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  SL2 Version 2.00.2 Notes
Posted by: Neus - 01-14-2019, 03:44 AM - Forum: Announcements - No Replies

[smcf=body]Note: This is a WIP since my notes vanished somehow.

- New Jammer Skills - Added new skills for Jammer Alpha, Beta, Gamma, and Epsilon.
- Monster Armor - Eventually all monsters, but currently, Jammers only possess monster armor of varying armor types.
- Monster Scaling - Monsters now upgrade their monster weapon's Power, Hit and Critical based on their level. (+0.4 upgrade per level.) They upgrade their monster armor at the same rate.
- New Duelist Skills - Added 3 new Duelist skills.
- New Trait Icons - Added some more trait icons.
- Duelist's Sharpen; Effect changed to +1 Power/Hit/Critical per Rank for equipped weapons. Lasts 5 rounds at max Rank.
- Duelist's Flottement; Damage capped at 25% bonus damage. Duration max increased to 10 rounds.
- Duelist's Crystal Rose; Circle size decreased by 1. Non-enchant and Kraken Elemental Impact versions have a chance to inflict Frozen LV 20.
- Added animations for some existing Duelist skills.
- Added an animation for elemental enchantment statuses.
- Battles now generate a special background instead of being all black space.
- Some PVE battles have smaller maps, namely the random encounters.
- Battles on randomly generated battlefields have some variance on party formations.
- HP Recovery battle items, such as Stabilizers etc., can be used outside of battle by dragging and dropping the item from your inventory (or a utility belt slot that has it set) to the character HUD at the top of the screen. (Note that the same requirements for using them are the same as if you'd use them in battle, and will apply all the effects. Namely, it will apply Potion Sickness, and can't be used on a target who has Potion Sickness already.)
- Special effect activation notifications for skill/trait effects; this is a work in progress, but covers most of the traits added and Duelist skills. When an effect activates, you'll see it below the character, and can click it to see what the effect actually details.
- Sound effects added for various things, such as skill increases, clicking around talent menus, etc.
- When you use physical and mental stamina, a message will appear in chat saying how much you used and how much is remaining.
- laplaceNET requests which are ready to turn in now have an orange title.
- Deleting a character no longer forces you to reconnect to the game.
- Several large performance drains from grid interfaces that would slow the client down even when not viewed have been corrected.[/smcf]

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  Dishonour on your cow! Sillcut edition
Posted by: firebird496 - 01-13-2019, 04:09 PM - Forum: Balance Fu - Replies (4)

Sillcut doesn't benefit from honourable talent as it isn't directly in front. Can we change it to do so? Or even combine sidecut and sillcut, as it's already a really weird hit box. It would give some love to polearms, I don't particularly see them used much either, but that's just me.

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  Events Only
Posted by: Dystopia - 01-12-2019, 09:28 PM - Forum: General Discussion - Replies (10)

So hey everyone, sorry for the lack of notice on my leave.

I did indeed leave the GMship, but after a few months break I realized that I probably should have taken a break instead of quitting entirely because I missed doing events and being generally helpful.

I spoke with Dev and asked if I could be an event GM only, and not weigh in on rulings or stuff like that.

So this is a public notice basically saying that if you need general help you can ask and I'll do what I can but if you need a ruling on anything, please see the rest of the GM team!

(Also, here is a permanent link to the public sl2 discord so you can do that!)

https://discord.gg/SvBYGRB

I will also be making an event feedback discord for things I do that will be public, but specifically for that use only, and I'll edit this post when I've got it up.

EDIT: ..And here it is! https://discord.gg/sqh9BGg

Please keep in mind that this new server is pretty strictly just for feedback on events that have already happened!

There's also now an #event-request channel in the public sl2 discord where you can request assistance with an event or request something you'd like to see in an event from the GM team.



Edit #2 -- And long overdue!

The above information has changed, and I resumed my full GM status a few months after I came back.
Sorry for any confusion this thread might have caused, retroactively and proactively!

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  Sigrogana Wigs: Lich edition
Posted by: Dezark - 01-12-2019, 08:03 PM - Forum: Suggestions - Replies (2)

This is mostly a request I made in a donation; but as dev recommended; I'll make one here presuming one isn't already existing...

The request is to make it possible for a Lich with the Synthetic hair trait to have an option to have hair. If for no particular reason but to allow our bald skeletal/energy friends to put on a special wig and look fabulous (i'm sorry) for awhile; if the trait is removed through respec'ing traits, LEing, etc. they lose the hair option.


Worse case scenario that might follow up from this? A trump lich who wants to make (Insert name of somewhere here) great again and spams the tactician wall skill.

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  Akim-bozo
Posted by: Autumn - 01-12-2019, 03:57 PM - Forum: Balance Fu - Replies (8)

Guns are in quite the very weird state right now, they're extraordinarily weak except for 1 very specific build, they cannot deal damage to save their life unless you're abusing MLM + QD, not to mention that currently Akimbo is quite literally in a busted state, dealing 0 damage per shot, I believe Akimbo needs a patchwork job until guns are looked at further in the future, to at least salvage a build from it, but currently it does nothing for you.

