait. - Fixed a bug with Item Sets that prevented creature stats from updating properly if an artifact was equipped. - Fixed a bug with Item Sets that sometimes prevented Spell Gems from being equipped properly. - Fixed a bug that prevented some trait descriptions from appearing with the 'Inspect' command in battle. - Fixed a bug that sometimes prevented the 'Lone Wolf' perk from blocking debuffs if you were missing 5 creatures from your party. Note that some debuffs are applied constantly, such as those from Sigils, and Lone Wolf will not block those if your creature doesn't have a 100% chance to ignore debuffs. - Fixed a bug that caused some creature leveling achievements to unlock in the arena. - The 'Hugs and Kisses' trait should now give a debuff to the creature at the top of the Action Queue rather than the creature that owns the trait. - The 'Nature's Savior' achievement should now be unlockable. - Deified Gods should now be counted correctly on the character accolades menu even if you've gained multiple deified ranks for each god. - Fixed a bug that caused the 'Chaos Orbs' spell to hit the wrong target when it casts due to the cast on/when hit properties.


[ 2016-07-19 13:41:25 CET ] [ Original post ]


Siralim 2 - Patch 0.10.0

VERSION 0.10.0: - Item Sets have been added to the game. This feature allows you to assign a creatures' equipped items (Artifacts and Spell Gems) to an item set, and then re-equip them from your inventory later on. You can manage your Item Sets from the creature context menu. - Wardrobe costumes are no longer gender locked. - Nether Demon items have been removed from the Nether Goblet. In addition, all references to Nether Demons have been removed from the game since they don't really do anything right now anyway. They will return in a much different form in a free content expansion. - Implemented large numbers for the entire game to prevent numbers from rolling over to negative values when they exceed 2 billion. This change affects a massive amount of the game's code, so please keep an eye out for any bugs! - While inspecting creatures with multiple traits in battle, you can now press the E button to cycle through these traits. - At the loading screen (where you choose your save file), the game will now remember the last save slot you chose and scroll to it automatically. - Turbo Mode now also works on messages from sigils, such as when a creature can't defend, attack, etc. - Objects such as nomad tents and imp huts can now be walked through after you've used them. - Floating battle text is now displayed in a more sensible order for certain traits, such as Flay and Pyre. - The 'Lone Wolf' perk now calculates the number of missing creatures in your party based on a maximum of 3 creatures while the 'Nostalgia' punishment is active. - The materials transmutation interface will now correctly update your materials list after each transmutation. - The 'Hybridization' perk now works with the 'Adaptation' perk. - You can now enter Artifact Realms for locked artifacts. - Swapped the Twisted Devil's trait with the Stone Devil's trait since it makes more sense that way. - Fixed a few display bugs related to artifact property comparison when equipping/swapping artifacts. - Fixed a bug that caused stats gained from Gene Strength to be calculated incorrectly in the detailed stats sheet for your creatures. - Fixed a bug that caused the 'Lone Wolf' perk's debuff immunity to sometimes not activate properly. - Fixed another bug that could cause creatures to be able to take a turn while dead. - Fixed a crash that could occur when viewing stable groups with a Nether Creature in the party. - Fixed a bug that caused the 'Graft' perk to not grant enough Health. - Fixed a bug with the 'Hymn of the Dead' perk that allowed it to extract creatures it shouldn't be able to, such as War Golems. - Fixed a bug that caused the wrong god of your current realm to be highlighted in the gods menu. - Fixed a bug that caused players to receive Power Balance from battles even if they already had the maximum amount. - Fixed a bug that allowed certain enemies to spawn in sigils, such as Treasure Golems or Thylacines. - Fixed a bug that caused the 'Pus and Pox' trait to also debuff your own creatures. - Fixed a bug that caused the 'Boon to Bane' trait to affect allies instead of enemies. - Fixed a bug that caused the 'Hugs and Kisses' trait to grant a buff to all allies each turn instead of just the current creature. - Fixed a bug that caused the 'Stank' trait to barely work at all. - Fixed a bug that caused the 'Shadow Hook' trait to barely work at all. - Fixed a bug that caused the 'Impunity' trait to barely work at all. - Fixed a bug that caused the 'Diabolic Protection' trait to barely work at all. - Fixed a bug that caused the 'Reign of Pain' trait to barely work at all. - Fixed a bug/crash that allowed players to use the 'Inspect' command during the tutorial battles. - Fixed a bug that prevented creatures with 'Blight' from taking damage from healing effects if the creature was at full health.


[ 2016-07-10 19:01:47 CET ] [ Original post ]


