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  Medical Items Tab
Posted by: sirtrex - 04-10-2024, 06:35 PM - Forum: Quality-of-Life (QoL) - No Replies

Add a tab (top button) in the item inventory menu for medical items. Its ironically easier to find medical items in a trade window than in the regular inventory screen.

https://imgur.com/Zn8irhF



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  [v.2.85f] Prophylaxis Triggering on Allies
Posted by: PastTimer - 04-10-2024, 01:17 PM - Forum: Bug Reports - Replies (1)

It's exactly the way it reads. Prophy is out for blood.

Allies get hurt from walking on a prophy tile, as well as being pulled or pushed into it. Basically every interaction that makes enemies trigger it.

I did not have confusion or any negative status effect at all. Battle was just a normal encounter with local monsters.

It was tested in Sunken Forest, but I fail to see how that would affect anything, so it's probably the same all throughout the game.

Good news: it only triggers once per an enemy/ally as intended, so friendly dodgies only lose half their HP.

Very funny, but it's probably not meant to do that.

P.S.: Seeing how in second screencap sadism actually triggers from shredding an ally, it definitely has something to do with not seeing a difference between ally and foe.



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  1 hit evade buffs rework
Posted by: Shujin - 04-10-2024, 06:07 AM - Forum: Balance Fu - Replies (12)

One hit evades are usually considered among the worse buffs around, cause they compete with Buffcap. Making them not compete with buffcap though might make them too strong.

So what if we changed how they worked a tiny bit:

1 hit evade buffs are changed to-> Level% chance to turn a hit into a glance. Also works against Autohits. 

that way it no longer competes with evade buff cap, and can be a useful addon against autohit meta giving dodgies a tiny bit of the much needed survivalbillity without fully making them untouchable.

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  Korvara Immersive 'Fast' Travel - Carts & Boats
Posted by: K Peculier - 04-10-2024, 04:40 AM - Forum: Suggestions - Replies (12)

Tired of mass clicking and running across the entire world and getting stuck on random edges and fences? Are you against selling your soul to dubious entities within crystals for suspicious teleports? 

I present all a simple solution, IC and mechanically operated 'vehicles'!

[Image: EYyyrDHWkAMd33S?format=jpg&name=4096x4096]



Similar to how custom battlefields and other constructions are currently being used, a new resource intensive sink project can now be undertaken and added upon!

The base infrastructure

A construction interactable like our beloved cheese pressers and butter churners could be made and 'upgraded' similar to the custom battlefields - The idea in its basest form would be a fast travel 'signpost' which players can interact with as waypoints to travel to other linked fast travel 'interactables' which would then teleport players into a potentially tiny instance where they're on a boat/insides of a caravan/etc and would have to wait for a few minutes depending on tile distance to wherever they're heading towards to. 

GMs/Eventmins can use placeables and props for the vehicle actually being used such as caravan/boats next to the interactable.

The added immersion

To add on a much needed layer or player interaction I believe that these constructions can only be made and owned by guilds (to avoid random trolling) in addition of there needing players to upkeep the travel routes with something as simple as adding on money like asago shopkeepers hogging a spot back in G6 would.

The travel posts would also need to be `manned` by a player piloting or managing off-screen NPCs requiring a minimum physical and mental stamina tax depending how far they go and they would be allowed to decide the fare price for the passengers. 

There will be a minimum IRL time needed to get to a destination but it will be shorter than running across the continent and a maximum time in case the driver falls asleep on the wheel, forever dooming all passengers to eternity.

For added FUN, the operator of the fast travel mode can also delay the arrival time for more RP.


Why it would be good for the game

1. Players can have a bit of trouble with the sense of scale of how `big` Korvara is actually supposed to be lorewise, and stuffing them all into a clown caravan will help everyone appreciate the setting more without the fuss of getting lost or stuck in random hills.

2. Custom travel points for events - Eventmins could have the tools to place a temporary travel point to mass teleport players in an immersive way that is not instant to a map that isn't permanently up on Korvara, plunging many to their doom with ease in style and comfort.

