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  Black Xyston and Lift Off (v.2.11c)
Posted by: Fern - 09-30-2019, 05:05 AM - Forum: Bug Reports - Replies (6)

Black Xyston isn't a compatible casting tool for Lift Off from Firebird, which states that Spears can be valid casting tools. For reference, Black Xyston is the dual type Sword/Polearm weapon. This might also be a problem with the other dual type weapons and spells that can use other casting tools besides Tomes.

How to reproduce:
1. Use a Black Xyston
2. Cast Lift Off and find out it's not a valid casting tool despite counting as a Spear/Polearm.

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  Pawn Shop Sorting
Posted by: Magishadow - 09-30-2019, 02:17 AM - Forum: Suggestions - Replies (6)

Please, please, please, please add pawn shop sorting. It would make mine and many other peoples' lives much easier.

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  Double tap not tap tapping [v 2.11c]
Posted by: Senna - 09-29-2019, 08:48 AM - Forum: Bug Reports - No Replies

So, turns out double tap from Crazy Coyote isn't working at all. It uses the momentum but the action doesn't work.

[Image: eVtxrev.jpg]

[Image: 460b888bc19b4640fa601542a8eb1d81.png]
Debug info.

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  [v2.11c] Selective Bitterness
Posted by: Autumn - 09-29-2019, 02:46 AM - Forum: Bug Reports - Replies (2)

Winter's Bite seems to not reduce the racial ice resistance that Apetaurus and Reapers can receive, which can prevent a weakness message from appearing on Nerhaven enchanted Apetaurus and Reapers.

To show that this is not a consistent pattern for racial base ice resistance I'll be showing a mechanation here enchanted with Nerhaven, being winter's bitten:

[Image: H4wOneb.png]


And here is a Reaper with 50 Scaled SAN and enchanted with Nerhaven being winter's bitten:

[Image: En2i7iq.png]

The weakness proc doesn't show up, meaning it doesn't reduce all of the ice resistance.

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  Alchemy - 2.11c
Posted by: Magishadow - 09-29-2019, 01:25 AM - Forum: Bug Reports - Replies (5)

Alright, so a bit of starting information: I'm playing an elf and I have the Alchemy boost from LE, so I have a total of +2 to alchemy. The issue could be with either or both of them.

I noticed that some of the skill levels are inconsistent in Alchemy. There's a lot of examples, so I'll provide many screenshots, starting with the control screenshot that shows one recipe that has the correct skill level.

Control: Hi Potion: http://prntscr.com/pcbmk0

Off Skill-levels:
Sal Volatile: http://prntscr.com/pcbmzi
Anti-Toxin: http://prntscr.com/pcbn0t
Liquid Courage: http://prntscr.com/pcbn2a
Throatopener: http://prntscr.com/pcbnct
Cleanse Potion: http://prntscr.com/pcbnjy
Devil Wax: http://prntscr.com/pcbnmg
Bomb: http://prntscr.com/pcbnol
DangerousLiquid: http://prntscr.com/pcbnqw
Dark Water Vial: http://prntscr.com/pcbnta
Bandages: http://prntscr.com/pcbnxh
Repair Powder: http://prntscr.com/pcbnzh

Paper: http://prntscr.com/pcbo2l
Nerifian Page: http://prntscr.com/pcbo5h
Aquarian Page: http://prntscr.com/pcbo7e
Sylphid Page: http://prntscr.com/pcbo96
Isesip Page: http://prntscr.com/pcbocc
Storm Page: http://prntscr.com/pcboe8
Heretic Page: http://prntscr.com/pcbog1
Mercalan Page: http://prntscr.com/pcbohu
Note Paper: http://prntscr.com/pcbooz
Book: http://prntscr.com/pcboqw
Big Book: http://prntscr.com/pcbosq

All Material Change Kits: http://prntscr.com/pcbp8w

To sum this up: A big chunk of status potions, every type of paper and elemental paper, and all Material Change kits do not account for something in my Alchemy skill. My guess is that it's either the LE boost or the elf boost.

