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  Dark Water icon
Posted by: Perdition - 04-15-2021, 03:19 PM - Forum: Suggestions - Replies (1)

Flooded Water currently looks quite nice, especially with the way it automatically snaps icon states together when expanded or reduced. A simple recolor to make these tiles purple and using them for Dark Water would be very much appreciated as the current tiles are... ugly. 


And then as a tangentially related request, recoloring more of the Aquamancer skills other than Water Dragon to display the effects of Servant of Authority would not only make them more visually appealing, but it also adds further clarity of which version of Aquamancer is being used for both the Aquamancer's allies and enemies imo.

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  Stylish additions
Posted by: Lolzytripd - 04-15-2021, 11:57 AM - Forum: Suggestions - No Replies

So...I actually like stylish.

Could we have stylish options for the boss statue and arena.

Optionally a Legend authoring option to make Non bdp fights  stylish.(so stylish at the mansion/Baikai/snake cave/lory/swamp ect)

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  Fun-o-gram not playing properly
Posted by: lalchi - 04-15-2021, 11:03 AM - Forum: Bug Reports - Replies (7)

When entering a player house using a fun-o-gram, the music starts and then stops after a second.

Tested in three different player house and two different client, same result.

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  [REQ] Dormeho Remap
Posted by: WaifuApple - 04-14-2021, 09:51 PM - Forum: Mapping - Replies (6)

So, I've been wanting to give Dormeho a little bit of an upgrade in terms of it's visual appeal, and now that I'm finally operational again, I figured I would go ahead and give it a try. I don't have a complete map - at least, not by my standards, but I spent a whole day on it as a project, because I don't like making requests without knowing that I can actually put what I'm going to into visual.

So, I'm providing screenshots of what I've got so far (mainly just a good amount of exterior stuff) and making an official request to be able to continue on with this project! I'm still waiting on the old Dormeho map to be released, too - it'll be useful going forward, especially for the interior and seeing what needs to be done there.

Let me know if I have your blessing to keep working on this!

   
   

   

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  [2.43] Furniture Placement
Posted by: TorientalVortX - 04-14-2021, 07:36 PM - Forum: Bug Reports - Replies (1)

So currently in the most updated version of Byond beta branch, there is a bug that seems tied toward the inventory system when it comes to the placement of furniture from the build menu, possibly issues perhaps from how the old build menu called to the old inventory perhaps is my theory?

If you are to try to place furniture directly from the build menu on the latest version of Byond, it will cause the item to be unable to be placed unless you do a workaround by dragging the item to your hot-bar, and dragging from hot-bar to over-world.

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  [2.43] Water Pillar damage bugged
Posted by: Perdition - 04-13-2021, 09:10 PM - Forum: Bug Reports - Replies (2)

https://gyazo.com/4033c3b2a3558b5d1b5947d2176de453

In the screenshot, I use both Water Dragon and Water Pillar against the same enemy. It's proccing weak because I have both maxed Crest LV and an idol equipped. Water Dragon has 120% ele atk scaling, and Water Pillar has 130%, yet Water Pillar does MASSIVELY lower damage in comparison. 

https://gyazo.com/be686eaba56dc0e570ca15f060cd9c3f

These are the monster's stats for reference. What immediately came to mind was Water Pillar targeting defense rather than res for some reason since the Critter's res is quite low, but it's defense is high. Either way, this damage isn't right.

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  Making a mess made easier (Rainbow Note/Flower Petal buff)
Posted by: EenKogNeeto - 04-13-2021, 08:26 PM - Forum: Suggestions - Replies (2)

I have no real justification for this, I want to know if it would be possible for it to randomly pop out the note or flowers even when you aren't moving, I feel like at least for the rainbow note it'd make more sense than only playing music while you move. It doesn't need to be terribly often, and I can see how it could easily cause issues.

Maybe pop one out randomly every second or two as if you had taken a step.

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  [2.43] brine blade damage amp?
Posted by: DonoftheDerps - 04-13-2021, 07:13 PM - Forum: Bug Reports - Replies (3)

So during a Seto fight, I used call storm and then used brine blade to apply it to everyone. Things seemed normal and dandy for the most part, but an odd issue came up when the demon hunter gunner used lead storm.

