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  [QUE] Rockdirt Woodcutting Axe Icon
Posted by: Mivereous - 03-23-2015, 05:50 PM - Forum: Bug Reports - Replies (1)

[Image: KgE35Jh.png]

Is that what it's supposed to look like..?

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  SL2 Version 1.18
Posted by: Neus - 03-23-2015, 01:02 PM - Forum: Announcements - No Replies

[float=left][Image: talkav_128.png][/float] Another week, another update.

One of the things I see constantly on the suggestions forum is the ability to gather resources from outside of dungeons, but one thing that always held me back from doing so is that, unless those resources are limited in some way, they become overabundant. But if they're limited, some jerk might just go around and collect everything by themself before anyone else has a chance to do so, which isn't nice or fun. So after thinking about it for a while, I decided we might as well add a new resource system to help counter-act such a problem. Which leads us to two new 'stats'; Physical Stamina and Mental Stamina.

These two are resources. As of this update, only one is ever affected; Physical Stamina is drained when you use the new woodcutting axes. Yes, you can now chop down all those lovely trees you see for wood, and get wood depending on the type of tree, as long as you have the stamina, and an axe. I like this solution because it doubles as a roleplaying system, in a way. You'll get tired, and have to take a break, maybe eat a meal, before you can get back to work. Trees won't be immediately chopped down; they can be gathered from so many times until they're reduced to a stump. That stump will regrow eventually, about 12 in-game hours later. I wouldn't think about it too much, honestly.

I imagine these stats could be ported to a number of other in-game activites, like cleaning up the battle scars of a Black Beast attack. If you have any ideas for current or new things to consume this stamina, feel free to post them.


1.18
New Equipment Items - 10 new items have been added to the loot table.

  • Rarities of new items are 6 to 9.
Stamina System - Added two new resource statistics; Physical Stamina and Mental Stamina.
  • These are represented by a green and blue circle on the character bar. The more full the circle is, the more you have available.
  • The maximum values of these are equal to your base VIT and base WIL respectively.
  • Both recover every hour and when you eat a meal. The amount recovered of each depends on the food's HP Regen and FP Regen respectively.
Woodcutting - You can now craft woodcutting axes at forges. You can use these axes when facing most trees to gather wood from them. Axes have a certain 'swing speed' and durability that will cause them to break after so many uses. (Note that you can't cut down some trees, usually those in towns.)
  • Cutting down a tree requires a woodcutting axe and physical stamina.
  • After cutting at the tree for a short time, you will collect wood depending on the type of tree it is.
  • Collecting enough wood from a tree will cause it to be chopped down. While in this state, you can't gather wood from it. Chopped down trees will reappear over time.
Gun Upgrading - You can now upgrade guns at blacksmiths. The Power upgrade of guns applies uniquely; it will spread over multiple rounds, similar to the damage received from your SKI stat.
New Preference Setting - You can now select 'Smart' as an option for Mouse Click Movement. While in this mode, the game will not attempt to move you if you have windows such as character or inventory screens open.
New Trait - 1 new trait has been added; Maneuver: Ambidexterity lets you choose which weapon (main or sub) you will use for various skills, as long as both weapons are valid for that skill.
Bonder Medals - Bonder medals have been added. If you fulfill the conditions for the medals already, talk to Medaru Jiisan in Oniga.
Item Description Improvements - A variety of things about the item description window have been improved.
  1. The window is now a little taller, making it easier to see certain tooltips.
  2. Attack range for weapons is now displayed.
  3. Weapon 'Damage Type' parameter can now be hovered over to show the original damage type, and it now correctly displays the weapon's current damage type (IE, if the weapon's damage type changed due to weapon customization parts.)
  4. Armor 'Weight' parameter can be hovered over for a breakdown of the Base and Mod, as with weapons.
  5. Gun 'Rounds' paramtere can be hovered over for a break down of the Base and Mod, like other weapon parameters.
  6. Set Item names can be hovered over for a breakdown of what the set will do when enough items of that set are equipped.
  7. Weapon-type information (such as About Guns, etc.) is now stored in a more flexible manner.
  8. Updated the weapon-type information for guns to include how they interact with your SKI stat and Power upgrades.
  9. Added weapon-type information for bows that includes how their Hit is reduced in melee range.
  10. Added weapon-type information for daggers to show they can be equipped by all classes.
Trade & Inventory Improvements - Several things have been added or changed to these in order to improve player experience.
  1. Removed redundant updating of the item list when adding or removing items to the Trade Box.
  2. Better item sorting for several categories. (Example; Keys are now in the Home category.)
  3. Added filter buttons to the trade window to help navigate large inventories.
Status Effect Icons - Added a baker's dozen or so new status effect icons to the game, courtesy of Ryu-Kazuki.
Tome Icons - Added new icons for Flamberg, Zeroraid, Fullgust, and Blacksand tomes, courtesy of Cecil.
Adjusted - Yomidori's effect on Hit is now displayed in the attack forecast.
Adjusted - Multifront and Widespin now display an attack forecast for each target it will hit. In addition, Widespin will properly display its Hit penalty in the Attack Forecast.
Adjusted - The following status effects now stack on an individual-causer basis, due to the nature of their effects;
  • Hunted
  • Marked For Death
  • Magnetized
  • Charm
  • Auto-Hit (Soul Shot)
  • Covering Fire
Adjusted - Face-icons displayed in the player bar are now wrapped in the portrait border to make them look prettier.
Adjusted - Redundant recovery messages when an item is used have been removed, since that information is displayed automatically now.
Adjusted - Divine weapon enchantment effect changed to +2 Power, +5 Critical, +5 Accuracy, -2 Weight. (If existing weapons are not affected by this change, please post a bug report after you have made absolutely sure.)
Adjusted - Arena Combatants now use Gravestone only if they aren't within effect range of another one, and only if it's been 2 or more rounds since their last use.
Adjusted - Weapon selection for skills has been changed to a more consistent process; if the main weapon fits the criteria, it will be always be used. Otherwise, the sub-weapon will, if it fits the criteria. So in instances where you are wielding the same weapon type in each hand, put the weapon you want to be used for skills in the main hand.
Adjusted - Restored the game's program icon. It probably also looks nicer on Windows 7 than before.
Adjusted - Toggle skills can now be put into the battle bar; activating turns them on and off, as you'd expect.
Adjusted - Wraithguard now reduces damage by 30% (from 50%).
Adjusted - Painproof's HP cost has been reduced to 15% (from 25%).

