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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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  Enchantments
Posted by: Nekojinn - 07-16-2025, 11:03 PM - Forum: Balance Fu - Replies (4)

A few enchantments feels kinda made diff, right? Look at Boneheart. +25 Crit Evade. Now, look at Flamewalk... Halved Cinder damage??

There are a lot of enchantments that I feel are just kinda weak, so, here's a small list of enchants and buffs that could be done. I haven't spoken about any enchant that would deserve nerf (LOOKIN AT U BONEHEART) and kept myself just on the other ones for sake of simplicity.

Feather
Current: Weapon weight is halved.

This has a niche. However, you can also just... Titan Glove's? It's niche is maybe you want a off-hand weapon that is currently too heavy... I just feel like it needs a bit more.

Proposed Buff: Weapon weight is halved and gains +10 hit if airborne.

This would give it more niches, at least!

Jeweled
Current: Increases FAI by 2 and light atk by 3

This is actually pretty nice, I just wish...

Proposed BUff: Let it be enchanted on gloves.


Renewal
Current: +1 FP Regeneration

This always feels... like something that doesn't do much? if you've both your enchants with this, in 5 turns, it's 10 FP... on a long battle maybe it gives you enough for 1-2 extra spells?? This makes High-Mage Cape kinda needed for any mage.

Proposed Buff: +1% FP Regeneration

This would help a lot of builds who don't have accessory slots for the HMC thrive for a little extra time, and would be more impactful the more FP you need in your build.

Refresh
Current: +1 HP Regeneration

Same as above, it feels unimpacful and would take a lot of turns for it to actually matter.

Proposed Change: +1% HP Regeneration

This would be 8-10 in most builds, 12-14 if you're really high HP, 20 if you're Lolzy. On paper this feels much stronger because HP numbers are just that high, and 3 turns of 10 x 2 (if enchanted on both accs) would already make a difference, especially if you're also using Avalon. I think it'd be funny, personally. But I also know that even MORE HP regen stuff could get frustrating.

Flamewalk
Current: Halves damage taken from Cinders.

Has anyone EVER used this?

Proposed Buff: Halves damage taken from Cinders. +10% Fire Resist.

This would give it much more viability, especially if you're fire-weak for some reason.

Gravedigger
Current: On New Round: If you are Feared (and not incapacitated), allies within 3 Range who are incapacitated are revived with 35 HP.

This is more often than not a grief, but...

Proposed Buff: At Start of Turn: If you are Feared (and not incapacitated), allies within 3 Range who are incapacitated are revived with 35 HP.

This would give you more control, you wouldn't revive your ally at Round Start just for them to get knocked down again and for badly beaten to stack. If it was at start of your turn rather than New Round, you could at least do something, especially if you're a healer.

Mutation
Current: Weapon: -5 Hit. Weapon type may change based on rarity, but functions the same as normal. (9*+ weapons not affected).
Armor: Armor type changes based on rarity. (10*+ items not affected).

Proposed Buff: Just get rid of that hit penalty, probably!

Flock
Current: Increases this item's Armor/Magic Armor by 1 and Evade by 5 for each summoned or deployed NPC ally within 3 Range.

I've actually runned a Engineer setup with this once and got very funny evade numbers.

Proposed Buff: Increases this item's Stats by 3 for each summoned or deployed NPC ally within 3 Range.

Allow it to enchant weapons too, and don't let it affect weight, it would be funny to LOSE SWA. But yeah this could be a fun thing to use if you're heavy on summons, if you're using 2+ summons it becomes better than reaper while also giving hit!

Miragewalk
Current: After using a movement skill that costs at least 3M, gain +15 Evade for 1 attack (lasts for 3 rounds). If you already have Miragewalk active, instead the number of attacks the buff lasts for increases by 1 (to a max of 3).

I think this needs help, too...

Proposed Buff: After using a movement skill that costs at least 3M, gain +15 Evade until your next turn.

I saw a thread also talking about this. And yeah, evade buffs that last for X attacks tend to get easily counter'd by a few things, even if I think having many counters is fun, using this enchant in group fights just feels meh.

Mundane
Current: Removes all scaling tags from the weapon, except for purely negative ones (such as Tool).

Proposed Buff: Removes all scaling tags from the weapon. (Including Tool.)

Please! Let Shuriken have SWA! An enchantment slot is quite a big price for it, even!

Arcane
Current: Weapon is treated as a Spelledge weapon, allowing it to be used as a casting tool, but it gains the Alterated scaling tag (-10% scaling for main stat).

Proposed Buff: Weapon is treated as a Spelledge weapon.

IMO, sacrificing an enchantment slot is already enough of a downside. -10% Scaling HURTS.

Also can the crafting recipe be easier to make, teehee...

Rebellion
Current: +1.5 Power and -1.5 Hit for every 1 Rarity below 9.

This feels... A LOT OF LOST HIT. For something that costs an enchant slot this feels more like you're debuffing yourself than anything else.

