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Character Creation Via Teleport Trap. |
Posted by: Detema Of The Purple - 03-15-2015, 08:59 AM - Forum: Bug Reports
- Replies (5)
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You see, I was in a dungeon with my buddy and we're talking on skype. Then suddenly, I see a chest. I pick the lock, and when it breaks, I click it and a monster starts coming at us and engages us as I open the chest.
The chest had a teleport trap. So it teleported me into a version of the tutorial battle as I was engaging the battle, but my friend wasn't there, it auto-kicked me from the party and he had said I disappeared. When I killed the tutorial Jammer, I couldn't use a reset stone or anything but my race was stuck at Karatynn when i'm a vampire and all my classes and stuff [Exlcuding items] were reset as if I ate fruits of blandness or something, but my level stayed. Items disappeared, and it's as if I created a new character at a set level. In short terms.
I got teleport trapped into the tutorial battle.
Character gets glitched with soul icon only, can't use vanity mirrors as for they're bugged for me.
Character levels for classes and main character level stayed.
Lost murai and items not in bank.
Trait Points got reset, class points refunded, talent points stayed.
Save slot got overwrited on all three slots. But only the first one loads. This has been confirmed via me earning an item and it still being there when loading the second and third slots.
Overall Conclusion: I -Hope- I don't have to remake or anything. I worked hard for my items and what-not so...this is kind of disappointing.
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Not-So-Fortunate Feather |
Posted by: Rendar - 03-14-2015, 08:33 PM - Forum: Bug Reports
- Replies (1)
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Fortune Feather! Apus gains some resistance to the attack!
Weak! Apus takes 5 Wind damage.
Apus takes 4 Darkness damage.
Apus is still treated as having a weakness whenever Fortune Feather applies the 10% resistance to an attack. It has 25% wind weakness normally. So it should have been 15%.
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Ms. Moogle's Market: Discount Week! |
Posted by: THE Xecron - 03-14-2015, 01:13 PM - Forum: laplaceNET
- No Replies
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From: lunettekatona@l-net.grm
Dearest Customers,
Ms. Moogle's Market (located in the south-west region of Dormeho) will be having a Discount Week in the near future. All items will be 10% off or more! There will also be at least one Rebellious Spirit on sale during this time so be sure to check regularly as the timing of this week is a mystery~.
Happy shopping~
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Hit the red button! |
Posted by: DioAliken - 03-14-2015, 09:24 AM - Forum: Suggestions
- Replies (2)
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I been having trouble lately with a small problem in trading. It a pain in the ass trying to find a item you got one of even more so as the game goes on due to gathering more and more stuff in your bag. This is not game breaking or anything like that but it is time consuming and annoying.
As such I think it would be useful to have a button in your bag which auto sort it, moving enchantment to one area, useable items, food, Misc, Ores, Wood, So on so on.
I do believe this would be a useful add on for it would save alot of people alot of time in the long run when searching for items or trading. I been in trades quite alot where I want something or they wanted something off me and we both just have to keep scrolling around are bag trying to figure out were it was.
Would love to see this in game and I thank you for reading.
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SL2 Version 1.17 |
Posted by: Neus - 03-14-2015, 09:19 AM - Forum: Announcements
- No Replies
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[float=left] [/float] So, it's been a little while since our last update. The reason, of course, being those woeful computer troubles. But the clouds have parted and now the light shines on another update. A rather plump one, at that!
First, we have a new Summoner promoted class, which brings all existing classes to having two promoted classes each. I think, for the near future, I'm going to shift focus away from class additions, and work on other things. We're in a good spot and everyone's nicely represented. That said, I have every intention of adding many more classes, so class lovers need fear not. To go along with the new class, a large number of changes have been made to Youkai and things surrounding them.
We also have a large number of gameplay related changes, some balance related, and some adding new functionality to existing skills. Balance changes are of course intended to make things that people find frustrating more capable of management and just make things more fun and varied overall. A jewel is more interesting to look at when it has many facets to it.
But with that all out of the way, the notes are below, so read them if you want to know what's up!
1.17
Bonder - A new Summoner promoted class, the Bonder, has been added. Bonders, like their name suggests, favor bonding with a small number of Youkai. Though that bond, the Youkai and the Bonder work in harmony, bringing out the potential in each. To a Bonder, Youkai are not only tools of power, but irreplacable friends. - Added 12 new skills belonging to this class.
