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  Quick-Change Belt
Posted by: MegaBlues - 05-12-2015, 12:55 AM - Forum: Bug Reports - Replies (1)

It's possible to change your item-belt mid-battle via ".click Inventory".

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  Range Ruined
Posted by: Mivereous - 05-11-2015, 12:10 PM - Forum: Bug Reports - Replies (1)

Range Runes do not affect sub-weapon range.

[Image: GDeGQHU.png]

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  Walking On Sunshine
Posted by: Mivereous - 05-11-2015, 12:07 PM - Forum: Bug Reports - Replies (1)

You can move onto the planets and sun in the new pre-made Spatial battle maps.

[Image: xkKLGjK.png]

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  Why does it always rain on me?
Posted by: THE Xecron - 05-11-2015, 11:28 AM - Forum: Bug Reports - Replies (2)

The image below explains enough. Walked into Tannis while it was raining and found, when I walked into the mage's guild, the rain followed me.


http://gyazo.com/44a38ee0f96688c8e52b199d5e716a33
(TANNIS)


UPDATE: It then proceeded to follow me everywhere else until I left the city:
http://gyazo.com/67c4cd2c17286c81da6c0bd953977b66
(Mages guild in Dormeho)

http://gyazo.com/f158fcc41114c8cb086b9fbd34fef2f7
(Dormeho)

http://gyazo.com/7f32a78046224dddb1894ec74035fc44
(Outside Dormeho)
Going back into Dormeho doesn't trigger it but going into Tannis again does.

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  SL2 Version 1.24
Posted by: Neus - 05-11-2015, 07:50 AM - Forum: Announcements - Replies (1)

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

Updating mostly on time this week, to help get us back on schedule(ish).

Lots of bug fixes, some adjustments to help prevent crashes. The Space dungeon theme has gotten a bit of an overhaul. It isn't quite on the level on the castle revamp, mainly because 'space' as a theme has no clear generation pattern (for example; castles often have rooms and decorations, while space is a much freer concept creatively). However, it does have some unique features, such as planets and nebulas you can interact with, warp gates, and a new premade battle map.


1.24
Space Dungeon Revamp - Space-themed dungeons now have new, unique interactable objects, such as planets, nebulas, and warp gates. They also have a new premade battle map for battles.
Duelist Skill Animations - Lau'Dela, Sidecut, Repel, Power Gradiation, and Couloir have received some new animation effects.
Adjusted - You can now leave arena battles that lost longer than 5 rounds, similar to leaving battles in houses on custom battlefields. This is useful if you get stuck in a battle you can't win or lose.
Adjusted - You can no longer load your character file if the server will reboot in 5 minutes or less. This change was made in order to prevent loss of data.
Adjusted - Added item descriptions to all of the ore items, which were lacking them.
Adjusted - Made adjustments to the weather system to reduce server load.
Adjusted - Made players at the title screen have mob names reflecting their key (so those few instances of people advertising are more easy for the GMs to deal with).
Adjusted - Repair Powder will now repair all weapons you have equipped instead of just your main weapon.
* Bug Fixes
- Fixed a bug where Run Down and Slider wasn't knocking back enemies or pushing away occupants of the same tile afterwards (for real this time, we hope).
- Fixed a bug where Vydel wasn't throwing enemies around.
- Fixed a bug where two doors could spawn in a prison room in Castle theme dungeons if the room was too thin.
- Fixed a bug where the alchemy recipe for paper was only giving 1 item instead of the 2 it says it will.
- Fixed a bug where Medibots wouldn't move.
- Fixed a bug where Riposte could trigger against attacks outside of 1 Range.
- Fixed a bug where Iahsus moods was sometimes overriding the set level for dungeons generated by a Chaotic Key.
- Fixed a bug where Covering Fire and Parting Shot was not doing anything when using a Mutated weapon that counts as a gun.
- Fixed a bug where Mutated weapons that count as guns/bows were not receiving bonuses to hit from Dynamic Shooting.
- Fixed a bug where Mutated weapons that count as guns would not receive bonuses from Focused Mind, would not trigger Magic Gunner Shell effects, and would not trigger the Magic Gunner's Spark and Thunder Drive skills when critically hitting.
- Fixed a bug with Sidecut's base target pattern.
- Fixed a bug where Staff of Restrain was increasing Hit and Evade rather than reducing them.
- Fixed a bug where Black Beast attacks could begin and end in rapid succession.
- Fixed a bug where Michelle (and some other NPCs) would not have much to say about various topics, namely Repair Weapons and Inn.
- Fixed a bug where attack/sub-attack skills on the battle bar were not updating properly when you changed weapons.


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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  Mildly Bothersome Gaze...?
Posted by: MakeshiftWalrus - 05-10-2015, 11:00 PM - Forum: Balance Fu - Replies (4)

[Image: Tc2pO7q.png]
Death Gaze is currently pathetic.

It requires your opponent to be marked by Claret Call as well as marked by the 'Feared' debuff for it to even work, but all it does it providing the opponent with a tiny 50 tick of damage(In max rank) and a meager 'Silenced' debuff for two turns, which is easily curable via skills or crafted items. What makes this skills absolutely horrendous however is the fact that the price of this is being unable to mark your opponent for four turns.

I propose that we change the skill so that it either has the same CC cost as all the other Ghost skills, that being two, or that we change the 'Silence' it applies to one that cannot be removed for anything, like the Hexer skill Strangling Etacof.

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  Reaping Scythe and Defensive Skills
Posted by: MakeshiftWalrus - 05-10-2015, 10:40 PM - Forum: Balance Fu - Replies (17)

[Image: zL6SCt7.png]
This is Reaper Scythe, a Ghost skill that very rarely see any use. I propose that in addition to breaking the 'Guarding' effect, it also prevent defensive passives from triggering while 'Guard Break' is active.

It's very hard to defend yourself after your defenses just got shattered, right?

If you have any thoughts, please discuss them here.

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  NPC Options Do Not Appear
Posted by: Ikeda666 - 05-10-2015, 04:22 PM - Forum: Bug Reports - Replies (3)

I had just returned from a dungeon when I went to the blacksmith to get my weapons fixed up. When I went to 'Repair Weapon', there was no text for me to accept or deny the service. No transaction was made, but I tried the NPC that is down at the Arena as well. Same thing. After that, I tried the other NPCs at the Arena. I can take part in arena battles, but I can't use the Inn there. I've included a screenshot of the Cellsvich Blacksmith staring at me in a trance when I ask about repairing weapons.



Attached Files
.png   norepair.png (Size: 213.54 KB / Downloads: 1721)
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  The pie is a lie
Posted by: Trexmaster - 05-10-2015, 10:19 AM - Forum: Bug Reports - Replies (1)

Crafting a Pie of Forgetfullness only seems to yield one despite indicating it creates 3.

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  Fletching Fail
Posted by: MakeshiftWalrus - 05-10-2015, 12:39 AM - Forum: Bug Reports - Replies (1)

Bow range seem to differ when you use the basic-attack shortcut from your hotbar, but only if the hotbar use in question originates from another weapon.

[Image: DYPmdxe.png]
This is using the shortcut attack prior to changing the hotbar skill from basic-attack(sword) to basic-attack(bow)

[Image: Y7ud0vf.png]
This is the shortcut attack post changing the hotbar skill from basic-attack(sword) to basic-attack(bow)
Note the difference in range. The range seems to be the only thing it affects as far as I know.

My theory is that somehow using the basic-attack(sword) shortcut doesn't prevent the use of the bow, but it disables the bow passives. At least the range passives. I'm unsure if this is a thing with other weapon types as well.

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