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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 1.67

Trait Icons - Courtesy of Makeshift Walrus, added some new trait icons for the History traits and Skip.
New Caravan - Added a new caravan with two NPCs who sell furniture (along with a small number of new items).
- Status icons can now be clicked outside of battle, and the option to dismiss them has been added. (Only positive status effects with a non-infinite duration can be dismissed.)
- You can now double click on your race, main class, or sub class icon on the character panel to receive information about its bases and/or skills.
- Caravans can now go to Tannis along their route.
- Penultimate Bling's color can now be customized via a few preset colors.
- Your Scaled ATK value with a weapon is now disabled in the item information window beneath the scaling totals.
- Dragon Remains armor effect changed to: +3 Armor, +3 Magic Armor, +8 Weight
- Guard Break now prevents Parry skills from triggering.
- Chaotic Key now requires the turf you spawn it at be in the wilderness (outside of town regions and pathways). It also uses the new custom input interface now.
- Made wilderness checks cache the results instead of looking up every time. (Small performance increase; shouldn't affect anything.)
- Magic Gunner's One Overcharge will now apply to any weapon mutated into a gun.
- Various classes' Elemental Impact Cinder LVs have been adjusted.
* Bug Reports
- Fruits couldn't be removed from storage. (They still can't be put in them, but a few old instances that had them in there behaved this way.)
- Going up the stairs in Darkwood Dungeon wouldn't cause you to exit the map if you didn't use a diagonal direction.
- Yellow fortunes for Redtails were showing up as green.

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!

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View the latest post SL2 Version 1.66

Caravans - Added a system for caravans, of which there is only one at the moment. Upon arriving at a location, any NPCs looking to sell goods will be in that town for a little while, until the caravan moves on.
New Religions - Added 4 new religions and the prayer tools to worship them at various shops.
New Quality Changer - Added the Chained Weight, a new Tool Creation recipe that adds acts as the opposite of Metal Shaver.
New Donation Item - Penultimate Bling.
New Tomes - Added 3 Water-based tomes as well as the recipes to craft them.
New Seeds - Added craftable seeds for Zelegrand Leaf, Yama Blind, and Wellwart.
New Lantern Bearer Skills - Added 3 new Lantern Bearer skills.
Gathering - Added alchemy plant nodes to Forest theme dungeons.
- Added a button to the chat bar that lets you toggle the typing notification.
- Added a shortcut to the Argentyle Caverns entrance, as well as a fairy ring near it.
- Geist Schritt triggering now plays the sound effect and does an animation.
- When saving an outfit to the Personal Wardrobe to an existing slot, you have the option to change the name of the outfit.
- Protect will now also redirect skills that function as basic attacks, such as Geldoren, including the status effects they apply. (This will only apply if you are a valid target for that skill; for example, if someone uses Ether Invitation, and you are not marked by Claret Call, Protect will not trigger.)
- Soldier's Mad Chop scaling increased to 80% + 10% per Rank (from 5%.)
- Boxer's Asura Fist changed to 1 SS on use (from 2), but it will give 1 SS if it hits an enemy.
- Magic Gunner's Blaze Shell changed to create Cinder tiles. Reduced to 2 Range from 4 Range.
- Berserk Shell now gives 0.5 Critical per 1% of missing HP (from 1 Critical).
* Bug Reports
- Swaying had some overlap with Rogue's Evasion skill causing it to have incorrect damage reduction values.
- Korkenzeiher and Asura Fist weren't receiving damage bonuses from Schwarz Sturm levels.
- Hour 24 wasn't occurring.
- Nachbeben wasn't working with a lot of skills it should have been.
- Asura Fist was going one tile too far.
- Focus's visual indication was a little off-center.
- Darkwood monsters were not spawning inside of castle dungeons.
- Some Darkwood monsters had icon errors when they became mini-bosses.
- Spells that have been stolen from a target via Spell Snatch/etc will no longer be 're-stolen' during the same battle.
- Marching Band's Play Song to Party command(s) wasn't passing along the custom flag.
- Tome on Tomes I/II/III didn't list a few recipes they gave.
- Grandupper was causing black-screens when the battle ended for players if the removed-from-battle effect was triggered.
- Grandupper was working incorrectly with bosses.
- Grandupper will no longer knock up enemies it defeats.
- Custom parts that granted damage resistance weren't applying.
- Darkwood monsters in random dungeons were scaling to the party leader instead of the dungeon's level.
- Orkam Drehen was using skill points from the wrong class when leveled up.
- Orkam Drehen and similar skills that used the pull effect would sometimes not pull nearby enemies into melee range when applied.
- Corrected a few non-dense tiles in the Goblin Cave and Oniga maps.
- Corrected an issue with traits and legend extends at certain stat values causing it to be removed on login.

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!