* Bug Fixes
- Charm's status effect description has been updated to reflect its new function.
- Fixed an issue where Earthbound Fog and Mercalan Mist were preventing several functions, such as Youkai target declaration and checking statuses. (Checking statues remains forever blocked by Mist skills, however.)
- Fixed an issue where Riagri was completing too quickly, making it possible for AIs to avoid the projectiles.
- Fixed a bug where Fortune Feather's activation was behaving incorrectly when checking if you were Weak or Resist versus certain elements.
- Fixed a bug where Bonder was missing 5% of its FAI growth.
- Fixed a bug where Youkai gifts were failing to drop from ore veins most of the time.
- Fixed a bug where Ritual Sword's ritual summoning was causing cloning.
- Fixed a bug where Ritual Sword was not using the correct weapon when using more than one Sword-type weapon.
- Fixed a bug where Infernal Summon was infernally summoning non-Bonded Youkai.
- Fixed a bug where Youkai were gaining friendship even when they weren't summoned.
- Fixed a bug where equipment items without any special effect properties weren't showing their Customization slots in the item description window.
- Fixed a bug where monsters were aiming Stone Dragon a bit too far away from their intended target.
- Fixed a bug where Combat Text, Window Flash, and Chat Filter preferences were not saving.
- Fixed a bug where Arena Combatants could spawn with items that normally shouldn't generate, such as boss weapons.
- Fixed a bug where Black Bubble was not damaging enemies inside of a Sanctuary.
- Fixed a bug where Skip and other 0 Momentum skills would take 1 Momentum in Stylish mode.
- Fixed a bug where Invocations were not receiving Momentum cost reductions from Stylish mode.
- Fixed a bug where Invocations were not receiving Repeat Action penalties (not that it matters).
- Fixed a bug where Medaru Jiisan forgot to give out medals for Hexer, Priest, and Bonder.
- Fixed a bug where Fruit of Talentlessness wasn't unequipping invalid weapons and itembelt slots.
- Fixed a bug where Warning Shot wasn't receiving Momentum penalties from Repeat Action.
- Fixed a bug where the Show Unusable Skills setting wasn't working properly when set to Off.
- Fixed a bug where Aliagmato was not using the correct range of the skill when enchanted with Galren (due to an issue involving size checking when simulating attack patterns).
- Fixed a bug where AI associates weren't facing towards the target of their skills and attacks.