New Preference Settings - Added 2 new settings to the preference menu.- Combat Text - While on, all combat related text will be displayed in the main chat box. While off, it will only display in the battle tab.
- Chat Filter - While on, replaces most curse words with Sigrogana Legend appropriate words. Turn it on if you hate curse words or just want the authentic Sigrogana Legend experience.
Stylish PvP - You can now request that the 'style mode' of a PvP match be Stylish. This is the same as the Stylish mode found in (ahem) Stylish dungeons. Please refer to this topic if you are unfamiliar with what that means.
Sound Effects - Added sound effects for summoning Youkai and for missed attacks.
Adjusted - Charm now behaves differently. Instead of causing those affected to be treated as your allies, you now take reduced damage from enemies you have charmed equal to LV%. (Essentially, it behaves as a reversed Hunted, which increases damage you take from the causer by a percentage.) The following abilities that inflict Charm have changes listed next to them.- Wink; No longer has level restrictions. Charm LV is equal to half of Lilu's level.
- Black Rose; Charm LV is equal to half of Wawa's level.
- Alluring Beauty; No changes.
- Rose Whip; Charm LV is 15. (Existing items may not be affected.)
- Papilion Butterflies; Charm LV, if Charm is inflicted, is 10 instead of 3.
Adjusted - Youkai skills have received a large number of adjustments.
- Damage formula now follows this pattern: [Stat] + [half of Youkai LV]. (The only exception to this is Byakko's Thunder Claw, which deals Stat + Youkai LV.)
- FP cost now follows this pattern; [Base Cost] + [half of Youkai LV].
The following Youkai skills have been changed into Spells. Note that Evoke skills do not receive damage bonuses from items that would boost Spells, nor do they receieve Power bonuses from Tome weapons. This change simply makes Silence a more dangerous status for Summoner classes and may force them to summon the Youkai in question if they want the skill to be used. Without further ado;- Fire Wail (Nerifian)
- Wink (Huggessoan)
- Ruby Beam (Isespian)
- Apodis (Mercalan)
- Black Rose (Huggessoan)
- Hunter Wind (Sylphid)
- Cresyr (Aquarian)
- Fairy Lance (Mercalan)
- Frostbite (Aquarian)
- Whirlpool (Aquarian)
- Shatter Beam (Isespian)
- Deathtouch (Huggessoan)
Adjusted - Youkai friendship has received several adjustments.
- Chance for Youkai gifts to drop from ore nodes increased to 3% (from 1%).
- Friendship gain for gifts the Youkai's race prefers increased to 5x normal value (from 2x).
- Friendship now increases by 0.2 if a Youkai is summoned when a battle is won.
- Experience points acquired by the Youkai is now increased by 1% for every point exceeding 60 Friendship. (At max Friendship, this is a 40% increase.)
- The friendship bar in the Youkai Contract Manager now changes colors depending on if you are below or above the threshold with which they can ignore orders. (This is also the indicator for if a Youkai is a Bonded Youkai.)
Adjusted - Changed something in the attack power calculation to simplify something. If you notice any irregular damage values with skills that require specific weapon types, please report it.
Adjusted - Dullahans no longer have to fulfill the armor type requirement to unlock the Kensei and Evoker classes (namely because they can't).
Adjusted - Elemental enchant spells now convey a 25% weakness, instead of a 50% weakness. Badges remain the same.
Adjusted - Galren now causes Earth damage you deal to inflict Magnetize for 2 rounds (LV = half of damage dealt).
Adjusted - Sacred Art now also causes the skill it benefits to scale with 100% of your STR instead of only 75% (Wazabane is unaffected by this change because it is not an autohit.)
Adjusted - Heaven Kick's Earth Impact effect has been changed. Damage is still increased by 2 per Rank if you are counted as being enchanted with Galren, but the Knockdown effect will only occur if you have the Galren status effect active. The minimum range has also been increased to 6 (from 5).
Adjusted - Wretched Oil can now only poison enemies within 5 Range.
Adjusted - Exgalfa now fires an additional 2 fireballs if you are enchanted with Nerhaven. The +/- damage effect has been increased to 3*Rank (from 2*Rank).
Adjusted - Bombs can no longer be blocked by the effects of Sanctuary.
Adjusted - Upgrade, while active, gives Bombs the user places a bonus to damage equal to twice its Power bonus, and causes the explosion radius to be doubled.
Adjusted - Using Voidgate on a Frayed Voidgate now causes it to fire and reduces its duration by 1. (Since you do not teleport, there is no Momentum reduction or cost refund.)
