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Siralim 2 |OT| Dragon Quest Monsters of the Year

Unicorn

Member


Release:
August 12, 2016 STEAM
August 25, 2016 Google Play
August 27, 2016 iTunes
PS4/Vita: TBD (Soon™)


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 is available for Steam on PC, Mac, and Linux. It is also available for Android and iOS, with a Playstation version on the way later this year.
Players can use our cross-platform cloud saving feature to play the same save files across multiple different devices and operating systems!

Note: you do not need to play the first Siralim game in order to enjoy Siralim 2. They are two very different games!
Basically, Siralim 2 is a spiritual successor to the first two Dragon Warrior Monsters games on GameBoy (Dragon Quest Monsters in Japan), but it allows a more customized approach to team composition and team synergy.

Equip your monsters in artifacts and embue them with spell gems to empower them to take out endless tiers of dungeons, earning favors of gods of the various realms to earn new monsters, artifacts, and spell gems to utilize. Even the artifacts are customizable with upgradeable wings and rooms of your ever-expanding castle.

Platforms:
iOS/Android: $5
iTunes Link
Google Play Link

STEAM:$15
STEAM Store Link

PS4/Vita: TBD (Soon™)

Media:
Trailer:
https://www.youtube.com/watch?v=NUQdYc1n4Bo
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Reviews:
Steam (Very Positive):
I went looking for a simple dungeon crawler and, 178 hours later, I have a stable of hundreds of minions that I'm trading out trying to min-max teams of critters combining different artifacts, spells and 'traits' to create ridiculously overpowered combinations, only to discover that the computer has a ready-made counter to my oh-so-clever idea that I'd better account for next time.

Every time I think I've found a "problem" with the game, it says "nope, solution." Getting tired of manually handling critter exchanges? Perform a ritual, upgrade the stable and now you can handle them in teams.

Wishing there was something you could do with all the teams you're not currently using? Oh, hello Warlord.

I have been playing this game for 178 hours, and I feel like I've only just scratched the surface.

I have been playing this game for 178 hours, and I AM NOT BORED. I have paid less than 8 cents per hour for this diversion. I cannot recommend this enough.
Shin Megami Tensei meets Etrian Odyssey meets Pokemon. Gameplay is solid and seamles and there are no cutscenes to impede your progress or gameplay. Killer soundtrack and tons to do. Two thumbs up, this is a dope-ass game.
One of the best games I've played recently! If you ever played dragon warrior monsters, you'll love siralim 2! Don't be deceived by the simple controls and retro look, there is so much to do in this game - I have 50 [128 hours logged on Steam] hours on a character and still feel like there's much more to explore!

iTunes (5 Stars):
Siralim 1 was one of the funnest rpg's I have ever played. Old school rpg with tons upon tons of stats to allocate points to. Throw in monsters to collect and a castle to upgrade, and you have a good time always waiting in your pocket. Siralim 2 somehow manages to improve this already perfect formula by adding MORE monsters (which can now be collected or merged to make even more powerful beasts), boss fights (which the first one lacked), and just more fun goodness. The game never ends, so you can just keep upgrading your character forever. If you're looking for an old school rpg to snuggle with or a companion piece to Pokemon, this is honestly the best value for your buck. Thylacine Studios are a young game company and Siralim 1 and 2 are their only games so far, but they are impressing the heck out of me with this series. Bravo Thylacine!
Fantastic game! Picks up right where the first one left off in terms of gameplay. This game is loaded with things to do and I can barely put it down!

Google Play (5 Stars):
The first mobile game I've bought immediately without waiting for a sale. Had plenty of fun with the free portion of the first game so it was an easy decision. Love the monster collecting aspect similar to SMT/Dragon Quest Monsters and the “game breaking" element (mixing equipment, spells, and unique monster traits to create some ridiculous characters) akin to Disgaea. Also for anyone wondering there is controller support after testing with the Moga Hero.
like the Game Boy Dragon Warrior Monsters games? get this. A vastly expanded and deepened combination of Dragon Warrior Monsters at its core and I suppose Disgaea in its tinkering depths. As someone with fond childhood memories of playing the first two Dragon Warrior Monsters games on Game Boy Color, discovering a game that evokes in so many ways the spirit of those games in addition to having tons of customization and other trappings that my present self enjoys is a dream come true. It's a pretty niche game, I think, but the right sort of players will adore this.

