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Earthbound Clarity

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[v2.99] Illegal Agility

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AkaInuHime
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[2.99] Retreating Fail

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[v2.99] My Own Clone

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[v2.99] Riagri Crashing O...

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[2.99] Riposte

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  A few pretty standard suggestions
Posted by: Flun - 05-06-2025, 02:21 AM - Forum: Balance Fu - No Replies

Standard mecha falls behind the other mechas by a considerable amount, it has nothing unique to it compared to the others, and buffs to other traits and features like cast off flexing and unarmored evade have served to minimalise its main trait’s impact. Cast of flexing has all of the stats standard mecha has besides the 120 hp, and other torsos like a leviathan terrasque shell can accomplish the same thing it has.  Here’s a few solo suggestions to make standard mechanations traits better, just spitfiring ideas which are not meant to be combined with eachother.

1. Standard Skin, being the most humanlike of mechanations, i could see this being the kind out of any which could get skin traits, this would let it have tattoos, allergies, and even cast off, which combined with its current torso has the potential to make a really buff unarmored set.

2. Hydraulic muscles, sort of a watered down version of the last suggestion, letting it use its own non buff cast off just so they can remove their torso to actually trigger their passive.

3. Excellent body. This one’s my personal favorite. “Standard Mechanations fufill all beneficial armor requirements”. What that means is without any armor, they can apply for all armor stipulations, as their body is both as tough as heavy armor and as unburdened as unarmored. They apply for indomnitable, kip up, ranger crit evade, firing posture, weathered body, all at once! Being able to bypass armor requirements would certainly give Standard an identity.

I’d love to see other ideas for standard too, i feel standards need more love, specially considering the bling raid and cabal got

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  [2.98b] Fist Rocket Launcher
Posted by: Rendar - 05-06-2025, 12:20 AM - Forum: Bug Reports - Replies (1)

Dull Hope used Geldoren.
Dull Hope attacks Shadow Omega with Carapace Jackhammer!
Critical Hit! Shadow Omega takes 198 Pierce physical damage.

Geldoren uses your main hand if you are Revolver Raid Cannon MA.

Even if it's not viable. Like. Say. A Jackhammer.

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  footstep sound toggle
Posted by: CuriosityaboutMyself - 05-05-2025, 11:39 PM - Forum: Suggestions - Replies (5)

please dev i love the sounds but the one i hate the most is these gosh darn footsteps

i want to turn them off separately they make me suffer i want them dead

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  SL2 Version 2.98
Posted by: Neus - 05-05-2025, 10:29 PM - Forum: Announcements - No Replies

2.98
Map Requests

  • Luminera Updates (Courtesy of Slydria)
  • Church of Flame (Courtesy of Slydria)
  • Sharis Forest Fortifications (Courtesy of Appo)
Korvara Boss Fights & Rematch Adjustments
  • If a party member has a Bloodsoaked item equipped, the maximum number of additional enemies will always spawn. (Normally, 1 per party member. With Bloodsoaked, it's always 4.)
  • Rematches now add reinforcement waves that contain 1 of every enemy type in the dungeon. The number of waves is equal to the rematch level, so Rematch 1 has 1 wave of reinforcements, Rematch 2 has 2, etc. (These appear 5 rounds apart, or when the battle would end.)
Druid
  • Added 3 new Animal Companion styles; Temperate, Weald and Farm (Courtesy of Brittus)
ETC
  • Added a Calibrate style seed.
* Fixed a bug where the HUD icons would not update their appearance based on certain conditions, such as having unspent points, etc.
* Various forum bug fixes.

NOTE: 2.98 and 2.99 will be a little light as the developer focuses on background projects related to the game.

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  SL2 Version 2.97
Posted by: Neus - 05-05-2025, 10:28 PM - Forum: Announcements - No Replies

2.97
BYOND Version Update

  • The game will utilize the latest 516 release in this version. You will have to update in order to play the game.
  • This update may cause oddities, particularly with browser interfaces.
  • Please also note that game's server has moved to a new address, so trying to connect via the replay button will not work.
LFG Tool
  • The LFG tool has been reworked and has a new interface.
  • LFGs have more information available, including an image of your location, what types of players you're looking for, your location, etc.
  • LFGs now have buttons that places a marker on the map at the location the LFG was created, which can assist if you aren't sure if you're at the right spot. (Feature may be expanded in a later testing server update.)
  • LFGs now also have a 'ping for interest' button. This button will let the poster of the LFG know (via a message ping) that you are interested in participating and that you are on your way.
  • LFGs can be cross-posted to Discord by clicking 'Discord Ping' in the Edit LFG menu. Edits to your LFG will be applied automatically to this cross-post. (Excludes images/face-icon for the moment. Posts are also not removed when closed currently; this may change in the future. 5 in-game hour CD, shared between keys/etc.)
Map Requests
  • Geladyne R&D Revamp (Courtesy of Slydria)
  • Geladyne Outskirts Touchups (Courtesy of Appo)
  • Geladyne Farms (Courtesy of Autumn)
Icon Parts
  • Added 16 Mechanation-themed icon parts. (Courtesy of Toffee)
  • Added 2 bun hair styles. (Courtesy of Crab)
Mechanations
  • Can now be selected as a race on Korvara.
  • Chronicling Cabal Memory; Effect adjusted
  • The special memory function of the cabal makes it more capable of memorizing spells than even master magicians. For each accessory equipment slot that you have empty, the Skill Pool cost of Spells is reduced by 0.5 and FP Regen increases by 3. In addition, at the start of a new round, there is an X% chance (X = available Skill Pool slots) to accelerate the cooldown of all spells by 1 round.
  • Revolver Raid Cannon; Now is a Gun which also counts as a Fist. (Should work for both types of skills.)
Traits
  • Undeniable Innovator; Now enables the main class only effects of Voidveil and Eternal Flame.
ETC
  • Transformation Legend Extend options should be accessible for Korvara characters now (only Corruption and Model Swaps for Mechanations).
  • Attempting to exit an event stage that has been despawned will now place you at your respawn location.
* Various forum bug fixes.