Siralim 2 - Patch 0.9.0

This patch features a balance pass on all class-specific perks. It also adds several new perks to each class. Unfortunately, item set management didn't make it into this release. This feature turned out to be a lot more difficult to implement than I expected, so it has been delayed to the next major patch instead. Thank you for understanding! VERSION 0.9.0: - Many class-specific perks have been reworked or rebalanced. In addition, each class has received several new class-specific perks. For a full list of changes and additions, please see the bottom of these patch notes. - Added a new punishment: 'Narcissism'. Your Nether Creature's level is equal to your character's level. - You will now gain a small number of Deity Points each time your character levels up. The higher your character's level, the more points you'll receive. At level 300 and higher, you'll receive 3 Deity Points per level. These points are not shown to players who are not 'Respected' by at least one god. - Reworked the 'Secret Ingredient' trait: Increases the potency of your chef buffs by 50%. This trait does not stack. - The 'Thylacine' trait now works with the 'Lone Wolf' perk. - Adjusted the way breeding works slightly with regard to Gene Strength. Most people won't notice any changes at all, but these changes remove several hidden "breakpoints" and should take some guesswork out of the breeding system for you. - Artifacts with only one primary stat now have higher values for these stats. This change is not retroactive, so you'll need to reforge your artifacts for this to take effect. - The 'Creature' section of the statistics menu now displays your highest party level, average party level, highest party gene strength, and average party gene strength. - Sigils now spawn enemies with a minimum of 10 Gene Strength. - The 'God Favor' interface now highlights the god of your current realm in a different color. - Reduced the base mana cost of Planets to put it in line with similar spells. - The 'Hive Mind' trait no longer affects creatures that also have this trait (prevents an infinite chain of attacks). - The 'Refraction' trait has been improved. It now only works if the enemy casts a single-target spell on one of your creatures. Also fixed a few bugs related to this trait. - Hopefully fixed the bugs that could occasionally cause your creatures to run through walls and off the map in realms. - Mutated Bat creatures now have the correct battle sprites. - Energy Portals in the Azure Dream no longer activate if your rituals are all finished. - Cooking buffs will now correctly lose duration if players use the 'Save & Exit' option in realms. - Fixed a bug that caused the 'Midnight Feast' trait to still allow it to grant multiple extra turns at the same time. - Fixed a bug that could sometimes cause creatures spawned by Charms to spawn the wrong creatures. - Fixed a crash related to enemies fleeing from battle. - Fixed a bug that caused Nether Creatures in stable groups to always be level 1. - Fixed a bug with several Seraph traits that sometimes prevented them from activating. - Fixed a bug that allowed nemesis bosses to spawn in Siralim. - Fixed a bug with the 'Colony' trait that allowed it to work with any creature even if they weren't Griffons. - Fixed a bug that prevented the 'Start Battles With Shell/Invisible' artifact property from working at all. - Fixed a few more breeding combinations that incorrectly suggested that Ebony Ent + Ebony Ent = Ebony Ent. - Fixed a crash that could occur due to the 'Solace' trait. - Fixed a bug that prevented the 'Graft' perk from working with Health. - Fixed a bug that caused the 'Rage' punishment to bypass the Shell buff. - Fixed a crash that could occur after Sigil battles. - Fixed a bug that prevented cooking buffs from properly expiring after your party was wiped out in battle. - Fixed a display bug that caused creatures obtained from certain quest NPCs to float in the middle of the room rather than follow your character. - Fixed several crashes related to "Unable to find any instance for object index" when summoning creatures, interacting with the stable, or interacting with the upgrade map. - Fixed a bug that could cause the 'Last Stand' trait to sometimes not activate. - Fixed a bug that caused the 'A Bit of This, A Bit of That' realm quest to ignore completion due to the Failed Experiment mini-boss. - Fixed a bug that caused the Teleportation Shrine to prematurely warn players that their cooking buff would expire. - Fixed another crash related to the Pandemonium King. PERK CHANGES: - (Chaos) Chaos Magic: no longer replaces the 'Defend' command. It is now an entirely separate command. - (Chaos) Savage Screams: now works with any attack damage instead of just critical damage. Additional debuffs can now be applied with this effect compared to before, such as Stun and Frozen. - (Chaos) NEW PERK: Anarchy. When your creatures cast a spell that does not belong to their own class, it deals X% more damage and healing. - (Chaos) NEW PERK: Carve and Spit. When your creatures kill an enemy, they have a X% chance to drop additional resources based on their class. - (Chaos) NEW PERK: Purge. When your creatures extract a Core from a target, the target is killed. - (Chaos) NEW PERK: Reckless and Relentless. When your creatures dodge an attack, they have a X% chance to counterattack. - (Death) Corpse Defilement: increased the chance to prevent resurrection from 1% per rank to 2% per rank. - (Death) Graft: increased the amount of stats gained after each battle from 5% to 7%. - (Death) Necromancy: increased the amount of health your creatures resurrect with from 3% per rank to 4% per rank. - (Death) NEW PERK: Death Pact. Your creatures gain the Death Pact command. Death Pact allows your creatures to kill one of your temporary summoned creatures. This action heals the user equal to the amount of the sacrificed creature's Health before it died, and grants the user 35% of the sacrificed creature's Attack and Intelligence. In addition, creatures killed this way have a 50% greater chance to resurrect from your Necromancy perk. - (Death) NEW PERK: From Death to Destiny. When your creatures extract a Core from an enemy, you gain resources based on the extracted creature's class. - (Death) NEW PERK: Horror Show. Your temporary summoned creatures have X% more Attack, Intelligence, and Defense. - (Death) NEW PERK: Hymn of the Dead. Your creatures' Extract command now works on all enemies at once. - (Death) NEW PERK: Living Nightmare. At the start of battle, your creatures cast their spells that summon extra creatures. These spells cost 0 Mana. - (Life) Flash Healing: now casts Healing instead of Minor Healing. - (Life) Guiding Light: now also has a 20% chance to immediately activate after each normal battle. - (Life) Overheal: now called Luminesce. - (Life) Redemption: now removes one debuff from all your creatures when any of your creatures defend. - (Life) NEW PERK: Chastise. When your creatures heal an enemy, they instead cause damage to the enemy equal to X% of the amount of healing the enemy would have received. - (Life) NEW PERK: Desperate Prayer. Your creatures' Spell Gems that have a chance to cast when hit have a X% greater chance to be cast. - (Life) NEW PERK: Miracle. When you open a treasure chest, there is a X% chance that the chest will be refilled with new items. This effect cannot activate more than once per chest. - (Life) NEW PERK: Overheal. Your creatures can be healed even while they're at full Health. - (Nature) Acrobatics: now only works with attacks. - (Nature) Lone Wolf: increased damage bonus per creature from 20% to 30%, increased damage reduction per creature from 10% to 12%, increased health bonus per creature from 20% to 30%. In addition, your creatures now have a 20% chance to resist debuffs for each creature missing from your party. - (Nature) Scavenging: now also works on resource nodes. - (Nature) NEW PERK: Adaptation. Your creatures can equip Morph spells from any class. At the start of battle, your creatures' classes are changed to their corresponding Morph spell's class. - (Nature) NEW PERK: Resourcefulness. After your creatures kill an enemy with an attack, they have a 25% chance to extract a Core from the target. This perk does not work on creatures that you've already extracted in the same battle. - (Nature) NEW PERK: Shamanism. Your spells deal additional damage equal to X% of their Attack. - (Nature) NEW PERK: Survival Instincts. You can now see your enemies' Health percentages. - (Sorcery) Echo (reworked): Your creatures' spells have a X% chance to cast an additional time. This effect can repeat multiple times in a row. - (Sorcery) Duplication is now called Replication and has been reworked. When your creatures afflict an enemy with a debuff, each other enemy has a 50% chance to gain a copy of it. - (Sorcery) Meditation: no longer replaces the 'Provoke' command. It is now an entirely separate command. In addition, this command now grants the user the 'Multicast' and 'Arcane' buffs. - (Sorcery) Wild Magic: the Spell Gem granted by this perk now always costs 0 Mana. - (Sorcery) NEW PERK: Embodiment. At the start of battle, each of your creatures have a X% chance to transform into an Avatar of Zonte. Avatars of Zonte have access to all the Spell Gems that belong to that creature's class, and they cost 0 Mana. - (Sorcery) NEW PERK: Fraycasting. 50% of your creatures' damage with attacks is now based on their Intelligence. - (Sorcery) NEW PERK: Parallel Dimensions. You can now see magical portals in realms. Where will they take you? - (Sorcery) NEW PERK: Spell Mastery. Your creatures can equip Spell Gems from any class, but these spells cost 50% more Mana if they do not belong to the creature's class.


[ 2016-07-06 14:40:49 CET ] [ Original post ]


Siralim 2 - Upcoming changes to the Secret Ingredient trait

I'm working on patch 0.9.0 right now, which will include an overhaul of most class-specific perks as well as several new perks for each class. I'm also hoping to include an "item sets" system which will allow you to quickly swap your creatures' artifacts and gems out with those you've previously defined at the stables. However, one other change is coming to the 'Secret Ingredient' trait and I wanted to let everyone know about this change ahead of time as I know many of you are using this trait at the moment. Secret Ingredient is a poorly designed trait because, as many of you have already pointed out, it allows players to ignore stats entirely. It's the main reason why some builds exist that allow players to easily climb to any realm depth without applying as much effort as you would if the trait did not exist. Therefore, Secret Ingredient will be overhauled entirely for patch 0.9.0 with the following effect: Increases the potency of your chef buffs by 50%. This trait does not stack. I believe this trait is still quite powerful in that it will allow players to ultimately progress more quickly (faster favor, card drops, etc), but I do not believe it will feel as mandatory as its previous form. I just wanted to get this warning up ahead of time so you can start planning around it before the patch drops later this week.


[ 2016-07-03 14:19:31 CET ] [ Original post ]


