Devlog #23: Breeding (In Detail)

I’ve already discussed breeding before, but now that it’s fully implemented into the game, I can finally show off some screenshots and discuss exactly how it works.

Alright, so first of all, creatures don’t have genders. You can breed any creature with any other creature. I don’t know how they pull this off from a physiological perspective, but let’s not ask too many questions.

Welcome to the breeding room and hatchery! This is where you’ll breed your creatures and hatch the eggs they produce. If you want to breed, talk to the guy in green. If you want to hatch an egg, there are five nests in this room at your disposal, meaning you can hatch up to 5 eggs at a time.

Yes, I named myself King AAA. You’d choose a lazy name too if you had to create a new character on a daily basis. As you can see, you have two main options: 1) choose the parents yourself, or 2) see which creatures you can create based on the breeding recipes you’ve discovered so far. As a reminder, breeding recipes can be found by experimenting with unknown breeding combinations, by completing repeatable quests, or by finding them in realms.

Let’s choose the parents on our own.

This interface is broken up into 3 panels. In this scenario, the first panel is a list of all the creatures in your party and in the stable. You can view the details of the highlighted creature in the second panel.

I’ll choose my Raptor Occultist to serve as the pedigree (or first parent) in this breeding process.

Now we need to choose the mate. This step is similar to the first one. Right now, we’re just trying to choose a parent to breed with our Raptor Occultist. I’ll pick the Gorgon Sorceress.

It looks like we don’t have a breeding recipe for this particular combination, so we have no idea what the outcome will be. If we already owned this recipe, the third panel would show the creature that would be produced along with its ability. Let’s hope we get lucky!

There’s actually a short animation that plays before the egg appears where you can watch your creatures breed. And by that, I mean they move toward each other before you’re blinded by a flash of white light.

When you breed two creatures together, the offspring is always more powerful than either of its parents. This increased strength is denoted by a stat called Gene Strength, which is written in shorthand next to the character’s name as “+X”. For example, if our baby Spider Occultist has a Gene Strength of 3, we’d call it a Spider Occultist +3. This naming convention should be familiar to anyone who has played a Dragon Warrior Monsters game.

Gene Strength refers to the total amount of additional base stats the creature has. For example, if it has +3 base Attack and +2 base Intelligence, it would have a Gene Strength of 5. This isn’t really important for you to remember, but I’m sure some people are interested in the exact details about how Gene Strength works.

The amount of Gene Strength the offspring gains is based on a few things:

  1. Each parents’ Gene Strength.
  2. Each parents’ level. If either parents’ level is too low, the offspring won’t gain as much Gene Strength from that parent.

Anyway, now we have an egg, so let’s take it to a nest and hatch it.

Fortunately for our example, our egg only has 2 Gene Strength, so we don’t need to pay any Power or complete a ritual.

Again, an animation plays that shows the egg hatching, but I don’t want to bog this post down with bulky GIFs.

And there’s our new creature! It has 2 Gene Strength, so its base stats are a bit higher than a normal Spider Occultist. This creature immediately joins my party, so now I can level it up and likely breed it with something else to obtain a new, even more powerful creature.

The best part of this post was learning that breeding is already completely implemented!! I am very happy to see that development is moving along at a brisk pace. (Can’t wait to actually try out these new systems.)

The second best part of this post was the name of the breeding NPC :slight_smile:

Also, I really like the idea of making low gene strength creatures hatch immediately, but not high gene strength creatures. This means you avoid slowing down progress in the early game, but late game you force players to make interesting decisions about which eggs to hatch (since you can only have so many eggs active at once).

So with regards to gene strength, does this work like Siralim 1 where stat gain each level is a percentage of base stats? (So high gene strength creatures also have higher stat gain each level? Or is gene strength a flat bonus that doesn’t effect stat growth?)

Leveling works just like in Siralim 1, so each level gives a percentage of base stats. The percentage is a bit smaller than in Siralim 1, though.

After you reach a certain realm level, your enemies will have Gene Strength as well. This is all communicated to the player at the teleportation shrine. For example, if you choose to visit a level 20 realm, the shrine will say something like “Enemies will be level 30 with 4 Gene Strength”.


Apparently, a Major Sigil creature (don’t remember which one) transformed into a nice, helping character. :slight_smile:

Oh, that’s nice! I don’t really like hidden math-stuff (though you could use scrolls if you really wanted to know something, but meh).

That looks like an insane amount of grinding since the parents disappear, making ‘how to level as fast/efficiently as possible’ a central goal of Siralim 2, am I wrong? A stark contrast to Siralim 1’s ‘levels don’t really matter’, can’t wait to see how the balance between abilities vs stats vs spells works out in the end - by that I mean, really can’t wait for the release, been skipping all other games in wait for this.