What is it? What do you do?
  • DWM-like breeding: combine two monsters to gain stronger, new monsters
  • Gain favor of the gods of each realm to earn rewards such as new monsters, spells, and items
  • Expand your castle: cooking for buffs in adventure, enchant artifacts, create new artifacts, breeding and hatchery room, and much more
  • Battle various boss monsters that each providing a strategy or gimmick for you to overcome
  • Randomly generated dungeons that ensure new places to explore every time you play
  • High customization of creatures and player: use deity points to upgrade your character abilities, buff creatures, or add passive traits and bonuses to unborn monsters, enchanter abilities, etc.
  • Earn new character wardrobe based upon achievements and progress in adventures
  • Build the ultimate team of six creatures to steamroll the competition
  • Customize your challenge and journey witha plethora of options

What I've enjoyed so far:
The highlight of my time with Siralim 2 so far has been one story-gated boss of three blade enemies where their gimmick is to immediately respond with attacks with counter-attacks resulting in constant damage to my monsters the more I try to fight - solution? I confused one of the monsters and had them attack one another. I then sat for about 5 minutes as they each counter-counter-counter attacked one another until each had died. It was glorious to watch the boss devour itself in a beautifully unscripted event.

Also, this game improves and expands on just about every element of the first game, Siralim, in every way. with over 500 monsters, there's plenty to find and adore in this spiritual successor to one of the best pokemon adaptations.
 

Graciaus

Member
The game is amazing and improved the first in every way. I bought it full price which I never do and didn't regret it at all.

A tip:
A quicker way to build a team is to take all of them from the same family if their abilities stack for each one present.
This will only take you so far but if you get stuck it is helpful.
 

Unicorn

Member
I've been playing on Android (Cheaper entry point) and it's been great - virutal dpad and A and B button, but playable. I've had one crash though in about 10 hours of play. I have it wishlisted and will double dip during sale season on Steam.

Strong contender for Game of the Year for me. I've been wanting a proper Dragon Quest Monsters game forever and this delivers on all the best parts of the first two games (I disliked the Joker series). Exploring a map and removing the fog of war has been addicting and realm quests are great incentives to continue exploring before moving on to the next floor/realm.

Also, there are zero random encounters. All enemies are moving, visible sprites on the map.
 
Just picked it up for Android. Enjoying it so far, but only 2ish hours in. Can see the potential for endless permutations regarding team make up and breeding
 
First game looked cool so I picked it up during the winter Steam sale but I haven't gotten around to playing it yet. Wishlisted for now until I play the original to see how much I like it.
 

Graciaus

Member
Make sure you pay attention to what you unlock. I think I played for 30 hours before I realized I had unlocked the ability to move at x2 speed always in realms. Countless hours wasted waking at slow speed. The blood alter can do some very useful things.

The neather creatures are a lot easier to get this time but unfortunately the game doesn't tell you how to get them. Still lots of grinding required.
 

krpiper

Member
Is the game structure more like Pokemon where there is a overarching quest? Or is it more like "one off missions" like say Diablo 3 adventure mode? Or is it a dungeon crawler rougelike structure?
 

Graciaus

Member
Is the game structure more like Pokemon where there is a overarching quest? Or is it more like "one off missions" like say Diablo 3 adventure mode? Or is it a dungeon crawler rougelike structure?
There is a main story but it's pretty light. Every few floors in the dungeon will have a boss. After you beat it you'll unlock new stuff to help you. Every other floor is just randomly generated with a randomly generated floor quest that you can skip.

You might be able to clear the floors but the bosses sometimes you'll need to rearrange your party. It isn't always about out damaging your opponents.
 
Best part is---the game will likely only get better from here. The first Siralim had an INSANE amount of far reaching and comprehensive free updates for ages after release---so it stands to reason they will have a similar approach in mind to polish the sequel to an even finer degree than it already is versus where the last one left off.
 

Unicorn

Member
Make sure you pay attention to what you unlock. I think I played for 30 hours before I realized I had unlocked the ability to move at x2 speed always in realms. Countless hours wasted waking at slow speed. The blood alter can do some very useful things.

The neather creatures are a lot easier to get this time but unfortunately the game doesn't tell you how to get them. Still lots of grinding required.

Holy shit I just got the Blood Altar and it's a game changer, literally. Think skulls in Halo or something.

Is the walk speed an upgrade option down the line? I saw one to turbo boss fights, but nothing about walk speed. I turned on one that makes more enemies spawn after you take a mob out and it will sometimes reclose chests or restore destroyed resources on the map to continue farming in one realm; it's soooo good for grinding and levelling.

Nether creatures?
 

Daouzin

Member
The gameplay sounds interesting but man, they could have stood to hire some artists.

Yeah, those were my thoughts. I remember reading about it and being interested, then I saw the screenshots and decided to pass. Sounds like I should be picking it up after all.
 