Siralim 2 - Patch 0.8.0

VERSION 0.8.0: - Several traits (over 100!) have been rebalanced or re-worked. In general, these traits are now more powerful than before, but some overpowered traits have been rebalanced or changed entirely. You can find a full list of trait changes at the bottom of these patch notes. - Battle backgrounds have been replaced with new graphics. - Added 5 new types of artifacts to the game. - Added a new Improved Forging castle upgrade for the blacksmith. - Enemies now have a chance to spawn in packs of creatures of the same race. For example, you can now sometimes encounter packs consisting of all Waspids. Tribal creatures (Diabolic Horde, Waspids, etc) have a much higher chance to spawn in this way than non-tribal creatures (Storms, Unicorns, etc). - Rebalanced the looting system. In general, you should find items at a more consistent rate than before. Previously, you typically found nothing but garbage at lower levels and way too many items at higher levels. This should be fixed with this change. - Effects that activate on healing now only activate if the creature was not already at full health. - You can now equip artifacts from the creature context menu. In addition, the tutorial now explains how to equip artifacts using this method instead of the other one. - You can now toggle left/right to select a different creature while viewing your creatures' artifacts, or while in the creature context menu. - Stable groups can now be saved or loaded, but no longer swapped. This should make it much easier to manage your stable groups now. - Resources can now reach any realistic number without rolling over to negative values. Please report any abnormalities you find related to resources. - The item 'Scroll of Renewing' has been replaced with five new scrolls that can be crafted at the Nether Goblet. These scrolls work just like the Scroll of Renewing except now you can choose which Nether Aura you want. - The level of your Nether Creature is now based on the average level of your party. Therefore, Nether Creatures no longer gain experience points in battle. - The materials transmutation interface now displays a description of a legendary material's trait. - Numbers in battle, such as damage and healing, are now shortened if the number exceeds 99,999. For example, 8234852 damage will now display as "8.23m". - Missions now reference 'Degree of Success' rather than 'Chance of Success', since it's not actually possible to "fail" a mission - only to do better or worse than others. - Sigils with the 'Immune to Attacks' and 'Immune to Spells' properties have been renamed for better clarity. - The victory screen now displays your total resources using shorthand expressions (such as 1.52b instead of 1,520,000,000). - Greatly decreased the amount of time it takes for realms to spawn, particularly later in the game. - Further optimized the game to hopefully prevent looting from causing lag. - The Silver Jester who offered to delete your sigils has been removed from the tavern. - Changed the effects of the 'Master Shapeshifter' card since it was redundant with the game's mechanics. - Fixed a crash that would occur if you fought the Pandemonium King while the Pandemonium Presence perk was active. - Fixed a crash that could occur with the 'Starvation' punishment. - Fixed a bug that caused the 'Duplication' trait to grant a Barrier that absorbed 0 damage. - Fixed a bug that caused the 'Immune to Debuff' artifact property to continue to work even if an artifact was removed due to effects such as the 'Decay' spell. - Fixed a bug that caused your creatures' off-class Spell Gems to be unequipped after an arena match. - Fixed a bug that caused spheres from Eternity's End to persist into other realms. - Fixed another bug that caused players to find duplicate breeding recipes. - Fixed a bug that prevented your Nether Creatures' mana bonuses from being acknowledged in the detailed stats sheet. TRAIT CHANGES: - Abomination: After this creature is attacked, it increases one of your other creatures' Attack and Intelligence by 40% (up from 30%). - Affluence: This creature deals 50% (up from 35%) more damage for each Sorcery Spell Gem it has greater than its target. - Agility Aura: Your creatures have a 40% (up from 20%) greater chance to dodge attacks. - Alleviation: This creature deals 7% (up from 4%) more damage with spells for each point of Mana it is missing. - Alteration: The damage of your creatures' attacks is now affected by Intelligence instead of Attack. (previously caused your creatures' attacks to deal 20% less damage as well) - Apostle of Water: This creature can attack allies to increase their Intelligence by 100% (up from 50%) of this creature's Intelligence instead of dealing damage. - Arcane Brilliance: After your creatures cast a Sorcery spell, they gain 40% (up from 30%) Intelligence. - Ascendancy: Your creatures can cast spells at no Mana cost if they have 0 Mana. (previously only worked on the creature itself) - BRAAAAWK!: At the end of each enemy's turn, this creature has a 20% (up from 10%) chance to cast a random spell. - Bathed in Light: After this creature attacks, it recovers 55% (up from 35%) Health. - Bearer of Needs: This creature can attack allies to heal them for 100% of their Health instead of dealing damage. (previously healed based on 100% of the damage the creature would have taken) - Blood Sucker: After an ally attacks, this creature recovers Health equal to 100% (up from 50%) of the damage dealt. - Book of the Arson: (the spells granted by this trait are much stronger than before) - Book of the Dead: (the spells granted by this trait are much stronger than before) - Book of the Elder: Your Grimoire creatures share the spells granted by their innate traits with all your other creatures. (reworked) - Book of the Heretic: (the spells granted by this trait are much stronger than before) - Book of the Lost: (the spells granted by this trait are much stronger than before) - Book of the Warlock: (the spells granted by this trait are much stronger than before) - Boon to Bane: When an enemy creature would gain a buff, they have a 50% chance to gain a debuff instead. (previously worked on your own creatures as well) - Brain Drain: After an enemy takes damage from Bleed, they lose 10 (up from 5) Mana and your creatures regenerate 5 Mana. - Braze: Your creatures' class-specific Lance artifacts cause them to deal 100% more damage to that class. (reworked) - Buffet: After your creatures are resurrected, enemies take damage equal to 35% (up from 25%) of this creature's Speed. - CAWW!: When an enemy attacks one of your creatures, it has a 50% (up from 35%) chance to target one of your other creatures instead. - CURUKUKU!!: When an enemy attempts to cast a single-target spell on any other creature, they have a 25% (up from 15%) chance to target themselves instead. - Cataclysm: After this creature is attacked, it afflicts enemies with Burn for 3 (down from 5) turns. - Celestial Fortitude: Your creatures cannot take damage that exceeds 45% (down from 50%) of their Maximum Health. - Chain Spells: After this creature attacks, it has a 50% (up from 30%) chance to cast a random spell. This trait activates for every 10 Mana this creature is missing. - Circle of Life: This creature's attacks heal allies for 50% (up from 25%) of the damage dealt. - Contamination: This creature's attacks deal 75% (up from 30%) more damage and afflict Poison for 5 turns. - Corrosive Dragon Breath: After an enemy defends or provokes, reduce its Defense by 50% (up from 40%). - Creation Dirge: After this creature is attacked, it decreases the enemy's Attack, Defense, Intelligence, and Speed by 15% (up from 10%). - Creeping Death: After this creature defends or provokes, enemies that have Poison take damage equal to 3 (up from 2) turns of this debuff. - Cry of Anguish: This creature's attacks steal an amount of Mana equal to 50% (up from 35%) of the target's Maximum (previously Current) Mana. - Dark Passenger: After an ally casts a spell, this creature has a 35% (up from 20%) chance to cast Necrosis. (also no longer costs mana) - Darkness Fate: Your creatures have 7% more Speed for each non-temporary Nature Spell Gem each of your creatures have equipped. This trait does not stack. (reworked) - Deadly Instincts: After this creature kills a creature, it kills all enemies that are below 40% (up from 35%) Health. - Deflective Dragon Armor: After an enemy attacks, reduce its Attack by 20% (up from 15%). - Delirium: After this creature takes damage, it gains Attack and Intelligence equal to 40% (up from 25%) of the damage it took. - Divine Mending: This creature's attacks heal a random ally for 200% (up from 100%) of the damage dealt. - Duplication: After this creature provokes, your other creatures gain a copy of this creatures' buffs. (previously, the duration of the buffs was always 1 turn) - Dynamic Dragon Scales: After an enemy casts a spell, reduce its Intelligence by 50% (up from 35%). - Ever Upwards: When this creature defends, it loses 40% (down from 60%) Mana. If it has enough Mana for this to happen, it resurrects allies with 50% Health. - Exacerbate: After this creature attacks, increase the duration of the target's debuffs by 3 (up from 2) turns. This trait does not affect Stun. (previously also did not affected Silence or Scorn) - Exploitation: Your creatures have 15% (up from 10%) more Attack and Intelligence for each enemy that is afflicted with