It's possible that some of this is due to the elven trait specifying potions, but if that's the case, at least some of the items on this list should have a step higher because they're potions. I bolded those.

Thank you for taking the time to read this and/or fix the issues.

Edit: I forgot to put the version in, but I'll check if this is still the case in the current version. Added the version to the topic name.

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  Sailor [Moonblade]
Posted by: K Peculier - 09-28-2019, 10:32 AM - Forum: Balance Fu - No Replies

For too long have my choices in phallic-bladed weaponry been ridiculed, and no one seems to take me sewiously when I say I'll use the moonblade! And for good reason.

Currently the moonblade stats are as so with following item effect: 3 ★

7 Power

90% Accuracy

0% Critical

6 Weight

65% STR 35% FAI

On Hit: +5 Hit for 2 Rounds, +10 if Critical.

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

Despite the arguably meager stats, sub-par scaling, the item effects as I have discovered from tests and other people is that when basic attacking with the moonblade, whether by crit or no, it will give you +10 hit regardless if it was a crit or not in addition to it being 5 rounds instead of 2.

Using my ace detective skills I learned from playing Ace Attorney and Danganronpa games I deduced that the moonblaade has a hidden effect stealthily added by Dev in eons past since its coicevement of the birth of Sigrogana Legends 2.

If my hypotheses is correct, if it was specifically night, the moonblade buff duration would be 5 rounds instead of the aforementioned 2 rounds listed within the item description text. I base this conclusion on both my detective intuition as well as the fact that such a mechanic exists within the deep confines of the complex game code with the skill [Apodis] from the Apus youkai that summoners have access to.

As [Apodis] has a 50% damage increase at night. Also apparently there's a race called Umbrals that get buffs or something at night? I don't know, haven't seen one personally, so the evidence on that is not reliable.

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

To wrap it up, I believe that the Moonblade deserves a tweak buff which also gives it a 50% damage increase at night like Apodis and the mystery Umbral race.

In the day it can still keep the usual stats it has.

Thank you for reading thus far.

Join me, K-Pec in my next thread to suggest an axe that is more powerful in the day and lets you fire mini setting suns.

tldr;

pls buff bugged moonblade to be super stronk at night so that I can stall in fights and act like an anime protag with my powerup.

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  SL2 Version 2.11 Update Notes
Posted by: Neus - 09-28-2019, 07:39 AM - Forum: Announcements - No Replies

[smcf=body]New Lighting System

  • This has now been fully implemented for exterior areas. Lighting behaves similarly to Loyrwell Tombs's interior dungeon area.
  • You can also use this system inside of your player house;
    - Each house level has 4 lighting presets.
    - You can customize the level of darkness, the secondary light color, and the secondary light color intensity for each preset.
    - Preset 1 is automatically loaded upon entering the house. The rest can be loaded via Preset Changers that you can buy at the chest next to Matsuri.
    - Furniture that should generate light now have it, and some can be toggled on and off by double clicking the placed item.

New Preference
  • Predicted Movement - When set to on, when you select Move, a path will automatically be set to the nearest enemy.

Class Adjustments
  • Martial Artist
    - Phoenix Talon - Max rank changed to 3. Damage changed to Rank * 10 (same max). Duration changed to 5 rounds. Now also restores HP equal to the bonus damage when triggered.
  • Mage
    - Whispering Cant - Now only applies to Offensive category spells.
  • Ghost
    - Blood Spike - 8% HP cost (from 5%), 2 round CD (from 1)
    - Scarlet Twister - 2 round CD (from 1)
    - Ether Invitiation - Attack now only occurs if the target has Claret Call on them after the effect.
  • Monk
    - Terra Strike - +1 Range per 5 Ki (from 3), max of 6
  • Bonder
    - Plie, Jete, Avant - Stat ratio changed to 175% + 75% per Rank (from 150% + 50% per Rank).
  • Boxer
    - Schwarz Sturm - When using a non-Boxer skill, the level is reduced by 2 instead of resetting to 0.
  • Black Knight
    - Castling - Max rank changed to 3. DEF Bonus changed to 3 + 2 per Rank (same value at max). Range increased by 3 if Black Wind has been invoked this turn.
  • Arbalest
    - Chained Boomerang - Max rank changed to 3. FP cost changed to 10 at all ranks. Hit Penalty changed to 30% - 10% per Rank (of weapon weight).
[/smcf]

