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  Option to Hide Staircase/Teleporter
Posted by: Shadbase - 10-27-2021, 08:25 AM - Forum: Quality-of-Life (QoL) - Replies (1)

What it says on the tin.
Right now, you can only hide extra floors by putting them under the map - which is cool and all, but also then you can't get them back (easily).

I just want to suggest an option to just make them invisible instead.

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  [v2.51] Narrate / Lighting Pain in Houses
Posted by: Shadbase - 10-27-2021, 08:10 AM - Forum: Bug Reports - Replies (1)

If you enter a house, or a new floor in a house, as a party - only the leader will be able to activate narrate tiles and lighting changer tiles.
Everyone else in the party will get bup-kiss. It's to where to safely enter any event space or anything, eventmins have to tell us to enter without a party just to make sure it goes off. But even outside of eventspaces, this is REALLY annoying.
In example, if someone were to walk into my player home (which is saturated in narrate tiles and light changers) with me, and I was the party leader, I would be able to see them, but the player I'm dragging in a party would never be able to see them unless they left the party and go see them themselves.
It's more of an inconvience, but... it's a REALLY annoying one that I feel bad watching everyone just living with it.

To recreate:
1) Be in a party and not be the leader
2) Enter any house with narrate tiles / lighting changers
3) Have leader walk over these tiles
4) Anti-profit as you don't get them.

Theoretically, this could maybe be solved by if the party leader steps on a lighting changer, or a narrate tile, it simply acts as if EVERYONE in the party has stepped on that tile.
I'm not sure if it'd work, since I don't know anything about BYOND coding, but... it's a start, right?

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  Rotwood Mat Kit
Posted by: InsainArcaneBirdbrain - 10-27-2021, 05:35 AM - Forum: Suggestions - No Replies

Since we got the elemental threads added as mat change kits a while back, I think adding one for Rotwood would also help open up some new build possibilities without the pain of finding a natural rotwood mat weapon drop. Rotwood has a unique spellcast enabler which is a role only filled elsewhere by coduiz (which has a mat kit). This would be a MASSIVE QoL change for the people looking for the material's niche as you don't have to go hunting for weeks for the rotwood weapon drop of your choosing (and would be a godsend for those wanting 10* rotwood weapons).

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  SL2 Version 2.50 - 2.52 Update Notes
Posted by: Neus - 10-27-2021, 02:26 AM - Forum: Announcements - No Replies

New Random Dungeon Theme

  • A new random dungeon theme, Mirage Desert, has been added.
  • Contains 3 floor types.
New Housing Areas
  • Six areas dedicated to adding new player housing have been added.
  • Albedo East and Albedo West Districts
  • Dormeho East District
  • Calm Forest (Kysei)
  • Tannis Residential District & Tannis Hidden Cave
Balance Adjustments
  • Monster Weapon upgrade levels for Hit and Crit changed from 0.4 per level to 0.25 per level.
  • Stat scaling softcap for units higher than level 60 changed from +1 per extra level to +0.5 per extra level. (This only really affects monsters.)
  • Armor damage reduction has had its place in calculations altered; it will now take place after reduction and elemental resistance, but before evade-based damage modifiers (IE, glancing blows). Overall, this change makes Armor/Magic Armor more effective.
  • Stylish damage reduction changed to 50% (from 75%).
Weapon Part Adjustments
  • Short Barrel - Changed to +5 Power, -1 Attack Range (from +2 Power, -1 Attack Range)
  • Wide Barrel - Changed to +5 Critical, +5 Durability, -5 Hit (from +5 Durability, -5 Hit)
  • Double Barrel - Changed to +5 Hit, +3 Weight (from +5 Hit, +5 Weight)
  • Sniper Barrel - Changed to +15 Critical, +8 Weight (from +25 Critical, +5 Weight)
  • Soft Grip - Changed to +15 Durability, -1 Power (from +5 Durability, -5 Hit)
  • Extended Grip - Changed to +2 Rounds, +2 Weight (from +1 Round, -4 Hit, +4 Weight)
  • Revolver Grip - Changed to +5 Critical, -2 Power (from +5 Critical, -2 Durability)
  • Piercing Bullets - Changed to +5 Power, -5 Critical (From +1 Power)
  • Silver Bullets - Changed to +25 Power VS Beasts, -5 Hit (From +15 Power)
Spell Seed Adjustments
  • The following types of seeds require the initial custom spell damage to hit the target in order to apply:
  • Status Infliction Seeds
  • Knockback Seeds
  • Hex Seed (Magnetized) - Changed to LV 20.
  • Doom Seed (Magnetized) - Changed to LV 15.
  • Curse Seed (Magnetized) - Changed to LV 10.
ETC
  • Flanking; Now reduces the Flanking bonus to Hit by 50% for each of the conditions you fail to meet, IE not being directly behind the target and having no one else flanking them. (From 33% per).
  • Beyond Sight; Has been changed to cap hit rate at 90% (from 50%).
  • Galren; Earth damage's Magnetize LV is now equal to 1 + (Galren's Rank * 3). (From 50% of damage dealt.)
  • Magnetize; Now increases causer's Hit by LV when attacking the target. (From half of LV.)
  • Rapid Kick; Damage no longer ignores evasion.
  • Excel Crash Effects; LV1 generic effect changed to +10% Damage per Weapon Charge (instead of ignoring evasion). LV3 generic effect changed to ignores evasion (instead of +25% Damage).
  • Explosion; Fire ATK ratio changed to 80% + 10% per Rank (from 80% + 15% per Rank).
  • Soaring Spear; CD increased to 2 rounds (from 1 round).

