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  Relent Gale bug
Posted by: PossumParty - 02-11-2019, 05:38 AM - Forum: Bug Reports - No Replies

Game version is v.2.00.5

Relent Gale almost works, but not entirely. It gives you a buff called Reject Gale when you use it that knocks back enemies within 1 range 2 times and knocks them down once, then the buff expires. The knockdown part does not work though. I've tried with Forced Move and casting Isendo twice (with Reject Gale active of course). I've also tried with the enemy right next to me, it pushes them away but no knockdown. I've also tried with them 2-3 spaces away from me, pushes them away but no knockdown. Works 100% of the time, can never get a knockdown.

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  Tome Shifter Potentials WPN Power loss (v.2.00.5)
Posted by: Fern - 02-11-2019, 05:34 AM - Forum: Bug Reports - No Replies

Shifting Grandovyn/Forgrint/Rexys and utilizing their potentials weakens the given skill, seemingly disregarding the tome's power on use AFTER shifting to the melee version.

Before shifting:
[Image: unknown.png]


After shifting:
[Image: unknown.png]


Additionally, when I confirm the skill usage of Fallenharn (Forgrint's potential), my Debug tab quite literally freezes after spamming the following text:
[Image: unknown.png]

The Forgrint relevant to these screenshots and its scaled weapon attack:
[Image: unknown.png]

Tested on a M-Type Cabal Mechanation, Black Knight (Main Class) / Hexer (Sub Class)
Auto-Enchant Nerhaven


Note: Despite the classes or statuses I have, the bugs still occurs.

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  [2.00.5] Chinchiro Bug??
Posted by: Blissey - 02-11-2019, 05:16 AM - Forum: Bug Reports - No Replies

Apparently you can place a bet as a dealer and this makes you double as both a player and a dealer. This can be reproduced by dice-bowling with another player character. This bug does not occur with NPC attendants.

The effects seem to force the dealer to collect coins from themself if they lose a roll against... themself. The player opposing the dealer plays as normal. This could place them into premature debt and in bad standing with the Onigan Gambling House, which is definitely not recommended.

Wouldn't want those knee-caps busted.

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  I lost one hand pa'
Posted by: Fern - 02-11-2019, 03:15 AM - Forum: Bug Reports - Replies (5)

Two Hand is not increasing your Scaled Weapon Attack. You can replicate this by investing into the talent and grabbing a Longsword, or any other weapon that's supposed to be compatible with Two Hand.

There is no damage difference with and without the talent. Tested via skills/basic attacks, additionally the Character Info screen shows no difference in the SWA calculation.

Nothing changes if you make the weapon 20 weight either.

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  Take out the new sound effect
Posted by: HoboJenkins - 02-11-2019, 12:20 AM - Forum: Suggestions - Replies (4)

The new sound effect that plays every time you change a tile while targeting a skill you can't turn around with is beyond annoying. The flashing indicator over your sprite's head is a little obnoxious, but I can deal with that. But it's unbelievably grating to hear a galaga-esque sound effect play every single time I move one tile while trying to target something to let me know that if I do this move I won't be able to turn.

Why don't you just turn off sound effects, you may ask? Well because I like the other sounds in the game, aside from the needlessly repetitious and grating ones.

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  Polearm Expertise and Unarmed Combat
Posted by: Snake - 02-10-2019, 05:52 PM - Forum: Balance Fu - Replies (7)

Alright folks, it's me again. This time I bring up two talents which work quite awkwardly when compared to the others.

Quote:- Blade Expertise's Reliability grants bonus Hit and Durability reduction for nothing but simply wielding a Sword or a Dagger.
- Axe Expertise's Deadliness grants bonus Critical and Critical damage for nothing but simply wielding an Axe.
- Marksmanship's Volley and Wind Read both grants Attack Range and reduces Farshot Penalty to both Guns and Bows.
- Archery's Close Shot reduces the melee penalty on Bows.

Those above are all useful, and solid. Then it comes the ones I find weird, and should probably be changed:

Quote:- Unarmed Combat's Dizzy reduces 5/2.5/1.25 FP from the enemy if you basic hit them, and, depending on their armor type.
Quote:- Polearm Expertise's Thin Tip increases damage by 7.5 if you do an attack from the front.

