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  [v2.92] Conductivity Confusion
Posted by: Autumn - 10-30-2024, 04:43 PM - Forum: Bug Reports - Replies (3)

While under the effects of Soaked, lightning doesn't spread from an ally hitting another soaked ally while in melee range of them, you can see that I am able to spread the lightning damage here but vice versa it does not apply. (Both targets were in melee range of eachother and soaked)

[Image: sBxZN6E.png]

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  [v2.92] An Ear Full
Posted by: Autumn - 10-29-2024, 10:53 PM - Forum: Bug Reports - Replies (2)

[Image: NxT4J7m.png]

The second ear fluff sprite (for the upright ears) for Leporidaes has the Left facing and Up facing sprites incorrect, where the left-facing ear fluff icon is displaying on your up-facing icon.

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  Void Assassin Rework
Posted by: caliaca - 10-29-2024, 10:44 PM - Forum: Class/Race Ideas - No Replies

I'ma be real the formatting on this looks like poop on the forums so I'm just gonna link to a google doc.

https://docs.google.com/document/d/1a5mH...MoJh7EU2U/

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  Spell Snatch
Posted by: Entropy - 10-29-2024, 09:29 PM - Forum: Balance Fu - Replies (14)

It is the woe of many a spellthief, that their iconic class ability is basically worthless in an actual fight. There is very little reason to snatch a spell mid-combat-

The chance of failure, the need to get in close, giving up damage on the steal versus just stabbing them, and most of all the UNRELIABILITY of the tactic. Due to you not being able to choose what spell you actually steal- You're very likely to grab a mage's random buff spell instead of something good!

I propose a simple change on how to make spell snatching actually a viable tactic:

-Spell Snatch now prioritizes the last used spell in your opponent's list.


This sounds small, but I feel it opens up a huge world of gameplay in how to use this ability. Being able to reliably grab an opponent's 'spam spell' that they're relying on, or being able to grab an invocation out of someone's hands in the middle of their goddamn cast time.

It also comes baked in with it's own counterplay in most cases- If a mage wants to avoid their prized neutral tool being grabbed, they have to be extremely careful not to end their turn with that spell as their last cast magic. Don't want blink taken? Be careful not to blink at the end of your turn.

I think this change would make ST a bit closer to it's class fantasy, while also creating a new microgame between the opposing mage and the ST. Also it'd be so goddamn cool to grab Divine Shower out of someone's hands to prevent it from happening.

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  Korvara - The Contractee
Posted by: Inconspicuous Kitty - 10-29-2024, 06:37 AM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - Caurija
Character Name - Maeve
Request Type - Character Request/Unique Ability

Request Details 

A character that has the inverse of the summoners 'The Contract', she behaves very similarly to a youkai. Those with the capacity to sign a spiritual contract can sign a contract with this character, though with a far more limited supply of options that a normal youkai contract would have.

Specific Request 

'The Contract' - Summoners or otherwise someone capable of signing a spiritual contract (however that works) could 'contract' Maeve. This would have a much more limited effect than the normal contract, and would entail terms and conditions as a contract would. Once a contract is forged, it cannot be changed unless the terms of the contract are broken, or a particularly powerful magic intervenes, and only one contract can exist at a time.

Focus Transferral - The one whom contracts her can fairly easily transfer focus to her. She grows weak without focus, far more so than a normal individual might, as a cost for her link to youkai and their realm. Without it, she needs to sleep, and a summoner's transference is how she would stay awake - otherwise, she would be locked in eternal rest.

Spirit Self - Maeve can vaguely sense into the spiritual realm Youkai reside in, and can be sensed as something similar to one by those familiar with summoning. She would also be mildly afflicted by any affects that should generally only hurt youkai.

Reason why you are making this request (if applicable) 

There's a lot of games where you can have an experience as a summoner of some kind, but what if the shoe was the other foot? I would like to explore the limited knowledge we have of Youkai and other realms, and this character is my interest in delving into what it might mean to be a youkai, and learn more about them.

Roleplay & Lore supporting your reques

Quote: Wrote:What is the deal with Youkai? How much do people know about them? What is that 5 FP per turn to maintain them? How close to possession is Installing? Is the door leading to another universe or is it a kind of limbo between worlds? What do the Youkai get out of the contract? What even are they?

Quote: Wrote:I don't know. Not a lot. The cost to maintain their physical form outside of a summoning house (which is such a magical place it does it for them). Very, very close. It leads to some sort of other dimension. Youkai get focus, which they need to survive, as well as companionship, which they may desire. Dunno.

I know very little about the contract, and there's very little information I could find out about it. For the character themselves, I'm not entirely sure - Maeve is something of an amnesiac, looking to find her place in the world and acquire a sense of belonging.

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  Two Hands!
Posted by: Autumn - 10-28-2024, 11:13 PM - Forum: Suggestions - Replies (7)

Dual Wielding currently has an inherent negative value on your build, it can range from being as small as -5 Hit due to a lack of gloves (and additionally minus some stats cause thieving exists) or as huge as -20 SWA, -5 Hit, and if you aren't dual wielding the same weapon type, -12 Crit and Evade too.