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  Preference Option for Partying Movements
Posted by: Whitender - 10-27-2021, 02:24 AM - Forum: Quality-of-Life (QoL) - Replies (1)

Could we real quick suggest One Simple Selection how the Party Leader Movements even though the suggestion might be flooded it out?
It can be long requested but it might be time taking to be made.

The Default would be Auto, that we are at for right now.

Follow would be an option too if possible but have to have all members nearby for it to activate to be toggled

And last but not Least, Free Movement that might force the characters to freely move around excluding at the Overworld.

Could of clarified better if anyone can join in of this thread.

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  Lower the spawn rate of special dungeons.
Posted by: Jeff - 10-27-2021, 01:13 AM - Forum: Suggestions - Replies (2)

I have noticed that there are a lot of special dungeons spawned in the world at most times. Right this moment I count nine (9) special dungeons spawned in Sigrogana and only three (3) normal BDPs.


Would love to see this adjusted significantly, where normal BDPs are the majority and special dungeons are less commonplace.

(It would also be nice if clicking the map didn't auto-path you right inside special dungeons.)

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  v2.52 summoning railgan onto a bush
Posted by: Fern - 10-26-2021, 02:07 AM - Forum: Bug Reports - Replies (1)

You can summon the Railgan robot onto bushes in fights. Just get an encounter with a big green bush and target it with the Deploy Railgan skill if you'd like to see it in action.
 
This can lead to silly situations like mobs trying to reach a Railgan inside a bush and awkwardly ending their turns.

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  Full Party
Posted by: Shadbase - 10-25-2021, 11:05 PM - Forum: Suggestions - Replies (4)

Simple request again:

We should be allowed 8 person parties, OR... an eventmin should be able to inject people from outside a battle into another!
This is more an event sort-of thing, rather than much else, but it would make a lot of event-based stuff for PC event-runners and eventmins alike. That way, people can form a full party against an eventmin's raid boss, or even an eventmin could inject players onto the bad guy's side.

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  Black Beast Spawn Rates
Posted by: Illumi - 10-25-2021, 11:27 AM - Forum: Suggestions - Replies (5)

So, to put it simply. The new additions to the maps are great and appreciated.
BUT. It very much makes Black Beast attacks in Tannis and Dormeho a chore. The beasts spawn in all sections, including the cave in Tannis Residential, even, and requires you to scour the maps looking for any beasts.

And if there are many defending? Well, good luck finding any beasts. It becomes difficult to ever find a pack to clear, and you're stuck wandering aimlessly. This felt like an issue even BEFORE new maps were added.
And so, I'd suggest the Beast spawn rates be upped to compensate for the many new maps, that way it makes the defense of the two spots much less frustrating, and requires far less scouring map after map trying to catch a few beasts.

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  More Potions and Battle items
Posted by: Senna - 10-24-2021, 11:53 PM - Forum: Suggestions - No Replies

Since we're all on the suggestion chain, might as well suggest some more potions and battle items to the game. I guess to give people a reason to run some other potions that isn't just cleanse and healing while still being situational. (Feel free to drop your own suggestions on potions and battle items below)



(Potion) Elixir of Sky (Small/Med/Large): It provides the user Flight and Gains Air for (1/3/5) rounds.

(Potion) Elixir of Speed (Small/Med/Large): Increases the user's movement speed based on the size of the potion. (2/3/4) for (1/3/5) rounds.

(Potion) Elixir of [Element] Power (Small/Med/Large): A potion that provides the user elemental strength briefly. Similar to the Familiar however this over rights any current elemental enchantment. It provides (1/2/3) rank in the respected element for 3 rounds.

(Battle Item) Arcane Vision: Select an ally or yourself and provide them with the Arcane insights! Increase their bonus Hit by (Scaled stats divided by value here) but negates blind fighter and half Golden eye's effectiveness. Last for 3 rounds, 5 rounds CD.

(Battle Item) Arcane Sensory: Select an ally or yourself and provide them with the Arcane sensory! This allows them to sense around them as well as progress and react to the Focus and its output! Increase their bonus Evade by (Scaled stats divided by value here) 3 tiles around the target. Lowers it by half the value if the attack is beyond those tile range. Last for 3 rounds, 5 rounds CD.

(Battle Item) Arcane Barrier: Select an ally or yourself and provide them with the protective force. This force grants the target a guard that increases armor and magical armor by (Scaled stats divided by value here) but can only be used at 3 momentum. Max Guard using this could (A chance) refresh Arcane tattoos but lower the duration by 1 per tattoo. Last for 3 rounds, 5 rounds CD.

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