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  [Face Icon States] Please bring them back!
Posted by: Ranylyn - 11-19-2014, 06:24 AM - Forum: Suggestions - Replies (12)

Let me be blunt:

"Faceicon State" are sorely missed by some SL2 players. The ability to convey emotion through your face in the chat log without emoting the exact details of the curl of a smirk or the tone of pink of a blush go a long way towards enhancing RP.

These were removed a long time ago, with the justification being "Iconcrashing" where someone uploading a new non .dmi icon would crash other players if they didn't relog first.

Considering the faceicon state change REQUIRES .dmi files to work, this literally changes nothing.

In fact, while loading a new faceicon without reloading currently shows a skewed zoomed variant to others without causing crashing, partying/trading with someone who has not relogged still causes this problem, and some people try to upload new faceicons on the fly due to faceicon states no longer being an option.

Could we please bring them back for a -TRIAL- run, at least?

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  SL2 Version 1.03
Posted by: Neus - 11-19-2014, 06:05 AM - Forum: Announcements - Replies (1)

[float=left][Image: talkav_128.png][/float]
Here's Update 1.03. It contains some new stuff but is mostly a mountain of bug fixes. Enjoy!

1.03
Added - 1 new weapon enchantment type and its catalyst.
Added - A new sidequest for Michelle Gainer in Cellsvich.
Added - 12 new craftable Alchemy items.
Adjusted - Black Knight's Sudden Death now lasts for 1 round per Rank.
Adjusted - Recipe books and cards now only weigh 0.1 instead of 1.
Adjusted - Spirit Hunter's base power is now 8 (instead of 10).
Bug Fixes:
- Fixed a bug where Dive effects started by the Dadum skill were using the old LV.
- Fixed a bug where Charge Order was causing movement to not properly end.
- Fixed a bug where Charge Order was restoring HP when being consumed.
- Fixed a bug where 'Until Next Turn' effects, such as Quick Draw, were ending at the start of the next round instead of the start of your first turn in the next round.
- Fixed a bug where Seeker Flames were taking damage from all damage types instead of just Ice and Wind (again).
- Fixed a bug where NPC Ghosts in the Arena wouldn't stop spamming Rebound at inappropriate times.
- Fixed a bug where NPC Ghosts could use Ether Invite on targets without Claret Call.
- Fixed a bug where NPC Evoker's Sear would only cause Cinders at one tile, and their Wind Slashers would do nothing.
- Fixed a bug where some of the new torso items were using incorrect material types.
- Fixed a bug where Tomes were checking against Defense instead of Resistance in the battle forecast.
- Fixed a bug where AI allies could break their master's ice sheets.
- Fixed a bug with Firespitters causing double turns with Self-Detonate (for real this time).
- Fixed a bug where Charmed monsters were ignoring its effects.
- Fixed a bug where Tactician's Performance Rating gauge was showing up for non-Tacticians.
- Fixed a bug where Invite Insanity couldn't be used on Butterfly illusions.
- Fixed a bug where Celsius Shell and Blaze Shell could fail to do their damage under certain conditions.
- Fixed a bug where you could summon Youkai you'd already released with the quick bar.
- Fixed a bug where Brain Food could drop upon defeat.
- Fixed a naming issue with the Firefoe Shield's effect.
- Fixed an issue where stairs down could block doorways in random dungeons if they were sealed; you should now be able to walk over sealed stairs.

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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  Cellsvich at Night
Posted by: Rendar - 11-19-2014, 05:55 AM - Forum: Suggestions - Replies (14)

Can we PLEASE get more lights in Cellsvich Square? This is just awful and well. You could get mugged sitting at the fountain with your friends surrounding you because of how hard it is to see shit.

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  Update Log
Posted by: LadyLightning - 11-19-2014, 05:02 AM - Forum: General Discussion - Replies (4)

Please add this back from the old forums. I miss seeing the contents of new patches.

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  Legend Extension Bug
Posted by: Rendar - 11-19-2014, 04:01 AM - Forum: Bug Reports - Replies (9)

Since a certain GM doesn't feel the need to report a bug.

[Image: 6452e5893d.jpg]


You can keep items equipped, even if you don't have the reqs for it anymore.

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  [Board] Catalyst and Enchanting Shop
Posted by: Xero Shade - 11-19-2014, 03:54 AM - Forum: Marketplace - No Replies

A single poster is magically pinned to the board.
I seem to have come into a overload of catalysts from removing enchantments from weaponry. I have many, many catalysts to bind onto a weapon, or armor, of your choice. I am the blue haired magus, who proudly displays his blue Papillion wings. It isn't hard to find me.
If you have a specific desire for your item, let me know. I'll see if I can find it.


