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| [3.04b] Coal Brand |
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Posted by: Rendar - 8 hours ago - Forum: Bug Reports
- No Replies
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Using Firepoker's Special Strike, Coal Brand, placed the fire effect upon myself, my allies, and all enemies. I performed the critical strike.. and then I was locked in place, with the 'Confirm | Cancel' buttons stuck at the bottom of the screen.
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| [3.04b] Prisoner Bandits not usable |
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Posted by: Mango - 8 hours ago - Forum: Bug Reports
- Replies (2)
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So you can capture bandits (at least the archers but presumably the others, as only the boss/bard are actual bosses according to the wiki). When they are captured however, they lack any icon, making them impossible to interact with in the prisoner menu, which can softlock the prisoner list as you can't get rid of them either without this management.
![[Image: Bandit-Bug1.png]](https://i.ibb.co/7t5hckBW/Bandit-Bug1.png)
... Mostly. There is a workaround, by making a macro...
![[Image: Bandit-Bug2.png]](https://i.ibb.co/n8csLn6K/Bandit-Bug2.png)
You can then use the macro to click the unclickable bandit, and
![[Image: Bandit-Bug3.png]](https://i.ibb.co/21hJ47NF/Bandit-Bug3.png)
In the most awkward of manners, you can now interact and recruit that bandit or whatever.
I'm not sure at what point you'd consider the bug, from being able to recruit them to the means to get there, but either way, at least something here should probably not be happening.
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| [v3.04] Cast Order Not Applying On Yokai |
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Posted by: Sambi - Yesterday, 04:20 PM - Forum: Bug Reports
- No Replies
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The bonus spell power from Tactician's Cast Order doesn't work with magic spells cast from your summons, despite consuming the status after use.
The other orders seem to be working just fine.
Also instant summons don't get On My Mark's round 1 orders either.
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| Runes [V3.04] |
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Posted by: Senna - 11-08-2025, 06:04 AM - Forum: Bug Reports
- Replies (1)
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Placed
Quote:System: Debug: Total Power for Elemental Rune / was 0.
System:System: Debug: Total Power for Elemental Rune / was 0.
Prinny takes 84 Sound magical damage. (Elemental Rune / Screaming Tome)
System:
* Initial Damage: 84 Sound Magic, flags: magic, magic, sk: Elemental Rune (/obj/skill/spell/rune/elemental) , wep: Screaming Tome / /obj/items/equip/weapon/tomes/screaming_tome
* play_atk_anim was .
* 15 Evade VS 249 Hit (234%). (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: Defender was critical immune or crit_multi was 0. (84)
* spec_flat_reduc was 0. (84)
* amp_multi was 1. (84)
* reduc_multi was 100. (84); 0 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was 0. (84)
* armor was allowed. armor_reduc was 0. (84)
* Damage caps applied. (84)
* Damage shields applied. (84)
[size=small][font=Times New Roman][font=Tahoma]* Final damage was: 84.
[color=#000000]Engraved
Quote:System: Debug: Total Power for Elemental Rune / Screaming Tome was 112.
Prinny takes 182 Sound magical damage. (Elemental Rune / Screaming Tome)
System:
* Initial Damage: 182 Sound Magic, flags: magic, magic, sk: Elemental Rune (/obj/skill/spell/rune/elemental) , wep: Screaming Tome / /obj/items/equip/weapon/tomes/screaming_tome
* play_atk_anim was .
* 15 Evade VS 249 Hit (234%). (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: Defender was critical immune or crit_multi was 0. (182)
* spec_flat_reduc was 0. (182)
* amp_multi was 1. (182)
* reduc_multi was 100. (182); 0 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was 0. (182)
* armor was allowed. armor_reduc was 0. (182)
* Damage caps applied. (182)
* Damage shields applied. (182)
* Final damage was: 182.
From my understanding, placed runes total power isn't applying.
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| A humble Ruler Buff Suggestion |
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Posted by: Poruku - 11-08-2025, 04:41 AM - Forum: Balance Fu
- No Replies
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New Bishop Skill: Deadly Diagonals
Hitting an enemy in a diagonal deals +30 damage and that attack has +30 hit and halved farshot penalty (because for him one diagonal is only one tile!).
