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  Look at me
Posted by: Ardratz - 01-17-2019, 07:34 PM - Forum: Bug Reports - Replies (16)

So while playing the game I noticed that during some skills like hanging or Geldoran that are meant to turn your character to face your target once the attack is done are no longer doing so. The ring around the character will be faced towards the correct direction but the character model is not. This means the character will not actually be facing their enemy which makes them suspectable to attacks such as cutthroat if their back is to them or

Just 2 minutes before posting this I did more testing and just managed to see what was going on. In the gif I had one of my characters fire two shots while making sure to face away from the target. The first shot was done without moving the targeting square around so once hte shot was fired my character turned back away from the Critter. For the second shot I moved the square around and once the attack was done I was facing the correct direction. This correspeonds with other skills that auto lock onto their target like hanging or geldoran or splash. Which means skills that you have to move around, like Pinpoint Electro, won't be affected at all.

[Image: FBYth0Q.gif]

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  Jammers are too strong
Posted by: ValkyrieSkies - 01-17-2019, 03:57 AM - Forum: Balance Fu - Replies (8)

I've been hearing reports from just about everyone I know that jammers have been made waaaay too strong and that groups of jammers are taking upwards of 10-15 turns to actually defeat.

As annoying as that is, there's a bit more of a serious issue regarding this; the beginner stuff. The tutorial battle slime has been trashing new characters if they don't immediately have the makings of a stronger build when he should really just be a glorified prinny and the Jammer Cave is now a torturous slog that newer players probably aren't going to be trying anymore.

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  150% Stretch to Fit?
Posted by: ValkyrieSkies - 01-16-2019, 11:51 PM - Forum: Suggestions - No Replies

I don't know if this is even technically possible with the way SL2 is rendered, but would it be possible to see a 150% scaling option added to stretch to fit? SL2 tends to scale very strangely across different monitors and with the monitor of my new laptop I've found that 100% scaling is way too small to comfortably look at while 200% scaling is obnoxiously close.

[Image: dEmVhq5.png]

[Image: Y6bKX3V.png]

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  Lewdcifer does icons!?
Posted by: Lewdcifer - 01-16-2019, 07:42 PM - Forum: Submissions - Replies (6)

I did say I was going to do this, so here we are.

[Image: v5jxpw.gif]
New Astral Belt icon, obviously based on the existing one.

I plan on making more stuff, but I supposed I'd put this one out for now.



Attached Files
.zip   NewAstralBelt.zip (Size: 687 bytes / Downloads: 478)
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  Quaking is boring
Posted by: Autumn - 01-16-2019, 03:48 AM - Forum: Balance Fu - Replies (12)

I don't have a witty name for this thread, quaking just isn't a very fun impact to use, its current effect is that it adds Rank*2 flat damage to a skill, which means it really just doesn't do anything special, and while earth is tied to the 3rd best defensive stat in the game I don't think it should be exempt from having an overhaul.

I'm open to suggestions on what could be done to help it out, but I'll throw out one I believe to shake up the playing field somewhat and open additional playstyles for tanks, namely the supportive, more team protective type.

What would everyone think if Galren enchanted/venus enhanced effects were to be the opposite of creating tiles, and destroy tiles similar to Magaisendo and Terra Strike?

This would apply to every currently galren impacted skill except the following:
Shinken
Crystal Rose
Roundtrip
Incise
Elemental Rave

The former have their own unique effects (Homing, magnetize, dragging and Crystalize properties), while the latter can be changed to deal earth damage instead of all elemental damage.

One last thing to note, Quaking Heaven Kick should be changed to this as well, this particular skill with this particular enchant has been a very HUGE problem in rush down strategies, being able to knock down an entire team was likely not intended at all, but this became a thing when Urazawa was introduced.

I'll list off every skill I'd intend to be able to destroy tiles, for convenience sake.

Aerial Razor

Sidecut
Sillcut

Heaven Kick
Peddling Wheel

Retreating Swipe
Execute

Kagekiri
Toiken
Hirazuki

Aliagmato
Infernal Summon

Chaser
Crashing Bull
Bellowing Stag

Thank you for your consideration.

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  delet map
Posted by: Lewdcifer - 01-16-2019, 12:27 AM - Forum: Bug Reports - No Replies

[Image: 330y0kg.png]

Given that the in-battle background is now a blurry view of the map, Smoke Screen now displays that instead of the usual blacked out area.
I don't know if this is a bug, nor if it was intended, so here we are.

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  Mage Gunner is stuck under the effect of Safety
Posted by: ValkyrieSkies - 01-16-2019, 12:18 AM - Forum: Bug Reports - Replies (1)

Probably similar to the Tekagen bug and the apparently new Toggle code, but all Mage Gunners are currently stuck under the effect of Safety as if it were active, which is a serious issue when you don't actually have the Safety skill to disable it, meaning its impossible to use charged shots at all.

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  Visual Effects are broke
Posted by: Lewdcifer - 01-16-2019, 12:12 AM - Forum: Bug Reports - No Replies

[Image: 24o537s.png]

For some reason, the glowing outlines given by enchants do not disappear upon the enchant's expiration, allowing you to accumulate glowing outlines with the usage of different enchants. This allows for a few shenanigans, as shown in the above picture.
The process can also be accelerated through the usage of enchants, then having an enemy steal your enchants. This allows you to apply another enchant on yourself and accumulate the glowing outlines much faster.

[Image: 2z8z0k2.png]

Additionally, the glowing outlines do not disappear if someone ends the battle prematurely through Leave Battle. I can only assume the same would happen if one were to Flee.


UPDATE: It seems that, when you steal other status effects with visual effects - such as poise - they don't transfer properly.
This means that if X has Poise, and Y steals it, then X will keep Poise's visual effect but not the status, whereas Y will gain the status but not the visual effect.

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  Merging fights
Posted by: Autumn - 01-15-2019, 10:56 PM - Forum: Bug Reports - No Replies

[Image: x92xcmV.png]
[Image: rn9s4dy.png]

While observing fights in the arena, overlays from the overworld and even the current battle happening within the arena will show up sometimes, causing funky things to appear, like this.


(Note the random fleur and the mighty wall symbol)

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  SL2: Now truly static!
Posted by: Lewdcifer - 01-15-2019, 10:43 PM - Forum: Bug Reports - Replies (1)

As of currently:
- Tips and lore aren't appearing.
- Iahsus is stuck in normal, and won't change.
- Weather events are frozen; as in, they don't progress. Right now, Cellsvich has eternal rain.
- Time does not progress either; we've been in night time for a couple of hours now.
- BDPs do not despawn, nor do they spawn.
- Black Beast attacks and Dormeho Fishing Contests aren't happening.

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