(( Translation: I seem to have come into a overload of catalysts from removing enchantments from weaponry. I have many, many catalysts to bind onto a weapon, or armor, of your choice. I am the blue haired magus, who proudly displays his blue Papillion wings. It isn't hard to find me. If you have a specific desire for your item, let me know. I'll see if I can find it.||
Here's a list of the enchantments I have:
Otherworld Wanted Poster: 8 (Can Enchant: Armor | Increases Steal's success rate by 5%. Increases Security talent's effective level by 1 while equipped.)
Four-Leaf Clover: 3 (Can Enchant: Accessory |+3% Item Drop Rate (Enemies Only; Stacks))
Purging Flame: 4 (A magical flame that removes all enchantments from the item, including cursed and doomed ones.)
Ice Jewel: 1 (Can Enchant: Torso | Enchant Info: Increases SKI by 2 and increases Cryomancy talent's effective level by 1 while equipped.)
Flame Jewel: 1 (Can Enchant: Torso | Enchant Info: Increases STR by 2 and increases Pyromancy talent's effective level by 1 while equipped.)
Oath Sign: 14 (Can Enchant: Weapons | Enchant Info: All weapon parameters improve by 1. Cannot be dropped when losing a battle.)
Golden Wax: 18 (Can Enchant: Weapons | Enchant Info: Recover 2 HP every round. If at 25% HP or less, effect is doubled.)
Precious Stone: 15 (Can Enchant: Weapons | Enchant Info: Improves the statistical effect of the Charisma talent by 1.)
Warding Charm: 2 (Can Enchant: Torso| Enchant Info: +10% Status Effect Resistance.)
Wind Jewel: 1 (Can Enchant: Torso| Enchant Info: Increases CEL by 2 and increases Aeromancy talent's effective level by 1 while equipped.)
Ghost Killer: 14 (Can Enchant: Weapons | Enchant Info: Deals 1.5x damage against Undead, Ghosts, Vampires, and Possessed. )
Floating Feather: 7 (Can Enchant: Weapons | Enchant Info: Weapon weight is halved.)
Deathwish: 6 (Can Enchant: Weapons | Enchant Info: +1 Power, +5 Critical. Increases the effective level of the Harvest talent by 1 while equipped.)
Scripture: 6 (Can Enchant: Weapons | Enchant Info: Weapon hit is increased by your Faith.)
Soul of War: 7 (Can Enchant: Legs| Enchant Info: Increases March talent's effective level by 1 while equipped.)
Shadow Hole: 4 (Can Enchant: Torso | Enchant Info: Increases Packrat talent's effective level by 2 while equipped.)

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  Return of Vanishing shopkeeper's
Posted by: kuronekosama08 - 11-19-2014, 03:14 AM - Forum: Bug Reports - Replies (8)

Okay I will be descriptive as possible two days ago I payed for a stall about 800 mura worth and set my shop keep I place it on the stall business as usuall maintaining it and such till today 3 mins before posting this message the shopkeep vanished so I thought it was in my inventory this was after I lost in a battle mind you crazy lv 57 phantom crypt when I went to check my inv for my shop keep it was just gone not in my inventory or on the stall not sure if there was a reboot the name of the shop keep was Nibaki's custom parts on the Beyond key name Anna Puma chars name is nibaki yuisen.

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  Delete Hide HUD - Hide More
Posted by: Mivereous - 11-19-2014, 03:11 AM - Forum: Suggestions - Replies (1)

It doesn't work in battle, which would be nice.

It doesn't affect the Build Mode icons, which would be nice for screenshots to show off your house projects.

It also doesn't hide the Utility Belt slots, which would also be nice.

Also does not work in WASD Mode, at all.

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  [Chat-Related] Tabs, channels, etc.
Posted by: Someone - 11-19-2014, 02:34 AM - Forum: Suggestions - Replies (7)

A few minor chat ideas that don't deserve to spam the forum with seperate topics

1) Was an idea someone else posted (can't remember your name, sorry) and I liked as well: A tab for OOC chats

2) I'll expand on that and add... CUSTOM tabs!

3) OOC-Say chat channel... Same range as say, but stops people clogging up say with chatter.

4) Party chat channel Talk to the people in your party to spare everyone else your chatter. (probably only an OOC thing.)

5) 'Thinking'... Seems that a lot of people like to do things to represent character thoughts. Why not give 'em a channel to do it in?

And thats the end of these.

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  [Races] Racial Equality
Posted by: Ryu-Kazuki - 11-19-2014, 12:45 AM - Forum: Balance Fu - Replies (38)

This is kind of a mix of Suggestion / Balance Fu because it provides both additions to lackluster races, and improvements to old skills they have. This was a collaborative work with a group of community members over Skype and their input on things. Sure it could stand to be better, and more could be suggested, but that can always be adjusted.

