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Lava Slimes |
Posted by: Reikou - 07-06-2015, 12:27 PM - Forum: Bug Reports
- Replies (1)
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The static Fire Altar boss seems to be using a regular mob's sprite while out of battle.
Oh, and Id like to point out that static bosses often do not move at all while not engaged in battle making it easy to back attack em'.
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Critical Hits |
Posted by: Tamaki-Kun - 07-06-2015, 09:18 AM - Forum: Bug Reports
- Replies (1)
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There is no limit to how much momentum you gain when critical hitting.
EX:
1st move:You use Sword A's normal attack, critical hit, and gain 1 Momentum.
2nd move:You use Sword A's Special Attack 1, critical hit, and gain ANOTHER one momentum.
I'm not sure if this is intentional or not, but I don't think it worked this way before, did it?
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Spell evasion: Black Rend |
Posted by: Suspicious - 07-06-2015, 04:46 AM - Forum: Bug Reports
- Replies (3)
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Shaitan's Black Rend is supposed to be an 'unresistable' form of damage, yet it seems that it can still be evaded as per 'spell evasion'. Given that its damage is already relatively low (to counteract it being unresistable), I think this is not intentional.
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SL2 Version 1.30 |
Posted by: Neus - 07-06-2015, 03:27 AM - Forum: Announcements
- No Replies
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[float=left] [/float]
Due to some rather strange circumstances (a tree was falling on the building I live in!) we ended up skipping a week, but now we're back again. This update was still rather tedious to do, and is mostly polish, bug fixes, and QoL stuff. But some of the stuff was rather long overdue, so I think it was time well spent. I also managed to get some work done on background stuff that will be coming out in one of these updates eventually.
1.30
Absolute Pace Visuals - A technique that gets a boost from Absolute Pace now has slightly changed visuals in the form of a blueish tint and faster animation speed.
Fade-To/From-Black & Results Screen Improvements - The fade effects are now much smoother looking.
- Win quote display text is now animated.
Housing Permissions Improvements- House Editors can now rename and edit signs.
- House Editors can now dig holes, plant seeds, harvest crops, and place scarecrows.
- House Editors and Owners no longer need a key to lock/unlock house doors.
Tutorial Updates- The tutorial has been given a once-over and updated to have modern information. (It still referenced green arrows for leveling up skills, which has been a year or so outdated...)
- Professor Pink now talks about Recent Events.
- Professor Pink now includes a small summary and link to the wiki page on Keyboard Shortcuts.
Fishing Contest Improvements- The signboard now displays the full rankings for the fishing contest instead of only the top 3.
- The way scores and places are stored has been rewritten to avoid odd bugs. (Some new odd bugs may have been introduced, so please report them if you find anyway.)
New Mini Icons - Added 109 mini-icons for all status effects that were currently missing them. (This took forever. If you want to see the full list, click the spoiler.)
New Preference Settings- Auto End Turn; On by default. When off, selecting End Turn will display a target selection, meaning you will have to press the accept key twice to end your turn. Good if you accidentally end your turn a lot.
- Status Expiration Warning; On by default. When on, status effects displayed below character portrait bars will slowly blink if they only have 1 round duration left.
Lore Tidbits - Added about 10 new lore tidbits to the random lore display, mostly from questions answered in June's Lore Questions.
Adjusted - Weapons that were not originally bows and have been mutated into one gain 2 additional attack Range and use the bow's version of basic attacks.
Adjusted - Adjusted the colors on the negative attack state (weapons breaking, too close for bows, etc.) to be less bright.
Adjusted - Slightly increased the maximum weight ceiling for fishing contest dynamic scaling.
Adjusted - Directional input prompts will now finish if you have input the number of commands it displays, rather than make you wait for the timer to count down. Example: I have an input for
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Boss Catalyst Rarity |
Posted by: Slydria - 07-05-2015, 11:48 PM - Forum: Balance Fu
- Replies (2)
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To me, trying to obtain the Boss' Catalysts (or items found with their enchants) is simply not worth the effort.
Even though things like the Mutated Jammer Core are awesome and allow for some creative builds and I would love to test them out further but... I know the odds of me finding one are very slim and trying to actively grind for one would frustrate and bore me to tears.
And even then if I get lucky enough to find one, it being so rare and not being able to be broken down to maybe get it back means I have to be very careful about what I do with it making it less of a thing I can just experiment with. So overall, it ends up being a disappointing experience instead of a fun one for me.
So to alleviate that I think the odds of bosses dropping a random item with their special catalyst on it should be greatly increased. Even though you can't break them down, it would be neat to come across something interesting that you wouldn't make yourself but that very rarely happens at the moment.
And of course, I think the likelihood of the catalysts themselves dropping from bosses should be bumped up.
Now I don't know the numbers exactly but I've heard they have a rate identical to Black Beasts dropping their Black Books however I don't think that really works for Bosses because:
- You fight multiple Black Beasts at once. (2-3 per battle.)
- You can fight several of them fairly frequently during a Black Beast invasion.
- Bosses on the other hand, you have to clear the bottom floor before you fight them. While a higher level a boss means the more likely you'll get one, it also means the more clean up you have to do before you can face them which I feel works against that idea.
- Alternatively you can stumble across one in a static dungeon but there's still a delay to how often you can find one that way.
- Even then it's usually only the one per fight. (Gigas Rex in a Crazy being the exception.)
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Fray is crazay |
Posted by: JJKoshane - 07-05-2015, 02:37 PM - Forum: Bug Reports
- Replies (4)
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If the enemy is standing on top of a voidgate while the void assassin uses Fray on them, instead of the enemy being targeted it automatically targets the voidgate causing it to go unstable and release the four bolts which will all hit the enemy causing obscenely high amounts of damage along with the damage done by the Fray, as if they were targeted.
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[Board] Looking for Work. |
Posted by: Firekiller22 - 07-05-2015, 02:11 PM - Forum: Sigrogana
- No Replies
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A quite plain note is attached to the board in Cellsvich.
Another quite rough note is stuck to the bottom of it, it's clear that these were made from two different people.
Just walk up to a man that's about six-feet, eight inches tall and wears steel colored armor and you have him.
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