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  Bowdlerize
Posted by: Soapy - 06-25-2015, 03:37 AM - Forum: Bug Reports - Replies (3)

Weapons mutated into Bows display the red text for accuracy, despite not having the hit penalty.

They also do not get the bonus range from Snipe, which I'm not entirely sure is intentional or not.

They also can't seem to make up their mind on Expertise usage - they use the original weapon type's Expertise for Battle Weight reduction, but Archery for determining if you're able to equip them or not.
I'm not sure which one is used for determining the bonus damage or critical, but this is probably common to all mutated weapons.

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  Cuh-razee Wild Success, Dude
Posted by: MegaBlues - 06-25-2015, 03:16 AM - Forum: Suggestions - No Replies

So, with tools now being a thing, and some crafts having little to no reason to perform a Great Success, I thought about some rather wild ideas to make Great Success-ing, and getting extremely high crafting in any area more worthwhile.

For Weapons/Armor: Great Successes will increase the amount the weapon can be forged by a Smithing NPC. Each increasable attribute will gain a cap equal to half of the crafter's total skill level.

For Enchanting: Great Successes will not use up a catalyst, and will allow the enchanted item to be enchanted once more.

For Cooking: Great Successes will use up half of the ingredients, and double both FP/HP regen and the foods duration.

For Alchemy: Great Successes will not use up any ingredients. Or, if possible, will create a Super prefixed version of the item, which will have their effects and duration multiplied by 1.5x, Momentum use reduced by 1, and Potion Sickness duration halved. (This would skirt around the issue of stackable items having different attributes. Which just isn't possible.)

For Furniture Making: Great Successes will not use up any ingredients, and will double the storage capacity of any item.

For Tool Crafting - Weapon/Armor Boosters: Great Successes will create a Super version of the tool, which will apply a Super version of its attribute. This attribute will stack with the normal version of said attribute. (I.E., two Accurate Informations)

For Tool Crafting - Other: Great Successes will double the duration/power/reach of field items. For use items, the speed/durability will be doubled.


Let's make crafting fun, guys. This'll be the SL2 version of SL1's Perfect.

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  Mutated Overcharge
Posted by: Ranylyn - 06-25-2015, 01:19 AM - Forum: Bug Reports - Replies (7)

A weapon that mutates into a gun does not get the benefit of One Overcharege, despite clearly being single "shot."

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  Black Tile House
Posted by: darklady5 - 06-24-2015, 10:34 PM - Forum: Bug Reports - Replies (2)

I have a house in Tannis with two stair items (thus three floors). When I heard Chaos was wiping houses, I went to check on mine. The bottom floor was fine. But this is the second floor.

[Image: quoORIB.png]

I can't even FIND the third floor, where I had a bunch of furniture stored...

Key: Fiddlefiddlefiddle
Slot: 2

It's the house right next to the well/inn.

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  The Headless Horseman. Err, fishman.
Posted by: Ranylyn - 06-24-2015, 06:26 PM - Forum: Bug Reports - Replies (1)

Delvers do not have heads, according to headshot. However, Sand Sharks, by comparison, do.

Is this intentional?

Also, by extention, Jammer Deltas (and possibly Gammas) look like they have a head-like thing, but can't be headshot. I'm assuming this is intended, but I thought I'd bring it up at the same time just in case.

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  Gigantism
Posted by: Soapy - 06-24-2015, 10:35 AM - Forum: Bug Reports - Replies (5)

Giant Gene's size increase behaves.. oddly, to say the least.

"Fern"' Wrote:your icon gets perma bugged
it keeps changing size
and it's always blurry
and it's contagious
if people are in your party
Since we can change our size manually now, I think just flat-out removing the visual effect of it would be a pretty good idea.

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  Trap Furniture
Posted by: Trexmaster - 06-24-2015, 07:01 AM - Forum: Suggestions - Replies (2)

Make traps available as (non-dense) furniture. Or just dense furniture, but, having to f. adjust them so they're walkable would be annoying.

Or just make them placeable like furniture? Though I feel like it'd be required they be a seperate item entirely.

Having to use item mounts to get them onto the tile while allowing them to be walked on is a pain as it stands, as you can't quite get them onto the tile proper, and, as far as I know, traps aren't placeable in houses. I haven't tested this, but, I'd imagine they probably reset with the reboot even if they were.

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  Daggers skills
Posted by: kuronekosama08 - 06-24-2015, 06:30 AM - Forum: Suggestions - Replies (2)

sadly in my opinion its kind of lame to have so many weapon skills yet out of experiance for those that want to use daggers are resorted to have no choice to go to Void Asassian for only two dagger skills cut throat and fray as i kind of see how good they are but the potential of the dagger is less desirable because there's so few dagger skills than there are any other skills in game and sort of cuts the potential for dagger users to ever expand from doing such im sure alot of people feel this way as i do daggers need some love too ~

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  Housing Permissions
Posted by: Someone - 06-24-2015, 03:18 AM - Forum: Bug Reports - Replies (3)

Adding new house editors to either category appears to overwrite the old ones. I can't add more than one to each.

EDIT:

Further testing:

Trying to change to the same key and slot twice results in this.

Change to Key1.slot1 = Key1.slot1

Change to Key2.slot1 = Key2.slot1

Change to Key2.slot1 = Key1.slot1

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  Zeo the Scammer
Posted by: Someone - 06-24-2015, 01:37 AM - Forum: Bug Reports - Replies (3)

So, I sold some shit to Zeo and this happened:
[Image: L7GNN0O.png]
I think I just got scammed.

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