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  Stabilizer in the Utility Belt?
Posted by: Raigen.Convict - 12-14-2017, 08:09 PM - Forum: Bug Reports - Replies (2)

[Image: IhSGMVZ.png]
Stabilizers, a battle item can be placed in the utility belt. As well as jammer pacifiers, so I'm going to assume this bug happens with all battle only items.

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  Absolute Fearless
Posted by: Snake - 12-13-2017, 12:44 AM - Forum: Balance Fu - Replies (16)

Heron Feather vs Absolute Fear = no silence

Can Absolute Fear get changed to 3 rounds of silence instead of 2 at maximum rank? The skill has a cooldown, it warrants being strong. The only problem with it was the spam and eventual lockdown of spellcasting.

PS = Hell, the 'no silence' is even being used ICly in roleplay. Pls nerf.

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  Pre-GR Mementos
Posted by: Snake - 12-12-2017, 11:04 PM - Forum: Balance Fu - Replies (10)

So, some items are pretty underpowered, and people are only going for the same equipment over and over, even if they get nerfed. I think the solution to this is to remember that what's causing this is exactly the first few words of what I typed. They're underpowered, and not appealing to have. So I made this small list with items that could get a small oompfh, and reach a level of competency to rival the medium-term ones, or even the good ones.

[Image: zCts6eYuSGS5r47BLDp5Kg.png]
- Can this be changed to 'Increases the damage of kicks (and kick skills) by Character LV/3'?

[Image: PXAHvAyTQNm2e8PleYv04g.png]
- Item effect changed to '+5% maximum HP / +4 HP recovery'?

[Image: PIzoQKLISt6aIbk_7HlSLg.png]
- Item effect changed to '+10 damage to Spells, and +3 FP recovery'?

[Image: J3tzt9y1QTWi89DO0Qi-wg.png]
- Item effect changed to 'Reduces maximum HP by 10%, but increases all damage done by 10%.'?

[Image: 5gOw6o_GQZmU5H1hYg0JEw.png]
- Item effect changed to 'Recovers HP equal to 6% of your wind damage done. / Increases soft cap for CEL by 3.'?

[Image: HZu5WE-vQrmU_9KBwbzDjQ.png]
- Item effect changed to '+20% damage to spells for the first two turns'?

Okay! A rather big list but those additions are quite simple and effective. If you guys have any items in mind that are still 'Pre-GR' and warrant changes, feel free to post them and suggest what they should be changed to, so they can be more acceptable in our current system and not simply be trash for Zeo to compress into iron ingots.

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  Future Updates Poll (Part 2)
Posted by: Neus - 12-12-2017, 02:33 PM - Forum: Suggestions - Replies (10)

Reposting this now that Ranger was released.

This is just a simple poll to help me decide on what I want to focus my time on for the next few updates. I'll give a brief description of what can be expected of in each entry.

Alstalsia - This would be the capital city on the continent. I would probably make the overworld map for Alstalsia a little bit larger, and it would include things you'd expect in a new town like new NPC/shops, player housing, and so on.
Doraington - Similar to the above, this would be a new town near Cellsvich that would have new NPC/shops/player housing, and maybe some other things.
Donation Items - Most likely an expansion for the golden items to include some tools, as well as some cosmetic stuff like new borders and/or backgrounds for profiles.
New Tower Floor - Much like the first floor, with different battles. The reward would be a Vorpal catalyst.
Reputation Spending - New shops in each region that let you use your accumulated reputation as currency for some unique items/benefits.
Service Stalls - These would be things that let you set up a stall in a town that people could use as an NPC 'shop'. For example, you could set up a stall for Enchantment, where you charge a fee to enchant someone's items for them using your enchant skill.
New Weapon Potentials - More weapon potentials for existing weapons.
New Talent Subpaths - A few new talent subpaths for existing talents. (Combat Drilling, Archery, Spiritualism, and Maintenance all have some ones in my big list. Some of these may tie into service stalls, however.)
New Raid Boss Event - Would work similarly to Seto. Rewards may include new items as well as the existing rewards (Chimeric Eyes).
Clinic'likes' - These would be similar to the clinic in Dormeho, where you can accept a request to either deliver an item or do something else simple.

---

You can pick up to two. Results of the poll will be considered but are not guaranteed, so keep that in mind.

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  Mercalan Smog
Posted by: Autumn - 12-10-2017, 07:50 PM - Forum: Bug Reports - Replies (1)

Mercalan Mist seems to have a minimum of rank*10 HP Regen, similar to its evade value at rank 5 it restores 50HP Per turn.

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  "Their birds mind too small, Dev!" (PvE is not working, Mobs aren't taking their turn Ver 1.89d.)
Posted by: GameMaster85 - 12-10-2017, 04:29 PM - Forum: Bug Reports - Replies (1)

SImply put, no screenshot needed, mobs are not taking their turns in this new version at all. A screenshot won't really show anything, but all PvE battles are essentially people getting stuck. If you're faster, you can take your turn but if you let any mob take theirs, they simply don't and you're stuck until a GM pulls you out.