I want to use this thread currently to suggest additions / improvements to races whom get shunned against because of the shiny power most other races provide. I'd personally like to make all the races desirable for people in some manner other than, "I like this animal / idea, so I'll play it".

Please don't use this as a rage n' rant drama thread for, "I don't like this, it shouldn't exist, blah blah"; let's all try to be very constructive with our criticism, and if all you've got to say is something insulting someone or flat out calling their ideas stupid with no decent argument, please, don't post, at all. This is for everybody, let's all please try to come up with some ways to make a balanced improvement for all races in the game and new ones to exist later.

I'll update this when changes are made and new suggestions are made to present them to Dev. Without further adieu.

Racial Balance


Additions:

Lupine:
Starting Abilities:
Compared to the other Kaelensia, Lupines have nothing the others don't (other than a different Instinct Effect which is a good boost for a Ghost, but still requires you to get hurt in order to activate it) and is pretty unfair that every other Kaelensian race has at least something unique other than a different version of Instinct; IE -1M cost per 25% HP you have, Corbies getting free Airborne, don't even get me started on Phenex.

Pack Mind:
The strength of having your brethren inspires you to fight harder, to protect and defend your fellow siblings. For each Lupine in your party you gain +1 DEF (to a max of 3 because the party fits up to 4). With this and the 25% Instinct they get, they'd only get a max of +7 DEF; if they had a party full of other Lupine.

Bare Fangs:
Angering a Lupine isn't the smartest thing to do, they can be pretty intimidating. The Lupine begins to stand its ground against their opponent and causes they to think twice about how they will handle the beast. An enemy the Lupine has targeted (within 2 squares) with its snarl will...
Become feared for 2 turns. (Does not stack.) [Hey look, a use for liquid courage.]
Or
Have their CEL / DEF lowered by (Lupine's Lv / 10 (equals a total of 6 at lv 60) min 1) for 2 rounds.

Lunar Howl:
Drawn to the majesty of the moon, Lupines become inspired, and may Howl to show their strength and spirit, like a war cry.
If Night: Pushes back all enemies in melee range 1 square for 1M and has a % chance to Knockdown enemies (5+STR/4%).
If Day: Pushes back all enemies in melee range 1 square for 1M and has a % chance to Silence self from overdoing it and making their throat sore (and looking like an idiot who praises the sun) (5+STR/4%).

Humans:
Starting Abilities:

Origin Being:
Humans were the first to exist on the planet, far before recorded history. Unblessed by the gods, they still were more accustomed to the nature of their home than the offspring of those who worshiped patron deities.
Humans have a natural 5% resistance to all elements (or just Earth, Fire, Wind, Water (and Heart)).

Innovation:
Humans have existed long before the gods appeared, and during their tribal times have waged wars before recorded history. Making weapons and food to support their soldiers was always a necessity.
Humans gain a +1 to Metalwork, Woodwork, Tailoring, and Cooking and doubles XP gained towards crafting levels.

Basic Knowledge:
Humans know the basics, a lot better than other people. They may not be the brightest in the bunch, but they do understand "common sense" and scholarship.
Humans gain a +1 to the Fluency Talent.

Redtail:
Starting Abilities:
Talistron (Aerich Harris on Skype) suggested that Redtails be able to toggle their dice bonuses in the event they don't want to actually gamble and make a loss.

Glykin:
Starting Abilities:

Glykin have a very unique and powerful ability, but they have so few compared to other races, and nothing really related to their scales. Just a simple fix on that regard.

Serpent Scales:
The Glykin possessing scales of Serpent-kind can more easily protect themselves from physical harm.
Gain +2 DEF.
Or
Gain 2% Physical damage reduction.

Lich:

Arcane Shield:
Being able to dominate focus so easily to even be a living embodiment of it, you're able to strain yourself a bit to erect a barrier around your person. While it does harden and make a shield to protect yourself, it does make you a tad slower (-25 Evade or -10 CEL). However, in doing so you lose 50% of your current FP to erect a BARRIER with LVL equal to FP lost for 10 rounds (Cannot be Null-shelled). When doing this, any damage you take is sent to the barrier, reducing its level by damage taken*1.5. This skill cannot be used unless you are at 75%+ FP. This skill takes 1 M, or possibly a toggle for doing it at the start of a fight.

Trait Additions (for the cost of 1 TP also):

Papillion & Doriad:

Refer to: http://neus-projects.net/viewtopic.php?f=8&t=116 by Maikito

Papilion:

Bufferflies:

Butterfly Illusions increase all stats by Papilion's Level / 10 (max of +5 to all stats for a total of 6 in every stat).

