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  Hopping Whopping
Posted by: Sawrock - 05-20-2021, 02:33 AM - Forum: Balance Fu - Replies (3)

Rabbit Leap should be affected by Cripple Leg.

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  More basic hit options
Posted by: Sawrock - 05-20-2021, 02:31 AM - Forum: Balance Fu - Replies (4)

As right now is the perfect moment in balance where adjusting anything could not go wrong, I have an idea.

Basic hit builds shouldn’t just be crit builds. There should be a variety of builds that can’t get the damage from crit but instead sources their damage from other methods (such as elemental attacks).

I don’t know how to get this about but each method should require at least four stats to balance out with how crits require SWA stat, SKI, LUC and GUI.

Alternatively, we could remove defense and add in Resistance2. It would function exactly like resistance but stack with it, as well as having a separate soft cap. The hard cap would be shared with the now non-existent defense.

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  [v2.44] Backwards Functions
Posted by: Autumn - 05-19-2021, 06:21 PM - Forum: Bug Reports - Replies (2)

It would seem that the tool belt and the battle hotbar's stated hotkeys don't matchup to the actual hotkeys.

The Battle Hotbar states F1-F10, but only works with 1-0 numbered keys. (I prefer it this way too)
[Image: iiFtUqC.png]

[Image: YURYRRd.png]
The Tool Belt states 1-10 but only works with F1-F10

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  Inventory UI Feedback
Posted by: MakeshiftWalrus - 05-19-2021, 08:16 AM - Forum: Suggestions - Replies (2)

I want to start off by saying that I really like the new UI compared to the old one. It's both refreshing, and has many features we desperately wanted in a new inventory system. There are however a couple of difficulties with it I'd like to address, and bring attention to, in the hopes that the UI becomes much more streamlined than it currently is.

Let's take a crack at it, shall we?

[Image: kaZxz68.png]

This is the screen you're greeted with when you first open the inventory. Funnily enough it'll open on the screen your game originally was on if you happen to have two moniters, and shift SL2 over to the other, but that's besides the point.

It's incredibly easy to understand what's going on here immediately. You see the tabs at the top, and immediately figure those are probably filters. So are the big squares on the right. You can see your murai, your battle-weight, and your carry capacity. Your item belt, and your equipped items. The search bar is a god-sent, and the ability to make everything smaller via the button next to it also gives much better overview of what you're doing, if you like me have a ridiculous amount of items.

But, there's a couple things to improve here still:



The [Items] page:

- There's no real way to tell which overall 'Tab' you're on 

For clarity, you always start in the 'Items'-tab. It'd be nice to have a big ol' title in the top middle to tell you what screen you're on, or maybe a golden square around the tab you're in to visually indicate what you're doing.

- The button-filters have no names associated with them

This one is especially criminal when you're looking for a specific kind of item, but you're unfamiliar with the UI. You could search it up via the search bar, but you might not recall the name, only the type. 

It would go a long way to have a little box fade in with, for example: [Crafting Materials] or [Quest Items].

- Some items are only visible when ALL filters are off

I'm speaking specifically of keys, discers, and general asago items that have no 'Use' (Except for the furniture planners, which can open the furniture shop now), although I'm sure there's a couple more I've missed in my brief glancing. It wouldn't surprise me if Patreon-stuff also befell this fate. Having a filter specifically for real-world money-stuff would be especially nice so you don't have to look through your whole list, or search for every item individually.

Ideally we'd get tabs for [Keys] and [Asago] on top of what we already have, and discers would be added to the furniture-tab.



[Image: zTMZaKX.png]

We move on to equipment. This one is thankfully not going to be as long for most people as the crafting, and furniture tab, but it might surprise you just how much junk people tend to carry around. Nothing has changed about the UI, except for the type of items shown, and the filters at the top. Unfortunately I have a lot of criticism of this page in particular, so let's take a crack at it, too.



The [Equip] page:

- The filters are unintuitive for the average player

Having a category for every weapon type is nice, but completely unnecessary. Most of the time it'll be a lot of empty tabs if you bother to sell your items, which you will, because not everyone is a Dullahan with infinite capacity. We also live in a PvP-grounded community, which means easy access to your equipment is practically a must.

I propose therefor that the general weapon filters are replaced with [Weapons] [Torso] [Glove/Shield] [Shoes] [Accessories] [Battle-Items] for much more streamline filtering.

- The symbols of equipment mean nothing without explanation

You might notice on the picture I'm hovering over the Spirit Sword, that's on purpose. The little green, and red arrows are supposed to denote what is better/worse than your currently equipped gear, but the numbers are totally different when you hover over the weapon itself. That's because it shows the weapon's MODIFIED stats (From all the parts, tools, materials, etc) in the list, and it shows the weapon's BASE stat-line in the big preview. Understandably this might confuse people who're looking at it, and aren't intimately familiar with the system.

Ideally both the list's numbers, and the preview window's numbers are made the same. Ideally all of them gain a little box that says [Scaled weapon attack] [Power] [Critical chance] etc, depending on which symbol you hover your cursor over.

