Siralim 3 – Artifact Changes

In today’s patch, the main focus is to make some big changes to the artifacts system. Rather than wasting your time explaining why the current implementation is bad, I’m just going to jump right into how the new system works. It’s very similar to the old system, except I’ve removed or changed some of the more frustrating things about it.

  • Each type of artifact (swords, axes, etc) now comes with one guaranteed stat. Each type of artifact has a different stat. Swords always grant a bonus to the Attack stat, while Bows always grant a bonus to your chance to deal critical damage with attacks.
  • When you find an artifact (such as in treasure chests), all the stats that artifact has are considered “innate”. Innate stats cannot be reforged or disenchanted, but they typically have higher values than non-innate stats. Traits are never considered “innate”, so you can always disenchant a trait from any artifact under all circumstances.
  • Innate stats are marked with * before each stat name.
  • Everything else stays the same as before. There are a few small quality-of-life improvements that I didn’t mention here, but that’s about it.
  • Bonus: six new rare artifact properties have been added to the game, along with crafting materials for these properties.
  • Note: the artifacts that you acquired before this patch will be treated as if only their first stat is innate.

Everything about this system simply makes it feel more streamlined and easier to understand.

For more information, check out the library.

Siralim 3 – Major Update to Breeding

Today, Siralim 3 received a major patch that overhauls the way breeding – or, more specifically, heredity – works. This post will explain why these changes were made and should help players to quickly understand how the new system works.

Problems With the Old System

In its previous form, heredity had three major issues:

  1. It blocked players’ progress at inopportune times, forcing them to forgo their current goals and focus on breeding instead. This was especially obvious during the main story quests – many players would quickly plow through the story bosses, but hit a roadblock when their creatures reached the soft level cap.
  2. Many players felt like they weren’t gaining anything from breeding. That would be fine, except thanks to problem #1, they were forced to partake in this system.
  3. Later on, it was too easy to gain heredity, and the system became almost pointless. After a while, it was easy to gain hundreds of heredity per breeding session. The solution to that would be for me to cut down on the amount of heredity gained from breeding. Unfortunately, that’s a great way to convince players to track me down and kill me in real life.

I played around with a few ideas to remedy these problems, but in the end, it became clear that the entire system needed to be overhauled entirely.

Goals of the New System

I wanted to provide an incentive for players to breed their creatures aside from the possibility of merely unlocking new ones. Without some additional goal, the entire system feels very empty.

I also wanted to provide another, interesting way to customize your creatures at the same time. After hours of brainstorming, I finally came up with a new system that I think you’ll either like, or simply not care about at all – and that’s great either way because now, you’re no longer forced to breed at all if you don’t want to.

How the New System Works

I want to start this off by saying that the new system is a lot simpler than I’m about to make it sound. If you don’t understand it, don’t worry about it – you’ll pick it up immediately after you breed your creatures a few times.

I’m going to break it down step-by-step for easier reading:

  • Heredity as you know it is gone. No more soft level caps. The term “Heredity”, however, will continue to be used with the new system.
  • Each creature now has a “Heredity” value for each of its five stats: Health, Attack, Intelligence, Defense, and Speed. These heredities affect the amount of each stat a creature gains when it levels up.
  • When a creature levels up, it gains 30% of its base stats. That’s how the game has always worked – nothing new here.
  • Heredities now modify that 30% value. If a creature has 2 Attack heredity, it will gain 32% Attack each time it levels up, rather than 30%.
  • Heredities can be negative, too. If a creature has -2 Defense heredity, it will gain 28% Defense each time it levels up, rather than 30%.
  • Each heredity has a maximum of 15, and a minimum of -15. In other words, a creature gain gain a maximum of 45% of a certain base stat per level, and a minimum of 15% of a certain base stat per level.
  • The total of all five of a creature’s heredities is always 0. If a creature has -5 Attack heredity, it also has positive heredities that balance it out. This means that you’ll never be able to make an overpowered creature using this system – it is merely meant to allow you to indirectly allocate stat points.

Simple enough, right? So, how do creatures pass on their Heredities to their offspring, and how do creatures gain new heredities?

