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  Apple's QoL Megapost
Posted by: WaifuApple - 01-15-2020, 04:42 AM - Forum: Suggestions - Replies (9)

Somebody once told me [strike]the world is gonna roll me[/strike] that I'm like a god of QoL posts or something so I'm rolling with that and just collecting a bunch of QoL change suggestions in one thread. This is because they're small things and making a post for every single one would be inconvenient.

So, from the person who brought you a request to remove the fences around the inn and a request for Dormeho to get some heckin' lights, I bring you a thread of a bunch of nice changes that don't affect balance at all

Guild Leader Renaming

People really want to be able to have the guild leader be able to rename themselves to something creative instead of "Guild Leader". So much so that some will have alts lead the guild to have their IC leader have a defined role. So can we please get the ability for leaders to rename themselves, perhaps with an indicator that they're leader (like a different colored role name)

Extra Town Map Places

People have told me it would be handy to be able to teleport to the north, east, and west district entrances in SL2, and there's also that one little park. Not to mention the new clinic that was added, too - so can we pretty please with a cherry on top get teleport buttons to these on the town map?

Pick Up All

A function for houses, really. I'd really enjoy it if we got an option that allowed us to pick up all the furniture in our house at once, because it would be useful for turning a current build into a blank canvas to make something else for much quicker. To avoid malicious use, it should be ticket owner only - not for any old builder.

"Raining" message

Some people have to turn off the rain because of the way it affects their computer. But that means they miss out on something they can use in their RP if nobody else points it out - so perhaps when it starts raining a small message could be displayed to players telling them "it is raining". Kinda like with day / night.

Dungeon Floor For Everyone

At current it seems like only the party leader knows what floor you're on unless you're counting them as you go. To save people having to ask the leader "what floor are we on" it would be nice if everyone in the party gets the message instead. Would be just an overall good change.

Poke

At current people just use trade pings, but it would be nice if we had an option that allowed us to just nudge an idle player without forcing them to accept or deny / neglect a trade. Just a simple flash of the game and "X is poking you" would do it.

Experience / Level shown to party in corner

It saves people asking "What level are you now" when grinding you, or "how much experience to next level". Once again, minor, but appreciated. Then again, that's the entire thread at this point.

Guild Invite Perms

Guild Leaders these days can be busy with life or running other things (you know who you are) - so they could really use the ability to let others in their guild give out invitations for them. Being able to select guild members who can make invites on your behalf would be a really nice addition to the guild system.

There are probably some other quality of life changes that could be suggested, so if anyone has them please step ahead. Let's see how many minor changes we can conjure up.

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  [V.2.17b] "Illegal Immigration" Minor Bug
Posted by: MistaMushoo - 01-14-2020, 11:30 PM - Forum: Bug Reports - No Replies

Joking title, very real bug (or unintended side effect, I guess.)

When you use the town map feature, it's possible for you to teleport directly to the entrance, which is great, except that new characters are able to bypass getting their passage papers with it by teleporting past the archway where they force you back a couple tiles to talk to Air. This means you can teleport to the entrance of Cellsvich, walk into the main area, and do as you like (pick up quests from Asago bank, for example) without EVER getting your official passage papers. Highly illegal, I don't recommend.

This bug can be replicated 100% of the time by simply using the town map to head to the entrance with a freshly made character straight out of Professor Pink's Study.

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  [v. 2.17b]Karaten is so snobby
Posted by: Blissey - 01-14-2020, 09:13 PM - Forum: Bug Reports - Replies (4)

The combined snootiness of Karaten prevents it from experiencing the times of day. Day, afternoon, and night cycles don't happen in Karaten for some reason. I assume lighting isn't working either.

Furthermore, the Cellsvich and Lispool Mage's Guilds do not have an option for teleporting to Karaten. This does not seem true for other guilds, nor is it true in reverse (as in, you can still teleport to ALL places from Karaten).

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  Magnets: How do they work?
Posted by: FaeLenx - 01-14-2020, 03:48 AM - Forum: Bug Reports - Replies (1)

[Image: 8Kd5xVF.png]

See razor rune and magnet rune together.

[Image: OTGGXSB.png]

Placing a magnet rune right south of the razor rune.

[Image: pwMIqpK.png]

Successfully links the two together. The razor rune immediately snaps into the magnet rune.

[Image: wrnhCgy.png]

Deals damage when moved with rush. Continues to move towards enemies like magnet runes should.

[Image: Y5OYUky.png]

But now we have a null rune down. Placing a magnet rune on it while it's next to the razor rune causes it to...

[Image: 8dCW4LN.png]

Razor rune, where are you going? Why are you attacking Shivania and leaving the board? It shoots down south of the board and...

[Image: yCaMTvD.png]

Seems to link up.