I propose that Two-Hand should gain an additional sub-talent branch that focuses on Dual Wielding, aiming to pad out this stat disparity a little bit between these groups of items, as I see very little value in stuff like Vent Petale or in wielding 2 weapons to match my classes like if say I need an instrument and a different weapon.

I've made a few suggestions to throw around, they don't have to be translated into the game quite literally but these are generally what I think people would like to see in this regard:



Quote:Dual Wielding - 5 Ranks

Wielding two weapons at once gives you a bonus to your Critical by SR * 2%, doubled when wielding mismatching weapon types (Such as a Sword + A gun.)



The above suggestion is intended to make the -5 hit from a lack of gloves into a weakness and to give a lot of Critical Rate in return, while equalizing mismatching weapon critical hit rates with those of matching weapons in combination with Sarasha Gi.


Quote:Dual Wielding - 5 Ranks

Wielding two weapons at once gives you a bonus to your Hit and Critical by SR * 1, doubled when wielding mismatching weapon types (Such as a Sword + A Spear.)



This one is to make up for the -5 hit you'd be missing from not going with any gloves, while also boosting a bit of your crit rate, a middle ground that would at best slightly benefit dual wielders and not be disadvantaged vs other weapons.


Quote:Dual Wielding - 5 Ranks


Wielding two weapons at once gives you a bonus to your Critical by SR * 1 and Parry Chance by SR * 2, doubled when wielding mismatching weapon types (Such as a Axe + A Fist.)


This one is just that it makes a bit of sense, I feel like an off-handed weapon would increase your parry chance fairly significantly.

As usual thanks for reading.

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  Ruler's Reign
Posted by: Poruku - 10-28-2024, 02:53 AM - Forum: Bug Reports - Replies (1)

Ruler's Reign states that it "increases your skill pool by 0.5 for each enchant-class spell you have equipped". In reality, it only works for enchant spells from mage or Ruler. Either the wording is wrong, or the functionality

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  Engineer Devlogic Rebalance
Posted by: Snake - 10-27-2024, 08:49 PM - Forum: Balance Fu - Replies (4)

You ever been hit with a:

Quote:Engineer used Hi-Potion.
Engineer's Metalaegis recovered 225 HP.
Engineer uses Hi-Potion on Engineer's Metalaegis!

Curate used Graft.
Engineer's Metalaegis recovered 281 HP.

And wonder how far has magical science come to? I sure have. I still strongly believe that engineer's bots could use being a little more immersive in terms of what they truly are. Machines following preset commands, not 3 Youkai in a metal box.

So! I'd wish for them to be changed in a more meaningful way, which might be a buff, or might be a nerf. But it definitely will butcher this decade old debate over the limits of healing magic and healing potions.

Who knows?

All Engineer Bots gain the passive:

Quote:Machinery

This unit is a semi-autonomous machine, which comes with certain benefits and drawbacks:

Benefits:
> +25% Resistance to: Fire, Ice, Earth.
> Immune to: Poison, Burn, Fear, Hesitation, Charm, Confusion and Clumsy. (Treated as Boss immunity)

Drawbacks:
> -25% Resistance to: Water, Acid, Lightning.
> Cannot be targeted or/and ignores the effects from: Potions, Non-Engineer Healing Skills, Non-Engineer Healing Spells.
> Treated as wearing Heavy Armor.
> Interference status will reduce this unit's HP and FP by 20% every round start, but duration of Interference is reduced by 1 round.

Discuss.

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  Beeg Image
Posted by: Lolzytripd - 10-27-2024, 06:44 PM - Forum: Bug Reports - No Replies

Steps to reproduce

1. open the marching band menu
2. Click the image to upload (FI, item regalia, profile, EM upload, ect)
3. Notice you can now upload files equal the 2.4mb music cap instead of the smaller image cap.

profit

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  [2.92b] Hotbar skills not working
Posted by: Poruku - 10-27-2024, 06:33 PM - Forum: Bug Reports - Replies (1)

So there are many cases where a hotbar skill simply doesn't work. This is happens exclusively in three cases:

1: The attack / special attack skills

Sometimes, the special attack is swapped for the normal attack. An example is if you have both basic attack and widespin on your bar. This only seems to happen with special attacks given by the trait, not things like coyote's double tap.

2: Skills used by summons
This one might be the most frustrating because it's very common. Often, a summon will be unable to use the hotbar. Skills such as basic attack, pawn break, etc. Usually it works initially but then later, when you relog/do new fights, it stops working. But sometimes it still works. Unfortunately this means Ruler gameplay is a lot slower since I can't use pawn break on the hotbar. Even the end turn button on the hotbar often doesn't work for summons.

3: When you get knocked down
Whenever you get up from knockdown, the first skill you do needs to be done manually, as the hotbar does not work.

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