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  Daralam- New invention for hygiene
Posted by: Mikuel - 08-01-2022, 07:45 AM - Forum: Character Applications - Replies (4)

Applicable BYOND Key - Mikuel
Character Name - Daralam
Request Type - Permission to have my character to have invented new technology
Request Details -  I would like permission to have my character to have invented and manufactured some showers with help of craftsmen.
Reason why you are making this request (if applicable) - My character is scientist and thus works on creating things for Geladyne. I just figured that I had never heard or saw shower anywhere and though a simple plan to make it.
Roleplay & Lore supporting your request -
The mechanics of this shower are quite simple, but I will explaining them in bit in detail to further clarify why and how this shower could work.

-The basic structure is larger metal barrel which can be filled from outside, pipe connected to said barrel and showerhead, a simple system for the waterflow to reproduce the effect.
-In the barrel, there is few slots one can slide in slips made out nerif's blood or arctic cold to alter their preferred temperature of water.
-There is valve, which when turned applies pressure to galdric metal (or whatever silpheeds curse was called when refined), which releases steady flow of air into the barrel.
-This causes pressure to build up in the barrel, which in return causes water to move to area where there is less resistance, which leads it travelling up the pipe and out of the showerhead.
-After showering, you close the valve. This stops the air being produced and thus causes the water to stop flowing up.
-You need to manually fill the barrel between showers.

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  [v2.62c] Terra Flama Battle Positions
Posted by: Trexmaster - 08-01-2022, 06:53 AM - Forum: Bug Reports - Replies (2)

[Image: unknown.png]

Both teams seem to be randomly distributed across the map in the case of a non back-attack fight.

As pictured one member of Team 1 ended up on Team 2's side and one Team 2 monster ended up on Team 1's side of the map.

Steps to reproduce:

1. Start a fight in Terra Flama with 8+ participants.

2. Observe the start locations given to each team, some may end up on the opposing side's half of the map.

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  [v2.62c] Idol Smash
Posted by: Trexmaster - 08-01-2022, 05:58 AM - Forum: Bug Reports - Replies (1)

When Idol Step critically hits it ignores the 50% damage reduction for hitting the same target.

Steps to replicate:

1. Cast Idol Step against, preferably, one enemy, optimally with 100% Critical Chance against them.

2. All Idol Step ticks will deal full damage despite hitting the same target.

This can be confirmed by hitting without a critical hit against the same target as it will deal 50% less damage as intended, where as critical hits deal full damage regardless.

EDIT: When finishing a mob off crits seem to respect the 50% reduced damage? I'm not sure yet but criticals seem to be consistent when dealing full damage against mobs even if hit multiple times in succession.

[Image: unknown.png]

EDIT 2: Additional tests seem to prove the prior theory inconclusive. However Idol Step is tracking what it damaged last seems to be getting messed up by something other than critical hits. Maybe it's the healing? Hard to say.

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  Take My (LE) Money
Posted by: FaeLenx - 07-31-2022, 09:21 PM - Forum: Submissions - Replies (3)

Since everyone's sentiments seem to be that LE books generally don't actually give anyone power or in game strength, can we just have an Asago item that gives you Legend Inks?

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  [2.62c] Debuff Immunity nonfunctional
Posted by: renowner - 07-31-2022, 08:39 PM - Forum: Bug Reports - Replies (1)

The debuff immunity granted by:  Mutation (Spirit Stillness) [from amalgama] and perhaps from other sources does not currently work.

Currently in battle it triggers, but instead of lowering the level and nullifying the status, it raises the level of the Debuff Immunity status and does nothing.

[Image: b1fb10b50b.png]

Every status inflicted upon you will raise its level. Nothing is ever negated.


Steps to reproduce:
1: Get an Amalgama.
2: Roll the Mutation (Spirit Stillness) Mutation
3: Get 5 spirits possessed to your character.
4: Get into a fight.
5: Have the enemy inflict a status upon you.
6: Note its non functionality.

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  [2.62c] Swapping to a non-bonded youkai gives a 10 bonus to crit evade and hit chance
Posted by: rath111 - 07-31-2022, 07:20 PM - Forum: Bug Reports - No Replies

1. Have a bonded youkai with Contract Uno at the top of your youkai list. Somewhere below in the list also have a non-bonded youkai.
2. Check your stats and confirm your current Crit Evade and Hit Chance values.
3. Swap the positions of the bonded youkai and non-bonded youkai in your youkai list.
4. Check your stats and confirm your Crit Evade and Hit Chance are 10 points higher with this non-bonded youkai.

Happens 100% of the time per steps above.

Wanted to note that if this non-bonded youkai becomes bonded in the future then it'll no longer give this +10 bonus.



