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  Just a tick
Posted by: Autumn - 04-12-2018, 07:17 PM - Forum: Suggestions - No Replies

Can we get a verb for telling how much longer until the next hour tick in game? Something like hour-change or something similar, as it'd make waiting for hour based mechanics like dungeon boss spawns and clinic rotations, and spirits to spawn much easier than checking back whenever.

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  Update Notes
Posted by: Rendar - 04-12-2018, 06:35 PM - Forum: General Discussion - Replies (7)

Can we get some patchnotes for 1.92 and 1.93, since there have been updates but no patchnotes for them?

I couldn't find the older thread in relation to this, but it'd be mighty useful to just have them somewhere.

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  Overworld Expansion
Posted by: Sawrock - 04-12-2018, 10:43 AM - Forum: Suggestions - Replies (25)

I'd like to suggest that the overworld be mapped out entirely (and of course since I am suggesting, I will also do the work if allowed). Each tile on the "map" would turn into a 32x32-tile-sized zone, although the map connection points would likely be much more spaced out (as in, when you walk to the edge of a map and you're brought to another map). This has the following advantages and disadvantages:

Advantages
1. The portal service now has a bigger use, as actually walking to Tannis, Dormeho, etcetera would take more time, thus making the portal service more of a convenience as opposed to a continent teleporter.
2. The world will, with the introduction of natural monster zones (such as the Scare Bear Highlands or the Will'O'Wisp Mines from Sigrogana Legend 1) will be more dangerous to travel, thus, if one travels further away from town, they might need to hire a player mercenary as opposed to a non-player mercenary, which can be good for roleplay.
3. The expansion of the world allows for player character bandits to flourish, if they so desire. Considering how non-player characters can be bandits easily (it's stated in-game how Sigrogana has a bandit problem), it should not be an issue for a player-character to attempt. This, in turn, allows for less "Cellsvich Stupidity Roleplay", since people that would normally go to Cellsvich to cause trouble could instead attempt to find someone in the wilderness for a bigger chance of criminal success (albeit with more effort to actually find people). This goes well with player mercenaries as well.

Disadvantages
1. Server lag might change depending on how much the map will strain the server.
2. The world will be bigger, and as a result, roleplay might be more difficult to find.

As well, here are some additional features I'd like to suggest to go with the concept.

Mobile Player Housing
Being able to put your player house anywhere where it is considered a "wild zone", as in, anywhere in the part of the map that this topic would introduce. This, however, would have the disadvantage of having your doors be lockpickable. To upgrade one's door's lock levels, it would cost a hefty sum of murai, and to prevent lockpicking from being a major issue, it would drain a considerable amount of player stamina to lockpick a door. Bashing doors would not likely be possible due to the instance where it could be used to artificially lower health before a player-versus-player match. However, to prevent lockpicking at all, as it is in "city" homes, there could be a camp item one could place down near a house/group of homes that makes a sort of "village" within a certain range, treating all homes within the range as the normal version of a house is (as in, doors cannot be picked). This "House Scarecrow" would need to be fed murai (similar to the shopkeeper item) in order to upkeep the protection, and it could make a key that could, when in one's inventory, give permission to put down a house in the scarecrow zone, thus preventing people from crowding houses near enemies.

Dungeon and Player Detector
Similar to the Life Sense of Half-Bat Daemons, this item would allow for detection of Random Dungeons and Players within a certain range (from 2 to 100 tiles). Using the item would consume fuel from the detector; the more range you set, the more fuel consumption on item use. Fuel could be purchased at the current pawn shops or made through alchemy. There could be multiple size tanks for the detector, and only one detector per player would be allowed.

Raiding Caravans
Caravans could be raided when traveling, thus giving negative reputation and items upon victory... as well as giving other player characters a chance to save the caravan, which would give a lesser reward but positive reputation upon victory. If a caravan is successfully raided, upon arriving at town they would have a significant reduction in stock.

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  [Event] Goblin Stronghold Raid
Posted by: TheCommonNoob - 04-12-2018, 07:42 AM - Forum: Sigrogana - Replies (5)

~

Goblin Stronghold Raid Pt. 1

~


There's been rumors going around about goblins that are smarter and stronger than your everyday goblins have been causing havoc and mayhem around Sigrogana.

At (4/12/2018 10:00 P.M EST) adventurers and the likes will gather at a location known as Villa Fortuna to prepare a raid against the goblin menace.

(IC'ly located near the level 65 Magma Waterfalls area.)
[Image: aQ7T7jA.png]

(OOC'ly located in Dormeho, to the right of the Mage's Guild.)
[Image: fNLN7tR.png]

Due to information brought by a certain Scarlet Daredevil, he's uncovered the base of operations that these goblins reside. Dangerous, ruthless and intelligent, they are a threat to all individuals of Sigrogana and should be dealt with.

Once enough people have gathered at the villa and the briefing completes
(15 minutes at max), everyone will march to the mountains.

(IC'ly located to the north side of the mountains above Cellsvich and Beldam.)
[Image: Sd6tD2u.png]

(OOC'ly located in East Cellsvich, under Sanctuary Hospital.)
[Image: JIUeGGW.png]

Apologies in advance for the short notice.