New Bishop Skill: Holy Healing
Spell. Heals a single target for 100% swa + 100% light atk. 4 round CD. 2 range, heals for +30 if used diagonally.
New Knight Skill: Horse-Man
Target an ally and a tile; carry them over and drop them on that tile.
New Knight Skill: Beast of Burden
When using Horse-Man and Ruler's Carriage skills, you pass through enemies, pushing them aside and attacking them once, and digging up material in that tile.
New Rook Skill: King-Side Castling
Swap positions with an ally, giving them a buff to defense and resistance. This procs that one thing that gives a bonus when swapping.
New Rook Skill: Open File
The Rook's counterattack tile attacks have +25 to hit and damage.
New Queen Skill: Check
Moving within a 4 range line or a 4 range diagonal (basically an area with the shape of their bladed queen skill) of an enemy gives them a sense of dread, like their defeat is one move away. Applies a debuff that reduces evade and crit evade by 15 for 3 rounds.
New Queen Skill: Mate
The Queen does +15% bonus damage to enemies with less than 25% of their max health remaining.
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| Arblalest Including Launchers |
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Posted by: TheCommonNoob - 11-08-2025, 04:14 AM - Forum: Balance Fu
- Replies (1)
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Can launchers get included into Arbalest's "viable weapon to use cannon skills with" clause? We only have two and they're honestly very niche/not that great already (in the current meta), so having another use case for them with this class would be interesting enough and future proof some later inclusions.
Plus it makes sense for a launcher to launch things!
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| Starter Pickaxes and Worthless Items |
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Posted by: Tana - 11-07-2025, 04:31 AM - Forum: Suggestions
- Replies (3)
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Please either make it so something like pickaxes just automatically uses the first in your inventory list (As quality doesn't matter beyond chance to break), or allow players to delete 'worthless' items like the starting pickaxes.
Accidentally ending up stuck with a 'pick your item' screen every instance of clicking mine for a potentially long while sucks. Same with ending up with things like bugged chimeric eyes that do nothing, even if they're not as offensive usually.
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| Ornamental Plant Seeds |
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Posted by: Tana - 11-06-2025, 07:13 PM - Forum: Suggestions
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Add seeds that grow random in-battle plants in tillable soil. Not harvestable for anything, and act like withered plants for the purpose of being able to plant directly on them.
Why? Because it would look nice, keep soil from reverting so people have to waste an hour shovel+hoeing, and the icons already exist.
You could also just throw in individual seeds for each. Why not. They don't have grow stages or anything, but would they really need it for what the suggestion is asking them to be? Ornamental, for the sake of filling fields you don't want to actually use.
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| Strength Crit |
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Posted by: Rendar - 11-06-2025, 06:41 PM - Forum: Balance Fu
- Replies (8)
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OK. This is just a random aside, but it'sbeen bothering me for awhile now.
STR (main scaling) weapons got +CRIT equal to 0.4 crit per 1 scaled strength. This is all well and good, except there is a small discrepancy that I really think should be looked at (or at least adjusted).
There are a lot of weapons that have some part strength scaling, that would benefit from.. actually having crit (and they're basic attack weapons, no less). Balrog is a primary example of this, where it wants to crit-- but doesn't actually have the support to crit unless you're dumping a TON of luck, strength, wil, and ski.. and then you'll want guile to augment the crit damage.
My solution is really just.. Have strength, uniformly, augment crit by 0.4:1 scaled strength.
The following weapons will see the most benefit with this change, with me putting bold emphasis on specific weapons that either have some kind of On Hit/Crit.
Tarnell
Firthrower
Shotgun Tonfa
Holy Word
Hikage
Ninshi Shuriken
Red Letter
Balrog
Fire Tome line
Forgrint
Grandovyn
Rexys
Manic Slasher
Zhuquelar
All of these weapons have some portion of STR scaling, and also all benefit from Mastery of Weapon Arts to enhance their SWA... but then they are all having to build an exorbinant amount of luck to actually basic attack and crit with them.
On a character not building strength outside of Apt, they are liable to land in the 14~20 range, depending on a few factors. So on average, crit will go up by about 5.6~8 for everyone, with specific use cases (People building 40~50 strength) getting an extra 16~20 crit.
Ultimately, I think it would be a fantastic change, to help open up build viability-- just like strength crit did on launch for almost every single physical weapon that required Strength.
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