Adjusted - You can now use Absorb Veil while Veil Off is active. Doing so will end the status and restore FP equal to half of its LV.
Adjusted - Rapid Kick now only applies half of Ice Point Greaves' damage each kick (instead of 100%).
Adjusted - Ice Point Guard now increases Resistance as well as Defense.
Adjusted - Claret Call, Unmarkable, and Fear can now stack on a per-person basis (so if you inflict Fear and an ally inflicts Fear on the same target, they both apply).
Adjusted - Sun Flare now has an animation.
Adjusted - Board Shaker's Range has been increased to 4 (from 2).
Adjusted - Shatter Beam now deals Earth physical damage equal based on the caster's VIT instead of STR.
Adjusted - Immolate now deals Fire damage equal to the caster's WIL + half of their level (down from 100% of level).
Adjusted - Critical Evade is now increased by half of your DEF.
* Bug Fixes
- Fixed a bug where you could Blink and Haunting into battlefield tiles occupied by dense objects.
- Fixed a bug where Frosttouch's damage wasn't unresistable.
- Fixed a bug where walking through focus butterflies would give the message to the same person multiple times, and corrected a small typo in the message.
- Fixed a bug where Burning Bracers' damage wasn't unresistable.
- Fixed a bug where Miu would fail to do damage inside of a Sanctuary.
- Fixed a bug where Air Pressure would not give bonus Momentum when hitting a weakness.
- Fixed a bug where Sanguine Star was not receiving the Power bonus from your Sword weapon, and clarified that it does deal damage based on your STR.
- Fixed a bug where Stone Dragon would always appear in front of you instead of the location you targeted.
- Fixed a bug where Needle's detonation was damaging the causer instead of the victim of the status effect.
- Fixed a bug where Black Bolt's bonus effects were being applied even if you didn't have the proper skill ranks.
- Fixed a bug where Youkai friendship wasn't updating when you selected a different contract in the Youkai Contract Manager.
- Fixed a bug where Arena Combatants of the Ghost class could use Death Gaze on targets that were not marked by Claret Call and Feared.
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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Core System: Economics |
Posted by: Zakizo - 03-14-2015, 08:26 AM - Forum: Suggestions
- Replies (5)
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It’s been established long ago that the core system of SL2 is its combat system, but I believe that it would benefit immensely from having more than one core system. As it stands the combat system is impressively complex, but just about every other system is basic and un-engaging. This poses a problem when a player wants to change their focus to keep things from getting stale, but there’s nothing interesting to change focus to. I believe it’s time to take steady steps towards making other central systems as engaging as the combat system itself. I’ll be dedicating this thread to economics, and if this is well-received then I may suggest more in the future (but not immediately, because this takes a lot of time).
Right now the murai system is handled in a very basic way: Murai is initially gained through dungeons, selling items to NPCs, and quests (but mostly dungeons) and used for repairs, upgrades, guilds, etcetera. While these things are fine, they’re not enough to prevent murai from piling up, and putting in the effort to become rich doesn’t feel like as much of an accomplishment as it should since past a certain point murai is effectively useless. In this case I believe it’s better to take baby steps, so this is a building block suggestion that I hope can open the door to great things in the future.
Concept: To make a system that allows players to make a financial impact in different areas, creates a more alive and interesting environment, provides additional murai sources, and introduces and promotes further uses of murai aside from buying items.
How it works: Firstly, each town/city/etc would need a “treasury.” Far from just being a useless variable identical to the amount of murai the area holds, it would instead be a percentage indicator of the area’s current wealth. This would drop by 1% every IC day (subject to adjustment if it ever seems too fast or too slow). An area with a wealth level that’s high will function normally, but if an area’s wealth level drops too low, poverty-stricken citizens may occasionally wander about with increased frequency (easily recognizable by ragged clothing/robes). Of course, there are many special events that could be tied in with the increasing or decreasing of this value, so there’s a lot of room to get creative. Wealth level would be increased by 0.001% for every 1 mura spent in the area (essentially making 1% equal to 1,000 murai). Black beast attacks, as well as future negative events, could decrease the affected area’s wealth by 1% when they occur.
There should be a way to feed murai directly to any area’s treasury (not unlike donations to Hikari) for the rich to dump their murai off on, and someone who donates the most to an area in an IC month could receive a special reward through l-net’s gift function. If linking each shop NPC to a specific area is (understandably) too much of a hassle, this could also be the primary/only method of increasing an area’s wealth.
