Devlog #18: Creature Races and Abilities, Part 7

Today we’ll take a look at Forsaken (previously called Mutants), Golems, and Hounds!

Forsaken

In Siralim 2, the Forsaken all specialize in starting battles with heightened power, but this power tapers off as the battle progresses. One Forsaken’s ability reads “This creature starts battles with 75% extra Attack and Defense, but loses 25% Attack and Defense each turn”. These abilities are particularly interesting because their downsides change the way you might consider your strategy as time goes on in each battle. In the case of our example, you might want to start battles by attacking, but in a few turns it might become more effective to start casting offensive spells instead since the creature’s Attack will start to become pretty low.

Golems

Pictured above is the War Golem - a brand new addition to the Golem race!

In Siralim 2, Golems do not have particularly “focused” abilities like other creatures. Instead, the way they’re acquired is what sets them apart from all the others. There is no way to acquire a Golem through breeding. The only type of Golem that you can extract from is the Iron Golem. After you’ve summoned an Iron Golem, you can use it to extract a core from your enemies. Depending on what type of core you extract, the Iron Golem will permanently transform into a different Golem. For example, if your Iron Golem extracts a core from a Chaos creature, it will transform into a Magma Golem with modified stats and a different ability. Some Golems (like the Magma Golem) are easy to acquire, while others might require you to extract from a very specific creature.

Hounds

In Siralim 2, Hounds will be the tribal race for the Death class. These creatures mainly focus on lowering the stats of their enemies, and the amount decreased is based on the number of Hounds fighting in your party. But that’s not all - the Hounds also have a special technique thanks to the Terror Hound’s “Eye of the Thylacine” ability:

“Your Hounds all merge into a Thylacine that wields this creature’s artifact. The Thylacine has all the innate abilities from the merged Hounds, 35% of the merged Hounds’ stats, access to all their spells, and is immune to debuffs that prevent it from acting in any way.”

Obviously, this ability is pretty complex. For this reason, Terror Hounds are inaccessible until a later part of the game. To further illustrate how this trait works, imagine the following example:

You have a Blood Hound, Horror Hound, Panic Hound, Hell Hound, Dread Hound, and a Terror Hound. The Terror Hound has the Eye of the Thylacine ability, so at the start of battle, all 6 of your Hounds combine into a new creature (Thylacine). This means you’ll be controlling only one creature for the entire battle, but it will be ultra powerful because it has so many abilities, tons of extra stats, access to spells from 6 creatures, and is immune to effects like Stun and Frozen. The downside is that you only have one creature - so it’s susceptible to debuffs and abilities that a full party might normally be fairly resilient toward.

Obviously, this particular ability might turn out to be pretty tough to balance, but I’m determined to make it work!

Thanks for another great update!

The contents thing is particularly interesting. You have said before that the breeding system is one way that players can, over time, acquire creatures with higher stats. Does this mean, late in the game, golems --who lack access to the breeding system – will necessarily have lower stats than other creatures?

There will be thousands of different breeding combinations in the game, but if you try to breed two creatures together that there isn’t a combination for, the offspring will be the first parent that you selected. That way, you can keep the same creatures but still increase their strength via breeding. This rule applies to Golems as well - you can breed, say, a Magma Golem with a creature from the Unicorn race, and since that isn’t a valid breeding combination the offspring will just be a stronger Magma Golem.

Ah, that makes sense.

So it isn’t that Golems can’t breed, it is just that breeding will never produce a new type of golem (that is different from the parent)?

Correct. Sorry for the confusion - it was hard to fit so much information into a paragraph without it sounding too wordy :slight_smile:

Golems and Hounds sound very interesting. Particularly the temporary merging ability.

The thylacine sounds interesting but i think how good it is really depends on how good are the abilities of the other hounds.

Hmm… nether terror hound loaded with debuff prevention abilities… finger pyramid

Zach,

In the scenario above, the next time you go to breed creatures and you select the same two that don’t have a real match, will the game remember that you did this and let you know that result will be just an improved version of the same monster?

I don’t want to have to manually keep track of the non-new monster breeding matches.

The game tells you if the combination will yield a “real” result or not, so that problem is taken care of ahead of time.

Hey king Zack, been wondering about your thylacine:

  1. does it get only the terror hounds’ artifacts ability? thinking those ‘damage based on having more of a stat than the enemy’ abilities might be great on it
  2. do the other hounds stats they gain from their artifacts factor into the 35% it gets from the merger? if so, just loading them full of stats/stat raising abilities being the way to go
  3. if hounds abilities work based on how many you have in a party, does the thylacine count as a full party of hounds or just as one?
  4. food/buffs as well, they get added to the individual hounds first and then factored into the merger? gotta whip out a calculator for that :smiley:

I haven’t coded any of the abilities yet, so I’m honestly not sure exactly how it’ll work in the end. There’s also no guarantee that this ability will make it into the final game.