  • When you breed two creatures, they pass on all their heredities to the offspring.
  • After a creature participates in enough battles, it will eventually become “Primed”.
  • When breeding, each “Primed” parent will give the offspring 1 positive and 1 negative heredity, based on that creature’s highest and lowest stats.
  • This means that if both parents are primed, the offspring will gain 2 positive and 2 negative heredities.
  • Parents always pass on their own heredities, even if they’re not primed. Priming is only necessary if you want to adjust the offspring’s heredity even more.

Siralim 3: Early Access Report #1

Wow! It’s been almost three weeks since Siralim 3 hit Early Access on Steam. The time has flown by for me… probably because I’ve spent just about every minute of my days reading and implementing feedback, adding new content, and fixing bugs. So far, I’ve released over 60 patches for the game, and I don’t plan to slow down any time soon.

I want to start by thanking everyone who has submitted bug/crash reports, and for remaining patient while I fix those issues. Luckily, there are hardly any crash reports anymore, and the bugs are now really minor and generally unnoticeable to most people. That means that I can spend more time adding content and quality-of-life improvements to the game!

Here’s a quick glimpse of what has been added to Siralim 3 in the last few weeks:

  • Prophecies: repeatable, end-game quests that you can complete while enjoying other content.
  • Nemesis Creatures: mini-bosses that can spawn anywhere in realms, and drop extra loot and exclusive items when defeated. Each Nemesis Creature has a special “affix” that grants it a unique bonus in battle, forcing players to adjust their strategies accordingly in order to win.
  • Talisman effects: these items can be upgraded indefinitely in order to confer a bonus to you and your creatures. You can unlock an additional Talisman power after you upgrade them to rank 100 – those powers aren’t implemented yet, but that’s what I’m focusing on right now!
  • Adjustments to the death penalty to make it less frustrating while maintaining tension.
  • Adjustments to the breeding system to make it feel more rewarding.
  • Adjustments to the arena to make it feel less random and more skill-based.
  • Countless quality-of-life changes, balance adjustments, bug fixes, and more!

My current priorities are to implement rank 100 powers for all the talismans in the game, as well as to start using a new compiler to build the game so that you’ll never run into any performance issues, even if you collect 5000 creatures and 100,000 items! (Yes, I tested those numbers specifically).

After that, I’ll start to work on additional content including Nether Bosses, God Bosses, Avatars, Tavern Brawls, and much more! In the coming weeks, I’ll also release the game on Steam for Mac and Linux.

I’d also like to return to my old schedule of writing a new blog post each week. I have plenty of good ideas for topics that I’m excited to share with everyone, so stay tuned! Until then, I hope you’ll continue to enjoy Siralim 3.

Siralim 3: First day of early access was a success!

Siralim 3 has been available on Early Access for a little over 24 hours now. Since then, hundreds of people have played the game and contributed their valuable feedback to help make the game even better.

While there’s still plenty more minor bugs to squash, most of the really bad stuff is fixed now, so I’ve decided to take a little break and write this post to thank everyone for playing the game! It has been my pleasure to work with many of you toward solving problems and establishing a framework for future improvements.

However, I don’t think it’s quite enough to write “thank you” in a post and then call it a day. I want to give all of you early adopters something special. How about a Singular Creature?

Use the code “EARLYACCESS” (mind the caps, and exclude the quotes!) to receive a Singular Pitwraith Redeemer Egg. If you don’t know how to redeem a code, check out this guide.

For those who don’t know, Singular Creatures are extremely rare versions of normal creatures. They have a unique color palette that you won’t find anywhere else.

Again, thank you for playing Siralim 3. I hope you’re enjoying the game so far – but there’s plenty more to come!

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 our 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.

Siralim 3: Starting Creatures

In just a few more days, the seemingly-endless wait for Siralim 3 will come to an end and you’ll be able to play the game in Early Access on Steam!

As any Siralim veteran knows, one of the first things you’ll do in the game is choose your characters’ class, which also determines the creature you’ll start with. I’ve decided to reveal these creatures ahead of the game’s release so you can figure out what class you want to use. I’m very happy with how all 5 classes turned out, and I think players will find that all of the starting creatures are both fun and powerful in their own ways.

Enough talk – let’s get on with it!

 

Ottum has the “Elimination Process” trait, which does the following: After this creature attacks, it attacks a random enemy 2 times. These extra attacks deal 50% normal damage.

Mumu has the “Revolt” trait, which does the following: After this creature attacks or is attacked, it afflicts the enemy with a random debuff.