- Accessories, hand-slots (Minus shields), and shoes can only be seen while ALL filters are on

I don't have much to say on this one. It's kind of annoying you have to deal with all the filters if you look for these. They're going to be vastly the largest amount of your items as well, because people swap these around the most depending on what they'll fight. (Or think they'll fight.)

See the offered solution of the first one.



[Image: byx611X.png]

And that brings us to the last tab. The [Use Item]-tab. You might notice that the preview box is empty this time, and that we've got a fresh new button underneath it. Well, it's empty because most of the items in my inventory aren't actually showing up in the box, at least not from that tab in particular. I play on the newest version of beta BYOND, so I'm not sure if that's the cause, or if all the items just haven't been made compatible. Unsurprisingly I've a couple things to say here as well.



The [Use Item] page:

- No filters at all

The filters are nice to have on the other pages, so I'd personally really like to get them here as well.

At the very minimum I'd like to see [Food] [Mirror Shards] [Recipe Cards] [Asago] and [Spatial Cores] included.

- Most items can't be selected

This is an interesting idea. Currently out of all five pages, only my fishing rod (My Super Rod, not my basic rod), and my throwable sticks are selectable for use via the big [Use] button on the right of the UI. You can tell because the text begins to glow a pulsing blue, and the item actually appears in the preview box.

It'd be nice to see the rest included provided it isn't a BYOND-error in the first place.



If anyone else has any criticism of these suggestions, or the current UI, do feel free to comment.

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  [v.2.44] Too Flighty
Posted by: JamOfBoy - 05-17-2021, 04:00 PM - Forum: Bug Reports - Replies (1)

Having the passive Flight, gained through whatever means, makes you completely ignore traps regardless of being airborne or not. Tested with Corbie and a non-corbie Shapeshifter with Avian grow appendage - and specifically only on Rogue's traps. Might have interactions with terrain tiles. TO CLARIFY. Flight specifically states you ignore traps and field hazards while airborne.

[Image: HrYn0L2.png]

[Image: SN704RQ.png]

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Thumbs Down Mecha Traits
Posted by: Kiranis - 05-17-2021, 05:23 AM - Forum: Suggestions - Replies (5)

Litterally the race i think needs diverse traits the most since they are more or less "built" for different functions


So im proposing a bodypart system

HEAD
BACK
ARM
LEG

Picking one locks you out of the others for that same part with a few exceptions (like synthetic hair not taking up the head slot) 

HEAD: 

Leoporidae Emulation: you gain a faux pair of rabbit ears to emulate the Leoporidaes legendary hearing -Sonic Resistance but you turn to face attackers behind you 

Theno Emulation You gain the ability to project a Sonic Wail much like the Theno you gain the Synth Voice Ability
SynthVoice: deal Sonic damage in an aoe centered on you

Hyattr Emulation A Firthrower is installed in your mouth you gain the Firthrower Breath ability
Firthrower Breath a cone of fire damage that leaves cindertiles 

Wyverntouched Emulation  you have a reservoir of poison in your mouth you gain a VenomSpray ability
Deal acid damage to one target and inflict poison

Chimera Emulation Your mouth has powerful jaws you can eat corspes out of battle for some recovery

BACK
Synthetic Flight You stay in the air when you move and can Gain Air 

Booster Jet : fly a short distance in a straight line  if you have acel raid increase its maximum range by 3

Storage Space  increase max encumberance by 10

WaterProof: Gain water Resistance

Heat Proof : Gain fire resistance

Energy Proof gain lightning resistance

Arm
Arm configurations (eacdh has several levels which increases range scaling and maybe some bonus effects like gun evenually acting like you had a nerfed version of akimbo or the jackhammer starting out with a small aoe and getting bigger each upgrade) 
Gun
Rifle
Firthrower
Jackhammer

New Configs 

Charge Shot you passively generate weapon charges when you fire your arm gun you expend these charges to activate a bonus effect 
Level 1 : your gun shot does bonus light damage
Level 2 You shot does bonus light damage in a small area (im thinking like the Fir spell but i can't balance shit)

Levle 3 Unlock Skill Omegabuster spend 3 charge levels to fire a light beam 3 tides wide and 7 tiles long damaging all in it's path 

(each level is a trait)

Legs

Floaties: Imunity to deep water tiles

Extentions  You kick range increases



Obviously a lot of these are imbalanced but they give an idea of what i want out of traits and i think mecha are perfect to test some weirdness on

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  [V.2.44] Mangekyo Scarecrow
Posted by: Blissey - 05-16-2021, 07:25 PM - Forum: Bug Reports - Replies (2)

Scarecrows, all variants, do not disappear when they're supposed to -- at least in the overworld (this has not been tested in houses). Instead of lasting the requisite 6, 12, 24 in-game hours, they seem to last much longer. Speculation is that they may last IRL hours instead.

Steps to replicate:
Place any scarecrows on the overworld, and wait to see that they don't despawn when they're meant to.