Cursed. This trait does not stack. - Extension: After this creature defends, the duration of your creatures' buffs is extended by 3 (up from 2) turns. - Final Excretion: When an enemy dies, this creature casts Corpse Explosion a number of times equal to the amount of debuffs the enemy had before it died. (reworked) - Flay: This creature's attacks deal 75% (up from 30%) more damage and afflict Bleed for 5 turns. - Flesh Wound: When this creature takes damage while below 35% (up from 25%) Health, it gains a Barrier that absorbs damage equal to 100% of its Maximum Health. This trait does not activate if the creature already has a Barrier. - Foot Eater: This creature's attacks steal 40% (up from 25%) of the target's Speed. - Fracture: After this creature is attacked, it has a 50% chance to deal 75% (up from 50%) of the damage taken to all enemies. - Grit: At the start of battle, 100% (up from 50%) of this creature's Attack (also used to include Intelligence) is converted into Health and Defense. - Group Meditation: Your creatures recover 4 (up from 2) Mana at the start of their turn for each Familiar fighting on your side. This trait does not stack. - Gulper: This creature deals 35% (up from 30%) more damage for each buff and debuff it has greater than its target. - Hostile Vitality: When this creature attacks, it deals additional damage equal to 35% (up from 25%) of its Current Health. - Hugs and Kisses: At the start of your creatures' turns, they are afflicted with a random debuff. These debuffs are ignored. (reworked) - Insatiable: At the end of each ally's turn, this creature gains Attack equal to 5% (up from 3%) of the ally's Attack. - Intensify: After this creature attacks, it increases the potency of the target's Poison and Burned debuffs by 50% (up from 30%). - Jailbreak: Your creatures have 30% (up from 25%) more Defense. - KRAAW!!!: This creature's attacks deal 75% (up from 30%) more damage and afflict Blind for 5 turns. - Kirisute Gomen: After this creature attacks, and the damage exceeds 20% of the target's Maximum Health, this creature has a 35% (up from 20%) chance to kill the target. - Ley Lines: After this creature defends, all creatures' Mana is inverted. (previously only worked on your creatures) - Long Live: While this creature is below 50% (up from 35%) Health, it does not take damage from attacks. - Lush Licks: When your creatures attack, they afflict their target with a copy of their debuffs. (reworked) - Malady: Enemies' Poison debuff lasts forever. This effect also applies to your own creatures while you have a creature with the Poison Inoculation trait. (reworked) - Mass Entanglement: After this creature defends, each enemy has a 65% (up from 50%) chance to be afflicted with Snared. - Menacing Dragon Fangs: After an enemy dodges an attack, deal damage to it equal to 35% (up from 15%) of this creature's Intelligence. - Midnight Feast: After this creature kills a creature, it recovers 100% Health and takes another turn. This trait only allows the creature to take an additional turn once at a time. (previously this trait could activate multiple times consecutively) - Mindbender: When your creatures would take damage from spells, they have a 30% (up from 20%) chance to ignore that damage. - Mockery: Your creatures take 15% (up from 10%) less damage from spells (previously worked with all damage) for each enemy that is afflicted with Cursed. This trait does not stack. - Mouth For War: After this creature casts a single-target spell on an enemy, it also attacks that enemy 2 (up from 1) times. - Nutrient Blood: While this creature is defending, your creatures recover 15% Health at the start of their turn. If they have Mend, they recover 50% (up from 30%) Health instead. - Overload: Enemy spells cost 10 (previously 50%) more Mana. This trait does not stack. - Pain Redefined: After this creature defends, it takes damage equal to 10% Health and grants 2 (up from 1) random buffs to all your creatures. - Patch Up: After your Imlers are attacked, they recover 30% (up from 25%) Health. - Patience: Your creatures deal 25% more damage with attacks and spells (previously only worked with attacks) for each turn they've fought in the current battle. This trait does not stack. - Phlebotomize: After this creature defends, it removes its debuffs and heals your creatures for 20% (up from 15%) Health for each debuff removed. - Preacher of Stone: This creature can attack allies to increase their Defense by 100% of this creature's Defense instead of dealing damage. (reworked) - Pus and Pox: At the start of battle, afflict each enemy with 2 random debuffs. (reworked) - Pyre: This creature's attacks deal 75% (up from 30%) more damage and afflict the target with Burn for 5 turns. - Quahn Harbinger: Your creatures have a 35% (up from 25%) chance to resist debuffs for each turn they've taken in the current battle. - Rapid Evolution: After this creature dies, it resurrects as a copy of one of your Imlers with 100% Health. This trait does not activate if the creature is already an Imler. (previously also worked on Imlers) - Razor Hide: After this creature is attacked, it deals damage equal to 40% (down from 80%) of its Attack to the enemy. (previously only had a 30% chance to activate) - Reign of Pain: This creature deals 5% (up from 3%) more damage for every 1% Health it is missing. - Rend and Tear: After this creature attacks and kills an enemy, it attacks the creatures adjacent to it for 50% more damage. (previously did not provide a damage boost) - Righteous Concession: This creature is immune to debuffs, but takes 35% (down from 50%) more damage. - Rime: This creature's attacks deal 75% (up from 30%) more damage and afflict the target with Frozen. - Rise to Fall: After this creature attacks, it recovers 20% (up from 10%) Health. In addition, this creature receives 3% more healing from all sources for every 1% of Health it is missing. - SCRAAAW!: When enemies attempt to defend or provoke, this creature has a 50% chance to prevent this from happening. (previously caused the creature to do the opposite action instead) - Sacred Bark: After your creatures are attacked, 15% (up from 10%) of the damage received is added to this creature's Barrier. - Scourge: This creature's attacks deal 75% (up from 30%) more damage and afflict the target with Weak for 5 turns (up from 4). - Secret Ingredient: This creature's Maximum Health is always 5 (previously it could be lowered). It is also immune to spell damage, buffs (previously did not have buff immunity), and debuffs, and attacks always deal 1 damage to it. (previously some effects could prevent this creature from ever taking any damage) - Second Chance: When your creatures are resurrected, they have a 50% chance to be placed at the top of the Action Queue. This trait does not stack. (previously stacked) - Seeing Red: While your creatures are below 65% (up from 50%) Health, they are Berserk. - Seize: After an enemy dodges an attack, this creature has a 50% (up from 35%) chance to afflict it with Stun for 1 turn. - Shepherd of Fire: This creature can attack allies to increase their Attack by 100% (up from 50%) of this creature's Attack instead of dealing damage. - Stank: Enemies deal 10% less damage and take 10% more damage for each debuff they have. This trait does not stack. (reworked) - Stasis: This creature's attacks deal 75% (up from 30%) more damage and afflict the target with Confused for 5 turns (up from 4). - Steadfast Resilience: After your creatures provoke, they gain 35% (up from 20%) Defense and recover 25% (up from 15%) Health. - Stomp: When an enemy attacks, this creature has a 25% (up from 20%) chance to interrupt it. - Thirst For Blood: When your creatures deal critical damage, they recover Health equal to 50% (up from 40%) of the damage dealt. - Uncontrollable Anger: After your creatures with Berserk attack, they have a 30% (up from 20%) chance to attack again. This trait does not stack. - Unknown Entity: Enemy creatures always have 50% Mana. (previously also affected your own creatures) - Unscathed: After your creatures are attacked, the enemy has a 50% (down from 100%) chance to lose access to its artifact for the rest of the battle. - Unspeakable Sins: After an enemy is healed, they lose 25% (up from 15%) Attack and Intelligence. This trait does not stack. - Urdox Harbinger: Your creatures have a 20% (up from 10%) greater chance to dodge and deal critical damage for each turn they've taken in the current battle. - Urh Harbinger: Your creatures have 10% (up from 5%) more Attack, Intelligence, Defense, and Speed for each turn they've taken in the current battle. - Vigilance: This creature intercepts attacks on its allies, but when it does, it takes extra damage equal to 10% (down from 20%) of its Maximum Health. - Wail of Torment: While your creatures are below 45% Mana (previously activated only at 0 Mana), they deal 150% more damage. This trait does not stack. - War Forged: At the start of battle, your creatures grant each other all their artifacts' permanent buffs for 3 turns. This trait does not work with the Shell or Invisible buffs. (previously there was no restriction on which buffs worked with this trait) - Wrong Side: At the start of battle, afflict your creatures with 3 random debuffs. These debuffs are ignored. (reworked) - Zealot of the Forest: This creature can attack allies to increase their Speed by 100% (up from 50%) of this creature's Speed instead of dealing damage.