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Photo [2.62c] Hitting Cancel with science kit enchant dialog will still bring up the menu
Posted by: rath111 - 07-31-2022, 06:52 PM - Forum: Bug Reports - No Replies

1. Use the Portable Science Kit
2. Select the enchanting icon
3. Select 'Cancel' on the dialog that prompts to 'Enchant Items', 'Create Items', or 'Cancel'
4. Notice how you get the 'Create Items' menu to appear even though you've selected 'Cancel'

Happens every time per steps above



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  The Great Horses Suggestion
Posted by: Skullcatrons - 07-31-2022, 04:56 PM - Forum: Suggestions - Replies (12)

[Image: MlZNeZe.png]

__________________________________________________________________________________________________________________________________

Thread Song for browsing pleasure



__________________________________________________________________________________________________________________________________


Welcome to the ultimate thread that ends all horse-suggestion threads. 

Many individuals wanted horses, but for many years, they've never came to fruit.
And thankfully, I wasted three days making this.

This is the ultimate thread that ends all horses and horse-related accessories.

For those wanting to look at the google drive, there's link in this thread: 

Proceeding forward, this thread is to discuss all horses, and horse-related suggestion.
But unlike others, I have my own suggestion I rather make. And it comes in this literal thread.
Without further ado, have a horse.
[Image: IyA4Bgz.gif]
So how many horses are there that I've made? Well if you looked into the drive I've posted all my horses to; Currently as of this writing (7/31/2022), there is five horses. 
Four with different colors, one without a saddle. These will be completely relative, and actually explains what goes down in this thread.
We'll start off with the suggestion I'm going from my own angle.
TALENT
[Image: kqn3N5b.png]
Horse-riding
I am not big fan of locking horses behind a class, or making horses any weirder for players to access. Rather, I rather horses be accessible by all classes. And so I thought of horse-riding
Horse-riding should ideally have 2 SP for every talent point invested. In the tree, there is following rows the player should see;
Riding - One Skill-rank investment
Unlocks the ability to summon, and ride a horse. The player gains 50% movement speed while mounted on the horse.
Weight - Five Skill-rank investment
Increases the Weight forgiveness by 10% * SR (Allows you to go at full-speed pass encumbrance limit) 
Speed - Two Skill-rank Investment
Increases the movement speed when riding a horse by additional 25% * SR (Up to double speed of player character running)
Of course, players that cannot squeeze this into their build for MAXIMUM SPEEDRUNNING, can instead take a trait-alternative, but they are locked at 50% speed regardless, and will a special horse variant that have no saddle on it (Wild Horse)
TRAIT
[Image: sMpoXga.png]
Horse Whisperer
10 base LUC, 10 base GUI req.
Your calming presence, and your good fortune calm down the wild horse, and would not see you as a threat. You gain the ability to summon, and ride a wild horse, but you cannot go any faster than 50% movement speed when traveling. In addition, you do not gain weight forgiveness as well.
__________________________________________________________________________________________________________________________________
RESTRICTIONS
We're trying to balance a suddenly fast player, and it would be useful to prevent them from doing few things.
My suggestion is thus;
- Players cannot ride a horse in dungeons. (Yes you can't ride in the Wastes)
- Players cannot ride a horse in houses (Player-houses are an exception)
- Every 15-20 tiles cover drain physical and mental stamina by 1? (Mayhaps?)
- Alternatively, no limitations on tile-movement draining stamina. Just first two is fine.

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  Gonna be the very best like no one ever was!
Posted by: Shujin - 07-31-2022, 03:19 PM - Forum: Suggestions - Replies (3)

I know this sounds like a joke but hear me out:

A new PVP setting where we ONLY use our Mercenaries.

Tamer battles!

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  [v2.62c] Transition Blockage
Posted by: Trexmaster - 07-31-2022, 07:06 AM - Forum: Bug Reports - Replies (1)

With the new Area Transition feature players linger in the area where they triggered it, and if another player steps on their tile, they won't trigger the area transition and instead remain on the tile of the area transition. Any player who steps on this player will also not be able to use that tile for area transition, resulting in situations where houses, caves, dungeons, etc. may be blocked off by players obstructing the area transition tile.

Steps to replicate:

1. Find an area transition tile (say for example, a cave entrance).

2. Have Area Transition ON, and have one player step onto the area transition tile.

3. Have another player be prepared to step onto this tile the moment the other player does. If done right, the player who stepped on the tile second will remain stuck on the tile.

4. Attempt to enter the area using the tile that has a player on it. If the player remains on the tile, no other players are able to use that tile to transition to the area it's attached to.

[Image: unknown.png]

Pictured: me stuck on a door that should be an area transition tile but can no longer be used whilst I'm stuck on it.

This was previously only possible in the Azure Meteorite with the teleport pads, as they'd leave players on the tile of the pad (which is the area transition tile) meaning anyone who doesn't move off those teleport pads will block other players from using them. It wasn't as much of an issue as typically players rarely idled on these, but now this can be done on any area transition tile in the game, meaning entire parts of the game map could be blocked off and need GMs to resolve.

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