3. Resource sinks - Everyone is too rich and hoard materials like dragons, they must be given opportunity to flex their wealth by being a proud patron of travelling. The fast travel interactable points would require a lot of materials to link and set up in different regions of the world.

My shower thought suggestion of the week, feel free to add on your ideas and thoughts my friends.

"Look master! An Oxcart!"

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  Destiny Spellthief- White Spirit lock
Posted by: Shujin - 04-10-2024, 12:48 AM - Forum: Quality-of-Life (QoL) - Replies (2)

Currently, when you are a Destiny Spellthief, you can not spirit any of the Stolen Spells.

UNLESS you start with a not Destiny, get the spells, get the spirits for the spells and THEN Destiny. Which means when you get defeated at any point in your life in a serious situation/PvE you lose those spirits and can no longer reget them, unless you UNDESTINY (1 Ink) get them again, Redestiny again (Another 1 Ink).

Thats 2 legend inks just to get some spirits.


I don't know if you have a more clever Solution for this, but I would suggest that while in DESTINY, all stolen spells have the same rank as Snatch Spell, meaning with a spirit in Snatch Spell all your stolen spells get a rank. I know thats kinda technically a buff. But I think asking someone to spend two Inks to regather them is asked a bit too much. And it could be a nice Destiny Bonus.

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  Extremely Aggressive Cold 2.85f
Posted by: Raigen.Convict - 04-09-2024, 04:41 PM - Forum: Bug Reports - Replies (1)

Aggressive Cold, the Potential Skill of Zeroraid is dealing friendly fire damage.
[Image: image.png?ex=6627e4f4&is=66156ff4&hm=36a...height=147]
I have Yeti mercenaries.

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  [v2.85f] Remains Gathering [QUERY]
Posted by: Trexmaster - 04-09-2024, 04:06 PM - Forum: Bug Reports - Replies (2)

[Image: pexFdx8.png]

I have r5 Butcher and the Harvest upgrade from the crystal terminal for a 110 modifier to gathering.

If my math is right with the update that should come out to a 73%~ chance or so to gather (35*2.1=73.5~).

I failed 17 times in a row. Either I'm among the most (un)lucky individuals alive or the numbers aren't right here.

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  Unassuming adventurer, the scam
Posted by: Lolzytripd - 04-09-2024, 02:20 PM - Forum: Bug Reports - Replies (3)

the 3+ effect 

10xnumber of pieces bonus hp and fp

failed math class

at 3 pieces you only get 10 extra
4 you get 20
5 you get 30


its failing to count to the two initial pieces.






Unrelated this effect feels kind of weak anyway if it did work properly and gave 50 hp and fp at 5 pieces

could we instead get like EACH piece gives 10x number of pieces fp and hp, so like 90 hp and fp at 3 pieces, 160 at 4 and 250 at 5

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  Amalgama- Pie of Memories
Posted by: Shujin - 04-09-2024, 05:55 AM - Forum: Suggestions - Replies (6)

Amalgama RNG hell is pretty expensive. 

I am not going to say change that, but building the character you want takes alot of time for it.

Can we have an Item, like pie of forgetfulness, that allows us to reroll a single Mutation?

How I imagine it to work:
step 1: Consume Pie
step 2: Opens a confirmation window, with all your Mutations, you select one
step 3: Reroll that selected trait within its category
step 4: ?????
step 5: +15 sanity gained.

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  [Version 2.85f] No pushing
Posted by: MultiWonder - 04-08-2024, 03:40 PM - Forum: Bug Reports - Replies (1)

Hirazuki doesn't push anything anymore and instead forces the user to stop the moment they make contact with an enemy.

I tested a few conditions:

- Whether or not Hirazuki is to collide into a wall does not matter, you simply don't move along with an enemy anymore.
- Whether you're in a party or alone also does not matter (which would often lead to Hirazuki colliding into your team mates instead which also doesn't result in a push of any kind (which is fine, since I believe that's intended))

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