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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 1.97


Note that a lot of patch notes got lost and never put on the site, but there have been plenty of updates since this and the last post. Will be trying to do this more regularly in the future! Sorry for the inconvenience.

1.97
- Rogue's Dagger Dance can now work from range if both daggers are Shuriken weapons.
- Magic Gunner's Vamp Shell; duration for high effect increased to 3 rounds (from 2).
- Fray projectiles no longer work with Void Refraction.
* Bug Reports
- Ranger Arcane spells didn't have domains.
- Cellsvich's overworld name was incorrect.
- Crash Potion wasn't applying properly to some weapon types.
- Vanishing Strike allowed you to stack units in the same tile.
- Snake Dancer would move you even if the damage instance was not capable of being dodged.
- Yomidori's icon was incorrect.
- Charred Void was not changing Cinders into Dark Cinders.
- Ripple Dimension was triggering even if an enemy wasn't in the range of Impact Call.
- The new Cellsvich Asago building did not have the new Race Board or DISCer Chest in it.
- Several tiles in new Cellsvich were not properly dense.
- Impure Element's visual effect would remain after the battle.
- Non-valid/iconless crafting items could spawn from random chests.
- Chairs didn't line up very well in the Cellsvich Inn.
- Mercalan Mist's healing value was being set incorrectly.
- Weir Konnen's description was incorrectly stating the Scaled WIL ratio as 25% (when it should be 20%).
- Burn wasn't negating many enchant based bonuses to DEF.
- Weapon type swapping effects would persist when changing weapons.
- Domino Resonate wasn't triggering its bonus effect properly.

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View the latest post SL2 Version 1.91(+b)


1.91
Alstalsia - Added a new town, Alstalsia.
- Mage's Explosion; Nerhaven effect now also knocks the enemies it affects airborne before knocking them back.
- Demon Hunter's Chaser; SWA changed to 100%+10% per Rank.
- Demon Hunter's Rising Tide; SWA changed to 100%+15% per Rank.
- Demon Hunter's Elemental Rave; SWA changed to 90%+20% per Rank.
- Custom alert/inputs have been sped up slightly.
* Bug Reports
- Mercalan Mist and Death Knighting were displaying Scaled Weapon Power in their rank text, even though it didn't interact with it in any way.
- Ashe was a little in the way for those trying to get to the free kitchen in Pink's Pub.
- Acid Flower was giving LV 0 poison pools if your shuriken was mutated.
- Evasion's bonus wasn't being displayed on the skill board.
- An animation remnant from a boss fight could stick around after the battle and show up elsewhere.
- Green Scale Tunic's effect wasn't being calculated correctly.
- Ashe's Kagekiri was using Bare Fists as a weapon.

1.91b
- Added fade-out/in animations for Voidgate and Haunting.
- Added quote that can be displayed upon entering a house/floor to the housing system.
- Duelist's Crystal Rose; Circle size reduced from 3 to 2.
- Evoker's High Speed Divine Words; Now main class only.
- Verglas; Bear and Hare Discipline skills - FP costs changed to 21+1 per Rank. Base scaling for Bear Discipline skills increased to 100% (from 80%). Rapid Kick base scaling increased to 80% (from 70%). Face Stomp per-rank scaling increased from 15% to 20%.
* Bug Reports
- Lispool's Mage Guild couldn't teleport you to Alstalsia.
- Alstalsia reputation wasn't reflected correctly on the reputation panel.
- Zerans had negative reputation with Alstalsia.
- Setting a sign's text and then cancelling could cause immobility in some cases.
- Malmelo was healing for an incorrect amount of HP.

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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!

1.90
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


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!

1.89a~d
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!

1.88
- 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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