Emlai has the “Release the Cure” trait, which does the following: After this creature attacks or casts a spell, it recovers 25% of its missing Health.

Ugat has the “Karma” trait, which does the following: After this creature attacks or is attacked, it gains 35% of its lowest stat.

Aja Birku has the “Dimensions” trait, which does the following: After this creature manually casts a spell, it casts another random spell that belongs to the same class.


Each class’ starting creature intentionally synergizes with that class’ respective perks. The goal for each starting creature is to give you some immediate idea about the playstyle of each class. In addition, you’ll receive a second creature during the game’s tutorial, and each of those creatures was carefully-selected to synergize with your primary starting creature as well.

Which class do you plan to play first?

Siralim 3: Goodbye Otherworldly Sigils, Hello Tavern Brawls!

I have some good news, and some good news. Which would you like to hear first?

“The good news, Zack! The good news!” you cry out, oblivious to the joke.

Alright. The good news is that the concept of Otherworldly Sigils didn’t really work out the way I wanted them to. They’re an interesting idea, and something I might revisit in future games, but they just don’t work very well in Siralim 3. There are countless reasons for this cancelation, but here’s the biggest one: they made me, as a player, feel conflicted – on one hand, I’m supposed to be handing out these Sigils to other people to help them find rare items or creatures. On the other hand, those same people are going to fight my team of creatures, and I need to make sure they die so that I can get rewarded. I could remove one of these two elements so we’re left without this conflict, but then the entire system feels really dull.

So why is this good news? Because we don’t want bad features in Siralim 3, right? We want to remove the bad and replace it with good. Hence, Tavern Brawls.

The Tavern in Siralims 1 and 2 was always pretty much useless. It housed the gambling dwarves and had a few NPCs to talk with for some roleplaying flavor, but outside of that, there wasn’t much going on. Thanks to Tavern Brawls, you might find yourself spending more of your time there than ever before.

So, first things first: you’ll need to unlock the Tavern. You’ll do this fairly early on in the game since it’s part of a story quest. After that, you’ll be able to complete in Tavern Brawls!

Each day, when you enter your Tavern, you’ll see 5 different NPCs that are modeled after other players who are also competing in these brawls. For example, one day, you might see Zack (a white cat, obviously) the Drunk (my carefully-chosen title that I unlocked earlier on in the game) with his team of Singular Diabolic Horde enjoying a beer or five with his favorite bar wench. You can challenge him to a fight.

In Tavern Brawl fights, your creatures will be scaled to level 100, as will their artifacts. Your perks, runes, cards, talismans, and other fluff is ignored for these fights – fair is fair, after all. Similarly, your opponents will all be level 100 as well. The goal here is to make these fights require careful thought and strategy, rather than allowing you to out-level or overpower this content entirely.

After you defeat all the brawlers for the day, you’ll earn some Bar Vouchers which can be exchanged for exclusive Spell Gems, among other prizes. These spells all interact with a brand new debuff: “Drunk”. I won’t reveal what this debuff does, but I’ll leave you with the names of two of these spells: Tartarith’s Bangin’ Bourbon and Yseros’ Godly Gin. I expect that players will be able to build entire teams that center around this new “Drunk” debuff.

In addition to winning some Bar Vouchers, your team will also be added to the pool of possible enemy encounters for future brawls. Similarly, after a certain period of time, old challengers will be removed from the pool in order to keep things feeling fresh. That way, players will always be trying to come up with new strategies to make these brawls more challenging for other players. If your team manages to beat all the enemies with ease on Day 1, they won’t necessarily have the same luck on Day 2. You’ll probably need to create several different teams in order to counter what other players throw at you.

Everyone will face the same challengers each day, so if you’re having trouble against a certain opponent, my hope is that you’ll strategize with your fellow players on Discord, our forums, social media, etc. It’s a tavern, after all, so what could a little social interaction hurt?

One other small feature I’m considering is allowing you to write your own line of dialogue that players will see when they challenge you. I’m hesitant to do that, though, because I know there’s going to be that one guy who links to a porn site or something stupid like that. I’ll see what I can do, though.

I was planning to announce this stuff on April 1, but yeah… no one would have believed me. Not even close. Either way, this feature won’t make it into the game before it is released for Early Access, but I wanted to announce this early on so you can all adjust your expectations accordingly.

So, what do you think? Are you excited for Tavern Brawls?