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View the latest post SL2 Version 1.65


Like I said last time, this update adds a new class!

As far as the next update, I'm thinking about a few things and have some on my list that I could get to. I may just go through suggestions and submissions and do an update with those. I am also looking into ways to fix the flash step issue, which may involve programming a 'central' control server to send reboots/etc and launch new dreamdaemons as necessary.

New Class - Boxer, a new promoted class for Martial Artist, has been added.
- Adjusted Moonlight Mercy's bullet animation and added a new instant kill animation, courtesy of Snake.
- Magic Gunner's Magnet Shell's Overcharge effect LV is now equal to High Charge Power * 1 (instead of *2).
- Priest's Malmelo now has a 3 round cooldown.
- Lantern Bearer's Phoenix now has a 3 round cooldown.
- Bonder's Healing Discharge now has a 2 round cooldown.
- Engineer's Deploy Medibot now has a 3 round cooldown.
- Chun's Fire Jet's cinder tiles now have a LV equal to 50% of the user's Fire ATK.
- Darkwood monsters now spawn in Castle themed dungeons.
- WIL granted by Sanguine Crest is now reflected in your maximum FP total both in and out of battle (so your maximum FP doesn't change between the two.)
- Extend stat checks are now cached (doesn't affect players but if you notice inconsistencies let me know).
- The diminishing stat cap is now equal to 40+user's racial base+(1 per every level beyond 60)+(Legend Extension effects that boost the stat).
* Bug Reports
- Superiority was applying to allies.
- Ritual scrolls were worthless, Murai wise.
- Headless Knights had the head monster tag.
- Fire Jet and Acid Jet had an incorrect line length.
- The Darkwood map would let you walk off into the darkness.
- Pumpkins couldn't be gathered from.
- Animated Swords created by players were fighting with their fists.
- Miracle Fertilizer was causing plants to disappear on hour change.
- Inate skills for NPCs were not working properly in some cases.
- Asha's respec conversation topic wasn't being displayed.
- War Cry was not working properly with the War Paint religion status.
- Status effect immunity was not protecting against subtypes of that status (for example, Silence Immunity wasn't protecting from Strangle Silence).
- The crate for the Lost Heritage quest wasn't spawning.
- Dagger Dance wasn't working properly with Crash Potions.
- The letter on the ground in the old iron mine wasn't readable if you double clicked on it.
- Hellspike wasn't doing any damage when used by player characters.
- Toggling your alias was not changing your name for things like mouse-overs or right-click menus.
- An issue where anim datums were being stored indefinitely in certain cases has been corrected. (This necessitated a change to Focus, the monster skill, and the Redtail's Fortune Level mechanic. If an issue arises with those, please let me know.)

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!

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View the latest post SL2 Version 1.64


This honestly took a bit too long, but here it is, 1.64. I wanted to do a Halloween-type of update and have had plans to do so in the past, but always ended up skipping them. But this year I said, no, I'm actually going to do it! Then more and more things got piled on top of it and it ended up taking a week longer than I anticipated, but... here it is?

The next update might take two weeks, but I would like for it to be an update that includes a new class, so do look forward to that.

Darkwood Manor - Added the Darkwood Manor.
  • Added 2 new quests; talk to Cartigan to get started.
  • Added new items, including five new 10* items.
  • Added new enemies and areas.