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  Katunga Big Number
Posted by: Autumn - 05-05-2025, 06:48 PM - Forum: Balance Fu - Replies (4)

Kensei has gotten a lot of buffs in the past and I acknowledge that it is in a pretty good spot overall, whilst Ghost is a lot more popular, Kensei is really not far behind it, it could use a main class benefit on the same tier as Wraithguard allows to Ghost, and I think it should be offensively inclined given than this class should in theory be an offensive powerhouse.

Kensei's skills line up with having high SWA more than high crit damage, this is fine, but even with high SWA you won't get the edge out on an optimized basic attack, even with swords that normally have lower critical damage they just simply won't compare, pair this with Kensei having so many critical buffs that you are often more encouraged to build STR GUI instead of STR LUC, and you have some glaring holes in why skills like Kagekiri, Toiken and Rajinken just aren't very useful comparatively.

I think Kensei should obtain a main class passive that allows these skills to critically hit for 25% more damage, this would in most cases put them on par with critical hits while having the same counterplay to them, to put up an example of a build that can achieve very similar numbers:

[Image: EDfUCMa.png]

This is a Tarnada with 151 SWA, I have 21 GUI as well and Combination Strike from Martial Artist applying here as well, the Kagekiri is spirited which is abnormal sure but it helps juice up Kagekiri even more.

even with all my bonuses skewed towards powering up Kagekiri compared to Wazabane, it still falls behind in damage overall. If it had a 25% boost here it'd do more damage, which is great, but without combination strike it'd only just barely do more damage than Wazabane, and I feel thats where Kensei should sit at when it comes to their specials.

I don't want to be too long winded about it but I think this is a seriously considerable argument for why Kensei skills should be allowed to critically hit, it not only fits the Katana centric class but it'd also make their gameplay loop just make sense from a DPS perspective.

Thanks for reading.

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  Cast Aside
Posted by: Rendar - 05-05-2025, 04:06 PM - Forum: Balance Fu - Replies (9)

Sometimes you're a pugilist who doesn't NEED weapons. (Or you've been challenged to a fist fight)

Tossing your weapon to the wayside, you may UNEQUIP it without any penalty to sentimentality, etc.

0m, places the weapon on the Item Belt (or simply unequips it fully and re-equips at fight end).

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  [2.98b] EM mob Kensei skill bugs
Posted by: Flun - 05-05-2025, 02:14 PM - Forum: Bug Reports - Replies (3)

1. Kagekiri, when used on mobs with a sprite larger than 32x32 (with an offset) shifts the mobs sprite and health indicator, misplacing them and causing the mob to centre itself on the bottom right of the sprite.

2. It seems NPC mobs cannot utilize hidden cut. Upon using sheathe sword with the skill added, nothing happens.

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  [v2.98b] Party Member Chair Misalignment
Posted by: pilcrow - 05-05-2025, 02:05 PM - Forum: Bug Reports - Replies (1)

Being moved onto a chair as a party member does not cause you to be pixel-shifted to sit on the chair. Normally, this was fine before the update as chairs did not pixel-shift you down when exited, meaning that you could either vibe with that or leave the party and move to sit on the chair properly.

Currently, leaving the party and moving off of a chair seems to pixelshift you downwards even if you were not originally pixelshifted upwards. This misalignment is permanent until you relog. Re-partying and being pulled off of a chair after misaligning will not allow you to fix this.

Since partying up is a common way to bring people over to beds and chairs (treating injuries, sitting on benches together, stopping off in the vale after a grind, etc) it's a lot easier to do this than you'd hope, especially if you have the leave party > re-sit muscle memory from before.

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Photo [v.2.98b] Geladyne-Greenhouse
Posted by: EvilGRev - 05-04-2025, 07:52 PM - Forum: Bug Reports - Replies (4)

Hello,

this bug report concerns the Greenhouse located in the southern part of Geladyne.

1. Occasionally, when entering the Greenhouse, the lanterns do not render properly (see red marking on the attached image). Unfortunately, I can't say what exactly causes the issue.
What I have tried: I went in and out several times, but the problem didn't go away. I also logged out and logged back in. Others are seeing the same thing, so it's not just me.

2. Currently, the soil inside the Greenhouse (marked in green on the image) cannot be used for standard farming, which makes the area feel a bit empty.

[Image: abm35g.png]

Would be great if this could be looked into. Thank you!

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