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  Augmentive Dissonance
Posted by: HexGirlBestGirl - 12-11-2019, 07:14 AM - Forum: Balance Fu - Replies (7)

Alright, alright. Stay with me on this one. But what if... we made Elemental Augment a toggle or something? Maybe as an additional skill or whatever. Just seems weird that, when combined with prolong, can potentially screw you over for far longer due to no active way to reduce or remove the elemental enchant in hand.

Which is cool, sure.

But not being able to toggle ele augment at the very least is something i'd like to have thought upon. Of course, i'm indifferent to if it gets changed or not. Just wanted it to be a suggestion but since that's balance related, HERE WE ARE.

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  [v2.14c] Time to go on strike.
Posted by: Blissey - 12-10-2019, 03:26 AM - Forum: Bug Reports - Replies (2)

Medical Heads aren't getting paid nor are their approval ratings going up. Furthermore, quotas have yet to reset. Day 1 has already passed and Day 7 arrived, yet nothing cycled.

Only thing I can think of is that reinstating the original heads somehow made the game's internal clock lag behind (assuming that heads are supposed to be paid on the 1st or 7th and that quotas and approval rating are supposed to cycle accordingly on those days).

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  Madness Extends
Posted by: Grandpa - 12-08-2019, 05:41 PM - Forum: Suggestions - Replies (2)

While I like Further Madness, I would like Further Madness (and I believe several other people as well) would like it much more if you could set the message that's displayed yourself, like you can set the initial word/phrase that sets your character off.

My suggestion is that an input box pops up with a character limit of maybe 200 or so characters when you choose to get Further Madness, allowing you to input exactly what is auto-emoted.

Either that, or we get a choice of several different reactions. Personally, I have a few characters that would use mantra/further madness/etc but the laughter really doesn't fit and I find it a bit silly to type something along the lines of, "but they don't do that, they do this" just so their reaction is fitting to being triggered by some such.

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  [2.14c] Flames at the hands of giants
Posted by: Lakue - 12-08-2019, 07:48 AM - Forum: Bug Reports - Replies (2)

Cinder tiles are still doing full damage with Hands of the Giant's knock-back.

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  Blazing Cyclone Spam
Posted by: Autumn - 12-08-2019, 04:33 AM - Forum: Balance Fu - Replies (13)

I'm bringing this thread up only now due to Firebird changes around the corner but currently the thing that enables them the most is the usage of this skill with ignite power as well, given the spammability of Blazing Cyclone Spear and how effective it is at stacking both ignite power and doing damage I feel like this skill faces a lot of scrutiny currently.

It is undeniable just how good this skill is, the very wide AoE that you can throw onto any tile in 5 range (effectively making it 9 range.) is extremely hard to avoid pretty much ever, you cannot reliably kite that back with any proper use of mobility skills barring like, Sidecut with a good chunk of flottement stacks.

The skill does somewhat low damage to an individual which is arguably true, but I think being able to throw the skill a very far range and then pull enemies to a controllable location is also very good, in one example you can use this one skill to completely deny a duelist or boxer's approach while also doing damage, among many other scenarios.

Onto the meat of the thread however I have some major problems with the following elemental variants of the skill:
-Blazing Cyclone Spear
-Freezing Cyclone Spear

The latter is not nearly as big an issue as the former, but both enable the usage of Firebird's Ignite Power to a very unhealthy degree, what would normally take a couple of actions worth of setup from any other skill, Cyclone Spear does in 1 single use, instantly generating 37 cinder or ice tiles to use if you use it in a close proximity, which is more than any non-trap skill can produce. (Or a perfectly placed Heaven kick I suppose)

Blazing Cyclone Spear in specific appears to be a problem because it generates cinder tiles and then pulls enemies through them (effectively giving the attack a +50% fire ATK scaling, or +100% if you are slower than your opponent.), this can be fixed by simply making the pull happen before the cinder tiles are generated.

Lastly the range of Cyclone Spear is simply just too much, how far you can throw the spear or how big the Circle AoE need either to be adjusted drastically.

I'd love for more discussion regarding this skill, I'm not sure exactly on what needs to be done, my problems lie in how far ranged it is, and the cinder pull on Blazing's variant.

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  The Perpetuation of the Speech Bubble [v2.14c]
Posted by: Autumn - 12-08-2019, 02:10 AM - Forum: Bug Reports - No Replies

Probably related to this thread: https://www.neus-projects.net/viewtopic....amp;t=7604

The speech bubble since this was corrected has been perpetually on even after you make an emote, and doesn't appear to disappear for a very very long time.

[Image: Tz8f1e7.png]

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  SL2 Version 2.13 & 2.14 Update Notes
Posted by: Neus - 12-06-2019, 04:00 PM - Forum: Announcements - No Replies

[smcf=body]Role System

  • Added and began testing a new system known as the Role System.
  • This system lets player characters apply for various roles in towns (currently, for testing purposes, only 1 is available) and be responsible for certain things in the town.
  • Currently, only Medical Head is available; Medical Heads are responsible for treating patients in the clinic of their town.
  • Roles have Quotas; these are responsibilities that must be met by the end of the in-game month. Failing to do so results in the role's Approval dropping; if it drops too low, the person in that role may be kicked and barred from that role and replaced with another applicant. (If no one has applied to that role, another applicant will be picked on the next valid week (days 7, 14, 21, 28).
  • Roles receive a Murai payment every in-game month based on their Approval rating (higher Approval = higher pay).
  • This system also interacts with the regional record system added a while back. They will use town supplies and have impacts on various stats of the town (for example, Medical Heads impact the Health value of the town. A lower Health value means more patients spawn in the clinic, the Medical Head has a higher Patients Treated quota, and emergency patients spawn more frequently.
  • Roles can add up to 50 staff members; actions can be restricted to only be allowed by staff members with the correct level of clearance.
  • Roles can also trigger in-game events using Marks from their Treasury.
  • As more roles are added to the game, the systems involved may become more complex and intertwined with each other.