[ 2016-06-28 17:24:58 CET ] [ Original post ]


Siralim 2 - Patch 0.7.6

Patch time! Thank you all for your patience - I intended to have this update out several days ago, but hit all kinds of snags with some technical hurdles that I've described at the bottom of this post. Thankfully, everything seems to be in working order and now I can go back to focusing on gameplay adjustments instead of boring things "behind the scenes". First, let's get a quick warning out of the way: the experience system formulas have been reworked. When you load your save file for the first time, you'll notice that your character appears to be at a much higher level than it really is on the title screen. That's fine - load your file and the game will do a one-time adjustment to your experience points. However, loading your save file for the first time might take a bit longer than normal as the game has to convert a lot of values first. Now then, on to the good stuff! The arena has been overhauled. The patch notes do a good enough job at describing how it works now, so be sure to read them carefully. I wanted the arena to feel drastically different from all other activities in Siralim 2, and I think it's finally in the spot that it needs to be. It's a lot of fun - probably my favorite activity in the game now - and I think you'll grow to love it as well. Next, sigils have been overhauled. Sigils are now given a difficulty level that ranges from 1 to 10. Low level sigils are easier, while high level sigils are harder. Sigil enemies scale to your creatures' levels and gene strengths, so while they're much more difficult than before, you'll also find that they're a lot more useful now. Not interested in tackling that sigil in your inventory that grants enemies immunity to attacks, debuffs your creatures with Silence, and triples their damage? Introducing a new NPC: the Arcanist! The Arcanist allows you to modify your sigils' difficulty level, as well as re-randomize their race and properties...for a price. Hopefully, the Arcanist will not only help you to more effectively choose your battle preferences, but also serve as a much-needed granite sink. Gene Strength is a lot different now. As your creatures gain more Gene Strength, the potency of each point diminishes - so, for example, at 100 Gene Strength, the creature will only receive +40 to their base stats. At 500 Gene Strength, the creature will receive only +95 to their base stats. Why the drastic change? So many reasons... 1) In its previous form, Gene Strength made artifacts obsolete. That's not good. In turn, that made Artifact Realms obsolete. That's awful. 2) Players felt obligated to breed for Gene Strength. Breeding should be used to acquire new creatures first and foremost, and Gene Strength should simply be a nice bonus - not a must-have. 3) Enemies became so powerful so quickly between higher realm depths that players felt like they were on some kind of "dominate everything, hit a brick wall, tediously overcome the wall, dominate everything again" routine. Obviously, this type of thing can't be avoided in a game like Siralim, but these changes should make this routine a lot less frustrating to overcome. 4) At high Gene Strength levels, cards became way too strong. A passive +10% Gene Strength from one item is a really big deal, and cards aren't meant to be that powerful. Diminishing returns should set cards back to where they belong. And lastly, the part that took me 5 full days to complete: I've finally finished implementing my own numbers system into some parts of the game's code. This means that the game can handle insanely huge numbers now! Several players ran into an issue where their experience points would reach a certain point, then roll back to a large negative number. That shouldn't happen anymore. Please note that this system is currently only implemented for creature and character experience points. It will be extended to all other numbers, including damage/healing, resources, and just about everything else in the next patch. VERSION 0.7.0: - Overhauled the Arena. - You will no longer battle in the arena using your own creatures. Instead, you will draft creatures at random from your bestiary. - After you give your Arena Invitation to Vashstine, you'll enter the drafting phase. In the drafting phase, you'll choose creatures to fight on your team. Each draft asks you to choose 1 of 3 creatures to fight for you. You'll repeat this process for a total of 6 drafts, meaning you'll choose a team of 6 creatures from a pool of 18. - Your team, as well as the enemies, will be scaled to level 100 with no Gene Strength. Both sides are given random, class-appropriate Spell Gems and a random artifact. The artifacts will not have any legendary properties, and cannot be a class shield (such as Chaos Shield). - Cards and Deity Perks have no effect in the arena. Battles are meant to be perfectly balanced at all times. - Between matches, your creatures recover 25% Health and all their mana. - There is still a total of 5 matches. The more matches you win, the more Arena Points you'll earn. - Arena matches do not award experience points, resources, energy, or favor. - Arena Invitations can no longer be purchased from the arena prize vendor. Instead, the drop rate for Arena Invitations is now based on the amount you have in your inventory. Note that you can still obtain Arena Invitations by purchasing treasure chests from the arena prize vendor. - Your game data will be saved after the arena master takes your ticket, so don't try to cheat the system by restarting the game or you'll lose your Arena Invitation! - Slightly increased the amount of Arena Points you can win from the arena. - Slightly decreased the cost of arena prizes. - Overhauled the Sigil system. - Sigils now scale to your creatures' experience levels and Gene Strengths. - Sigils can no longer be used if any creature in your party is below level 20. - Sigils now have a 'Difficulty Level' between 1 and 10. The higher the Difficulty Level, the sharper the enemies' levels and Gene Strengths increase. - Sigils with a 'Difficulty Level' of 1 are relatively easy, while a 'Difficulty Level' of 10 are unbelievably difficult. The jump between difficulty levels is very drastic. - Sigils now display their reward bonuses in their item descriptions. More difficult properties increase your rewards, as does the sigil's tier (Minor/Major/Primal). - Sigil experience point bonuses now only apply to your creatures. This should make it much easier for your creatures to catch up to your character's level. - Major Sigils no longer have a chance to drop legendary crafting materials - now, only Primal Sigils can drop them. The chance that Primal Sigils will drop a legendary material is based on their Difficulty Level. At level 10, the chance is 100%. - Sigils no longer reward energy. - Sigil property names have been shortened so they're easier to read and understand. - Added a new NPC called the Arcanist. The Arcanist must be unlocked through a castle upgrade. - The Arcanist allows you to change your Sigils' race and Difficulty Level, or even re-randomize their properties for a price (Granite). - Minor Sigil drop rates from sources such as treasure chests are now based on how many you have in your inventory. If you have over 100 Sigils, the chance to find more Sigils becomes very small. - All of your current Sigils will have their Difficulty Levels randomized when you load your save file after the patch. - The silver jester in the tavern is now always visible (the one who can get rid of all your sigils). He will be removed in the next major patch, so if you have way too many Sigils right now, you should talk to him very soon. - Updated the Sigil quests in the library to work with this new system. - Updated the library's Guide to Sigils to describe this new system. - Updated the experience point formulas. Surprisingly, this should lead to a massive increase in game performance and loading times. The amount of experience points you gain in battle might need to be adjusted later on, so please let me know if you think you're receiving too many or too few experience points after this patch. - Experience points can now exceed 2 billion without rolling back to a negative number. This fix will be added to other values such as resources and damage numbers in a different patch later on. - Gene Strength potency is now subject to diminishing returns. As Gene Strength increases, each individual point of Gene Strength now contributes less than 1 base stat. - When breeding, the Health stat is now weighted more heavily. - Added new sorting options for sigils: Highest Level, Lowest Tier, Highest Tier, Highest Bonus, Lowest Bonus. - Large numbers over 1 million that are shortened (such as 123,456,789 to 123m) will now display 2 decimal places for better clarity (such as 123,456,789 to 123.46m). - Nether Creature traits can no longer exceed 300% (295 pills). This change is not retroactive. - Creatures in the arena will now appear in a more appropriate location when the 'Nostalgia' punishment is active. - Eggs found in the wild now have more varied Gene Strength than before. - Overhauled the 'Royal Authority' trait: This creature always has Protect and Ward, and defends at the end of its turn. - When Pandemonium Tokens grant or take away resources, the amount of resources is now based on a flat range rather than a percentage of the player's total resources. - The default selection in the item menu for Cards and Eggs is now "Cancel" rather than "Discard" to prevent hyper players from accidentally discarding these items. - When you complete two Realm Quests at the same exact time, you should now properly receive a reward for both. - Completed achievements should now always say "COMPLETED" next to their progress. - The 'Primal Conqueror XI' achievement now only requires 85 unique Primal Sigils to complete, down from 90. - Fixed a bug that prevented multiple Reaper traits from activating at the same time. - Fixed a bug that caused chef buffs to lose duration after a sigil or arena battle. - Fixed a crash that could occur that is related to the 'Starvation' punishment. - Fixed a bug with breeding that caused Gene Strength to be impacted by cards and similar effects. - Fixed a bug that caused the 'Treasure Hunt' minigame to not count your losses. - Fixed a bug that caused your 'Eggs Hatched' accolade to increase by 2 instead of 1 each time you hatch an egg. - Fixed a bug that caused your maximum Nether Realm depth to increase by 1 upon returning to Siralim even if the next realm wouldn't have been your highest. - Fixed a few potential freezes/bugs related to looting items. - Fixed a crash that could occur when the 'Soul Siphon' trait was used on a Nether Creature. - Fixed a bug with the 'Anomaly' trait that allowed it to deal more than 1 damage to creatures with the 'Secret Ingredient' trait. - Fixed a bug that caused Nether Creatures to be able to stack benefits from Gene Strength multiple times by depositing/withdrawing it from the stable repeatedly.