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  Weathered Body changes
Posted by: FatherCrixius - 09-27-2019, 04:42 PM - Forum: Balance Fu - Replies (2)

Weathered body is a mixed bag of a skill currently, as it railroads you down to maybe three options for torsos : "Sarasha Gi / Ninja Armour for evasion, COMC for resists, or Armor Of Eyes for Bonus hit and backstab immunity", with almost all of the other unarmored options being unable to benefit from the skill. Given the insane FP consumption of some of the MA classes, you would expect wisp cloak / Priest's robe to be equally usable, but they are both one and two armour values off respectively.

Given the absurd fp consumption and lack of survivability of some of the promos, I feel the variety other unarmored torso's could offer would make building MA's at least more interesting. Originally, the armour value was to prevent DR stacking, Such as using a mutated turtle shell, from working, but now that such strategies are less effective the skill has effectively been left in the dust. A change to either the armour, or the skills limitations would greatly increase the number of torso's you are able to use. Another suggestion I find myself agreeing most with is if the skill defaults your Armour to 4/4, rather than requiring the armour to be below this threshold inherently.

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  Another Fluffy Option for PvP
Posted by: Krunch - 09-27-2019, 08:48 AM - Forum: Suggestions - Replies (9)

I had this idea for an alternative form of PvP, alongside Spar and Serious. A third option named "Mercenaries" or something like that so players can make use of their mercenaries if they have them enabled under Preferences. Figured I'd bring this up now, as the dev is reading through suggestions in preparation for an update.

This would allow people to have fluffy fights that aren't necessarily fair, but might be fun tools to facilitate roleplay. A good example may be a necromancer who wants to fill the field with the damned, or a Lord who wants to fight alongside faceless soldiers. It would clearly be an option but allow people more freedom to make fun little encounters or scenarios without putting all the weight in the hands of a GM.

I understand that you can fluff encounters like this or fetch a GM to help you and I have no issue with either of those methods, but I figured this would grant the players a cool option and it wouldn't be out of the way to implement. We do have all the code necessary for such a feature, I assume implementation would be fairly trivial and not warrant much attention in terms of balancing given that it would be inherently imbalanced.

As an extension of that, maybe customizable mercenaries of some kind? I don't care about skill sets or what have you, but even the ability to dress them would open up a world of possibilities.

I'd love to hear people's thoughts on this, as I'm very eager to capture and use bandits for a character idea of mine, and a myriad more thoughts I'd like to put into practice.

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  Still Shining Bright Like A Diamond [2.11c]
Posted by: Tamaki-Kun - 09-26-2019, 08:53 PM - Forum: Bug Reports - Replies (7)

The lighting hasn't fully been fixed for the following places, making people light up still:
- Goblin Cave
- Ancient Village
- Old Iron Mines
- Magmic Waterfalls
- Shilo Water Caverns
- Reflected Stars
- Darkwood Manor(Entrance, didn't quite check the other hidden places.)
- Chinotoa Mines
- Any other BDPs.
With that said I think most if not all the Static Dungeons are in similar state. I only went to check Sigrogana.

Also, entering the following places and exiting them will cause the lighting to poof:
- Fort Arjav
- Colossal Tower

Like so.

[Image: unknown.png]

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