New Weapon Potentials
  • Added weapon potentials to the following weapons:
  • Spectre Sword
  • Dagger
  • Electric Axe
  • Burst Claw
  • Siphon
  • Magical Nova
  • Zerotrain
  • Bow of the Green Forest

New House Items
  • Added a new Spooky DISCer by Dyst.
  • Added 24 new house furniture also by Dyst. They can be bought from the Spooky Furniture "Salesman" outside of Darkwood Manor.
[/smcf]

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  [v.2.13b] Engineered Extras [Item Belt Bug]
Posted by: HexGirlBestGirl - 12-05-2019, 06:43 AM - Forum: Bug Reports - Replies (1)

Another simple bug. But when you lose items over your total item belt count, this doesn't account for item belted weapons.

So if I were to equip something like, say, Engineer for the +3 Item Belt space and have 7 items, say PR-His and then a weapon as my 8th item. When you unequip engineer, you lose the item belt space as intended. However, you end up with 6/5 Items.

As for it only removed 3 PR-His but not the weapon. Likewise, this can be a powerful tool to abuse depending on circumstances. Likewise, swapping in and out of battle as well doesn't exactly fix the issue. The only way to 'fix' it is to just outright remove whatever item is item belted at the time. Meaning that this can be kept up without Engineer being needed at all ever again via a multitude of weapon swaps over time and classes. Not sure if visuals are needed here.

But if requested, i'll give it.


Steps to Reproduce

Step 1: Equip Engineer and have the innate to increase your Item Belt Slots.
Step 2: Fill your items as usual.
Step 3: Make sure the final item is a weapon to swap out.
Step 4: Remove Engineer as an equipped class.
Step 5: Watch as the last X amount of items (X = Additional Item Belt Slots from Engineer) prior to the weapon being item belted is removed.
Step 6: You can now swap weapons freely without ever needing the additional item belt slot.

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  [- Assassin's Guild -]
Posted by: Hanzo - 12-04-2019, 10:15 AM - Forum: Factions - Replies (6)

[Image: AGV2.png]

[Image: T1.png] ASSASSIN'S GUILD [Image: T2.png]
"Ne iter occultum metuas."

[Image: Logo-Makr-987-Vy-Q.png]
__________________________________

Overview

__________________________________

[Image: Flower.png] Summary - What is The Guild?

- The Assassin's Guild is a shadowy congregation composed of several groups, as well as various freelance cells. Though its exact number of members is unknown even to established assassin, those that find themselves within The Guild's uniform will see its grasp and influence spread through every level of society - from beggar unknown, to silk-clad nobility. Yet, veiled as they are, one thing is certain. As long as mankind knows of hatred and disdain, of envy and of ambition - those willing to put their fellow to the blade will find ample work. Should they, possess a useful set of skills, of course.

[Image: download.png]

[Image: Flower.png] Founding - What is The Guild's history?

- The organization came to begin operations somewhere in last decade, though the laying of its foundations was a process that had lasted many more of the same. Before The Guild's blade first tasted flesh, had many a person met beneath the veil of night, sealing treaties, deals and contracts. As first propositions of its inception bloomed in dusky circles, so did it begin growing in a steady, cautious way - becoming incredibly structurally complex in the process. One needed to, after all, balance plots of intrigue in heedful ways. Yet, despite very few being aware of the complete machinery, every cog knows its place; and thus it turns undisturbed to this day today, smelting blood into gold. 

[Image: download.png]

[Image: Flower.png] Operations - How does The Guild work?

- The Guild's main purpose is to eliminate one of the main hazards that comes with the trade of a killer. Those enjoying The Guild's protection do not invest themselves into seeking work on their lonesome - thus, removing the risk that comes with the mentioned. Rather, contracts are passed down through a complex network of informants, until they reach the contractor that is to fulfill the request. Once said mission is completed, payment is, likewise, delivered through the same layline - with a modest cut of 37% that The Guild deducts for itself.

[Image: AGV.png]

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  [v.2.13b] Gripped, Slipped, Tripped, Skipped
Posted by: HexGirlBestGirl - 12-02-2019, 09:21 PM - Forum: Bug Reports - No Replies

Just a small thing which i'm uncertain if it's a bug or not that I can seem to replicate seamlessly. But when you get tripped by zombie grip, you have your turn skipped and end movement prematurely.

7m(initial) - 3m(movement) - 3m(KD) is 1m. The enemy has the rest of their turn and then I do stand back up with 1m, able to act normally. However, when I end my turn, my entire next turn is skipped.

Seems to function the same every time. Testing with my Necro Staff, the same can happen to enemies from the Allied Wretch as well.

[Image: hdH2mVo.png]
Zombie grip doesn't say anything about skipping turns, so.

[Image: XhM8XqG.png]
Notably, I have never got it to function like this if it doesn't trigger on the very first move of Round 0 if that helps any.

Steps to Reproduce:

Step 1: Just have the first turn due to init.
Step 2: Run into a Swarming Wretch.
Step 3: Trigger Zombie Grip
Step 4: Get up and have 1m left (or 0 if Turtle Shell)
Step 5: Next turn happens and you're clearly the first to go but your turn just gets passed fully over, as if you skipped without skipping.


Necro Staff Variant:
Step 1: Have the first turn due to init.
Step 2: Have your Wretch placed to where the enemy will pass near it on Round 0.
Step 3: Have the enemy trigger Zombie Grip.
Step 4: Don't kill the enemy.
Step 5: When the enemy gets back up, it will go last on Round 1 even if it has a higher place due to init.

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