Hey everyone, welcome back to the Thylacine Studios podcast! I know it’s been a while since the last episode, but I’m going to start churning these out a lot more frequently from now on now that the dust has settled with the Siralim Ultimate alpha test. Speaking of which, that’s the topic of today’s episode, so let’s get started.
We’re about one month into alpha testing and so far, everything is going very smoothly. The game is now in an extremely stable state, and all known crashes and major bugs are fixed. There are still some minor issues that I have fixed for the upcoming patch, but the game is fully playable and there are no known issues that will prevent you from enjoying the game. For that reason, I’ve been working hard on adding new content and features to the game, as well as implementing suggestions from our players.
In the last couple weeks, we’ve implemented some major new features to the game, including:
– The arena, which serves as an alternative game mode that allows players to unlock exclusive creatures and items
– Tutorial popups to explain game features as soon as they’re unlocked
– The Codex, which serves as an in-game guide to explain core game mechanics. It also includes a reference list for traits, spells, realm properties, and more
– Wardrobe costumes that can be found or purchased. These change the way your character looks
– Siralopoly, a mini-game that can be played to earn items
– Tons of quality of life improvements and minor balance adjustments
In particular, the Codex and tutorials took up a lot of time to implement, as did all the bug and crash fixes. Moving forward, I can dedicate more time to adding features to the game. The next patch is going to be the largest one so far. Let’s talk about a few of the things you can expect to see in patch 0.4.0. Before I begin, please keep in mind that what I’m going to reveal in this episode isn’t final – some of these things might be adjusted or removed entirely before the patch is released. My goal is simply to give you some idea about what I’m working on right now.
The biggest addition to the game will be the achievements system. There will be at least a couple thousand achievements added to the game in the next patch, and more will be added as I add more relevant content to the game. All achievements increase the amount of Piety you’ll receive from all sources. Most of these achievements should be rewarded retroactively, but some won’t be – that’s an inevitable part of alpha testing. However, I am 100% sure that there won’t be any achievements that you’ll permanently miss out on, regardless of how much progress you’ve made during alpha testing.
One of the biggest concerns I’ve heard from players is how realm properties work. Everyone has a different opinion on them, but I want to talk about my plans for them in the future. First, I think realm properties are great. I’m not going to remove them – they’re here to stay. But, I recognize that Siralim can sometimes have a sort of “zen effect” on players where it’s fun to just grind through 50 realms while you zone out and listen to music, or watch a show on Netflix or whatever, and realm properties sometimes keep you on your toes “just enough” so that you can’t fully zone out and get into the flow of the game. So, here’s my plan. I’m going to change Realm Instability a bit. At 0 Realm Instability, realms won’t have any properties at all. Of course, that also means they won’t give you any item bonuses. Each point of Realm Instability now adds a normal property and a hidden property to the realm. So, in other words, you can now remove or minimize the number of realm properties there are. I really like this change because it also makes each point of Realm Instability much more impactful – right now, there’s not a very noticeable difference between each one, and this will definitely solve that problem. In other words, this solves problems on both ends of the spectrum. There are some smaller changes coming to realm properties as well – for example, I’m removing the “Player Can’t Gain Gems” property entirely.
I’m also going to make a big change to the way Item Bonuses work for realm properties. Currently, your Item Bonus simply increases your chance to find items. For example, if you have a 1% chance to find a certain item, and you have a 300% Item Bonus, you’d then have a 4% chance to find that item instead. In the next patch, however, I’m going to make this Item Bonus also multiply the quantity of loot you’ll receive. As an example, a normal treasure chest contains 3 “units” of loot – so in other words, the game attempts to roll for each item 3 times. If your Item Bonus is 300%, treasure chests would contain 12 units of loot instead. However, I’m also going to reduce the amount of item bonuses you receive from each property since this change would make it far too easy to obtain items, so it’s unlikely you’ll actually see an Item Bonus of 300% or higher in the next patch. Anyway, the goal of this change is to make realm properties more appealing – I feel like the biggest issue with the way they work right now isn’t that they make the game more difficult, but that the reward isn’t as noticeable as it could be.
Lastly, I’m working on a full balance pass of the game’s traits, spells, perks, and relics. Almost everything will be buffed rather than nerfed, and in particular, I want to make relics feel a bit more useful for spell-heavy teams – right now they focus too much on attacking. I want to point out one specific trait that will be completely revamped in the next patch to give you all a heads-up: Anomaly. Anomaly is a disaster of a trait. It never really cooperated with the game’s battle engine, and it has always been riddled with bugs and inconsistencies. Aside from that, it’s insanely overpowered and there’s not much that I can do about it in terms of simply adjusting a number and hoping for the best – the trait needs to be overhauled with a totally different effect. Now, I’m sure a few other traits will be revamped as well, but I know that a lot of players use Anomaly so I figured I’d mention that so you can adjust your current team accordingly to prepare for this patch. Also, Animators are getting some serious love – I might have gone overboard with the buffs I’m giving to this specialization, but hey. Keep in mind that this balance pass is just a minor one – I’ll do several of these balance passes until the game is fully released, so if you see something that was nerfed too hard, buffed too hard, or ignored entirely, feel free to submit a suggestion on our forums or Discord and I’ll happily take a look.
Outside of all of that, I’ve been working on implementing player suggestions. There are a lot of them, and not all of them will be accepted, but you should know that I’m working on them every day. There will also be tons of new creature graphics, sound effects, decorations to collect, and much more. There will be several new prophecies, too.
There are countless other new features and adjustments coming in the next patch, but that’s all I can think of for now. As you might imagine, the scope of this patch is far larger than any patch I’ve released for Siralim Ultimate so far. For that reason, you shouldn’t expect to see it released until late next week at the absolute earliest – but the week of the 20th is far more likely. I know that’s kind of far off, but it’ll be worth the wait. I’ll probably release another podcast episode sometime next week to give everyone an update on my progress so you’ll have a better idea about when to expect this patch.
That’s all I have for this episode! Thanks for listening, and I’ll see you next time.