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  [3.01] Grapple Stopped Functioning
Posted by: Kameron8 - 07-18-2025, 01:19 AM - Forum: Bug Reports - Replies (1)

The Grapple skill granted by the talent tree currently does not do anything when used on the test server.  (It works fine on 3.00 live server)

To replicate:

1.  Get the Detainment talent so you can use Grapple.
2.  Grapple an enemy.  
3.  Note no fail or success notice, no inflicted status.

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  [3.00j] Confused Moshers
Posted by: Rendar - 07-18-2025, 12:27 AM - Forum: Bug Reports - Replies (1)

If a Dark Bard is confused, their own Dark Moshers hurt them to move through.

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  Versatile
Posted by: Nekojinn - 07-17-2025, 10:49 PM - Forum: Balance Fu - Replies (18)

Versatile on Spellthief should make spells cost 0.5 skill slots instead of 0 skill slots.

When compared to other skill slot savers like on Engi or Ruler, it is just that much better.

Any mage running Spellthief kinda never has to worry about skill slots, and I say this as someone who runned Evoker/Spellthief for a long time!

Versatile being put on 0.5 would also make ST/Curate Promo actually have to think on their skill slots or get some skill! And not just ignore the mechanic completely... It would be a good change fr fr ong.

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  [3.01(Testing Server)] Arbalest Karakuri
Posted by: Nekojinn - 07-17-2025, 08:18 PM - Forum: Bug Reports - Replies (1)

I am unsure if this is a bug or not, but I'll report it just to make sure.

Even if a Karakuri has Hidden Blade Trait, Mixed Martial Arts and Glove equipped, It cannot use it's Hidden Blade as an armament for Arbalest purposes.

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  [3.00j] Sunscale Cultist Prayer Effects
Posted by: renowner - 07-17-2025, 07:27 PM - Forum: Bug Reports - Replies (1)

So far, at least when you have a mercenary group of Sunscale Cultists, when they apply the "allies gain divine might/shield" Type effects, nothing changes. Their stats remain the same and they gain no status effects.
[Image: 4fb328c1e8.png?format=webp&quality=lossless]
For example when that happened, despite having three Sunscale Cultists in the party, none of them had any stat or status changes. (The defensive one also didn't seem to do anything.)

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  [3.00j] Meteorite thinks music is cold
Posted by: Mikuel - 07-17-2025, 12:49 PM - Forum: Bug Reports - Replies (1)

According to material description of meteorite when used on accessory, it is supposed to give +5% ice resistance. Instead it gives +5% sound resistance.

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  [3.00j] Excel Grenade Friendly Fire
Posted by: SpaceShibe - 07-17-2025, 11:41 AM - Forum: Bug Reports - Replies (1)

Excel 3 Grenade Launcher hand trigger hits friendly targets and yourself too.

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  [3.00k] Parry Stacking with False Target
Posted by: Latto - 07-17-2025, 10:10 AM - Forum: Bug Reports - Replies (1)

False Target can currently alternate with effects that give you a parry (Maned Tonfas/ Ring of Pearls/ Holy Shield) but aren't directly a parry skill (does not work with Eviter/Know No Pain, those get prioritized and override False Target instead).



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  Disastrophism 2 Mapping Oddities
Posted by: WaifuApple - 07-17-2025, 01:43 AM - Forum: Bug Reports - Replies (3)

I went round the map and compiled a list of what I believe are (fixable, at least) mapping oddities from the new maps added in the D2 update. There'll be multiple, and I'll group them together by location in this post.

Sanctuary of Lost Minds

[Image: Screenshot-2025-07-17-013544.png]

In this particular screenshot, bottom left of the main body of the dungeon, the walls at the top come down four, curving on the fourth. The bottom one comes down four, but doesn't curve down on the fourth, making it look like a taller wall than the rest.

[Image: Screenshot-2025-07-17-021119.png]

In this area, the battle room outlined by the purple torches, a similar issue is happening. Walls come down two, but by the edge it fails to curve on the second like the others are.

[Image: Screenshot-2025-07-17-013644.png]

In the jail room with the important looking shards, you can see this happen again - but much more noticably, as instead of continuing the turn off, the wall goes UNDER the corner of the roof instead, being four blocks tall instead of three.

Yokoshura


[Image: Screenshot-2025-07-17-013819.png]
This bridge, bottom left of the map.

