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Welcome to NEUS Projects!

This is the home site and community forums for games created by me, Devourer of Souls, aka Neus. All of the games mentioned here are free to play, multiplayer, and utilize the BYOND game software, which is also free. If you'd like to check them out, the menu to the left contains links to the game!

Active Projects: Sigrogana Legend 2
Update Schedule: Weekly! (Monday/Tuesday)

  • Latest news

View the latest post SL2 Version 1.90

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

Monster Count - Added an indicator to dungeons that shows the remaining amount of monsters on the floor.
Dungeon Floor Clear Animation - Added an animation that plays when you successfully clear a dungeon floor.
Profile Customization - Added some basic profile customization options; you can pick a custom color for the profile border, background, and background border. (More options, including new portrait borders, backgrounds, and background borders will be added later.)
* Bug Reports
- Mercalan Mist was not using the proper value for its healing effect.
- Cherry Blossoms were invisible.

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View the latest post SL2 Version 1.89

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Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

New Promoted Class - A new Archer promoted class, Ranger, was added.
New Preferences - You can now change the font for the main character stat screen.
WASD Command Pop-Ups - When in WASD mode, objects that can be interacted with via the keyboard commands will now show those commands while you stand in front of them.
- Martial Artist's Evasive Strike damage increased to 4 per Rank (from 2 per Rank).
- Kensei's Absolute Pace bonus damage increased to 200% Scaled STR (from 50%).
- Grand Summoner's Judgement Blade can now use Swords as casting tools.
- Black Knight's Board Shaker; Damage cap changed to 100*Rank, now gains 10% extra Earth ATK scaling per Rank.
- Monk's Kadouha adjusted; Pierce and size growth effect @ 10 Ki, explode effect @ 20 Ki, knocks down @ 30 Ki. Ki damage bonus changed from flat value to a percentage bonus.
- Priest's Mercalan Mist; HP Regen changed to 25% of Light ATK, with a minimum of 2*Rank.
- Priest's Malmelo; HP Recovery is now equal to Scaled FAI/2%, to a maximum of Rank*6%. FP cost changed to 20+4 per Rank. Momentum cost is now 3.
- Hexer's Death Knighting; Bonus stats changed from Rank*2 to Rank*1.
- Spellthief; Copy spells now have a global 3 round cooldown.
- Armor of Eyes; Hit bonus changed to UL/2. Critical reduction effect changed from UL% to make critical multipiler 1x to UL% chance to reduce critical multiplier by UL%. (IE, 150% Critical Modifier VS 15 UL would become 135% Critical Modifier instead.)
- A time limit of 1, 3, or 5 minutes can be selected for turns when challenging someone to a PvP battle.
- Opaque versions of the Fasionable discer walls have been added.
- Storage objects now display what mode they are set in the title of the storage window.
- A new basic skill called Limit Potential has been added. While toggled on, if your weapon potential is a passive skill, it is rendered inactive.
* Bug Reports
- Flip Shot could target yourself or allies.
- Flip Shot was not classified as a movement skill.
- Retreat Flight would sometimes not perform the attack on an enemy.
- Thunder Bolt's magic circle was left behind if it managed to defeat the last enemy.
- Cherry Blossom's Annorum effect was not hurting all enemies.
- Forest Walk was not classified as a movement skill.
- Nest of Nests' duration bonus wasn't applying.
- Domino Resonate wasn't applying its effects on enemies that collided with the original target.
- Setting Sun was dense.
- Shine Knighting's invoke-ready momentum cost was incorrect.
- Fox God's Blessing was applying outside of combat, in some cases.
- Cripple Arm was not preventing the effects of Hands slot items in some cases.
- Several basic attack skills weren't showing attack forecasts.
- Worn Gumshoe's material was metal instead of cloth.
- Vines created by seed effects weren't counting as plants.
- Caravans arriving in Tannis did not spawn NPCs.
- Many racial skills were qualified as Offensive skills when they shouldn't have been.
- Item effects like Swordmaster's Ring were not applying to items that had mutated weapon types, or multiple weapon types.
- Mortissimo's stat scaling changed to 55% STR and 50% SAN.
- Prinnies didn't have the Head tag.
- Staff of Forging was not actually repairing weapons.
- Charm could cause incapped units to jump in the way of damage.
- Escape victories weren't possible if a party member was unconscious.
- Dullahans could not unlock Ranger.
- Weapon change potentials were treating the weapons as if they were still ranged for a number of different mechanics.
- Noble Axe's description was incorrect.
- Hurricane could push you into walls.
- Biter was affecting/not affecting mutated Fist weapons.