Server lag may contribute to this, somehow, if at all -- assuming they're not lasting IRL hours.

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  SL2 Version 2.44 Update Notes
Posted by: Neus - 05-16-2021, 06:18 PM - Forum: Announcements - No Replies

Trickery

  • This is a keyword that can cause additional effects in skills. The effect triggers randomly at a chance equal to X% (X = 10 + Scaled GUI x1.5).  Trickery effects can trigger even if a skill is activated through another Trickery effect.
Rogue
  • Pocket Sand - Now has an additional effect; Trickery: Automatically apply your Steal skill to the target.
  • Steal -  Now has an additional effect; Trickery: Also use your mainhand weapon's attack skill on the target.
New Rogue Skills
  • Thorn Scratch - Leave a little mark when you pass, just like bumping against a thorny vine. While you have at least one Dagger weapon equipped, when you move over a tile, any enemy located in that tile will be slashed by you, dealing up to X damage (based on Rank, 4/8/12) equal to your Dagger's Power, of your dagger's damage type. This damage ignores protection. If both of your classes are Rogue classes, the damage cap is doubled.
  • Relentless Strikes - Main class only. With every strike, you aim for better spots, honed and relentless. After performing a basic attack, you increase the damage dealt by your basic attacks by 2 for 1 round. (This effect can stack up to a maximum LV.) (2 per Rank, max Rank of 5).
  • Throwing Daggers - Main class only. Toss your daggers as if they were projectiles. You can utilize 1 LV of Throwing Daggers to increase the basic attack range of your Dagger weapons by 3. You start battle with LV X (equal to Rank), and gain 1 at the start of a new round, up to a maximum of 3. (If both classes are Rogue classes, you gain 2 at the start of a new round instead.) (Max Rank of 3.)
  • Quick Slide - Main class only. 2M. Throw yourself into a slide at a target unoccupied location within 3 Range, quickly repositioning yourself. Trickery: If you have a Trap skill equipped, automatically apply it at your current location before you slide. 2 round CD.
  • Rough Tumble - 1M. Use your enemy as a springboard to flip yourself to a more useful location. Targets 1 enemy within 1 Range; if the tile on the other side of them is unoccupied, you will vault over them and land on that tile. 2 round CD.

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  Calm Before the Storm
Posted by: Druby - 05-16-2021, 02:25 AM - Forum: The Great Six - No Replies

Black Market
Rumors of a black market selling Dusk Parasites for all those interested have been floating around for a long time now, and while there have been whispers of certain crack downs and the peculiar closings of businesses being associated with such a thing, Empire officials have remained largely tight lipped about things... Until now that is. It has been confirmed that an entire underground ring dedicated to selling these vile creatures for profit, primarily to scholars with an interest or fighters looking for a boost in strength and little care for where it comes from, and that there will be a large scale effort to shut down the practice. The Empire is looking for all mercenaries and adventurers willing to lend their hand in quelling the issue.

Executioners
Deep within Alstalsia's wilderness, where the land is more a frontier territory than civilized state, stories have been spreading of monsters that lurk in the dark woods. Bearing wicked horns like Zerans and clad in heavy steel, it is said they kill any who stumble in their path. The frontiersmen have many names for them, claiming that perhaps they were ancient Zerans cast out by Alstalsia and returned to carry out bloody vengeance, or terrible grim reapers out to bring spirits of the living with them back to Lazarus either willing or not, or perhaps even simply dullahans or demons... Stories of this sort are common this far from civilization however, and many have brushed it off as merely another dark fairy tale told to scare children into behaving, but a few are aware of just how close to the mark these stories are.

Arael Schlaeger
The leader of the Black Falcon has remained inactive as of late, hold up in Castle Leistung in Kysei. It might be easy to forget what the man has done even as life for many returns to normal, but the Empire is not content to simply leave it that way. With their announced bounty on Arael's head, as well as those of his followers, many adventurers have begun flocking together in order to pursue the man and assault Castle Leistung in the hopes of making it big off the riches promised by the Empire for a single man's head. Many of these adventurers are of little note, and are mostly bound together by an interest in profit, but it is by their hands that Arael may finally be brought to justice. It would be simple for many to join their ranks if any sought similar goals.

OOC Notes
All of these events are being planned to happen relatively soon. Stay tuned for one more event to be announced in the Black Falcon/Strega event chain, the final Empire Defense Event. For any further inquires please reach out to Fern.

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  [V2.44] Shotgun Axe is harmless.
Posted by: FancyCyclops - 05-15-2021, 01:21 PM - Forum: Bug Reports - Replies (7)

Read title. It appears that when a shotgun is mutated into an Axe, it loses all SWA, and can only deal damage through bonuses.

[Image: vvdh52H.png]

If it wasn't for the fact that this test character was using the One Hit Wonder skill, the shotgun would have 0 damage on the forecast. Even stranger is the fact that both shotguns appear to have their power overridden by One Hit Wonder, or otherwise lack power at all.

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