[Image: QNwPmAz.png]

But if you place the magnet rune on top of an existing rune, the linked runes from that no longer function. The magnet doesn't function either. The razor rune does not do damage, and the magnet rune does not cause the link to lurch towards enemies.

Steps to reproduce: Cast a null rune and a razor rune next to each other, place a magnet rune on top of the null rune to create a link. The link does not function. Try moving the link around and see that the only functional rune in it is the null rune.

Steps to avoid until the bug is fixed: Always place down a magnet rune first. Even if this means you won't get nice memes.

Other observations

[Image: 86De9cj.png]

Casting all runes and then placing a magnet rune beside it to link all of the runes onto it seems to still function normally. So it's only a problem when you place a magnet rune on top of an existing rune link.

[Image: AVp6N3K.png]

Placing three razor runes next to an open space and putting a magnet rune on it works as you would expect. It creates no dupe problems on the link and the link still functions as both a magnet and razor.

[Image: mDEI6AU.png][Image: RR7sJA2.png]
But placing a magnet rune on top of the razor rune calls the other razor rune down to the void and then on top of the magnet rune. It still functions as a single, lone razor rune. Except it can't be targetted by a magnet rune despite not having the movement resonate quality of a magnet link.

[Image: sfI0us1.png]

And here we have 4 large links of random runes... One magnet rune later and...

[Image: 0oldV1M.png]

The rune shoots down and then fakelinks with the bottom rune. All of the runes are layered on top of each other. Lots of dupes. Only the original rune link functions.

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  Setting sun vanishing
Posted by: SAMMY! - 01-13-2020, 11:08 PM - Forum: Bug Reports - Replies (2)

With the hyattr fire breath, the setting sun attack just becomes unregistered in the game. When the setting sun is set to max size, and then fire breath with destructive energy is used, causing the attack to disappear. I ask because it takes a lot of set up to get the move out like this, and it doesn't seem like it is meant to do this, as no indication of warning is given.

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  SL2 Version 2.17 Update Notes
Posted by: Neus - 01-13-2020, 07:56 AM - Forum: Announcements - No Replies

[smcf=body]Rune Magician

  • A new Mage promoted class, the Rune Magician, has been added.
  • Utilizing 12 different runes to create zones of control, support allies, and damage enemies, they offer a unique style of gameplay.
  • Rune effects vary and they can be utilized in different ways; Runes may be placed directly onto the battlefield, allowing them to trigger their Placed effects when set. Resonate effects will then trigger on a new round in combat. If an enemy enters the rune's effective range, it will trigger, destroying itself but applying an effect to all enemies in that range.
  • Some also have Engrave effects, which can be used to apply an effect directly to an enemy, but puts the Rune on a 1 round cooldown.
  • Up to one Rune of each type can be set into the same tile as other Runes; this will Link them together. A Rune's Rune Level is equal to the amount of runes in the Link, while effective range starts at 1 and increases by 1 for every 2 additional Runes in the Link.

Deployment Phase
  • Before the first turn of battle, a new phase starts called the deployment phase.
  • Player characters can select a tile within half of their movement speed (including start of battle buffs). They will move there when the phase ends.
  • Party members can see where their allies intend to deploy.
  • Phase ends after 10 seconds or when all players have pressed Accept.
  • Will not occur in battles with pre-determined starting locations.

Familiars
  • A new accessory subtype called Familiars has been added. 12 Familiars will be initially available.
  • Familiars are crafted at a specific NPC using various crafting items. (Enchanting skill, 4 difficulty)
  • Each Familiar offers a unique skill, which costs 0M and has a 3 round CD.
    For example, Elemental Force (Fire)'s skill is Force of Fire, which grants +10 Fire ATK until your next turn. If you aren't treated as enchanted with an elemental, it also grants Nerhaven LV1 until your next turn.
  • Familiar skills cannot be used if you are Confused or Silenced.

Dynamic Spells
  • New items called Dynamic Tomes will be added to the game. These give access to a custom spell by utilizing new items called Seeds.
  • Baseline, custom spells do 100% of your SWA + 100% of Elem ATK to all enemies in its effective range. (They will always use Dynamic Tomes to calculate this. The applicable Dynamic Tome's damage type determines the Elem ATK used.)
  • There are several types of Seeds; Large, Medium, Small, Style, and Extra. Each Dynamic Tome can support one of each of these.
  • Small, Medium, and Large Seeds are obtained from monsters of level 1-25, 26-50, and 51+ respectively. These seeds can be used to trigger certain effects, typically scaling to the size of the seed. For example, they may deal an extra hit of elemental damage on enemies you target.
  • Monsters that drop Seeds will always drop a Seed of the same type regardless of level. (IE, they have their own unique seed. Not all monsters possess a Seed drop as of yet.)
  • Style Seeds are obtained from Treasure Balls (rarely). They are used to show an animation before the spell's effects are triggered.
  • Extra Seeds will be added at a later time.