I'd suggest making it a lot like dagger dance, making it so that the basic attack it fires deals 40% of your SWA (split between its rounds) as damage, I figure that should be a quick patchwork job until guns are looked at. (I hope a reload mechanic comes in soon)

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  Possible Overload (And charge mind) bug
Posted by: renowner - 01-12-2019, 10:18 AM - Forum: Bug Reports - Replies (5)

During some battle testing with a friend of mine I decided to test a few spells out alongside overload. After a few battles I was wondering why my overload was doing so seemingly little while charge minded and not. So I did some tests!

When fighting a prinny, the damage of overload was normal for charge mind and without it. A 2.5x multiplier exactly. However in battle with an actual person, this differed greatly.

[Image: c01c62d7b0.png]
This was the damage before charge mind was active.

[Image: f5b4d61ff0.png]
And this was the damage afterwards. Which is only roughly a 159% total multiplier.

So what I believe is happening is that charge mind isn't boosting the damage bonus from bonus stats. Which might be entirely intentional, and might even be better balanced than the alternative, I Dunno.

What I do know is that as a result its often better to not use charge mind at all when using overload, as high speed divine words casting is better DPS. Which seems counter-intuitive from charge mind itself.

Posting this here in case its a bug. If its not, no big deal. Though if its not a bug, it might also be worth looking into boosting overload's base electric scaling a little. It scales worse than ryemei, at only 110% lightning attack at rank 5.

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  Unstackable pet kits
Posted by: renowner - 01-11-2019, 06:15 AM - Forum: Suggestions - No Replies

Earlier today I purchased two new pet kits on a character who already had one. And what I found out, was that they stacked. In order to transfer the pet kits to the character I wanted them on, I right clicked the stack to deposit it into the global bank. And what I Found out was that it deposited the entire stack. While inside the bank, you can remove them one at a time. But the damage was already done at that point. My pet settings were gone.

My suggestion is simple: To make pet kits a non-stackable item, so such a thing never happens again. My pet kit is over four years old, so restoring my old pet was fairly impossible, as the picture i'd used was lost to time. If I hadn't taken a picture of my pet last week for fun, it would've been gone for good! Making it unstackable would help prevent issues like this from happening in the future. And might also allow somebody to have two or even three different pet kits loaded up with different pets, which could also be fun to roleplay.

Who hasn't wanted to be a crazy cat lady with four different cats?

TLDR:
Pet kits stack
Right click depositing into the global bank removes the whole stack
Deposited pet kits lose their loaded pets
As a result i'd like if pet kits would not stack together.


On another note, the portable shop keeper item does not say its untradable, and yet it cannot be traded. I'm not sure if its a bug or a feature, so i'll just add the suggestion here. Make it tradable if its completely empty please!

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  [Request] Cellsvich Church Discer
Posted by: Blissey - 01-10-2019, 08:58 PM - Forum: Suggestions - No Replies

I know I've requested this in the past, but could we get this as a DISCer with craftable furniture, or perhaps sold by one of those wandering caravan salesmen? To be more specific, all tiles and furniture items within the new Cellsvich Church. This is in no way a rushed request; I know you're really busy with all the renovations you're doing, but it'd be nice to have this as part of housing someday.

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  Save our poor muscles
Posted by: firebird496 - 01-10-2019, 02:16 PM - Forum: Balance Fu - Replies (5)

Is it possible to get a look at the weight of weapons? At the moment if a newbie comes out of tutorial as a mage, they're already over max BW except maybe if they have high base str and went fire mage. Plus a tome is heavier than heavy armor and the melee weapons, I get it's big but that's just a giant disadvantage to newbies who don't understand the game.

This isn't just for tomes though, that was just my top thought. I'm thinking of things like guns as well. Guns don't have like any str scaling (minus firthrower), no modifications to lower weight, and no benefits to be heavy, we have to sacrifice our already low base damage and stats to throw on things like Galdric if we want low weight. Plus some guns are as heavy or heavier than things like an axe. (I'm looking at you Quickdraw) I could be wrong, but I don't think even a fully modified revolver could be so heavy.

Any thoughts on this topic to address it more?

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  Basic and Sub attacks
Posted by: renowner - 01-10-2019, 02:12 PM - Forum: Bug Reports - Replies (9)

So it seems each reboot basic attacks and/or sub attacks bug in strange ways. These effects cease upon a new reboot, and then randomly begin again sometime in the future with seemingly no known reason. It affects the entire server.

The effects range from the basic attack skill doing magical damage, but not skills that make you basic attack. To Sub-attack doing absolutely nothing as if you were affected by hesitation. To basic and sub attack macros not working.

As a result of all the different effects that have been happening lately I don't have any pictures to enclose. But its very likely that if you log on at any point in the future, your basic or sub attack might be bugged in some way.

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Sigrogana Legend 2 Discord