1upsuper

Member
I really need to pick this up. I enjoyed the first game, and Dragon Quest Monsters is basically my favorite game series. I don't mind the monster designs. They kinda remind me of the early-mid Wizardry and Might & Magic designs.
 

Unicorn

Member
OMG I just got into crafting artifacts and enchanting them today.

http://siralim.gamewiki.tips/doku.php?id=bestiary:unicorn:unicorn_consecrator

This fucker with a high attack artifact with a trait that turns the 50% into 100% - full life team

Paired that with a teammate with an artifact with Abnegation [When your creatures are healed, a random enemy takes damage equal to 50% of the amount of Health recovered. This trait does not stack.] - enemies taking damage anytime heals happen.

Add that with giving my creatures Leech and it's just one-sided and busted as fuck. It's magical.

I'm about to test this with multi-strike and splash. Gotta research into how I can get that going. I'm starting to feel this is Mahvel: The RPG. So much fun making one-hit KO combos. RPG of the year, easy.


Blood Altar: Nostalgia makes this a 3-monster limit affair for you and enemy mobs. Only story boss fights are unaffected. I may dig into that when I have a better handle on monsters and making teams.
 

Unicorn

Member
I don't think it's easily apparent, but this has its own cloud save sharing across devices. You have a cloud ID and can use your save across PC, Android, and I assume PSN when the finally comes out(or any variation of devices). The native cloud support with unique ID is what makes it cross platform compatible. The 5$ entry point on mobile makes this perfect for trying out, and also for having it on the go.

Google Survey money put to a good cause.


It was in OP, but I've now bolded it.
 

Unicorn

Member
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.

Patch broke control options on Android for a hot minute, but a hotfix should be available now. I haven't had a chance to check it all out yet, but the new features are welcome, for sure!
 

oneils

Member
I just found out about these games. I bought the first one tonight and am having a blast. Very tight, concise game. It does everything I wanted out of a monster collector game on console/pc. Granted, I have only two hours in it - I am having a blast.
 

Unicorn

Member
Patch 1.1.1:

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.
 
Also, It Begins:

I'm very excited to finally announce Siralim 2's FREE, upcoming content expansion patch: Trials of the Gods!

You might have expected a few roleplay-esque paragraphs that reveal some sort of backstory for this expansion, but we all know that no one cares about that kind of stuff anyway. Instead, let's get straight to the point and list the expansion's main features:

Challenge the gods to battle. Emerge victorious and you may earn the right to transform your Nether Creatures into powerful avatars of your favorite gods.
A new type of quest that is sure to entertain and reward players for many more hours to come.
Spell Gem customization, along with brand new spell gem properties.
2 new creature races for each of the 5 classes for a total of 60 new creatures. This also means there will be new traits, materials, sigils, cards, and more.
100 new spells, many of which bring completely new battle mechanics to the game.
A way to visually customize your creatures.
New achievements, because 500+ is nowhere near enough.

From now until the time the patch is released, I'll be detailing the features included in this patch in our development blog. Check back often for new updates! While I'll put great effort into writing these posts every Monday, real life events (all good things, no worries!) have temporarily prevented me from being able to work on a consistent schedule, so don't be surprised if a few of them end up being a bit late.

I am incredibly proud of all the new content coming with this patch. There are enough things in store to keep even our veteran players busy for hundreds of extra hours, and I think you'll soon agree that these are some of the finest additions the Siralim series has ever seen.
 

Unicorn

Member
http://steamcommunity.com/games/464620/announcements/detail/548708052675471220

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.

Bolded the new things or changes I feel add a ton to the game or will change how it plays. Limiting multihit combos removes a lot of infinites.
 
Definitely looks like their hard work of the last few months on the game was spent wisely indeed---talk about a strong finish for 2016 on it and a hell of a springboard for whatever they've got in the oven yet for 2017 onward.
 

Corine

Member
Just got moved into my new place and got my cloud save downloaded on my laptop so can't wait to try out all the new stuff. Great game everyone should own :)
 

Unicorn

Member
http://steamcommunity.com/games/464620/announcements/detail/549835216496871494

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.

Just bug fixes. I stopped playing for a while and ended up deleting my save on accident, but started over as a chaos mage.
 

Unicorn

Member
http://steamcommunity.com/games/464620/announcements/detail/1291814401940937856
Siralim 2: Renaissance is released!
APRIL 25 - THYLACINE STUDIOS
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.
 

1upsuper

Member
I still haven't picked up 2, but did they ever add the ability to breed monsters into otherwise-unobtainable monsters, as in Dragon Quest Monsters? I really hope so.
 
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