Good luck and have fun!

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  We Kinu, bois! [Kinu Placement bug]
Posted by: Snake - 04-11-2018, 01:40 PM - Forum: Bug Reports - Replies (1)

[Image: oCj6mWckSqqf_o97lLZ9NQ.png]

[Image: bgm_Dg8LSdWxWEPRPPu6JQ.png]

Well, in this peculiar fight, the enemy (Players) spawns where Kinu should be. Kind of minor and not impactful, but posting it either way.

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  Advancing Zoom
Posted by: Snake - 04-11-2018, 09:53 AM - Forum: Balance Fu - Replies (3)

[Image: 4s5QeGHyQOC1UWSiUf7I_Q.png]

I think Advancing Flow should proc on Evasion like Flottement does, and 'teleport' (Rank) tiles towards the attacker, instead of just 'one tile and walk'. And maybe have a new 'rank 3' interaction that if you dodge/evade in melee to your attacker, you warp to the tile on their back.

Aside giving them what they lack the most, which is a way to stick to the target they're fighting without bigger issues, it will sure make them more flashy and sneaky, when they're constantly moving upon dodging attacks and seeking targets to buttstab. It might also give them a pretty notable weakness, for this new interaction being able to be used to move them away from a position you want, in teamfights or even in PvE sometimes.

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  Wild Ride Exploit(?)
Posted by: Haunted Evil Pajamas - 04-11-2018, 06:24 AM - Forum: Bug Reports - Replies (16)

I am actually unsure if this is an exploit or not, but it feels like one.

Wild Riding with a Multishot Gun in your main hand fires every single round in the gun per tile, meaning rank 5 wild ride with a single autopistol with an extended grip (4 rounds total) will shoot 24 rounds in total at the end of the wild ride, combined with something like chain shell, this does a LOT of damage, especially if focused on one target.
   
On top of this, you can set it up correctly so you can utilize akimbo, meaning two autopistols for a total of 36 rounds, I have done up to 1,027 damage on a single enemy with one wild ride as a result of this and chain shell.

The reason I believe this to be an exploit is because if you use Wild Ride when you only have a multishot gun in your offhand, you fire only one round per tile, which then deals terrible damage. I love guns in this game, multishots in particular and I think they should be buffed somehow, but this is kind of ridiculous.

Is this an exploit or did I just give you a reason to nerf wild ride?

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  Geist Schritt
Posted by: Autumn - 04-10-2018, 06:14 PM - Forum: Balance Fu - Replies (7)

This skill is a very big crutch that sways so much in the boxer's favor, not only negating someone's attack similar to old Cobra, but also dashing you forward, maintaining your sturm and also granting you momentum back to negating an attack.

Simply put, I'd opt to tone down the momentum shift, as thats the main part of makes it so good and so abusable with classes like Evoker/Demon Hunter/Hexer and Duelist in general, so here's what I propose:

Geist Schritt should no longer grant you momentum after successfully negating an attack, then we can discuss the possibility of the basic attack and skill geist covering skills like Sidecut and Crystal Rose afterwards.

[Image: 7wld7FQ.gif]

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  Bootleg Weapon TRANSMUTATION
Posted by: Haunted Evil Pajamas - 04-10-2018, 07:25 AM - Forum: Bug Reports - Replies (2)

The effect after using the skills from the Grandovyn, Foigrant, or Rexys states: Your main hand weapon type is changed. Sub if the tome is in your sub hand.

It is best to explain this by example:
-Main hand a Grandovyn
-Use Grandovyn type change, the buff will describe: Main Handed Weapon changed to sword
-Swap your main hand with whatever you want in your tool belt, the buff stays, for for example, you swap it with an Brawlers Glove
-With the Grandovyn effect still active, your Brawlers Glove is actually a sword

I tested this with all of the weapon change tomes, and with different other weapons, and obviously these leads to broken combinations.

-Rebelling Brawlers Glove into a sword for insane scaling.
-Chorus into an Axe for super strong bright bishops.
-Any of the 50/50/50 Tomes into a sword/spear/axe
-**Any 10* into a sword/spear/axe!!!!**

Another main reason this is broken, because they transform into compatible weapons, you get the bonus scaling from two-handing.

This TECHNICALLY isnt a bug, as all of the features are working properly, but its obviously not intended.
A way to fix this is to simply change the code for how these tomes abilities work, what to change them to is not up to me.

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  Red Rain
Posted by: Grandpa - 04-09-2018, 10:55 PM - Forum: Balance Fu - Replies (7)

Red Rain is still one of the most unused skills in the game, despite seeming like one of the coolest(?). Could we introduce some interesting effect for it, like. While under the effects of a red rain claret call, any damage you deal reduces their max health by a percentage.

Or, you could make red rain some kind of attack, which would be interesting. Make it take a percentage of health that is used for damage spread throughout all the people in the AoE. 5% per rank. Probably dark damage. Something that still applies claret call. It'd be a suicide skill so that would prevent spamming, but for extremely high HP characters (or people taking advantage of afflicted spectre) I could see it being a bit problematic- so if this route was taken, why not slap a cooldown on it too? Two rounds would probably be fine enough.

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