1. You can access the below-ground warp from atop the bridge by simply walking into the rope. There's nothing to prevent you from doing this.
2. The terrain curves into the bridge. It doesn't need to, and realistically wouldn't do so.

Point 2 I'm pretty sure is happening for all bridges in Yokoshura specifically, though.

[Image: Screenshot-2025-07-17-013918.png]

Inside this here cave in that same area of Yokoshura, it appears the hills are using incorrect stairs? I don't know for sure, it just looks really out of place on the left side specifically.

[Image: Screenshot-2025-07-17-014158.png]

Under the two floor lamps in this building, the path doesn't actually ease into the sand. They're just solid middle block, rather than left and right edges respectively.

[Image: Screenshot-2025-07-17-014253.png]

The dam structure.

1. The edge just north of the stairs doesn't continue under the ruins wall, it just ends a tile before.
2. Specifically only on these diagonal parts here, you can see the decorative trim is missing corners.

[Image: Screenshot-2025-07-17-014314.png]

Just right of the dam, there's a bit of wall trying to curve up there, but not continuing all the way down.

[Image: Screenshot-2025-07-17-014353.png]

Just to the right of the cave that would lead out of Yokoshura, there are some oddities on the corner pieces of this dry ground roof, as if it's trying to connect to other things.

Oskard-Sothis

[Image: Screenshot-2025-07-17-014542.png]

In one of the big multiple exit caves, here to the right, the orange roof tries to curve but the orange wall doesn't curve with it.

[Image: Screenshot-2025-07-17-014602.png]

Also happens here on the right in that very same cave.

Land of Waterfalls

[Image: Screenshot-2025-07-17-020247.png]

The dirt cliff edges here are dense. You can't actually walk on them.

Alterated Jammer Cavern

[Image: Screenshot-2025-07-04-042148.png]

Just to the right of the crystal terminal, the roof of this wall is missing a corner where it sticks out.

[Image: Screenshot-2025-07-17-014900.png]

Happening on both the top and bottom part of this image, where the floor meets the wall the cliff doesn't actually go far enough to curve into the wall, leaving parts underneath that don't have an edge.

[Image: Screenshot-2025-07-17-014919.png]

Right at the back of the dungeon, the waterfalls here don't actually connect to each other. They're all individual bottom pieces.

[Image: Screenshot-2025-07-17-014950.png]

In this image:

1. The waterline for topmost cliff doesn't continue under the wall. It just abruptly ends.
2. The edges of the floor under the water don't connect into the wall, they just inexplicably curve without ever connecting to it.
3. It appears that the second curve from the left under the water uses a middle piece for the bottom part of the curved wall instead of a curved left piece.

[Image: Screenshot-2025-07-17-015047.png]

Just outside the boss arena:

1. The normal floor doesn't curve with the wall.
2. The floor under the water doesn't connect to the wall properly, it doesn't go under it.

[Image: Screenshot-2025-07-17-015111.png]

Here in the top right, you see the walls coming down three, curving on the third. Except where this one part connects to another roof and doesn't curve on the third, instead continuing straight down erroneously.

[Image: Screenshot-2025-07-17-015121.png]

The battle area.

1. The walls that connect to the ground don't actually use bases, just middles the whole way down.
2. The waterfalls are missing bottom corners, using middles instead.

[Image: Screenshot-2025-07-17-015129.png]

In the water just south of the battlefield it tries to curve left on the right side instead of matching the other tiles.

[Image: Screenshot-2025-07-17-015224.png]

Here, the floor edge under the water is missing a tile just when it gets to the roof. Look left on the row from the person in the screenshot.

Weald

[Image: Screenshot-2025-07-17-015400.png]

In the top left of the cave you access through dropping down holes, these stairs up to the exit have a tree root on the right side. Said tree root seems to be cut off, missing the bottom of itself.

[Image: Screenshot-2025-07-17-015604.png]

[Image: Screenshot-2025-07-17-015615.png]

In the far left of the exterior map, right on the border with Duyuei, there's a consistent set of missing tree under the treeline on the left side of the tree formations.

This is probably not all, but it's most of what I could find. If anyone else finds more, let us know!

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  [3.00J] The Great Tortoise
Posted by: TheGhostlyKnight - 07-17-2025, 01:32 AM - Forum: Bug Reports - Replies (1)

Great tortoise (skill on Genbu) seems to either have the wrong skill icon (The sync mind skill icon, instead of the install icon), or not be usable when not installed unintentionally.

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