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  [BUG] Refusal of Service
Posted by: Blissey - 04-22-2015, 11:56 AM - Forum: Bug Reports - Replies (1)

Adol doesn't have a command to accept the World and Heaven Inn delivery. Also, when you check the quest log, the quest is already "completed" (see, in parenthesis but not in the actual completion section), but the chef doesn't recognize it as so. This is probably because I still have the food.

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  Flamethrower? More like Lamethrower(BUG)
Posted by: RoboCat - 04-22-2015, 09:56 AM - Forum: Bug Reports - Replies (1)

It has come to my attention that any use of the new flamethrower weapon from any range of attacking does nothing but the attack animation with no hit confirmation whatsoever. It results in the arena combatants who do use the weapon wasting their turns mindlessly trying to use their equipped weapon's attack when it has none.

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  Guiding Hand
Posted by: Mivereous - 04-22-2015, 08:36 AM - Forum: Suggestions - No Replies

Could we uhh. Get some of these guide links on the 'Guide' section of the login? Might help new players. Alternatively, adding a 'Guides' section to the forums, and making the login screen link to that section could work.

Here's some good ones.

Blissey's FAQ - could do with some updating, and Blissey has given permission for GMs to do so.

Soapy's HTML Guide - Honestly the best we've got, until some other people spill how to make pretties.

Soapy's Macro List - Macros are good.

How to Face State - Shameless self-promotion.

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  Expanding Ice Has a Huge Delay
Posted by: Kameron8 - 04-22-2015, 05:41 AM - Forum: Bug Reports - Replies (1)

After the recent change to make expanding ice not demolish everyone's ears, casting it with a large number of ice tiles takes forever to finish. After three to four casts, you're looking at roughly 20 seconds of pause before the skill completes. The delay is given for every ice tile, not just sections where new ice tiles are formed, so no matter what more ice tiles = large delay.

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  SL2 Version 1.21
Posted by: Neus - 04-22-2015, 04:57 AM - Forum: Announcements - No Replies

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

We're back again with a new version and 100% less crashes. This time we have some new quests and a revamped quest log, as well as some various other things, such as a new legend extend ability, a new respec option, more refined path movement determination, and other stuff.


1.21
Quest Log Revamp - The quest log has received a visual upgrade.

[Image: M7ynIGQ.png]
New Quests - 7 new quests have been added to Oniga. Some are from existing NPCs, some are from new ones.
Typing Indicator - The game will now show an indication when someone is typing in say, emote, shout, or whisper, to help make it more clear when they're typing responses or just standing there.
Al Abel (Tool Creation) - Added a new Legend Extend ability for Tool Creation.
Respec Pie - You can now craft slices of pie from Fruit of Forgetfulness that reset only your equipped classes.
Adjusted - The game will now notify you when you complete objectives in the text box for both quests and requests.
Adjusted - Bandit Bruisers will only use Head Cracker once every 4 rounds (instead of 2).
Adjusted - The offduty guard that shows up in the old iron mine will now always be there instead of only showing up during brief periods.
Adjusted - You can now more specifically determine the path your character will travel during Movement by using the arrow keys.
* Bug Fixes
- Fixed a bug where Winter's Bite would ignore item effects that cause weaknesses.
- Fixed a bug where houses would unload even if there was someone within the same 'house', but on a different level.
- Fixed a bug where relogging while it was your turn was not showing the battle menu/etc.
- Fixed a bug where Spirit Pain's effect would persist even after the visual effects faded.
- Fixed a bug where Spirit Pain's base duration was 3 rounds instead of 5.
- Fixed a bug where Special Attacks (from the trait) could not be selected on the quick bar.
- Fixed a bug where Shadow Guardian did not have its Head and Flier enemy tags (meaning you couldn't use Headshot/etc against them).
- Fixed a bug where battle damage could spawn on top of the Mage's Guild in Tannis.
- Fixed various issues that were causing server crashes.
- Fixed various issues with Extra Levels.

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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  Elemental Resist Items
Posted by: MegaBlues - 04-22-2015, 04:04 AM - Forum: Balance Fu - Replies (9)

I think that, currently, elemental resist items are too wildly balanced in their effectiveness. So here are some ideas to bring them into (in my opinion) better balance.

DISCLAIMER: Evokers are not the only (or best) mages in the game. Nor are they the only class that deals elemental damage. Big numbers aren't the best.

Cloak of Many Colors
8-15% Resistance to Fire, Ice, Wind, Lightning
Impressive defense, magical defense, dodge.
Unarmored.


One of the worst offenders right here. It's much too strong for what it is.

Suggestion: Turn the roll range down to 2-4%, or plain 4%. Decrease the defense.