Proposed Buff: +1.5 Power for every 1 Rarity below 9.

I feel like the -Hit was there for a reason, to be honest. Maybe I'm just too new in the game to know what Rebellion had done in the past... But the -Hit part sure looks like it kills an enchantment that is kind of fun? Since it'd make weapon with more boring/no effects compete with stronger variations.

Envenomed and Enflamed.

These are two new enchants! I just kinda hate the Altered Tag tbh. In Bloodtaking you get -5 power, but in these two you get -10% Scaling, which can translate to like... 10+ SWA. That is a lot of lost power when compared to Bloodtaking, I'd prefer if the weapons also just had a -5 Power instead of Altered Tag, I'm sure if Bloodtaking had Altered instead of -5 Power it would be a much worse enchant.

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  Skill slot hubris
Posted by: Lolzytripd - 07-16-2025, 10:33 PM - Forum: Balance Fu - Replies (5)

we live in a world now where most classes have been "crunched" or will be soon enough

in this world we can't hold all our skills, or even a good two thirds of them anymore


I suggest a simple +10  skill slots to the base amount that everyone has.

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  [3.00k] Music Sheet uses your bare fists as casting tool.
Posted by: SpaceShibe - 07-16-2025, 12:09 PM - Forum: Bug Reports - Replies (3)

Music sheet material is using your bare fists as a casting tool for all bard things, not the weapon itself.

Edit: Music Sheet material also doesn't seem to be making it count as an instrument for passives like the Harp Plucker's Glove's +5 hit to instruments, Dark Bard's Bard's Dexterity, etc. Might be intentional though!

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  v3.00j Gear Mastery doesn't boost Hisen's potential's damage
Posted by: Fern - 07-16-2025, 08:03 AM - Forum: Bug Reports - Replies (1)

Gear Mastery from Shinobi doesn't increase damage for Hisen's Fatal Stroke.

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  Legume Youkai Rework
Posted by: Flun - 07-16-2025, 07:31 AM - Forum: Suggestions - Replies (1)

Ingrain
10 FP/1M
Target: Self
Area: Single

Dig your roots into the ground, gaining Immobilize for 10 rounds while becoming immune to knockback and pull effects. If the user is Vampiric Legume, Grant one stack of rooted and spawn a 2 wide circle of root tiles (LV1, 2 duration). 

Additionally, if the user is Vampiric Legume, the cost to ingrain once more costs three momentum, as it takes significant effort to uproot. Rooted tiles made by this unit are retracted. Enemies standing on rooted tiles are knocked down with the retraction if legumes rooted status is level 3. Rooted is removed after using ingrain again



Synthesis
Passive
Target: N/A

At the start of a new round, if the owner is immobilized by the status or by any movement denying skill (Firing posture, tyrants throne, unmoving, etc), all enemies within 3 range are drained for half of the owner's LV in hp. The owner of the skill is then healed for that total amount of hp.

If the owner is Vampiric Legume instead. They gain rooted (LV1, 2 duration, max LV3), which creates rooted tiles around them in a self centred circle equal to 1+LV range around them.

Demon Plant
Passive
Target: N/A


A plant capable of growing in the soil of Hell itself. Grants 25% Dark Resistance, but also gives a 25% Light Weakness. In addition, 10% of the damage dealt by the owner of this skill is returned to them as HP.

Rooted
Status

Creates a circle of root tiles around the owner (owner LV/2) equal to rooted's level + 1.
   

Root Tiles
Tile (plant)

Deal dark damage equal to lvl to enemies standing on them on new round, healing the owner of the tiles the amount of damage dealt before pulling the enemy one tile closer to the owner.
   

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  Gutte Nacht.
Posted by: Kazzy - 07-16-2025, 04:36 AM - Forum: Suggestions - Replies (1)

Nacht is rad. Easily my new favourite yokai.

Nacht is also a goddamn nightmare to use as a Shapeshifter.

I'd like to suggest a second Invoke to the effect of something like Scroll: Raven or maybe even Splash. Something small to get her installed because you can't use her Invoke on yourself.

Alternatively that you be able to use her shell on yourself at a lessened effect or something.

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  [3.00j] SHADOW CLONE AUGH
Posted by: Rendar - 07-16-2025, 02:16 AM - Forum: Bug Reports - No Replies

Shadow Clones do not save sprite offsets/resizing.

[Image: 9OU77P0.png]

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  [3.00k] False Target Bypasses Clumsy
Posted by: Kameron8 - 07-15-2025, 09:17 PM - Forum: Bug Reports - Replies (1)

False Target can still activate even when the Shinobi is under the effects of Clumsy.  This was tested on the test server.  To replicate:

1.  Equip False Target on one character, and fight them with a second character that has a source of clumsy equipped (board shaker, Wyverntouched trait bite, etc)
2.  Inflict clumsy on the Shinobi, swing over and over until False Target activates.

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