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  [v2.17b] Familiar craft
Posted by: Autumn - 01-21-2020, 04:13 AM - Forum: Bug Reports - Replies (1)

Crafting familiars states that its difficulty 4 enchanting on the craft screen, but crafting one proceeds to make them even with a 0% crafting chance, no progress bar is made either it just instantly crafts the thing.

Tested using a R1 Enchanter and crafting an Elemental Force (Fire)

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  [v.2.17b] Racist Demonic Magicians
Posted by: HexGirlBestGirl - 01-20-2020, 03:37 PM - Forum: Bug Reports - Replies (2)

Just something minor but the Karaten Asago doesn't have a race board in it. At all. Unlike all of the others.

Pictured below: Karatynn Racism

[Image: VX92oA8.png]

Pictured below: Chataran Equality

[Image: WVtoxhK.png]

If that's not a bug, ignore this for now then. Who knows, maybe Karaten really is racist...memes aside, that's all.

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  Mixed, not stirred
Posted by: MakeshiftWalrus - 01-20-2020, 04:01 AM - Forum: Suggestions - Replies (5)

At the moment, low-level seeds for custom spells are currently some of the worst content to grind for, seeing as the dungeons they can be attained from all have randomized mob spawns on every floor, no matter the dungeon type. The only exception to this is mixed dungeons, which all have the same mobs on their themed floors.

This makes it exceptionally difficult, and very tedious to get small, and medium seeds. For some seed types, we thankfully have static dungeons to help us, but that's not true for others.


So, what I suggest is:

A) Please make all dungeons have the correct type of mob associated with the respective dungeon. (With the exception of mixed, which could still have different floors with their type of mobs.)
B) Make more statics for all the different levels, or make areas within existing dungeons (Chinatoa, jammer caves, etc.) have areas with higher, or lower-level mobs than there currently is.

I'm interested in hearing other people's suggestions as well.

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  [v2.17 b] Hooked Spear
Posted by: Akame - 01-19-2020, 04:21 PM - Forum: Bug Reports - Replies (1)

For some reason, when knocking enemies back with a Hands of the Giant while wielding a polearm equipped with a hooked spear in the off-hand, the damage is reduced to 6 or 7 when it used to do 25 to 30 damage.

But when I use the Kick skill or even a Ymir weapon, the damage jumps back up to what I'm used to seeing.

I tested all these methods on Prinny.

I'm assuming the hooked spear's damage with a HoTG is being reduced in relation to the cinder-push nerf that happened recently? It didn't happen before that.


I don't know if this helps, but here:
[Image: 3p4REU3.png]

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  Wild Wind Seed is Ice? [v2.17 b]
Posted by: Senna - 01-19-2020, 06:54 AM - Forum: Bug Reports - Replies (2)

This one is quite simple. The large wild wind seed, for some reason, is doing Ice damage. Instead of wind, it's using Ice scaling and ice damage.

[Image: a1f8e5aa218dfb3c85bf4cc4740a7a07.png]
[Image: d516ae1e2eeb732e6617428d08d4ae5f.png]

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  Wake me up when you [Head] doctor
Posted by: K Peculier - 01-18-2020, 03:26 PM - Forum: Suggestions - Replies (5)

Head Doctors and clinics, and town economy/statuses are cool.

You know whats not cool? People who sign up and become the head/leader of a certain important activity and then never touch it again locking other people who would do a better job or even go in character for it for five seconds to justify it which can ruin the experience of contributing to your town.

Solution: Have town marshall list the full name of the current head for current and future roles

Not a proper solution but at least we can shame the actual person in-character for doing a bad job.

Shamefur dispray.

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  [2.17b] Wild Seeds
Posted by: Miller - 01-17-2020, 04:48 AM - Forum: Bug Reports - Replies (1)

Wild Seed's Akashic backlash damage seems to be reduced by damage reductions and magic armor despite stating that it ignores protection.

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  Transformation into Dullahan (LE)
Posted by: Shujin - 01-17-2020, 02:15 AM - Forum: Suggestions - Replies (5)

After a few hours of wasted grinding on an old Human I wanted to rework I realized that they can't LE into Dullahans.

I figured that this was forgotten to add back then when Dullahan came out, so I wanted to suggest the Option to do that.

New LE Transformation: Dullahan.
for Humans only I assume? I am not sure if other races actually can turn into one lorewise.

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  [2.17b] Various Rune Bugs
Posted by: Kameron8 - 01-16-2020, 03:55 AM - Forum: Bug Reports - Replies (1)

Some bugs in the latest graffiti class:

  1. Chilling Rune does not place down Ice Tiles when it's triggered. To replicate, trigger a Chilling Rune and note that no tiles are placed down.
  2. Chronos Rune does not increase the effective range for runes that were put down after it. To replicate, place a Warding Rune on the ground and then link it with a Chronos Rune and a Null Rune. Then, make a DIFFERENT Chronos Rune and link it with a Warding Rune and a Null Rune(in that order). Note that, after the turns elapse, only the rune that had Chronos placed second expands.
  3. Elemental Rune's damage type does not default to Fire, as the tooltip suggests. It instead defaults to Blunt. To replicate, equip a Spelledge weapon such as an axe, sword, or bow. Cast Elemental Rune, and observe that it deals Blunt damage instead of Fire.

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  [2.17b] Warding Through Reality
Posted by: Kameron8 - 01-16-2020, 01:42 AM - Forum: Bug Reports - Replies (1)

Warding rune, when engraved, knocks players back without respecting density. That is to say, you can knock people back through dense objects, make them land on top of bushes, or on top of other players.

To replicate:

1. Position an enemy X tiles away from your rune mage, where X = rank of Warding Rune.
2. Ensure the enemy is facing away from your direction, so that they knock back the correct way.
3. Engrave Warding Rune on the enemy, and watch them backpedal onto your location.
4. use fleeing specters or famiuga or some shit and hit them 8 times

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