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  According To Plan (Tactician)
Posted by: Snake - 07-29-2024, 05:12 PM - Forum: Balance Fu - No Replies

5 skill ranks for something that restores 10 FP with a very specific weapon type (a tome), on a class that can be tight on SP management. This is for the most part not something you would want to pick, even with leftovers, because of its lackluster effect. 

Can it be changed to either be like:


Quote:According to Plan

(Fluff Text). If you have a Tome equipped, and every time an enemy is defeated, you gain 'According to Plan', which makes your next Tactical Order skill or Tactical Formation skill gain a bonus effect, cost no momentum and FP, and restore FP based on Rank.

Rank 1: 3 FP
Rank 2: 5 FP
Rank 3: 10 FP



Quote:Order effects are only active as you trigger their initial condition.
Assault Order EX - Increases Critical Damage by the same amount of the damage boost.
Cast Order EX - Increases Hit by the same amount of the damage boost.
Guard Order EX - Guard effect becomes Swift Guard instead, and cannot be Guard Broken.
Charge Order EX - Movement does not trigger any field effects or field objects.

Formation effects are only active while you're standing on them.
Attack Formation EX - Reduces the momentum cost of Melee basic attacks and offensive skills by 1M. Immunity to Knockdown.
Bunker Formation EX - Immunity to Guard Break, knockback and pull effects.
Volley Formation EX - Increases the size of basic attacks from Ranged weapons (4 range circle).


or


Quote:According to Plan

(Fluff Text). If you have a Tome equipped, and every time an enemy is defeated, you gain 'According to Plan', which makes your next Tome basic attack become a guaranteed critical hit, inflict Fear for 5 rounds, and restore FP equal to Rank + Tactics Rank.

Rank 1: 3 FP
Rank 2: 5 FP
Rank 3: 10 FP


or


Quote:According to Plan

(Fluff Text). Every time an ally follows an order or starts a round in one of your formation, you recover FP based on Rank (per ally).

Rank 1: 3 FP
Rank 2: 5 FP
Rank 3: 10 FP

Weh.

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  Final flare/Hot potato Bugs, 2024 Edition
Posted by: Lolzytripd - 07-28-2024, 06:40 PM - Forum: Bug Reports - Replies (3)

Bug 1, Spells such as Rectifier, Black Static, Ryemei do not cast on final flare due to some nature of their targeting

Spells with enhanced Aoe's from excel charges such as Rye Fail to cast when they would be enhanced during the flare


holy spark works for some reason though....

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  Ysley Vestis - DH Stance Manifestations
Posted by: SetumanPrawidja - 07-28-2024, 04:27 PM - Forum: Character Applications - Replies (1)

Applicable BYOND Key - StewofStu
Character Name - Ysley Vestis
Request Type - Ability Flavouring
Request Details -  I wish for Ysley to have the ability to "manifest" the Demon Hunter stances based of Geladynian Heroes.

The main concept from this is that Ysley is able to manifest different parts of his mind into "physical" bodies briefly. Whenever a Demon Hunter skill is used, the respective Hero of each respective stance emerges to sort of make the action "make sense" in a way for me. From the mystical "First Premier" that gives direction and ease in attacking, the hardy and tough Whilhelm that defends Ysley, the optimistic Nicolas with the fastest hands in the west, and the smart and cunning Verkia. These are of course, not the actual people that are assisting Ysley. It is a manifestation of what Ysley subconsciously think they look like and briefly given form to assist him. Though Ysley has no idea that's the case, and thinks that the actual Heroes lend him their aid from time to time.

Reason why you are making this request (if applicable) - Something i've always wanted to do was fight with stands without using a Summoner class. And it would be so funny to just see a random dude somehow manifest the person that killed 10 dudes in an evening walk before dinner (all of them apply). 

Roleplay & Lore supporting your request - Honesty, I don't know. I just had a cool idea and wanted to expand on it. But I wasn't sure if it was allowed so I wrote this application first before roleplaying it. And for lore, I would say that I took it from the Geladyne Lore Doc. The people that made it are rad.
   

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  [V2.89v5] Radiant Surrendering the ability to Crit
Posted by: Bylamir - 07-27-2024, 06:18 PM - Forum: Bug Reports - Replies (1)

The skill Radiant Surrender has elemental augment effects, such as placing down cinder tiles when activated as opposed to light tiles.
However the Lightning variant (Swift Radiant Surrender) is missing the ability to lightning critical.

As opposed to other spells which can lightning crit and have a line for it when used via player debug, Swift Radiant Surrender does not have this pls fix

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  driveable carriages
Posted by: Poruku - 07-27-2024, 03:04 AM - Forum: Suggestions - Replies (4)

Put some npcs in the world that can spawn a carriage for you for a cost, just outside every major town. The effect is purely visual, but others can jump into your carriage and you can thus drive them around. People in your party when you make a carriage automatically go in, and leave with you if you hop off, remaining in party. You can hop in and out of your own carriage but it despawns if you go to a different map. If you log out there's a grace period where it stays spawned for like 5 minutes.