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  SL2 Version 1.89
Posted by: Neus - 12-10-2017, 09:26 AM - Forum: Announcements - No Replies

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

1.89a~d
New Promoted Class - A new Archer promoted class, Ranger, was added.
New Preferences - You can now change the font for the main character stat screen.
WASD Command Pop-Ups - When in WASD mode, objects that can be interacted with via the keyboard commands will now show those commands while you stand in front of them.
- Martial Artist's Evasive Strike damage increased to 4 per Rank (from 2 per Rank).
- Kensei's Absolute Pace bonus damage increased to 200% Scaled STR (from 50%).
- Grand Summoner's Judgement Blade can now use Swords as casting tools.
- Black Knight's Board Shaker; Damage cap changed to 100*Rank, now gains 10% extra Earth ATK scaling per Rank.
- Monk's Kadouha adjusted; Pierce and size growth effect @ 10 Ki, explode effect @ 20 Ki, knocks down @ 30 Ki. Ki damage bonus changed from flat value to a percentage bonus.
- Priest's Mercalan Mist; HP Regen changed to 25% of Light ATK, with a minimum of 2*Rank.
- Priest's Malmelo; HP Recovery is now equal to Scaled FAI/2%, to a maximum of Rank*6%. FP cost changed to 20+4 per Rank. Momentum cost is now 3.
- Hexer's Death Knighting; Bonus stats changed from Rank*2 to Rank*1.
- Spellthief; Copy spells now have a global 3 round cooldown.
- Armor of Eyes; Hit bonus changed to UL/2. Critical reduction effect changed from UL% to make critical multipiler 1x to UL% chance to reduce critical multiplier by UL%. (IE, 150% Critical Modifier VS 15 UL would become 135% Critical Modifier instead.)
- A time limit of 1, 3, or 5 minutes can be selected for turns when challenging someone to a PvP battle.
- Opaque versions of the Fasionable discer walls have been added.
- Storage objects now display what mode they are set in the title of the storage window.
- A new basic skill called Limit Potential has been added. While toggled on, if your weapon potential is a passive skill, it is rendered inactive.
* Bug Reports
- Flip Shot could target yourself or allies.
- Flip Shot was not classified as a movement skill.
- Retreat Flight would sometimes not perform the attack on an enemy.
- Thunder Bolt's magic circle was left behind if it managed to defeat the last enemy.
- Cherry Blossom's Annorum effect was not hurting all enemies.
- Forest Walk was not classified as a movement skill.
- Nest of Nests' duration bonus wasn't applying.
- Domino Resonate wasn't applying its effects on enemies that collided with the original target.
- Setting Sun was dense.
- Shine Knighting's invoke-ready momentum cost was incorrect.
- Fox God's Blessing was applying outside of combat, in some cases.
- Cripple Arm was not preventing the effects of Hands slot items in some cases.
- Several basic attack skills weren't showing attack forecasts.
- Worn Gumshoe's material was metal instead of cloth.
- Vines created by seed effects weren't counting as plants.
- Caravans arriving in Tannis did not spawn NPCs.
- Many racial skills were qualified as Offensive skills when they shouldn't have been.
- Item effects like Swordmaster's Ring were not applying to items that had mutated weapon types, or multiple weapon types.
- Mortissimo's stat scaling changed to 55% STR and 50% SAN.
- Prinnies didn't have the Head tag.
- Staff of Forging was not actually repairing weapons.
- Charm could cause incapped units to jump in the way of damage.
- Escape victories weren't possible if a party member was unconscious.
- Dullahans could not unlock Ranger.
- Weapon change potentials were treating the weapons as if they were still ranged for a number of different mechanics.
- Noble Axe's description was incorrect.
- Hurricane could push you into walls.
- Biter was affecting/not affecting mutated Fist weapons.

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  I can't carry all this furniture! (Large Inventory Size Lag Bug)
Posted by: GameMaster85 - 12-09-2017, 10:58 PM - Forum: Bug Reports - Replies (1)

Okay, so recently I've been having a STUPIDLY amount of CLIENT (DD) lag due to what I think is the fact that I bought maybe around 800-900 or so furniture ahead of time from the furniture sellers. The lag is also not normal lag, it actually makes the client freeze up as if it was unresponsive, like any program that does so. I thought it was a good idea to have them around and spend 50k murai like the high roller, but it's actually not letting me play the character anymore. Right now my only solution is to breakdown all the furniture, but this also is a generalized bug since that means simply having a large inventory size makes your client go nana. The reason I think this is due to the inventory size is due to the fact my client doesn't have that lag with any other characters. 900 Inventory is also semi-impossible conventionally due to the encumbrance system, the only real way being able to do that as far as I can see is with Furniture Sellers, or pretty much crafting 900 Furniture from the get-go. Here's a screenshots for your viewing pleasure. My current fix is to break down as much of them for now.

[Image: gOXIaDE.png]

WEATHER UPDATE 1

I actually have a feeling all interactables (besides signs) are the cause of this considering they are still fully functional in the inventory/breakdown screen. Not only that, some furniture I bought are considered storages. It won't let me access them since it thinks I don't own it, but considering they probably hold their own 'inventory' of sorts, and the fact I can still open and close doors in my inventory, I'm prioritizing those first in breaking them down before checking to see if that fixes the lag and narrows this problem down.

WEATHER UPDATE 2

Seems like doing the above probably fixed the issue but I'm going to play further to see if I experience more unresponsive client behavior. Even then, it's probably not the best of ideas to retain furniture's functionality (even if they are disabled, see boxes/inventory furniture) inside of the inventory in a developer's standpoint since it's probably inefficient. I had maybe a good chunk of those items too, the kitchen sets/stoves as well as the buy-able container furniture. (Darkwood Drawers I think?)

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  Off-limits
Posted by: Fern - 12-09-2017, 01:43 AM - Forum: Bug Reports - Replies (2)

[Image: dda811140a.png]
Feathered Serpent can push you inside the walls, with the skill that sends everyone flying to the bottom of the map. I unfortunately don't have its name right now, but I'm pretty sure it starts after it begins showering the field with rain.

The location in the screenshot is the bottom right corner of the battle map.

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  Noble Headcaver
Posted by: GSM - 12-08-2017, 06:45 PM - Forum: Bug Reports - Replies (1)

The Noble Axe's item description is the exact same as the Skullcaver's.

Not much more to note than that.

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