This is what it looked like.  (I post it like this cause I am not 100% sure how to put a picture on here from Gyazo)
Critical Hit! Lucky one attacks Seto with Iron Corvis Cannon and hits them!
Seto takes 46 Pierce physical damage. (Iron Corvis Cannon)
Seto takes 16 Lightning magical damage. (Chain Shell)
Seto takes 35 Water magical damage. (Iron Corvis Cannon)
Lucky one recovered 2 FP.
Critical Hit! Lucky one attacks Seto with Coral Moonlight Mercy and hits them!
Seto takes 42 Pierce physical damage. (Coral Moonlight Mercy)
Seto takes 53 Lightning magical damage. (Chain Shell)
Seto takes 16 Lightning magical damage. (Chain Shell)
Seto takes 32 Water magical damage. (Coral Moonlight Mercy)
Lucky one recovered 2 FP.
Lucky one used Lead Storm.
Seto takes 36 Pierce physical damage. (Lead Storm / Iron Corvis Cannon)
Seto takes 16 Lightning magical damage. (Chain Shell)
Seto takes 120 Water magical damage. (Iron Corvis Cannon)


BUT if you would like to see what it looked like in chat, here is the link for that.
https://gyazo.com/16a2970643f3562fc2f5429dc763d5a6

As you can see, their charged shell effect took place the shot before this, so it is not charged shot affecting it.

I am unsure if something specific caused it, or if it was specifically lead storm.
I did do a quick check on the test server and elemental augment from mage was not affected by this bug.
This happens with brine blade and lead storm on the test server as well. I believe for some reason, the water damage is getting boosted by the scaling on the skill itself, so about a 40% boost to damage, and its unresisted.

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  Karaten Guard Fort
Posted by: Autumn - 04-13-2021, 07:18 AM - Forum: Mapping - Replies (1)

In my own spare time and in preparation for the guard revamp, I've iconned another fort, and plan on iconning even more later, this would serve as an RP hub for the most part as well as a place to process the off-criminal we need to arrest from time to time, I'll provide an excerpt of what I have written for the Karaten guard fort as well to give a clear idea of what it is supposed to represent:

Quote:Special Task Force Headquarters. 
(AKA: The Karaten Guard fort)

Located within the central district of Karaten lies a large fortress like building, what used to be a run down and abandoned museum was repurposed into a headquarters for Karaten's Special Task Force, it is here where 95% of operations are housed, and several prison blocks able to contain up to 500 prisoners all at once. There exists three floors to the establishment, the main floor being the largest area contains a front desk area with two holding cells, off to the side of this is a visitation room with enchanted glass, containing a very reflective and shimmering quality to it. The Northern-Western and North-eastern wings of the Fort contain many cells, doubling up two floors for containing as many prisoners as possible. (There are more underground as well but this is unmapped.)

This is where all of Karaten's Special Task Force workers clock in as well, many desks are stationed at the fort for their individual use, as well as private offices upstairs meant for higher ranked individuals.

There exists an underground area to this headquarters, where in a lot more cells are located, but most notable is -The Vault- which is a locked away section of the fort, which primarily hosts an area that contains more isolated individuals such as Liches, Vampires, or primarily dangerous individuals who cannot be given your average every day cell.


[Image: ZvuEXGF.png]

I believe that the guard fort can be implemented into this empty building within the city:

[Image: UpmXFqd.png]

If this is approved and you are satisfied, I will send the files to you to be implemented.

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  [v2.43] BDP Debris/"Iron Ore" is not despawning properly
Posted by: Snake - 04-13-2021, 06:48 AM - Forum: Bug Reports - Replies (4)

The randomly spawned BDP 'debris' rocks are not despawning properly after being broken/mined.

The animation plays, but by the end they just go invisible instead of the expected deletion so you can walk past them, retaining their density and even hover-over icon. This is currently affecting all BDPs at the moment and had costed me a few runs due to narrow paths that cannot be walked around.

For instance, these:

[Image: unknown.png]

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