[ 2016-06-25 13:44:28 CET ] [ Original post ]


Siralim 2 - Patch 0.6.0

Patch time! This one adds two new punishments, at least one of which will probably make a lot of people very happy! In addition, there's now a Compendium of Traits in the library. Aside from that, the patch mainly focuses on quality-of-life improvements and bug fixes that were introduced in the last patch. This patch isn't quite as large as the others, but working on this game for 14-16 hours per day for the last several weeks has finally caught up with me and now I'm sick. I'll be taking the next few days off (aside from any major bugs/crashes that come up from this patch) and resume development on Monday. Have a good weekend! VERSION 0.6.0: - Added a new punishment: Nervousness. You can move at double speed in realms even if you haven't defeated all the enemies. Note: this punishment is only unlocked after you've earned double movement in realms from the gods. - Added a new punishment: Abandonment. Your creatures in the stable no longer gain experience points. - Added a new book shelf to the library: Compendium of Traits. This compendium lists all the traits you've discovered in your creature bestiary. - Turbo Mode now also skips the spellcasting sound effect. - You can now use the A and D (left/right) keys to easily toggle between your creatures in the spell gem equipment menu. - You can now press E to destroy unimportant objects in realms while you're facing them. For example, you can destroy trees. - If you've discovered a treasure map but haven't found the actual treasure yet, a message will appear on your map to let you know. - Changed the 'Singularity' trait: At the start of battle, your creatures share their base Maximum Health with each other. In addition, your creatures take 100% more damage. This trait does not stack. - Fixed a bug that could sometimes prevent the confirmation menu from appearing when fleeing from battle. - Fixed a bug that caused the Nostalgia punishment to sometimes give enemies only one creature to fight with. - Fixed a few bugs and freezes related to the Nostalgia punishment in the arena. - Fixed a display bug that could cause random creatures to appear in the corner of your screen at random. - Fixed a bug that sometimes caused your highest level creature to gain far more experience points than intended.


[ 2016-06-16 18:29:09 CET ] [ Original post ]


Siralim 2 - Patch 0.5.0

Time for another patch! To start things off, the 'Claustrophobia' and 'Overwhelming' punishments have been removed from the game. These didn't turn out quite as expected - for example, 'Overwhelming' realms tend to just be one giant room, which isn't particularly interesting at all. These punishments have been replaced with two new ones which you can find more about in the patch notes below. These punishments are intended to change the way players think about the game, and should open up a lot of new party compositions and builds. WARNING: If you have the 'Claustrophobia' or 'Overwhelming' punishments enabled prior to patching the game, their replacement punishment will be enabled after you patch the game. Remember to toggle these off if you don't want to use them! Aside from the punishment replacements, several spells have also been changed. While only a few spells had their core functionality changed, many others had their pool of possible properties changed. The most significant goal for these changes, of course, is to ensure that players can't build an "infinite team" - or a team that can reach any realm depth regardless of their level. Most notably, the 'Snowstorm' spell has been changed entirely to prevent such abuse. VERSION 0.5.0: - Replaced the 'Claustrophobia' punishment with 'Amnesia': At the start of every battle, creatures are placed on the Action Queue randomly in alternating order of enemy, ally, enemy, ally, and so on. - Replaced the 'Overwhelming' punishment with 'Nostalgia': You cannot have more than 3 creatures in your party, nor can your enemies. This punishment is ignored in story battles. - 'Chaos Orbs' spell reworked: Target's spells are sealed for the rest of the battle. - 'Dark Ritual' spell changed: Target ally is killed, and the caster gains 50% of its Attack and Speed. - 'Death Siphon' spell changed: Target ally is killed, and the caster gains 50% of its Current and Maximum Health. - 'Graft Bone' spell changed: Target ally takes a moderate amount of damage and gains Defense equal to 200% of the damage taken. - 'Judgment' spell reworked: Enemies are killed if they are dying. - 'Mana Leak' spell changed: Enemies lose 20 Mana. - 'Nature's Blessing' spell changed: Your creatures' buffs gain 3 turns of duration. - 'Snowstorm' spell reworked: Enemies take a large amount of damage and have a 30% chance to be afflicted with Frozen. - 'Sudden Death' spell changed: Target is killed, and enemies take damage equal to 25% of its Current Health. - The following spells have had their lists of possible properties changed. These changes will only affect new gems that you find: Acid Rain, Affliction, Blistering Radiance, Blood Shield, Breath of Life, Chaos Channeling, Dark Enchantment, Devour, Divinity, Equality, Finger of Death, Fist of Heavens, Guardian Force, Haste, Holy Armor, Humility, Icebolt, Lionheart, Panic Attack, Planets, Purgatory, Rabid Dementia, Sacred Ground, Snowstorm, True Light, Volcano. - You can no longer target the caster with the 'Sudden Death', 'Reincarnation', 'Death Siphon', and 'Dark Ritual' spells. - There is now a limit to the amount of Gene Strength an egg can gain through breeding. The current limit is 200% of your character's level. This limit can be adjusted as needed later on. In other words, relax - this is experimental. :) - You can now sort Artifacts and Spell Gems by 'Unlocked'. - Artifact Realms are now the same size as normal realms, but still spawn fewer objects. - The breeding interface will now remember your parent choices rather than sending you back to the top of the list when you cancel the breeding process. - The Divine Candle interface now displays a warning when players try to create charms for creatures they cannot extract from. - The 'Disposability' trait should now work as expected. - Fixed a bug that sometimes prevented certain achievements from unlocking. - Fixed a bug that prevented Grimoire-specific spells from being added to the library. - Fixed a bug that prevented players from being able to target their own invisible creatures. - Fixed a bug that prevented some on-death effects from occurring. - Fixed a bug that caused your highest level creature to sometimes receive far more experience points than intended. - Fixed several bugs related to battles where certain interactions would not occur as expected.