Now my concerns:

Quote:Dizzy is never being used at all so it's a solid waste of 4 Talent Points if you invest on it, since Fist weapons do not have any skill attributed to them that allows them to constantly go for Hit versus Evade checks (i.e, 'basic hitting skills'), like Hanging from Black Knight does, or Sidecut from Duelist. Because of it, the talent never sees any uses.

Quote:Thin Tip requires you to strike from the front, which will 99.9% of the time be met with a parry, which will gimp the damage you deal by 50% or 75%, depending on the parry type. And all of this hassle for nothing but 7.5 bonus damage? It's not really worth at all. Especially when Polearms are known and made to be weapons with high Hit ratio, but low power and damage.

And for solutions:

Quote:Dizzy's FP reduction should be changed to apply on every damage instance done by a Fist weapon, and only work on Unarmored. The Light Armor and Heavy Armor should be immune to this. This honestly, could give Fists a new role in combat. To punish people who don't use proper armor to fight.

Quote:Thin Tip is a more straightforward request, instead of a tiny damage buff, can it just inflict Guard Break for 3 rounds at a (SR * 10)% chance if your attack is parried by any source? Once again, it would give Polearms too, an unique role to punish people who hide their backs against the wall and just sit there parrying and returning oodles of big damage. This also would justify and enhance for the best, the Polearm weapons's overall bad performance and status.

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  A Dive Bar
Posted by: Hippie - 02-10-2019, 06:32 AM - Forum: Sigrogana - No Replies

[Image: afa75qY.png]

[Image: sFJ1ki6.png]


You might've heard it from people around the capital, you might've heard it from a friend, or you simply heard the music down the alleyway.

Dark guitars blare loudly from an alleyway down in Central Cellsvich, not far off from the square. Makeshift beds and shelters litter the entrance to the passage and it's no rarity to see the occasional homeless drunkard sit and sleep on them - or simply beg for pocket change on the street nearby. The place is not pretty - that much goes without saying. And should you decide to head down the alleyway, you'll find yourself facing a metallic door in the corner with a rusty sign above.

"Dead Man's stop," it reads.

"Alcohol & Coffee."

A welcoming sight.


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
OOC Information


Opening Time:

No fixed time. Will likely be announced in OOC, together with a link to this post.

Location:

Eastern Cellsvich, just before the Eastern Residential Area. Right below from the Hospital, left of Fortune's Favor.

[Image: hcQVxRH.png]

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  [Board] Till Death Do Us Part
Posted by: Dystopia - 02-07-2019, 08:20 AM - Forum: Sigrogana - Replies (1)

A poster has been pinned to the board, a message neatly written beneath it.


[Image: kz1jHJ0.png]

Masks are mandatory at this event.
Join us for dance, revelry, mystery, and madness.
Come early, don't be late!
This party is set to begin when the clock tolls seven!

It's advised to come in formal attire, but so long as you wear a mask you're allowed in!


(Time Zone Reference)

PST: 4 PM - 7 PM
EST: 7 PM - 10 PM
GMT: 12 AM - 3 AM
GMT+1: 1 AM - 4 AM

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  The Noodle Maker
Posted by: Sarah54321 - 02-07-2019, 08:01 AM - Forum: Sigrogana - No Replies

[Image: 38-512.png]

"Welcome to The Noodle Maker! I hope you get what you want, it's impastable to find anything like it in all of Sigrogana! It'll leave you ramen for more!"

A new pasta and noodle shop has opened in central Cellsvich, south of the local Hospital!

Come by and enjoy!

NOW HIRING!

If interested or need me for RP, contact Hoot#1195 on discord.

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  Get Off My Screen
Posted by: HoboJenkins - 02-07-2019, 02:02 AM - Forum: Bug Reports - Replies (1)


.png   Screenbug.png (Size: 4.1 KB / Downloads: 1102)


The indicators for things like 'Riposte' 'Insanity Eclipse' and etc always break and stay on my screen when ending a fight by proccing one, forcing me to reconnect after using a skill if I don't want it permanently glued beneath my character's feet. Imo, these things are useless even though you can click on them to see what the effect does. Anyone can just look it up in the class menu anyway.

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