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  Cave Ins are the worst
Posted by: Autumn - 10-29-2019, 05:17 PM - Forum: Suggestions - Replies (1)

[Image: C8kD5VJ.png]

When digging through the rocks in a cave in you have to wait for a full second for the rock to fade away after digging through it.

This can get very time consuming very fast considering how many rocks there are in these dungeons, is it possible to have the fade out animation for these rocks specifically to be removed?

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  [v2.12b] Regarding Felsmanege's Earth Spikes
Posted by: Lewdcifer - 10-29-2019, 12:41 AM - Forum: Suggestions - Replies (3)

[Image: unknown.png]

This one's not particularly an issue, and so I've decided to bring it up here.
With this post, I'd like to suggest two things in regards to Boxer's Felsmanege's Earth Spikes:
  • The sprite should take precedence over other tile sprites.
  • The sprite should be moved upwards slightly to stand in the middle of the tile.
A rough example of what the second point seeks to accomplish: [Image: unknown.png]
(The image has been edited for referencing purposes and is not an actual in-game image. Left is the intended change, right is how it originally is.)

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  [v2.12b] Infernal Duo
Posted by: HexGirlBestGirl - 10-28-2019, 09:16 AM - Forum: Bug Reports - Replies (2)


.png   dreamseeker_QkdTtqK2HK.png (Size: 67.27 KB / Downloads: 857)
Infernal Summon, the Bonder skill. It states that it summons the first alive and unsummoned youkai forward in a line.

However, it seems that if you install and then use it, you can both be installed and have your youkai out at once! I'm unsure if this is intended but it seems highly unlikely with how Install states that the youkai cannot be summoned.


.png   Screenshot_1133.png (Size: 38.13 KB / Downloads: 860)

You also keep the skills of the summoned youkai while they are summoned since they're also installed.


.png   dreamseeker_WWpECQGP26.png (Size: 53.23 KB / Downloads: 875)

Fight as One effects also STACK if the Youkai is within the proper range.


Steps to Replicate/Reproduce:
[list=] Step 1: Install the first youkai on your list or the one applicable for Infernal Summon's requirements.
Step 2: Use Infernal Summon for that same youkai.
Step 3: See that you still have the skills of the summoned youkai. As well as Fight as One Benefits.
Step 4: Move Youkai within range of you and see that Fight as One stacks as well with this.[/list]

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  [Demon Hunter] Devil May Dual Wield.
Posted by: Raigen.Convict - 10-27-2019, 05:32 PM - Forum: Suggestions - Replies (7)

Passive (under Reaver stance): grants additional hit to gun weapons and power to sword weapons if dual wielded.
2 ranks, 1 to take, 2 to not consume skill slots.

Passive (under Desperado Stance):Grants additional critical to gun weapons and added evade for dual wielding a sword and gun.

Passive (Under Cobra Stance) increases your maximum skill pool size by .5 per Demon Hunter skill equipped if dual wielding a sword and gun weapon.

Passive (Under Matador Stance) Increases your armor and magic armor by 5 if dual wielding a sword and gun weapon.



Do it for him.

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  [Mage] Relent Gale
Posted by: Snake - 10-27-2019, 02:34 PM - Forum: Balance Fu - Replies (1)

Relent Gale has the possibility of knocking the user down, and it seems to be working as intended.

That's not good for a buff, so make it more a 'buff'. My suggestion is simple: Could Relent Gale offer either immunity to knockdown, or reduce the momentum to recover from it by 2 while active if Mage is your Main Class?

For instance, I'm talking about the knockdown passive that only triggers once, if you can manage not using it somehow you should benefit from the new iteration by being a little more nimble on your feet.

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  [V.2.12b] Ghost: Painproof non gratis
Posted by: Balor - 10-27-2019, 07:14 AM - Forum: Bug Reports - Replies (2)

Painproof is not consuming the 10% max HP it should upon activation. There is no particular trigger to this glitch, it just isn't working as intended.

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  Hooked Spearhead effect not working (v.2.12b)
Posted by: Fern - 10-27-2019, 05:01 AM - Forum: Bug Reports - No Replies

Hooked Spearhead (the spear part) is not activating its pierce damage effect.

How I tested:
1. Using a rebellion 1* spear with hooked spearhead
2. Cyclone spear someone into myself. It used to work with this before.

Any spear should work for testing this, though.

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  [Complete] Karaten (21/11/2019)
Posted by: Slydria - 10-27-2019, 04:28 AM - Forum: Mapping - Replies (17)

This has been a long time coming, but now that I feel like I'm at a good place to start, I'm announcing my plan on mapping out Karaten.

Not only that but I've decided to take an extra mile for this project because it'll be made almost entirely of my own sprites (exceptions will be mostly things for consistency sake like the Asago building, Mage's Guild, crafting furniture, etc.)