[ 2016-06-15 16:17:21 CET ] [ Original post ]


Siralim 2 - Patch 0.4.1

Hope everyone is having an outstanding weekend! With patch 0.4.1, you can now filter your inventory, transmute all your spell gems at once, rename your stable groups, and much more. One other important feature is the introduction of a temporary NPC in your castle, located in the tavern and dressed as a white jester. You can speak to this NPC to get rid of your sigils. The sigil system will eventually be overhauled anyway, and a lot of you have so many sigils that it's starting to slow down the loading time on realm generation. To solve that problem in the short run, you can quickly get rid of your sigils now. Up next: equipment groups, an overhaul of a few punishments, and a balance pass on spells. Enjoy abusing Snowstorm while you still can! VERSION 0.4.1: - Added item filtering/sorting for all types of items. You can toggle sorting by choosing 'Items' from the menu, then choose 'Toggle Sorting: On/Off'. Note: sigils do not have any filters because the sigil system will be overhauled soon anyway. - You can now 'Lock' and 'Unlock' Spell Gems. If you lock a Spell Gem, you cannot transmute it. - Added a new option to the Arcane Vault: Mass Transmute. This option allows you to transmute all your unlocked Spell Gems at the same time. - Added a new stable group option that allows you to rename your groups. - Added a new stable group option that allows you to assign your current creatures to a stable group, rather than swapping them with the target group. - Added an NPC to the tavern that only appears if you have 100 or more sigils in your inventory. The NPC will mass destroy your sigils if you want to get rid of them. - You can now set your creatures' strategies to 'Extract'. - The battle command selection menu now remembers your creatures' last actions no matter what they were, including fleeing and extracting. - Objects that are only used for quests and otherwise do nothing will now only appear on the map if the player has the object's respective quest. - Increased the favor gained in Refuge of the Magi and Eternity's End to balance them with other realms. - The 'Braze' trait has a new rule: 'If Braze is on this creature's artifact, its innate trait is granted instead.' - You will no longer receive a message that says you gained power balance after battle if you're already at maximum power balance. - The 'Lust' and 'Spelltap' traits now only grant spell gems at the start of battle. - Fixed a bug that sometimes caused oases in The Barrens to not give players any rewards. - Fixed a bug that prevented traits from the 'Priest' race from being able to activate at the same time. - Fixed a bug that prevented some combinations of creatures from appearing on the breeding menu. - Fixed a bug that caused Tartarith to give players the wrong rune when purchasing the Xil Rune. - Fixed a bug with the 'Guiding Light' perk that caused it to activate at the wrong time. - Fixed a bug with the 'Eye of the Storm' trait that prevented it from working properly. - Fixed a few issues that could cause players to receive duplicate breeding recipes. - Fixed a bug that caused certain debuff immunity effects to also apply to buffs. - Fixed a freeze related to the 'Spelltap' trait. - Fixed a crash related to the 'Snuff' trait. - Fixed a bug with the 'Flesh Wound' trait that caused the creature to gain far more benefit from barriers than intended. - Fixed a bug that caused creatures to display the wrong overworld sprite after transforming due to the 'Starvation' punishment. - Fixed a bug that allowed players to gain immunity to certain debuffs even in story boss battles. - Fixed a bug that caused far more items to drop from certain sources than intended. - Fixed a bug that caused spells on/when hit to activate from all kinds of different effects other than attacking. - Fixed a bug that caused the incorrect icons to appear in the Compendium of Sigils at the library. - Fixed several crashes that could occur in the castle, particularly early on in the game. - Fixed a stack overflow error that would occur when your save file exceeded 1 MB in size.


[ 2016-06-12 20:32:24 CET ] [ Original post ]


Siralim 2 - Patch 0.3.0

Happy Friday! Today's major patch brings a ton of improvements to the user interface. Most of these changes were commonly requested by the community. Up next: a few performance optimizations, mass gem transmutation, inventory filtering, and more! Have a great weekend! VERSION 0.3.0: - Updated the disenchantment interface. You can now disenchant any secondary stat slot you want. - Updated the enchantment interface to include descriptions of buffs, debuffs, and traits where applicable. - Updated the merchant interface to show descriptions of artifact traits. - Updated the nether goblet interface to show descriptions of catalyst traits. - Updated the creature summoning interface to show how many of the selected creature you already have at the stable. - Updated the creature summoning interface to sort creatures by race. - Updated the bestiary interface to sort creatures by race. - Updated the stable interfaces to sort creatures by race. - The bestiary now shows a creature's preferred mission as long as you've already unlocked the warlord. - Provoking, and effects that work similarly to provoking, no longer activate if a creature is attacking its own ally. - The 'Multistrike' buff now always strikes 1 additional time, down from a random range of 1 to 2. - The 'Critical' buff no longer guarantees critical damage with attacks, and instead increases your creatures' chance to deal critical damage by 100%. - Traits and effects that grant immunity to certain debuffs now prevent these debuffs from being applied at the start of battle as well. - The Rapturous Ghoul card now correctly applies its effect to creatures from any class. - Fixed a bug that sometimes allowed the 'Center of the Universe' trait to work with temporary gems. - Fixed a bug that caused creatures to run through walls after finishing the arena. - The 'Diabolic Brilliance' trait should now work as expected. - Fixed a bug that caused chef buffs that grant favor to not work on normal battles, but instead work on any other battle. - Fixed a crash that could occur due to the 'Starvation' punishment.


[ 2016-06-10 22:05:30 CET ] [ Original post ]


Siralim 2 - Patch 0.2.0

It's time for yet another major update! Turbo Mode has arrived. This commonly-requested feature allows players to skip spell animations and floating combat text in battle by pressing or holding down the E button. Funny enough, I'm expecting this feature to incite people to try new builds that they'd otherwise shy away from due to battles taking too long. A common complaint with Siralim 2's breeding system is that it takes too long for your creatures to accumulate Gene Strength, especially at higher levels. This patch hopes to address that problem by removing the limit on how much Gene Strength an egg can receive from its parents, and ensures that Gene Strength gains will scale higher and higher as you progress through the game. And finally, the last major crash that has been puzzling me for the last week is now fixed. This was easily the most frequently reported crash, and now that it's gone, the game can finally be considered stable. What's next? Improvements to the user interface! Sorting and filtering options will be added for the inventory, several parts of the library, and other areas throughout the game. After that, I will redesign the enchanting interface so that it's large enough to fit more text for trait descriptions. I also want to redesign the disenchanting interface and allow players to disenchant any stat slot they want; not only the last one they enchanted. VERSION 0.2.0: - Added a new option to the options menu: Turbo Mode. Turbo Mode allows you to press the confirm button (E) to skip spell animations and floating text in battle. - You can now gain more than a maximum of +6 Gene Strength when you breed. The higher the parents' Gene Strength, the higher the amount of Gene Strength the offspring can inherit. This will only be noticeable at higher Gene Strength levels (20-30+). - Your creatures will now recover all their health at the start of each realm, even if you have the 'Suffocation' punishment enabled. - Creatures can once again be healed while they're at full health. - Resource nodes now have a sound effect. - Creatures with the 'Betrayal' trait will no longer kill themselves. - Fixed a bug with the 'Dark Ritual' spell that caused it to grant 100% benefit instead of only 50%. - Fixed a bug that caused the enemy AI to ignore the fact that it would kill itself when casting certain spells. - Fixed a bug that prevented the 'Burst of Power' trait from working at the appropriate time. - Fixed a bug that allowed several traits and other effects to activate from attacks that caused 0 damage. - Fixed a crash that could occur when the 'Graft Bone' spell was cast. - Fixed dozens of bugs that could cause spell damage to be inaccurate. - Fixed several bugs related to exploration missions. - Fixed a bug with the 'Echo' perk that caused it to activate less frequently than intended. - Fixed a bug with the 'Echo' perk that caused it to activate in favor of enemies as well as your own creatures. - Fixed a bug that prevented the red "X" from appearing while extracting certain creatures. - Fixed a bug that caused Breeding Combinaton Pages 437 and 526 to be blank. - Fixed a bug that prevented the 'Artifact Traveler X' achievement from unlocking. This fix is not retroactive.