Karaten
  • A new town on Kysei, Karaten, has been added.
  • Mapped by Slydria.
  • Contains new NPCs, lots of housing, etc.
  • Includes Medical Head role for this town.

Donation Items
  • Mirror Shard Picker - 50 Asagorians. Lets you pick any single mirror shard and gives it to you.
  • Style Seed Picker - 100 Asagorians. Lets you pick any single style seed and gives it to you. NOTE: There is no preview included. To preview style seeds, go to the weapon shop in Karaten and use the magic circle there.
[/smcf]

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  Familiar Familiars
Posted by: Inconspicuous Kitty - 01-13-2020, 06:55 AM - Forum: Suggestions - Replies (3)

So! I talked with a few people while on the server in the OOC chat, and I made a suggestion which everyone seemed to like. I wasn't sure whether to post this in here or in Balance Fu, so I decided to place it here since it's kind of a change to mechanics and just a nice touch for the concept of Familiars in general, in my opinion.

Whether Dev has something in mind similar to this, I'm not sure, and I know the update was fairly recent but here's my suggestion!

I think it'd be a good addition to have Familiars innately have an effect similar to Sentimentality - that is, gaining stronger effects the longer you have it equipped, the more battles, etc.

Not only do I believe that this would be a good outlet for any balancing concerns that *are* had in regards to the items, but it will be a nice touch from even an IC perspective, given a lot of the new familiars are companions of sorts. Thusly, the more battles you have them equipped for, they'll gain Familiarity, or something like how Sentimentality stacks, though in this case effecting the items primary effects itself; say, 1% per battle. For every battle you do not have them equipped, instead of overwriting the effect, perhaps they just lose a large number like 5% or 10%.

To use an example, the Raincloud provides a 20 reduction to burn level upon use. At 100 Familiarity, that number could be doubled, or however balance sees fit - so instead of only reducing 20 burn, it would reduce 40 burn levels, and perhaps have an additional effect for being maxed out.

Anyway, that's all my idea really is. tl;dr Familiar's get better when you have them around and grow distant from you when you don't.

Discussion is good! I hope I got this across properly; you can put the numbers aside for now, really, but I think this would be a good addition to Familiars.

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  Anchors Aweigh
Posted by: PantherPrincess - 01-13-2020, 02:27 AM - Forum: Bug Reports - Replies (3)

Anchor Rune when engraved does not seem to work at all. It will not proc a status check or anything. It only seems to work if you trigger it.

How to reproduce:
-Engrave anchor rune on target
-Check for status

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  Pacifist Bane
Posted by: WaifuApple - 01-13-2020, 01:26 AM - Forum: Balance Fu - Replies (5)

So, I've been experimenting with a curate build focused on support, and nothing else, running a pacifist build because it's something I believe fits the character. The problem with this? Well, there are some skills that normally would be very useful that become invalid in this situation. Skills that aren't meant to be damage related. So, as a sort of QoL change, I would like to see these two skills not have the potential to remove pacifist boon:

Pray - Usually harmless, but has a chance to strike your foes with divine lightning. It essentially makes for an RNG-based chance to lose your boon status. I don't think this should be the case, honestly. Especially since it doesn't seem like there should be anything paticularly, well... un-pacifist like about praying.

Brighten - A way you can support your allies. The problem with this is using it on your allies at all means that if they/you get hit and proc the light damage, this thing ends up being a pacifist build killer, too. It would really help if this weren't the case - because it's not like the character is actually intending to hurt the enemy using this.

----------------

A bonus suggestion. Honestly, the boon itself feels underwhelming anyway. It's pretty easy to lose and doesn't give really much incentive to play a non-damaging role at all, when compared to, well - opting into the ability to hurt people. Now, I won't pretend I know how to balance things, but my suggestion is a kind of range buff. Having Pacifist Boon active could give a 1-3 range extension on stuff such as Graft, Invigoration, Rescue - the stuff you'd find listed in the support section of the class skills on the wiki, basically. Now, I say this is a bonus because if nothing else, the other thing is what I want most. This is mainly just wishful thinking and wanting more benefits for the curate who wants to, y'know... not hurt anyone.

Let me know your opinions, guys!

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  Deployment Toggle
Posted by: Miller - 01-12-2020, 05:46 PM - Forum: Suggestions - Replies (2)

With the advent of the deployment phase, there has been a glaring issue for those who want to grind at a rather fast pace; especially solo.

Would it be possible to implement a toggle in preferences for the deployment phase?
[On] [PVP] [Off]

On would function like normal; deployment phase starts at every battle.
PVP would only initiate the deployment phase during player vs player battles.
Off would avoid the deployment phase all together.

Naturally, only the party leader's preference should matter.

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