New Item & Recipe - Added a Wooden Katana which can be crafted.
Free Respec - Asha can now be talked to after you receive your Legend Journal to respec your character (as if they had used a Fruit of Fluidity) once per character.
New Preference - Danger Zone. Lets you turn Danger Zone on, on but with a slower activation time, or off entirely.
- Small change to the saving/loading screen; if you crash at the saving/loading screen in this version, please let me know!
- All Alchemy recipes for crafting furniture are now level 1, so you don't have to invest any crafting levels in it to create them.
- Magnetize will now only be overwritten by stronger level status effects of the same type.
- Rogue's Hand Trigger can now trigger bombs and mini-bombs as well as traps.
- Demon Hunter's Bellowing Stag damage is now increased by 100% of your Dark ATK.
- Ghost's Ether Invitation damage cap changed to 100*Rank (from 50*Rank).
- Engineer's Grenade Launcher cooldown increased to 1 round. Momentum cost reduced to 1.
- Magic Gunner's Thunder Drive can now trigger during the effects of Shell Trigger (which prevents multiple procs of Spark Drive in the same round) on critical hits where you already have Charge Shot.
- Priest's Holy Spark range reduced to 5 from 7.
- Youkai skills Ice Jet and Fire Jet no longer require a target to be used.
- Bomb damage changed from 8-16 Fire damage to 50-100 Fire damage.
- Arena battles no longer cause wounds or let spirits escape when defeated.
- Mysterious no longer blocks you from examining yourself.
- 10* items can now drop from monsters that are level 56 or higher, instead of level 61 or higher. (As a result, the chances of dropping for high level monsters are slightly larger.)
* Bug Reports
- Various enemies that shouldn't be able to be captured, such as arena combatants, can no longer be.
- The title screen was sticking around if you created a new character.
- Text styling wasn't being applied to the elemental attack display.
- Mastery for the Maintenance talent was capping at 80% instead of 90% as intended.
- Fishing contests will now defer higher placement when ties occur to the person in the tie who caught the fish sooner. (For example, if you catch a 50W fish first, and then someone else catches one a few minutes later, you will have a higher placement than them because you caught it first.)
- Elemental resistance in the character panel wasn't updating at the proper new totals and it was being calculated mistakenly after the changes to it last update (it was adding SAN-based resistances twice, among other things.)
- Elemental ATK in the battle info window was showing your elemental ATK instead of the examined unit.
- Summoning's Tutor subpath was giving too large of a bonus.
- Reihou was restore 1 HP if a White Spirit pushed its rank above 5; now it restores 300 HP at Rank "6".
- Eviter was not working if you had no sub weapon equipped.
- Fox God's Blessing was not applying its penalty correctly when your fortune level was at 1.
- Ice Skate was teleporting people into the void.
- Cooldown text in the skill description window was the wrong styling.
- Some of the new icon parts were updated to corrected versions.
- Overcharged traps had long delays when triggered.
- An issue with monsters and end turn infinitely repeating in certain cases has been corrected.
- Eviter will no longer trigger against spells cast by spelledge weapons.
- Snake Dancer was checking the wrong hit and evade values.
- Battle watchers weren't seeing the names of skills used in battle.
- Battle scars from Black Beast attacks were able to be cleaned up if you were close enough to them, despite the attack still going on.
- Riagri's rank text wasn't autogenerating, giving the impression that it had no scaling (it was using the normal spell scaling.)
- Wounds that modify stats were applying even when the game was trying to check the base value, resulting in oddities such as traits requiring a certain stat value to be removed erroneously.
- Holy enchant calculation has been moved to the same location as Hunted and similar effects are applied.
- Null Shell could pick the same status multiple times even though it had already been dispelled.
- The typing display was appearing under tables.
- Small adjustment to wound application to help prevent unintended wound levels.
- Personal Wardrobes could not be renamed at blacksmiths.
- Ice Armor can no longer target improper locations.
- The Stakeout quest was not working properly and could not be completed.
- Most line skills were actually 1 tile too long.
- Some item effects of equipped items for mercenaries.
- Food recovery was not applying to mercenaries.
- Copy spells were being removed when changing your subclass.
- Special Armament wasn't being taken into account after you change classes, letting you keep weapons you couldn't normally have equipped active.
- Updated some outdated tips and descriptions.

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!

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View the latest post SL2 Version 1.63


1.63 is me attempting to catch up with the 150 unread forum posts I had after coming off the workload of Great Reckoning. Most of it is stuff that has been submitted or requested since then, and while I still have about 5~ unaddressed topics, I feel much better knowing a lot of it is out of the way. There's also a handful of balance changes aimed at shaking things up a bit and seeing how they help balance some of the outliers that we still have.