While driving the carriage you appear to be sitting at the front, and move the big carriage sprite around. Very simple but would honestly be so cool.

Also do the same thing with horses, but even more simple to make.

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  [v2.89] Mass-ive (?)
Posted by: Autumn - 07-26-2024, 05:58 PM - Forum: Bug Reports - Replies (1)

While looking into Mass I noticed that it appears to have a mislabeled size to it, following the logic of most diamond skills a 5 range diamond should be 5 range counting the center tile, but this appears to be a 6 range diamond if you would count the center tile. WO, being a 5 range diamond for instance, does not match this size.

[Image: iW2iEyS.png]

Now I am aware that in the past this wasn't the case but it caused a very small issue where rank 1 mass had no range at all (https://neus-projects.net/forums/showthr...?tid=8635&) so this is going to be a mystery bug report.

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  Chimera Stomach Mouth
Posted by: Toffee - 07-25-2024, 09:41 PM - Forum: Submissions - No Replies

A racial icon for Chimeras that adds a chomper to their stomachs.



Attached Files
.zip   stomach mouth.zip (Size: 518 bytes / Downloads: 208)
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  Roleplay & Mechanics, Interacting more with the world.
Posted by: Shujin - 07-25-2024, 07:46 PM - Forum: General Discussion - Replies (4)

I could probably make a suggestion about this, but I honestly do not have a good enough idea on what people would like to see, nor on how I would fully implement such a thing. Just rough ideas and the reasons why I would like to see them. Maybe other people have better ideas or can refine on my random uncollected thoughts.

TO PREFACE THIS, THESE ARE NOT MEANT AS A BE ALL-END ALL SOLUTION, BUT AS ALTERNATIVES TO ENHANCE ROLEPLAY AND NOT DICTATE IT.


Alright, with that out of the way, I would like for us to have an entirely new Skill-Tree with different altogether new points to invest in. Something for those that know, akin to SL1 yet a little more in depth.

the tree would have different archetype skills in them, some of which are directly opposed to another, others would simply be stuff like Strength or Dexterity checks, where you can press a boutton next to it and it would roll on screen for everyone 
Roll (Might) 1d20 + X (X being your investment)

These things could be used in everyday roleplay, and would better represent your character and how you have build them over Gentlemans agreement. Reason why not "Just roll a d20 fivehead" is that I hate rolling a d20 to decide on IC situations. Its just a coinflip, it has nothing to do with your characters and what they are supposedly excel at..For Example:

Peter is 14 years old level one Soldier and wears a heavy selfmade armor, with christmas light ornaments and serval bells! He has no idea what he is doing but he sneaks up on Laura!
Rolls a 8! Laura rolled an 6 for perception! Peter succeeds!
Himothy is a Legendary level 120 Assassin, wearing a cloak of concealment, boots of silent steps and casts an illusional veil upon himself to further blend in! He sneaks up on Laura too for some raisin.
Rolls a 2! Laura instantly notices that pleb of an assassin! Assassin? More like fat nerd!

Exaggerated, but it should get my point across. Rolling non-weighted dice in certain situations make just no sense what-so-ever. It breaks immersion to me, because it makes ne sense for a master of something to have the exact same chance at something as a completely untrained person. It would be nice to be able to build a set of Skills, that are on a sheet in game and everyone is referring to, and able to access from the game.



Thats just the roleplay aspect of it however, I would personally go a step further beyond that and tying back to SL1, which I personally think was one of the coolest things about it.

Having Skills like Sneaking or Perception that directly go against each other would be cool, to have more ways of interacting with the world. Let me just randomly throw some examples into this so you see what I mean. I probably work on a d100 system, as most in SL2 does. can be translated to a d20 system easy enough.

Stealth:
Stealth is everything from hiding yourself or items or generally trying to do something someone else is not supposed to notice.

base chance versus perception: 50% +5% per level in Stealth
Other Modification: -25%(+weight of armor) for Heavy armor, -15% during the day, +15% during the night +10% if umbral race, +25%(-weight of armor), +Concealment rank, Guile bonus? (all just example but I like it when things like race, your traits, talents and build matter for these things)

Grants active out of Combat Skill: Hide Presence: You player icon turns into a Generic black shadowy figure, for all people that did not succeed a Perception check against them. People hiding their presence can not be examined or their profile looked at (or get a generic profile with no flavour text).
Its enough for one person of a Party to perceive you, for everyone in that party to see you! Its enough for one member of your party to be perceived for the whole party to be visible!
If you start a PVP battle while hiding your presence, against someone unaware off you get the Option to "Assassinate!" which starts the battle giving you a back attack round. 
PvE mobs also take longer to aggro against you, while you hide your presence.


Perception:
Perception is your abillity to perceive things or generally notice things in your surroundings and general awareness of things that might be hidden to others.

