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  RP Emotes Pierces Through Opaque Walls in Home
Posted by: Akame - 09-21-2015, 07:20 PM - Forum: Suggestions - Replies (23)

I noticed that when I tried to guild interview other RPer's in a closed environment (two layers of opaque walls, to be exact..), the 'emote' verb would pierce through opaque walls somewhat and other people could see the text; yet, the 'shout' verb cannot pierce through opaque walls at all.

Perhaps a switch can be done?

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  The Anubite Clan
Posted by: Breakaway~totheweird - 09-21-2015, 04:54 AM - Forum: Factions - Replies (2)

[Due to recent events, the Anubites are out of commission. They returned to Egwyn for the sake of continuity. Anything Anubite related is intellectual property of Breakaway~totheweird. Nothing should be used regarding them unless permission is given by Breakaway~totheweird. Thank you.]

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  SL2 Version 1.37
Posted by: Neus - 09-20-2015, 09:45 PM - Forum: Announcements - No Replies

[float=left][Image: talkav_96.png][/float]

Week five arrives with 5 new equipment items. This week is a little special because it applies to technically two different dungeon themes; the goblins and the boss of the desert dungeon, Gigas Rex. As such, there's two new level 65 dungeons. There's also some requested balance changes, various improvements, and lots of bug fixes for really annoying bugs. Enjoy!

1.37
New 10* Equipment - Added 5 new 10* rarity equipment items that drop from level 61 and higher Goblin Tunnels dungeon enemies, as well as the boss of the Desert dungeon, Gigas Rex.
New Static Dungeon - Added 2 new static random dungeons to the western parts of Sigrogana; the Dragonic Graveyard desert, and the Ancient Village goblin tunnels.
Player Debug - Added two commands that can be used for players to assist in debugging.

  • player-debug; Toggled on and off. While on, players will see certain debug messages in the chat box that may be helpful for bug busting.
  • debug-yenten-check; When used, will generate debug information from yenten tables. Screenshots of this information will be helpful in fixing the disappearing cards bug.
Inventory Improvements - Various aesthetic/readability improvements for inventories have been added.
  • Quantity, Worth, and Power all vertically align properly with the item name.
  • Added an icon behind the Power/Defense display for equipment that indicates whether or not you can equip that item.
  • Added a murai icon behind the Worth value for items (mainly aesthetic).
  • Added a light-blue menu icon behind the Quantity value of usable items, to indicate these items can be right-clicked and used.
  • Added an orange star icon behind the Quantity value of quest items.
  • Added a red sword icon behind the Quantity value of battle items, indicating that they must be put into the Item Belt to be used.
Adjusted - Evasion's damage reduction reduced to 6% per rank (30% at max rank, down from 50%).
Adjusted - Sweet-Swelling enchantment's effect activation rate increased to 30% (from 10%).
Adjusted - Needle now costs 4M (from 3M).
Adjusted - Heavy Tackle has received the following adjustments;
  • Damage now applied before knockdown effect.
  • Damage from BW now capped at Rank*24 (120 damage at Rank 5; note that the bonus damage is added after the cap is applied).
  • Tile knockback is now 1 per 15 BW (from 10).
Adjusted - Battle Weight now reduces your Movement by 1 for every 5 over the maximum you are. (If you are over the limit but below 5 over, you still lose 1 Movement.)
Adjusted - The maximum total Movement you can achieve is now restricted based on your armor type. Heavy Armor = 9 Move. Light Armor =12 Move. Unarmored = 15 Move.
Adjusted - Shop stalls in Cellsvich near the Asago building are now closer to the pathway, improving their visibility.
* Bug Fixes
- Manic Slasher is now properly the Whip weapon sub-type.
- Anchor Edge now has its proper item description.
- Forced Move no longer ignores repeat action penalties.
- Rare instances where you would trigger the 'step on' effect of a tile in your current location when you start a movement command should no longer happen.
- Fortune Feather no longer acts weird when it grants its damage resistance.
- Miniboss enemies with larger-than-normal sizes now have the glow cover the entirety of their body instead of just a small corner.
- Reactive Armor will no longer trigger another person's Reactive Armor.
- Ambidexterity no longer weirdly breaks Ether weapons' self-repairing function.
- Weapons mutated into axes can now benefit from Dark Imbue.
- Camps should no longer have odd edges that can't be exited from.
- Anchor Edge now works with the Gigantic enchantment.
- Bandit dungeon prison cells should no longer spawn in rooms too small to hold them.
- Winged Serpent now has its proper target line length (2-X).
- Dark Calling, Turnover, and Cobra Dancer all update the location of the battle ring now.
- Battle rings now point in the proper direction again.
- Wild Ride should no longer ride you out of the battlefield in the arena.
- Tacticial associate deaths now properly remove the battle ring.
- Mercenaries should now begin the battle with a battle ring.
- You can no longer target yourself or anyone with HP higher than 0 with Sal Volatile.
- A small delay between changing box dialogue pages should prevent some unwanted issues from spam clicking.
- Drop in battles after you change class setups should no longer give you skills from classes you no longer have.