Changes:

Zeran:

Superiority:

This skill is currently very lack luster due to the numerical values set in place. It's a good skill set, but the values are too low with how combat is now. -2 to STR and WIL is nothing with item/class/skill mods and can easily be made up for. -10 HIT does nothing against Mages who just spam spells at a distance, same for Archers (in fact, what Archer would want to be that close to a Zeran due to ranged weapon nerfs now?), and with Blessed, Melee users can easily bypass -10 to HIT (let alone -15 with the bonus from Crown of Heaven).
Mind you, the enemy has to be within 1 square range for Superiority to even work against them.

Sly in the Bad Reception thread suggested to change the formula for the facing effect, but I can agree 20% with the Crown of Heaven bonus he suggested is a bit much. I propose a formula relative to their progress in level (which fluctuates when you Legend Extension).
Facing Change: - STR / WIL based of (Zeran lv / 15 for a max of- 4 against the enemy at lv 60, plus with the current Crown of Heaven bonus a max of -6 to STR / WIL which still requires the bonus of Crown of Heaven to even reach -6).
Not Facing Change: -15 to enemy HIT which still only nets 22 with Crown of Heaven's 1.5x bonus due to (15 / 2) = 7.5; 7.5 + 15 = 22.5 rounded down to 22. Or set it to a max of -20.

Also, change the level limit from 3 to 5.

Crown of Heaven:

Sly's suggestion in the Bad Reception thread was this;
Crown of Heaven -
The horns that protrude from all Zerans. It is a physical similarity to Zera, as well as being seen as the trophy for the victory of Heaven's Contention. They are extremely hard, and are sensitive to the flow of nearby magic, detecting it in a sense.

Similarly, they are also sensitive to how well stocked the body is on focus, functioning better the more there is.

Grants +1 DEF, +1 RES and +1 Skill with Enchanting.

If you currently have FP equal to or greater than the listed percentages of your maximum FP, you also gain additional effects.

25% FP - Your horns are sturdier, gaining +1 DEF and RES per 25% of your maximum FP.

50% FP - Your horns act like a conduit for focus, any beneficial effect applied to you that normally lasts for 3 or more Rounds will now last for 1 Round longer.

75% FP - Your horns have their full color, not paling to black in the slightest, making them much more magnificent. The effects of 'Superiority' are multiplied by 2x.

100% FP - The peak of your focus and power, you emit an otherworldly sensation that instills a sense of dread, not unlike how it would feel to stand before Zera himself, albeit on a much lesser scale. All enemies under the effect of Superiority also become stricken with Hesitation. (LV = Zeran's Level/6%, min. 5%)

I'm fine with all of these, especially since they have a lot of drawbacks and downsides to them, especially for anyone who eats FP like a fat man at an eating contest. Though, the 75% could stand to remain at 1.5x in my opinion.

Biggest thing; the current 50% needs to change, all races can see current / max FP and it's a useless ability either way, get rid of that effect please.

Phenex:

From the Ashes:

This skill trigger needs to change, badly. It's basically an emergency Pre-Hi Potion, but the downside is, you need 100% FP to use it; and no one at any point in battle, besides Round 1 (especially any sort of Mage) has 100% FP unless they do nothing but basic attacks. This is also unfair for Ghost Phenexes because Rising Game at r4 causes their WIL to increase and the max FP they have to increase with it. This cheats them out of getting either r4 or r5 to get the LUC increase.

Maikito proposed to change this to "If below 60% (or 75%) FP when defeated, From the Ashes does not trigger." Or something along the lines of that nature because of its 10 round cool down which is just like Potion Sickness from a Pre-Hi Potion, and no one, unless very early on in battle, is ever at 100% FP.

Umbral:

The Mark:

This is a good ability, most of Umbrals' abilities are, but it'd be more favorable if it gave more with progress. Proposed change; if they take any form of Magic Damage they recover FP based on (FP recovered = Umbral's RES / 3, Max 6 FP, Min of 3 FP until above 9 RES).

Elf:

Healer's Legacy:

I figured since Water is considered a form of Life Magic, maybe this could provide some boosts to the rare and hard to control water arcana, seeing as Elves are better with life magic than others from my guess.

When healing an ally or themselves with a healing spell, the base Power of that spell is doubled. When casting water domain arcana the base spell Power is increased by 1.5x (or 1.25x if that's too much). In addition, when creating potion items with Alchemy, their Skill is increased by 1.

Or

When healing an ally or themself with a healing spell, the Power of that spell is increased by 25% after mods apply. In addition, when creating potion items with Alchemy, their Skill is increased by 1.

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