* New Preference - Disable Weather Effects. Lets you turn off weather overlays, if you have poor performance (weather is turned on by default).
* Automatic House Unbinding - Houses now unbind automatically if the owner doesn't login for 30 days.
* Stonewall Expansion - Added the Stonewall DISCer Expansion, courtesy of Dys.
* Basic Expansion - Added random dungeon theme tiles to the basic DISCer expansion.
* Bandage Icon Parts - Courtesy of Cerrik.
* Lantern Icon Part - Courtesy of Zakizo.
* New Tomes - Added 6 new tomes, which can be crafted.
* Admin Commands - Added realias_player.
* New Page - Added Heretic Page.
* Page Crafting Recipes - Added Alchemy recipes for Isespian, Storm, Mercalan, and Heretic Pages.
* New Marksmanship Subpath - Added a Balance subpath to the Marksmanship talent that reduces the Battle Weight of Gun weapons.
- You can now adjust the layer of icon parts in the vanity mirror if desired.
- Bashing doors now takes 2 Physical Stamina. If not available, it will instead damage your HP as before.
- The battle info page can now be resized.
- An anvil that can be used for crafting has been added to Chaturanga; the one in Lispool can now be interacted with for the same purpose.
- Murai is now shown in the inventory pane. (Sorry this took so long.)
- Full elemental resistances are now reflected in the character panel.
- Elemental ATK is now shown in the in-battle unit information window if the target is in your party.
- Guild members who are online will now be shown as online in the guild list.
- Duelist's Riposte attack damage is now only 50% of its normal value.
- Duelist's Fleur can now only trigger once on a specific enemy per round. (But can still be triggered multiple times if you critical hit different enemies.)
- Duelist's Elangreve damage bonus is now equal to twice your Momentum.
- Duelist's Eviter damage reduction from successful parries reduced to 50%.
- Black Knight's Stalemate damage reduction from successful parries reduced to 75%.
- Archer's Cripple Arm and Cripple Leg cooldown increased to 5 rounds.
- Demon Hunter's Snake Dancer now requires an evasion check, similar to the Evasion skill, to trigger.
- Arbalest's Reload Accel; Base FP cost changed to 50 FP (minus 10 per Rank.) Momentum cost no longer decreases with Rank.
- Bravery's Will subpath now reduces the effect of Fear by 16% * SR (48% at max Rank.)
- Upon praying, you will now be told your new God Loyalty value.
- Jeweled enchantment updated; now gives +2 FAI and +3 Light ATK.
- Sear's cinder effect level changed to 50% of Fire ATK, or 100% if Charge Mind was in effect.
- Magmic/etc weapon materials that used the old Cinder tile effect to create item icon blending have been changed to use the older version instead of the new one.
- Moved the repeat action penalty. In short, this will change the way things such as High Speed Divine Words spells interact with it, allowing it to take effect instead of treating the spell as 3M on the follow-up cast on the same turn.
- Praying's emote message now has a smaller distance reach.
- Small client edge_limit change for total control situations to prevent eyes getting stuck in walls. (It would be nice if BYOND fixed this, but anyway.)
- Skullcaver's Stun chance changed to UL/2%.
- Redid the way the title screen is displayed to fix some issues.
- Hanging is now classified as a movement skill.
- Elemental Impact effects will no longer overwrite ice tiles if they already exist on the map.
- Clarified a few effects of monster spells in their descriptions.
- New bans given out by admins now follow timestamps to allow more accurate ban durations.
- Traits that give class SP are no longer reset upon effects that would reset your traits, if your available SP is 0. (Meaning you have spent the one given by the skill.)
- Experimental: The skill bar (as in, the bar that shows up when someone uses a skill, at the top of the screen) in battle will only be shown to those who have vision of the location the user.
* Bug Reports
- Changed the way status infliction works. Before, it overwrote old statuses with new statuses. Now it will only do that if the level is greater, or if the level is equal and the duration is longer.
- Sub-Attack targeting was not using the correct size for its target pattern.
- War Cry's target area was off centered.
- Capacity's Recycle subpath was giving FP to the incorrect person(s).
- Mutated armors now show the proper armor type when examined while you have Concealment's Plain subpath affecting it.
- Offensive skills were not showing the Scaled WPN ATK ratio in the skill board.
- Terra Strike was not applying Magnetize even if Ki was consumed.
- Several issues involving religion have been corrected.
- Payback was being triggered by self-inflicted damage.
- Bravery's Will subpath was not reducing Fear's effect by the correct amount.
- Seize was double-printing captured monster messages.
- Class info pop-ups still showed a list of growths, which aren't a thing anymore.
- Religion was busted for people with no previous god prayed to.
- Cripple Arm now properly disables the ability to Guard if you have a shield in your hands slot (but can still do so if Guard is given by another source, such as Guard Order.)
- Quality changing items now show up in the craft tab instead of every inventory tab.
- Wound treating items now show up in the other tab instead of every inventory tab.
- Skip is now treated as an Until-Next-Turn status and should expire properly if used during Round 0 of a back-attack.
- One Punch KO wasn't applying its knockdown effect.
- Boss attack Rampage wasn't triggering Evasion.
- Spellthief's Tricky can no longer spawn you in invalidate battle tiles.
- Wild Ride was firing way too many bullets.
- Gorgons and Sliders no longer bounce away when they run you down.
- Heaven Kick should no longer drop you into dense tiles.
- Sub-Attack with mutated weapons weren't working properly if it changed the attack type.
- Sarashi Gi wasn't comparing mutated weapon types, only the original.
- Zeran's Superiority wasn't functioning under certain conditions.
- Staff of Forging was only applying to the user, even if a different target was selected, and it wasn't repairing any durability.
- Numbers on the character panel could appear with decimal values that caused some slight text overrun.
- Directional input prompts weren't letting you use WASD as they should have.
- Ice Skate was knocking enemies directly away from you, resulting in them interrupting your skate path.
- Palm Strike now properly ignores on-hit effects on targets it hits.
- Prevention Potion and Glykin Prayer statuses were decreasing status resistance instead of increasing it.
- Combatants not in a cardinal direction when a battle starts are now changed to one.
- Magaisendo wasn't doing anything when used by monsters.
- Corrected some typos.

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!

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    Total posts 31252
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