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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  Using Your Third Hand
Posted by: catabur - 09-20-2015, 04:27 AM - Forum: Bug Reports - Replies (3)

Having no main weapon will treat your sub-weapon as your main weapon and sub-weapon.

[Image: 3dabeba100.jpg]
[Image: 357190934d.jpg]

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  [Discussion] Idea: Class Synergy
Posted by: Ranylyn - 09-20-2015, 02:54 AM - Forum: Suggestions - Replies (7)

I had this idea recently, but I decided to ask others for input rather than present it as a fully-completed idea. This way we can get some discussion going on about it and reach what is most widely agreed upon. At any rate, I feel that this idea can only be a good thing, if we get enough input and discussion on how to implment it in a way that people generally accept.


Proposal: Have a system similar to Elemental Augment, in which a class's skills can be altered by having a specific other class equipped.

Reasoning: Main class, sub class, it's all just a set of skills. With very few exceptions in which there's benefits to something being a main class (Monk and LB) the only real synergy between classes is how their skills compliment one another. Oh, this class has no healing, tack this on. Oh, this class is weak to X, sub Y. My proposal is a system in which specific class combos get specific benefits that other combinations of similar classes do not get. These benefits would play strictly to the strengths of both classes, and act as a proper combination of different styles.

Example ideas, based on ideas that sometimes come up.

Evoker/Monk (The ever enigmatic "fist mage&quotWink
- Ryemei gets bonus crit (based on current ki) against a knocked down enemy if Serpent Strikes is equipped.
- After using Shukuchi, movement leaves behind Fire/Ice tiles based on Elemental Augment.
- Unarmored prowess is boosted by Arcane Tattoo's bonus (40% of 20, for a total of 28 extra evasion instead of 20)
- When Charge Mind is active, Fist attacks scale with Will rather than strength.
... etc.

VA/LB (Because let's face it... it's darkest beneath the torch)
- When Eternal Flame's effect is Altera, the affected area also counts as void pollution.
- Backstab works from any direction against a blinded foe
- Fenrir lowers enemy crit evade instead of movement.

BK/Engineer (because why not? Both are somewhat defensive.)
- Bots can be deployed "on" the BK, and if done, move along with them, as if attached to their armor. (They'll be on the tile beside the BK and move together as a cohesive group. Bots are not attached if deployed 2+ squares away)
- Different bots will assist during different chess-themed skills for varying effects. For example, a nearby turret will perform an aimed shot for a target's legs to reduce their movement and evasion after Hanging is used to close in.

Ghost/Hexer (A match made in heaven, in theory)
- A claret called target is automatically statused but becomes unmarkable for 2 turns.
- Gravestone creates an area the size of Black Bubble that affects all within it's radius with the status of the last used spell. For example, if Wretched Oil was used last, ann units within this radius, allies and foes alike, take poison damage. The effect is not applied as a normal status and the effect is removed once the field is exited. The use is to create things like Antimagic zones, or zones one can use their red letter to heal in.
- Payback's chance is affected by the Rising Game percentage boost. For example, a 30% Payback + 5 from being at half health means a 35% boost to status chance instead of 30.

... etc etc.


These are just some rough suggestions, meant to make class combos much more meaningful instead of "Oh, I just subbed this for the passives" and the like. I think that if we could get 3-4 for every single class combo, we could really be onto something to make everything a bit more fluid.

Thoughts on the concept in general? How about ideas for individual changes for specific class combos?

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  Couches are like Onions
Posted by: Soapy - 09-20-2015, 01:42 AM - Forum: Bug Reports - Replies (1)

Quote:[8:27:42 PM] Sly: Yup. I think if you put them at Layer 1, they'll reset once they unload.
[8:27:53 PM] Konnie: Or any Layer lower then people
[8:28:04 PM] Konnie: Konnie shakes fist at every CE couch ever
[8:28:37 PM] Ard: Most layers reset, like layers lower then people icon layers
When things unload, I think anything below layer 3 gets set to layer 3.. Including layer 2, which we're supposed to be able to use.

Also see this related suggestion.

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  Houses aren't like Onions
Posted by: Soapy - 09-20-2015, 01:37 AM - Forum: Suggestions - No Replies

I noticed you could set furniture to layer 1, which allowed me to do things like this and this which was just fucking awesome.
..And then the house saved or unloaded or whatever, and everything went back to layer 3.

I know why this was done (since my house was kinda the reason it was found), but can we have the auto-reset removed?
We could just have a button next to Set Layer to reset all layers that are below 2 instead, as this opens up a ton of options for designing houses (and would fix a bug I'm about to report).