Base Chance versus Stealth: 50%+5 per level in Perception
Other Modification: Traits such as Keen eyes, Scout talent, (day and night time are already covered in Stealth aswell as armors),Skill bonus?
Grants Passive Skill: Abillity to roll against people trying to hide their presence via Stealth, every person rolls once against a person. Only one person in a party much succeed the check for the rest to also perceive the hiding person.

Grants Active out of combat Skill: Scavenging/Hunting. While in the wilds you can searach for materials or something to hunt. it costs physical stamina but you can find things based on your Perception, maybe even tie it to a minigame like the archery minigame for hunting? Its mostly for fun and to have more ways to gain certain Materials.
One thing I dislike about current SL2, is the scarcity of certain very important crafting items. Gunpower is one of the main offenders, being used in Alchemy and for bombs, and bombs specifically being extremly useful for high level content for dodgies. But I rarely use them, because I rather save them for actually dangerous situations.

Eiter a new archetype skill or part of perception: Investigation: This skill alows you to use Detective mode! PvP Battle Symbols leave scars behind only visible to you, clicking the scar allows you to determine who participated in a fight and if successful, see footprints of the people that you can follow! You roll against the peoples Stealth and can only follow the footsteps of those you succeeded the roll against. (Could also have like an arrow pointing in the general direction of a person.) The time you can see the scars and footprint depends on your invastigation skill.


outside of that we could have general adventuerer Skills. Swimming, diving, climbing, acrobatics, performance or what have you. certain races could get advantage on there, like thenos for water related skill checks, herons for musical, shaitans for strength, etc.
These would be used to traverse difficult terrain in dungeons, giving more depth to them, reach areas that are otherwise hidden, exmaple: Dive in a specific pond, reach some underwater cave? Performance would basically allow you to play songs that you want, or learn new ones, certain songs could be used for World Puzzles, etc.

Just things that could enhance the exploring bit. Have your character able to reach certain spots that others might not, have failed skill checks damage you or cost mental or physical stamina, etc. things to just have more interactions with the world.

I'd probably seperate the things between core stats, that are difned by your actual build stats and then proficency in certain tasks you are good at, and have maybe some stats give boons to the Adventerer skills, roughly like that with not specifically thought out skills and just quickly thrown together for visualization.
[Image: Screenshot-5.png]
Evasion could be something like general roleplay purpose die roll, but in the world it could be whats rolled when you step in a trap, or have a "Quick-time" event sort of dodge, like falling rockslide. Like I said, just random ideas thrown in, but I always thought that our traps in the game are kinda a joke.

There could be rare, random event nodes in dungeons, that open a Adventure style narrative and present you with options on what you could attempt to do, and be rewarded/Punished if you succeed, with a difficulty shown while showing your party members and how good they are at something..Somethings would only need one party members, others might effect everyone. 

Alot of random thoughts thrown in, but I wonder what other people here think of the game possibly having such things. obviously with a little more thought put into it and progressively added to the game.

P.S. I cleary had too much time today.

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  Nyx Stavros - Request for a unique Apertaurus appearance.
Posted by: Gregaman - 07-25-2024, 11:33 AM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - Grorg
Character Name - Nyx Stavros
Request Type - Character Appearance / Height.
Request Details -  I wish to create an Apertaurus with a slightly greater minotaur-like appearance
Specific Request - As above, I'd like to make an Apertaurus that stands at nearly eight feet tall (Probably 7' 10" or so), with bovine ears. The differences from any other apertaurus would end there.
Roleplay & Lore supporting your request - Apertaurus are very similar in many ways to minotaurs. While I definitely don't think an Apertaurus should be able to have a fully bovine head, I feel that seeing one with cow-like ears wouldn't seem out-of-place.

EDIT: As of 9:38 PM EST on 7/25/24, I've spoken with the GM, Salsa, regarding the bovine ears. I've been told they are allowed, meaning this application is mostly just for the increased height.

Just in-case it helps make my specific request clearer, this is the image I had prepared for my profile. (Drawn by myself, not that it matters)
[Image: jEvO46e.png]

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  Certain Defeat
Posted by: Poruku - 07-25-2024, 09:20 AM - Forum: Suggestions - Replies (7)

New skill - Certain Defeat

Becomes available when within 1 tile of a defeated player

3m - 1 range

Finish them off! The target player can no longer be revived by any means for the rest of the fight.


Revives in team battles make for extremely lengthy fights and give a large advantage to any side that has a revive like last chance, especially aoe ones. This would help to alleviate this disparity in a way that makes sense. It would also reduce the amount of random revives from diehard in overly long battles. Often when there's a lot of players in a fight that are spread apart, people spend a lot of time going around the map re-killing people... It's fun to get another shot at fighting when you're down, but this kinda makes no sense, why can't we ensure that someone isn't getting back up? In spars shouldn't they be counted as "out"? And in serious battles, couldn't they be literally KO or dead?

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