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View the latest post SL2 Version 1.88

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

- Skill Dodging; You can now evade Offensive skills that target enemies with an evasion check. The Hit value for the attacker is around 90% of the normal Hit they have. (Note: This may need some finer tuning, but is mostly an experimental change for now. Also please note that skills which target a location and not an enemy will not trigger this accuracy check.)
- First Move; Move bonus changed to SR * 0.5, removed the bit about CEL turn order. Effect is now doubled if you score a back attack. (IE, +2 Move normally, +5 if back attack.)
- Kensei's Absolute Death now has a 2 round cooldown.
- Bonder's Fast Offense changed; FP cost is now 50 at all ranks, now lasts for 2 rounds.
- Soldier's Enchant Shield now qualifies as an Enchant-category skill.
- Crescent Hook, Hanging, Retaliate, and various skills that will teleport via Shukuchi will now turn you to face the target after the teleport effect.
- Schwarz Sturm can now be maintained by using basic attacks.
- Styx Shout now deals Sound magic damage to all enemies in 3 Range equal to 100% of SWP + Sound ATK, instead of being an AoE attack.
* Bug Reports
- Incise wasn't passing its weapon information to the damage instance.
- Sanctify was not targetting tiles and its area of effect was too small.
- Breakdown right-clicking wasn't working as intended.

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View the latest post SL2 Version 1.87

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

New Alchemy Recipe - You can now upgrade the Swordmaster Ring into an enhanced version at an alchemy station with the ring and 1 magic mud.
- Magical series scaling adjusted from 60% X / 60% Y to 50% X / 50% Y across the board.
- Hands of the Giant knockdown chance changed from 100% to UL%.
- Death Knighting and Shine Knighting are now mutually exclusive; the latest one will overwrite the older transformation.
- Youkai can now gain multiple levels at once; EXP is no longer reset to 0 after a level up.
- Corvis Cannon; gained additional scaling (30% CEL), on-hit effect now deals Wind damage equal to 1 + (UL*2).
- Items in the item list in the Breakdown Shop can now be right-clicked to put it in the 'active' work slot.
- High Mage Cape FP regen changed from 2% of your maximum FP to: 2% of your maximum FP, up to a maximum of 3 + the number of spells you have equipped.
- Glykin's blood damage done to Vampires who feed on them is now treated as retaliation damage (meaning it won't proc any retaliation damage effects the Vampire has).
- Gravedigger enchant effect now only applies if you are not incapacitated. Also clarified the effect description to show its effective range (3).
- An Unending Defense (5) gave a lower than intended amount of EXP as a reward.
- Added archery minigame targets to Cellsvich.
- Demon Hunter's Bellowing Stag damage is no longer unresistable.
* Bug Reports
- Battle participants weren't facing towards the center of the map in some cases.
- Dig holes could be dug up while trade windows were open.
- Fir, Swap Position, Magaisendo, Holy Arrow, and Needle had odd initial targets.
- Custom alerts/etc could sometimes be uninteractable.
- Priest treatment skills were gaining the bonus range from having staff weapons equipped even if you didn't have one.
- Bushes were lasting through multiple battles in some cases.
- Bandges and Parasite Removal Kits could not be traded because they were worth 0 Murai.
- Utility Belt could be toggled while in combat.
- In rare circumstances the elemental defense value displayed in the character panel could be incorrect.

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View the latest post SL2 Version 1.86

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

New Potentials - Added potentials for Firthrower, Hunting Bow, Shine Sword, and Claw Gauntlet.
- Glykin's Golden Blood HP regen changed to 1 + 1 per 2 Scaled SAN (with a maximum of half your character level).
- Mechanation's Mechanical Strength now also gives a bonus to Physical and Mental Stamina maximums equal to half of your character level.
- Demon Hunter's Chaser and Bellowing Stag now apply the airborne removal and knockdown effect after the knockback.
- Void Assassin's Fray changed; now reduces Phys. Def instead of DEF. If under the effect of Veil Off when used, it also reduces Mag. Def by the same amount.
- Void Assassin's Cutthroat changed; now costs 20 FP at all ranks. Silence infliction is now a chance-based effect (under the normal status infliction formula). If under the effect of Veil Off, the effect is guaranteed (as it worked previously).
- Void Assassin's Black Bolt changed; it can now be used with Veil Off active. Doing so will consume the status and use its LV as the value for Void Energy.
- Trade windows now use your current face icon state.
- Piercing Blade now changes the damage type of the Sword it is customizing into Piercing damage.
* Bug Reports
- Charge Order's description was incorrect.
- The Open Chest verb for chests was not working.
- Weapon power was being applied twice in some instances.
- Hidden Cut's damage was not being calculated correctly.

Views: 1534  •  Comments: 0  •  Write comments

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