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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  Charm Goodness
Posted by: mappel6 - 03-23-2015, 04:34 AM - Forum: Bug Reports - Replies (3)

Now, get this. When a player is charmed, they can still attack their charmers just fine.

I didn't test this in all situations. However, I did test it:

Against an Alraune, with Attack, Special Attack 1, and Sub-Attack. I think I may have used skills as well at one point. But, I was certain I was charmed.

This may happen in more situations, but in case this happens again to someone else, they can be sure to post it here.

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  [SUG] Faceicon File Size
Posted by: Nuclear - 03-22-2015, 08:36 PM - Forum: Suggestions - Replies (6)

Would it be possible to have the file size limit increased from 131 to 231, or even 300kb? It is trouble enough forcing us to work and crop our icons to 96x96 to even fit properly. This would give plenty of breathing room for reaction icon states to fit a broader spectrum of emotions a player might want to portray during their RP (beyond the MMO emoji things like the heart and whatnot).

EDIT: I realize saving them in another format increases the compression, but typically also at the expense of quality, which is UNACCEPTABRU. Marching bands allow up to 3MB for songs, so I don't think increasing the limit for faceicons would be that big of a deal.

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  [SUG] Dyeing Furniture
Posted by: Blissey - 03-22-2015, 03:41 PM - Forum: Suggestions - Replies (3)

This has been suggested a few times in the past, but is it viable to be able to dye furniture in future updates?

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  Wraithguard
Posted by: Sarinpa1 - 03-22-2015, 12:34 PM - Forum: Balance Fu - Replies (5)

Given LE, new ways to build characters reliably around it...

Wraithguard could use sort of a cap. I'm sure you all noticed how often people that have nothing to do with swords or anything just go for ghost for the passives and WG.

Of course, building around this skill that pretty much gives you double the HP at the cost of little bit of FP and occasional momentum loss is a valid tactic, so I don't want to completely negate it. Just make it bit less reliable.

I propose a cap of 85% trigger chance.

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  Emotes Through Walls
Posted by: MegaBlues - 03-22-2015, 04:08 AM - Forum: Bug Reports - Replies (10)

This still happens. Fix please.

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  Da SL2 Wiki and Player Contribution to Lore
Posted by: catabur - 03-21-2015, 10:31 PM - Forum: General Discussion - Replies (7)

A spur of the moment thing, really, but I've been editing the wiki by adding certain information to pages and even creating a few, so we don't have all those red links. One thing I've thought about is creating a category for pages that have no other pages linking to it. I'm mainly trying to make it more streamlined, so people can get to certain things easier (more on that probably never).

Getting away from flaunting the things I've done today, there was also one thing I was curious about adding to the wiki: things created by the players! One such thing I wanted to add is the various factions supplied by us and placing them somewhere on the wiki. Now, before talks of favoring certain authors over others, I think it could mainly stay to its own section marked, for lack of a better name, "Fanon". And could probably sit next to "Bestiary" with "Lore". The only inclusion it would have in other pages (ex: if there was a faction that dealt with Oniga, something about it would be added to Oniga's page) would be under a title that said "Fanon", so everyone can rightfully know that it isn't from Devy's pie hole.

Heck, ignoring the fanon stuff for now, "Lore" could probably replace "Bestiary" since I don't see that thing being anywhere near complete anytime soon.

Before I get the "no, this is dumb, you're stupid" from sooooomeone, I'd like to see what every else (who use the forum anyway) thinks about the idea.

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  Trait Suggestion for Weapon Skills
Posted by: MegaBlues - 03-21-2015, 08:42 PM - Forum: Suggestions - Replies (5)

So, as of now, some weapon skills default to the main-hand weapon (Repel), while some default to the weapon with more power (Cutthroat). This behavior is inconsistant, and annoying, as there's no way to control which weapon you attack with after a battle starts.

So, I suggest making the system default to using the main-hand weapon for skills when two are available, and making a trait that gives a toggle-ability (Or 0M, scaling per-use ability) that swaps the weapons in one's main and sub slot. This way, you can use whichever weapon you want for skills, or passives.

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  [QUE] Canons?
Posted by: Ryu-Kazuki - 03-20-2015, 07:31 PM - Forum: Bug Reports - Replies (8)

Reload in its description says it only prevents you from using canon skills for its duration, but it disallows you from using sub-attack with said sub-weapon despite what the description says. Is this intentional?

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