On the subject of additional sources of murai, dungeons are nice to have, but sometimes people just don’t feel like killing monsters for a living. I believe that certain NPCs should give you simpler tasks to complete that reward murai based on how competent you are at the given task. Take Risu, for example. Rather than having her prepare all of the food herself all of the time, she could have a conversation topic where she hires the character to help her fill an order. She would then give them special ingredients that can be used to make a special (unusable, though it could still give exp to the craft) food item through cooking to be given back to her. The murai reward would scale to the character’s cooking level, and this task would only be performable once per in-game day. Other NPCs like blacksmiths could give similar tasks.
Why this would be beneficial: This adds a dynamic way to set areas apart to keep them from feeling stagnate, giving us a more immersive world. An area could fall into poverty, but all it would take is a few motivated characters to change that. Not to mention the interesting consequences that would happen to a town if its wealthy benefactors were jailed, kidnapped, or met untimely ends. That in itself adds a completely new angle to role-play. It also has a lot of potential to be built upon in the future, meaning the game itself will come closer to reaching its full potential.
Feedback is of course both encouraged and appreciated from the community as a whole. I’m unsure of how feasible this is to implement, but it would certainly make the game more enjoyable for me.
Edit: Just a minor typo correction.
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SL2 Characters as Pokemon Revival |
Posted by: Sawrock - 03-13-2015, 06:08 PM - Forum: General Discussion
- Replies (26)
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This was on the old forum, and I forgot who made it, but list your SL2 characters as pokemon. Include one to two types, one normal ability, possibly a secondary ability, and a hidden ability. Also, rate their stats (HP, ATK, SP. ATK, DEF, SP. DEF, and SPD) from 0 stars to 5 stars, and any other info if you want.
Bloeden Het Droog (Lock-Wearing Mage)
Dark/Poison
Ability 1: Pressure - Enemy attacks lose 1 extra PP. Increases wild encounter rate.
Ability 2: Super Luck - Critical hit rate increases one stage.
Hidden Ability: Shadow Tag - Traps opponents. Does not affect Pokemon with Shadow Tag.
HP: ****
ATK: **
SP. ATK: ***
DEF: *
SP. DEF: **
SPD: ***
Jaun Drace (White-Haired Gunner)
Fighting
Ability 1: Keen Eye - Pokemon's accuracy cannot be lowered. Opponent's evasion boosts are ignored. Decreases wild encounter rate.
Hidden Ability: Immunity - This Pokemon cannot be poisoned.
HP: **
ATK: ***
SP. ATK: ***
DEF: **
SP. DEF: **
SPD: ***
Dok Dyii (Shadow Ninja)
Fighting/Dark
Ability 1: Limber - Blocks paralysis.
Hidden Ability: Tangled Feet - Evasion increases when confused.
HP: ***
ATK: ***
SP. ATK: *
DEF: **
SP. DEF: **
SPD: *****
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Hey, you can't go naked! |
Posted by: Ryu-Kazuki - 03-12-2015, 08:47 PM - Forum: Suggestions
- Replies (13)
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Lately, I've seen some players with characters that have no torso overlay. New ones are a bit obvious when it comes to it, but some have other overlays, but no torso item (despite the rule). Sometimes it can be cache errors, but to prevent that, could the tutorial be modified to require you to be wearing a torso item before you continue? It'd help prevent people from breaking the rule and using the censor bar as "pants" (when the samurai pants overlay exists anyway).
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Ultimate Chain Skills |
Posted by: mappel6 - 03-12-2015, 07:35 PM - Forum: Suggestions
- Replies (11)
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Now, before you all go "NO KILL HIM" on me, I have thought about this for a while. I think this is balanced enough to suggest.
Now, the idea of Ultimate Chain Skills is that players, preferably higher level, creates an ultimate skill that they use in battle by chaining more skills than would be possible by Momentum. Now, to create a skill, one would spend Murai based on the rank of skill, and of course, higher rank skills that allow more skills to be chained would cost more Murai.
Now, a few things. One, BW overencumberance would disallow the use of these. Two, these would cost neither FP or Momentum, but would immediately end the turn. Instead, they would have a stat of their own, filled up by fighting and lowers a certain amount at the end of each battle. Think of them as Limit Breaks, kinda. Of course, higher rank skills would also be slower to charge in this way.
I think I've explained this well enough, actually. If there is anything I forgot, I'll fix it. Stuff like that. So, what do you guys think?
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