Attaching that information to the Teleportation Shrine is a great idea!!

I still like the idea of having the Teleportation Shrine say: "All Enemies will use the Rune " … at least for sufficiently deep realms, or maybe for Nether realms … but I understand that might not be feasible. (I just like the idea of occasionally having to fight through a realm where enemies use a Rune. The Rune system seems awesome, it is a shame the AI never gets to take advantage of it )

In any case, the Breeding system looks like it will provide an incredible amount of content. Siralim 2 is looking to be a huge step forward from its predecessor.

Mmm sounds much more interesting and rewarding then how breeding works for Pokemon. So that is going to be enjoyable to play with.

Kind of unrelated, but I really like the 3 panel menu for breeding. I feel like I spend a lot of time in Siralim cycling through menus, creature stats in particular. Have there been any other changes/improvements in the way information is displayed?

I can agree with that, definitely. Hey Zack, if you could post a devlog of any big UI changes so far that would be a great treat to have as I survive this agonizing wait lol.

Is that armor for the player’s character I see?

Oh, good catch! I thought it was a monster when I first saw it . . . but duh, I’m dumb, the player is always in front.

I’d wager that it has something to do with the Gods. Or maybe it’s just a new skin.

Any specific menus in particular that you felt were too cumbersome in Siralim 1? There are no major UI changes planned but I’m open to suggestions.

From what I’ve read, gems will not be part of the sequel, but enchanting gems was tedious since every time you enchanted a gem, the menu closed, so you had to re-open it and go back to where you were. So I’d like the menus to not close immediately after doing something.

Also, for some items, you’re able to discard them all at the same time, while for some others, you can only discard them one at a time. Both options for each discardable item would be great.

I personally only had a major gripe with not being able to both equip/unequip creatures’ artifacts on the creature’s menu. If I wanted to equip a new artifact I’d have to head back to the item menu to equip it onto the creature. I also had to go to the creature to unequip rather than be able to unequip from the artifacts list.

Can’t think of anything else menu-wise that made me say “ugh…” except perhaps item list sorting (being able to sort by highest attack artifacts, material rarity, etc etc), but that isn’t something game-breaking or completely unmanageable.

Hmm the only thing that comes to mind that would be lovely would be the option to add your own music files to be played. Other than that and the minor gripes that have been mentioned above. So far what I heard of the game sounds like a perfect addition to my collection.

Sounds interesting! Very reminiscent of DW and the Monster Rancher series of games.

Will there be an ‘enhanced’ version using demon dust or some such during breeding?

Another cool idea would be the ability to choose a legendary material as a conductor. If selected the hatchling has a 50/50 chance of having that legendary materials property as a second ability.

Demon Dust will exist, but won’t have anything to do with eggs this time around. Instead, it ties in to the new nether system. You’ll transform your creatures into nether creatures using an item, and then you can transform that nether creature into a nether demon using Demon Dust.

I was wondering if you could say anymore about the relationship between Level and Breeding.

My understanding from the write-up is that repeatedly breeding level one creatures is not an effective way to build Gene Strength. That is, it is necessary to level up monsters (to some extent?) before breeding them.

Am I correct that if I am breeding a high gene-strength parent with a low gene-strength parent, that only the high-gene strength parent needs to be leveled up? (E.g., MonsterA + 100 breed with MonsterB + 0 … I can get a child better than +100 even if the MonsterB parent is level 1?)

As Gene Strength increases, do I need to level my monsters higher and higher to effectively build Gene Strength? That is, if MonsterA + 100 needs to be level X to produce offspring greater than +100, does MonsterA + 500 need to be even higher level to produce offspring with strong (better than +500) Gene Strength?

Note: I may be asking the wrong questions, but any information you can provide would be useful :->

When you breed two creatures, they each contribute a certain amount of Gene Strength to the offspring. The amount they contribute is based on their level. If you don’t level them up enough before breeding, they will barely pass any Gene Strength on to the egg. That’s not to say the egg will be useless - it’ll still be slightly stronger than either parent, but keep in mind that you also lose both parents in the process.

Each parent can contribute a capped amount of Gene Strength to the egg. If only one parent is at a high level, the egg will only inherit additional Gene Strength from that parent. Again, it’s not a total waste, but it’s not very efficient.

Does this clear it up at all? It’s a lot easier to understand while you’re playing the game, but it’s hard to describe all the nuances in words :slight_smile:

Yeah, that makes a lot more sense. Thanks a lot!