[ 2016-06-07 13:59:54 CET ] [ Original post ]


Siralim 2 - Patch 0.1.0

After releasing 41 so-called "hotfix" patches, it's time for a big one! If you want to skip right to the patch notes, scroll to the bottom of this post. This patch addresses several issues that players have reported over the last week. First, players reported that brimstone and crystal were too difficult to come by, while essence and granite had very little use early on. That has definitely been my experience as well. For that reason, the types of resources required for each system have been moved around a bit. The main goal for this change was to give each resource at least a couple uses during the early part of the game, while also giving them one big use for late-game activities to hopefully prevent any one resource from becoming obsolete. Players also found that it was excessively tedious and frustrating to gain favor with certain gods. This has been addressed in two ways: 1) I've made sure that, on average, you can expect to gain a total of 500 favor from each realm's unique items. 2) You will now gain 250 favor from completing a Realm Quest. If you complete a Realm Quest in each realm, find all of that realm's favor items, and defeat all the enemies, you should gain an average of 900 favor per realm. The changes made to favor should allow players to jump into the game more quickly and unlock some features in very little time compared to before. Most importantly, it ensures that you'll be able to unlock realm quests and alteration spells after visiting a realm only once. So, what's next after this patch? More bug/crash fixes for sure, but we're also working on adding "Turbo Mode" for battles - an option that you can set to allow you to skip spell animations and floating combat text by pressing or holding the E button. Thanks to the way this option is implemented, it will allow players to quickly farm easy, long, or tedious battles while also being able to take some time to strategize during tougher battles. I'm hoping to add Turbo Mode sometime this week, so stay tuned! VERSION 0.1.0: - All creatures that belong to the 'Rift Dancer' race now have new traits. - Realm Quests now grant 250 favor with the current realm's god upon completion. - Rebalanced the amount of favor gained for all gods. On average, you should now expect to earn about 500 favor per realm, excluding rewards from Realm Quests and battles. - After reaching the 'Deified' rank with any god, you can continue to gain more ranks with these gods that reward 5 Deity Points each. Each rank requires 5000 favor. - Your list of Breeding Combinations now has an option to display a creature's page in the bestiary, provided you actually have that creature in the bestiary already. - Nether items now cost granite instead of crystal. - Reduced the amount of brimstone and crystal required to summon a creature after you have more than 6 creatures from 2000 to 1500. - Material transmutation now costs brimstone instead of essence and crystal. - Charm creation now costs brimstone instead of granite. - Hatching eggs no longer costs any brimstone - only crystal. - Cooking now costs crystal instead of essence. - Enchanting no longer costs any crystal - only essence. Increased the cost to enchant artifacts with a common enchantment from 1000 to 1500. - Disenchanting no longer costs any crystal - only essence. Increased the cost to disenchant artifacts from 1000 to 2000. - Forging no longer costs any brimstone - only granite. Increased the cost to forge an artifact from 2000 to 2500. - Reforging no longer costs any brimstone - only granite. Increased the cost to reforge an artifact's rare properties from 800 to 1000. - Branding your artifacts can now be done at no cost. - Reduced the spell gem mana cost multiplier for the 'Casts Twice' property by 20%. - Reduced the spell gem mana cost multiplier for the 'Casts On Extra Target' property by 60%. - Spells that are exclusive to certain creatures' traits will now be added to the Compendium of Spells. If you already had these creatures prior to this patch, simply withdraw then re-deposit them at the stable to make it work. - When creatures have the Barrier buff and take damage in battle, the amount of damage will now be displayed along with the "Barrier!" text. - Fixed a bug with the 'Diabolic Link' trait that caused creatures to start battles dead. - Fixed a bug with the 'Last Stand' trait that prevented it from working. - Fixed a bug with the 'Secret Ingredient' trait that allowed players to exceed 5 maximum health. - The 'Hound Legion' trait now correctly applies to non-Hound creatures. - The 'Mana Bomb' trait now correctly works when provoking; not defending. - The 'Chastity' trait now only prevents damage from attacks and spells. - Fixed a bug with Artifact Realms that caused them to increase your maximum normal realm depth. - The 'Center of the Universe' trait now only works on non-temporary gems. - The 'Unscathed' trait now works properly for the correct team. - Fixed a bug that sometimes caused Realm Quests to yield no rewards. - The 'Phase Shift' trait now only activates by damage taken from attacks and spells. - The 'Spirit Link' trait now only activates if you have more than one Imler/Imling on your side. - Fixed a bug that allowed players to send creatures on missions even if they were already on a mission. - Fixed a crash related to the 'Disciple of War' trait. - Fixed a freeze that could occur if a creature used 'Transformation Mastery' without enough mana to use it.


[ 2016-06-05 20:32:23 CET ] [ Original post ]


State of Siralim 2 - May 31, 2016

Hey everyone, I want to start by thanking you all for your help and patience the last few days as we worked to iron out the bugs and crashes that came with Siralim 2's launch. While the game still might not be 100% bug-free, it's definitely in a much better place than it was on Friday, and we'll continue to provide frequent patches to address any issues we come across. Now that there aren't quite as many technical issues, we'll also have time to tackle some of the most common suggestions we've been receiving. More specifically, most of you seem to want battles to be faster, and that's exactly what we're going to work on very soon. There will definitely be an option to make the battle text scroll more quickly. In addition, I'd like to add an option to make the confirm key (E) skip spell animations and floating text, but I'm not 100% sure if that's possible based on how the battle system is coded. I'll try, though! Aside from that, I'm going to be working on revamping two major game systems: Sigils and Nether Realms. I'm also keeping an eye on game balance, so expect to see some adjustments to traits, spells, perks, and runes very soon. That's all for now. I hope you're enjoying Siralim 2! -Zack


[ 2016-06-01 01:42:35 CET ] [ Original post ]


Siralim 2 is now available on Early Access!

As the title states, you can now purchase the game here: http://store.steampowered.com/app/464620/ Thank you all for your enthusiasm over the last few months. I can't wait to hear what you think about Siralim 2! With your help, we'll continue to grow and expand this game to make it the best it can be.


[ 2016-05-27 16:03:37 CET ] [ Original post ]



Siralim 2
Thylacine Studios
  • Developer

  • Thylacine Studios LLC
  • Publisher

  • 2016-08-12
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 69  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Very Positive

    (424 reviews)


  • Review Score

  • http://www.siralim2.com
  • Website

  • https://store.steampowered.com/app/464620 
  • Steam Store

  • The Game includes VR Support



    Siralim 2 Linux [115.68 M]

  • Public Linux depots

  • Siralim 2 Soundtrack
    Siralim 2 - Trials of the Gods (Expansion)
    Siralim 2 - Unlock All Skins (Cosmetic Only)
    Siralim 2 - Higher Skin Drop Rate (Cosmetic Only)
  • Available DLCs

  • Siralim 2 is an old-school monster catching RPG. Summon and customize hundreds of creatures to fight for you as you battle your way through endless dungeons. Find rare treasure and use it to upgrade your castle, empower your creatures, craft powerful artifacts, learn new spells, and much more.

    Siralim 2 never ends. There's an infinite amount of content, and absolutely no limits or level caps of any kind. A list of the game's main features can be found below:
    • Summon over 500 unique creatures to fight for you. Each creature has its own unique abilities.
    • Breed your creatures to make them lay eggs. The offspring inherits attributes from its parents!
    • Use your creatures to fight your way through randomly generated dungeons and complete randomized quests.
    • Equip your creatures with spells. Spells can be found with randomly generated properties that change the way they behave in battle.
    • Craft and customize equipment for your creatures with the help of over 600 different crafting materials.
    • Upgrade your castle to unlock new rooms, NPCs, quests, and more!
    • Tons of side content - gamble with the dwarves, fight in the battle arena, study in the library, cook a meal, entertain the riddle dwarves, and much more.
    • An endless adventure - there are no level caps, no inventory space limits, and no true end to the game. Difficulty scales as high as you want.

    Siralim 2 will be available for Steam on PC, Mac, and Linux. It will also be released on iOS, Android, and Playstation shortly after the game leaves Early Access.

    Note: you do not need to play the first Siralim game in order to enjoy Siralim 2. They are two very different games!
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