Thankfully most of the sprite work is already complete (so far about 2~3 weeks of work, not including downtime) so really this'll be mostly about mapping. (I'll include some sprite examples later.)


As for the plan on the map itself, it'll be segmented into parts:

Quote:Karaten is separated into several sectors; the public sector, where people arrive, with merchants and such. The mage sector, where mages approved by the city may receive special housing and services. And finally, the private sector, where the most loyal in Karaten dwell, as well as the military force.

With this in mind, here's the current plan:

- Section 1: Outside/Public Sector
The outside will contain a short, scenic run up to the front gate of the city, since this part won't be especially large or have anything functional, I won't plan on separating it from the first part of the actual city.

Inside the city is the Public Sector where you'll have access to your functional places such as the Mage's Guild, Asago (with some stalls out front of it), an Inn, shops like your Blacksmith, Pawn Shop, etc. As well as some areas reserved for potential ideas such as a Library or an Alchemist.

- Sections 2 & 3: Housing Districts
To the east and west of the Public Sector will be two areas specifically for housing. The number of houses isn't set in stone but the current idea is 15 for each (3 rows, 5 houses each), these places may also contain some small side-areas for RP purposes depending on ideas.

- Section 4: Mage Sector
North of the public sector is the Mage Sector. This area is mostly intended to place more unique buildings. (For example, Geistritter Headquarters, a building for the licensing and building of Mechanations, perhaps special buildings Dev might like, etc.)

There will also be a few more exclusive houses (some of which players may scoop up) to represent the special housing.

As for the Private Sector, I don't plan on mapping it since I imagine your average player wouldn't be welcome. At most, I expect there may be a gate in the Mage Sector with some gatekeepers to shoo you away.

Feel free to offer suggestions or ideas you might have.

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  Can't ghost me. (2.12)
Posted by: Maksimum_Fire - 10-27-2019, 03:57 AM - Forum: Bug Reports - Replies (1)

Ghost hands doesn't function in situations it seems like it should. Specifically what I've tested so far is Kensei's Yomidori effect, and Cobra's danger sense effect. Both still function when you strike someone with them, even if you have ghost hands.

To replicate: Wear ghost hands, attack someone with Danger Sense or Yomidori.

EDIT: Small amendment, on further review danger sense applies when a target is damaged. Ghost hand applies to on-hit effects, so it shouldn't be functioning there. Yomidori applies when targeted, but only when you've already been targeted *or* damaged by a target that turn. Hence, right now they're working as set up.

EDIT 2: Second amendment. I'd also assumed Ghosthand functioned for on-hit effects, but doublechecking its description, it says "You do not trigger enemy effects that activate when you attack them." Based on wording, I'd assume that this SHOULD, in fact, work on Yomidori.

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  New Race: Ursidae
Posted by: Lonestar - 10-26-2019, 09:01 PM - Forum: Suggestions - Replies (7)

At one point, Dev showed interest (or didn't, probably was memeing) about a possible bear-like Kaelensian, so here's a suggestion that me and a few others compiled to make it come true.

Race:Ursidae
Group:Kaelensian

STR: 9
WIL: 1
SKI: 4
CEL: 4
DEF: 4
RES: 3
VIT: 8
FAI: 0
LUC: 2
GUI: 1
SAN: 4
APT: 0

Racials:
Golden Eyes:The golden, beast-like eyes of the Kaelensia reduce the effectiveness of Blindness by SAN*5 (at 20 SAN, this means total immunity). At greater than 20 SAN, while in battle, this skill also provides a bonus to hit, equal to Scaled SAN - 20 (Max: 50).

Instinct (Ursidae): The Ursidae are frightening fighters, that fight harder and stronger upon smelling fear from their target. Targets suffering from Fear status suffer Scaled SAN/4% more damage from Ursidae's attack, which increases by 50% when the Ursidae hits 50% HP, and 100% total when at 25% HP. (Based on the Scarebear's passive)

One Bear Army: The Ursidae are solitary combatants, often used to their loneliness. Unlike most races, they prefer to hunt on their own instead of groups. The sense of being outnumbered is used as an adrenaline rush. When the Ursidae is being outnumbered (2 or more) while being the last one standing, they gain 5 Armor & Evade per enemy unit.

Traits:
Forager: Being lonely hunters, the Ursidae also know how to get more herbs for their own safety, as hunting alone is often a dangerous job. Increases the gathering chance of plants and mushrooms by 20%, while also having a 50% chance of obtaining two items instead of one when gathering.

Brute Strength: The Ursidae are absurdly strong, therefore also more destructive. Increases the damage caused to objects during battle, and bashing doors will immediately break them open.

Shared Traits: Sharp Claws, Pure Instinct

Of course, these are all ideas and the numbers can be changed based on Dev's thoughts on it, but the main idea is that.

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