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  [Korvara] An alternative way to expelling worms.
Posted by: Autumn - 07-04-2022, 11:05 PM - Forum: Suggestions - Replies (2)

Since there is no Hikari on the continent to get rid of Parasite Infections, may I suggest an alternative and more painful method of their expulsion other than by getting parasite removal kits:


Quote:Getting hit by Fire Damage has a chance equal to the damage received to make the parasite explode, causing additional fire damage to the infected person. (Like LV * 2 to make it so that you don't get juiced by a low lvl encounter.



If my meme suggestion doesn't work, some kinda healer who does it too is cool....I guess......

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  New Legend Option
Posted by: Lolzytripd - 07-04-2022, 05:45 PM - Forum: Suggestions - No Replies

A sort of new game plus option, that per rank increases enemy level by 5 above the displayed level outside of combat, max 10 ranks, enemies will not exceed 80.

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  (v2.60b) Monster Corpse and Server Lag
Posted by: Snake - 07-04-2022, 01:46 PM - Forum: Suggestions - Replies (2)

Monster Corpses should probably be deleted on hour tick. They don't really give anything important aside 'remains', which can immediately be harvested by people who want them, or left to become future lag by the ones who don't care.

It feels like the more the server is active and the more corpses are left behind from the intensive grinding people can do in dungeons, the laggier it becomes, and lag is a pretty critical problem with Korvara, due to no teleports nor world map conveniences, I feel.

For example, upon reboot, all the lag is gone, until people once again start spawning several corpses from fighting. So perhaps it'd be worth to make it so all monster corpses are gone once the hour tick goes by.

Or as Slydria suggested, every two hour ticks.

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  Bullied by Nemalyth over a puzzle
Posted by: sadbot - 07-04-2022, 10:54 AM - Forum: Suggestions - Replies (3)

I will keep this suggestion in somewhat vague terms to avoid spoilers.

Myself and a group of friends ICly chanced across each other at the sight of a certain sigil near Telegrad with a puzzle relating to the moon and 'Landal'. One of those people had received a hint IC from someone they know on how to activate said sigil which, with the help of the hint at that sight, allowed one of us to work it out. Unfortunately, because none of us had examined the tablet apparently in another location expressly giving us the hint that was passed on IC, it didn't work and we instead received a message from Nemalyth slapping us on the wrists for metagaming.

As much as I understand gameplay/progression reasoning for this as the hint tablet is supposedly somewhere between this sight and the place it teleports you too, I think that this should be removed. Our case is a perfect example of what was a perfectly ICly reasonable and very fun interaction with said puzzle, which was then cut off by supposed metagaming protection. I'm not sure if others will agree with this or not, but I'm interested to see what others think given the circumstances in this example.

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  [v2.60b] Youkai Thanos Snap?
Posted by: Shadbase - 07-04-2022, 06:24 AM - Forum: Bug Reports - No Replies

Could potentially not be a bug and I'm el stupido, but it certainly looks like it.

After contracting an Apus, I'm suddenly not able to summon any youkai besides that Apus.
I do NOT have Contract Uno (or Tres for that matter), and I have the FAI to summon both or either of them, but for some reason my Izabe is practically deleted from my lineup. She is not dead, and even when Apus -is- dead, I can't summon her. The option is grayed out, and without text as well. Some people more knowledgable than me about mechanics in the Korvara OR Sigrogana Discord couldn't say it wasn't a bug - and Miller said it's definitely a bug, just a rare one.
It's also probably worth noting that I can still use fairy lance DESPITE this.
I can't test whether or not getting rid of Apus will fix the problem - or at least, I'd really prefer not to, given the problems of getting to the Apus statue in Korvara and the lack of a public test server for the moment.

[Image: unknown.png]

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  Total Control or None at all. [2.60b]
Posted by: Dezark - 07-04-2022, 03:24 AM - Forum: Bug Reports - No Replies

Certain mercenaries and other summons don't seem to correctly operate with Total Control turned off. So far I've noted that Hot Lips [Korvara] does not function with their Samba of Strength if total control is turned off, the animation for them singing the song shows but you won't receive the buff from them itself. I haven't seen any other mob mercenaries have this issue yet out of the new ones added, everything else on the Hot Lips seems to function as expected for it casts and uses.

The other summoned creature(s) that seem to struggle while total control is off are the Engineer Turret Bot & Medicopter so far that I've seen, the Turret itself will attempt to cast Bullet Shred when in the proper range, but no animation or attack happens on cast, causing it to put the skill on CD and waste a turn on it, it doesn't seem to use Bullet Spray either but this is less of a issue since I figured it did not know how to aim the attack itself.

The Medicoptor is the one I've seen that is more a issue, as when it turn comes around it will use every potion it has on itself for two rounds before auto attacking. I'm not sure if it just something that was coded on it to set it up like this but I was curious and wished to bring this to the attention on it.


I know leaving total control on is a simple solution to this, but I wanted to at least let this be known just incase others are grinding and leave total control off for mercenaries be it during a boss fight or otherwise, so they can react accordingly.

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  [v2.60b] LFG Borked
Posted by: Shadbase - 07-04-2022, 03:05 AM - Forum: Bug Reports - Replies (3)

LFGs I (and others) are putting up randomly get taken down by the game at random intervals.
I noticed this before the Korvara update, but it was rarely happening. Now it is much more constant, with my LFG from today being taken down by the game 5 times total within the span of an hour or so. I'm not sure if there's a consistant time between when I put it up and it gets taken down, but I timed it just now, and it was about 20 or so minutes after I put it up. I didn't even look at LFG, so I couldn't've hit any of the buttons.

Potentially this could be worse on my part due to LFGing in a dungeon and getting in and out of battles, but it's been happening to people in towns too.

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  [v2.60b] Korvara Jump Points
Posted by: Lewdcifer - 07-04-2022, 01:56 AM - Forum: Suggestions - Replies (2)

Korvara maps seem to have an awful lot of ledges that make navigating something of a small backache.
My suggestion is that more jump points are added here and there in the overworld maps (not the dungeons), to make navigating a tad bit easier.

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  [v2.60b] Monster Spawn Rates
Posted by: Lewdcifer - 07-04-2022, 01:55 AM - Forum: Suggestions - Replies (3)

As per the Korvara update, monsters do not seem to be spawning fast enough to compensate for even just two full parties.
My suggestion being as simple as increasing the monster spawn rates to be more frequent, so that dungeons in Korvara can better accommodate for multiple parties.

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  [v2.60b] Clickmove Nerf
Posted by: Shadbase - 07-04-2022, 01:40 AM - Forum: Bug Reports - Replies (3)

Korvara as a whole is impossible to navigate with clickmove. It gets stuck on every corner, every wall; compared to Sigrogana, where sometimes pathfinding just doesn't realize there's a wall there, Korvara literally just doesn't have walls clickmove registers.

I don't know if it even can be fixed, but if at all possible I'd really appreciate it! Clickmove is the only way I can really move with the server lag being what it is because of increased player count and everything else, since the game will just bug out when it lags and keep you from moving at all.

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