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  Rainbow Pets-
Posted by: Fern - 09-20-2015, 01:22 AM - Forum: Suggestions - Replies (3)

please devourer of souls, hear my plea
i am trying to get a gray floating eye but that is impossible with the way pet customization currently works
PLEASE LET ME HAVE A GRAY EYE--


Ehem. Can we get the mirror options for pets? I.E Multiply, substract, darken, brighten... etcetera. Right now you can just add a color and nothing else.

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  Bob-omb Bomb
Posted by: catabur - 09-20-2015, 12:24 AM - Forum: Suggestions - Replies (2)

Can the Engineer's "Explosive Art" innate work with traps, too? It'd make the innate actually useful.
(glossing over the fact that bombs are one of the most useless items)

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  Let's Burgeon SL2
Posted by: Blissey - 09-19-2015, 02:00 AM - Forum: Suggestions - Replies (9)

So far, Sigrogana Legend 2 is currently extremely unfriendly to how a roleplaying game that involves creative writing elements should be. The game lacks any actual character impression, immersion, and influence – and unfortunately, this is turning roleplay in SL2 incredibly stale, unsightly, frivolous, and ridiculous all around, with no ample room for any serious roleplay without being entirely ridiculed and removed from the “meta”.

What we have (significantly so and by memory recall):

  • A diversely aesthetic world with wondrous lore that is dutifully updated and established by Dev.
    Cities and states, countries galore, with leaders of these cities, states, and countries, as well as organizations within them that can’t be impacted by any actual character influence.
  • An amazing, tactical combat system that, perhaps, could use a bit of tweaking and balance.
  • Mini-games in which players and characters alike can involve themselves in for various in-character or OOC reasons, such as gambling.
  • Timed events in which players can band together to defeat whatever menace is striking.
  • A lovely housing system which could use more love.
  • A singular plot line which is entirely OOC due to the confluence of players doing the exact same thing, and thus unable to fully immerse themselves into it because of how rigid the actions are – therefore everyone’s doing the exact same thing and there really isn’t any real wiggle room to have a character boast any feats they may have performed.
  • Far too many weapons and battle items to count.
  • Dungeon crawling.
  • A donations/rewards system that is, luckily, not directly influencing player combat, or making the game P2W (play-to-win).
  • A lot of classes, and therefore, some battle diversity.
  • A farming system.
  • And the general community as a whole.


So what’s the problem?


Player characters can’t affect the world. Player characters can’t become leading forces when it comes to events that could become lore-changing, and in some cases, lore-breaking. I and many other players currently think that SL2 is far too stagnant and too static to be considered a legitimately fun and immersive roleplaying game – right now it just feels like a dungeon crawling MMORPG, and the roleplay that does go on (although not always so) is very frivolous and lackluster.

So what can be done about it?
  • Allow player characters to assume positions of power – to actually play characters already established by lore, or completely new ones engendered by players themselves. If a player, for some reason, needs to abandon a character with significant pull in the plot or in the world as a whole, I suggest making sure that the characters always have logs of things they say and do (likely kept in a file in the game, of course), which can then be reviewed by the new player assuming the character and going from events that have transpired.
  • Allow players, through admin supervision and event forum applications, to create events that could significantly affect the world or portions of the world – wars, infrastructure changes, reconstruction, advancements, technological innovations, companies – all those great things.
    Allow typical characters created by players to go “from the bottom to the top”. Change can be very dramatic and radical – and if a character garners enough of a following, even a political powerhouse could go down and a new leader could reign supreme.
  • Allow players to map for the game – this has been discussed briefly already, and perhaps setting aside the tools to do this (much like Mitadake High) to incorporate new map features could be established. Through doing this, new areas can be created, and change can be seen in current I.C. locations and venues.
  • Recruit new GMs -- perhaps with applications asked to be filled out, an intake taken, or something -- something to assure that the person chosen is trustworthy in handling the job.
    o Likewise, give GMs the ability to cast events once more, with far more stringent and rigorous rules and guidelines set to avoid any abuse they may dole out with whatever new-found, expansive editing powers they may be given. Keep a log of this – a log of each and every editing action a GM gives, I.P. logged, et cetera, to pin-point any potential abuse – if any at all.
  • As for houses – right now, they’re great, but unfortunately, the customization is still a bit limited. We can’t customize the exterior of houses, and likewise, the interior furnishings that we can create are magical, but not enough. It’d be great if players could have access to actual map icons to further increase the quality of their houses – for those tiles and those objects used for mapping the world are fantastic.


Thank you for reading this. Please avoid any and all comments unless they’re constructive or idea proposals for Dev to review and, potentially, consider. Any and all flaming in this thread – as well as derailment, which is of course inevitable – will be rewarded with a request for a lock.

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Sigrogana Legend 2 Discord