Irisgold/Wynesfelt/Mayelia/Zwellraus
30% Light, Earth, Fire, Water resistance, respectively
Decent defense, good magical defense. Semi-usable bonus effects.
Light Armor


Slightly underused, but the elemental resistance is much too strong, especially compared to resistance items/accessories. The armor type does absolutely nothing at the moment

Suggestion: Give the items a roll range from 10-15%, or a plain resistance of 10%.


Beldam Aegis/Blue Iron Shield/Fossil Shield
10-30% Lightning/Darkness/Earth resistance, respectively
Defense bonus with a penalty to Celerity.
Access to Guard.


These take the almighty Hand slot, yes. But along with their power to Guard, are slightly too powerful. Only slightly.

Suggestion: Give the items a roll range from 15-20%, or a plain resistance of 15%. Potentially 20%.


Maid's Uniform/Swimsuit

5% Resistance to Fire, Ice, Water. 10% Resistance to Water.
Otherwise unimpressive.


Absolutely no one uses these, due to how well the other elemental resistance items function. I'm using these to base my current ideas off of.

Suggestion: Nothing. Potentially boost the defense/magical defense/dodge to make them more viable.


Firewalkers/Mountain Boots/Gumshoes/Void Walkers/Shackles
10-30% Resistance to Fire/Ice/Earth/Darkness/Water.
Gumshoes are not naturally findable currently, and the one instance of them have no material and 25% Earth resistance.
Foot slot.


The Foot slot is not a very important slot, though these items do nothing else and only give resistance to one element.

Suggestion: Turn the resistances down to a roll of 10-25%, or a solid 25%.

Umbrella/Scarf/Sylph Cloak/Isespian Charm/Sunglasses
10-30% Resistance to Water/Ice/Wind/Earth/Light
Accessory Slot


Accessory Slots are slightly more important than the foot slot, but there are two of them. I believe that puts them in the same category, as these items also have no bonus.

Suggestion: Turn the resistances down to a roll of 10-25%, or a solid 25%

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  [BUG] Anachronistic Beasts
Posted by: Blissey - 04-22-2015, 02:36 AM - Forum: Bug Reports - Replies (1)

Lately, Black Beast raids have been happening suddenly and ending just as suddenly, only leaving behind a seemingly false, arbitrary number in its wake as if players crushed them into muddy pulps. The raids happen in one second and then the next it's finished, basically. Unfortunately, there doesn't seem to be any feasible evidence for this, so precedents aren't there except from what we see announced on the world.

Also, Black Beast raids apparently don't end prematurely 5 minutes before a reboot, or 2 minutes before a reboot, whichever it was, if at all. If the raids aren't supposed to even initiate within 20 minutes of a reboot, then this is clearly a bug.

Information will be updated as things come up.

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  Entry Control
Posted by: Ryu-Kazuki - 04-21-2015, 11:21 PM - Forum: Sigrogana - Replies (1)

Due to recent problems regarding a man under search, entry control to Cellsvich will be heightened slightly to a degree. Currently all suspicious persons, under the discretion of the officer at the ECP (entry control point), which would most likely be myself and Air, will be subject to verification of passport authenticity. If problems persist, it will be increased at the Mage Guild's portal entry, and other screenings will be processed, such as searches, and illusion checks.

This change is in effect with permission from the Captain until the situation is resolved. I would encourage civilians not to resist or cause problems to the officer at the ECP. With this in mind, if you see any suspicious persons, please report them to a guard as soon as possible.

- Dianne V. Blitz

OOC Note: For referential purposes, the guard who posted this note will most likely be at the ECP unless other work is being done. This means, if I'm offline, she's probably there if not on a patrol or responding to a situation. Her portrait will be posted below so everyone knows what she looks like.

[Image: 2m4r71z.jpg]

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  Being more passive
Posted by: Jay - 04-21-2015, 06:34 PM - Forum: Suggestions - Replies (14)

I noticed that any time a skill slot formula is mentioned, it's filled with some back and forth bias. But I want to pay attention to the actual skill type itself. For instance, passive skills do not require active usage, but they function on a situational basis. Wasting a slot on riposte versus ranged/magic, void veil versus physical, etcetera. And I did notice that some VERY beneficial passives offer a 'does not take up slot' rank (see: Stand Off), but mostly less beneficial passives (see: Stealth Traps). Anyway, this suggestion is for existing and future passive skills that will not be offered the aforementioned addition. All of those green-coated passives should take up .5 skill slots, as opposed to 1 skill slot.

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  Biting Masochists
Posted by: Jay - 04-21-2015, 06:12 PM - Forum: Bug Reports - Replies (1)

Poison Bite still has a chance of missing when the target is inflicted with Plisfa's Masochism.

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