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  Boxer.mp4
Posted by: Soapy - 03-23-2017, 07:15 PM - Forum: General Discussion - Replies (1)

https://youtu.be/7_Lkuf-ZmHw

Shame about the nerfs.

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  [QUE] Lvl 2 knockdown?
Posted by: Autumn - 03-23-2017, 06:47 AM - Forum: Bug Reports - Replies (1)

The lvl 2 knockdown inflicted by Paragi Shuriken seems to take away 3m like a regular lvl 3 knockdown, so is there actually any difference between a lvl 2 and lvl 3 knockdown? Is there supposed to be?

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  Goodbye, Perhaps
Posted by: Sawrock - 03-22-2017, 06:47 PM - Forum: General Discussion - Replies (20)

I've thought about this for a while, over a long period of time. The system of Sigrogana Legend 2 is both something I love, and something I dislike. I'd get more into it here, but I'd rather keep this short and not start a whole discussion. In any case, for now, I'm taking a break from the game until I decide otherwise, which I don't know when it'll be. This may be me quitting, but who knows, maybe I'll return.

The reason for me posting this thread, however, is just to note that if you need me for anything GM-related, I'll currently be unable to help, due to me being on the break. Thanks for all the fun times from all of you, and hopefully I'll find motivation to return someday.

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  Party Trap Checking
Posted by: Trexmaster - 03-22-2017, 05:15 PM - Forum: Suggestions - No Replies

Can the party leader use the highest Scout (Keen Eye subtree for trap checking) talent in the party when checking chests for traps, and the highest Disarm rank in the party for disarming them?

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  Regarding NPC's
Posted by: Yashatari - 03-22-2017, 05:59 AM - Forum: Suggestions - Replies (2)

Perhaps add a bunch of -Filler- Npcs to the many towns. The benefit to this would be to make the world seem more lively.
For example, Chatarunga... It has that long walk way to the exit of town, But not a single npc aside from the guild charter.
You have the food stalls placed all over, But nobody tending them.
The new town near the darkwood manor as well, It feels barren.
The coastal town near dormeho.

So my suggestion is this, add a hand full of npcs scattered across each of the towns. Like maybe half a dozen npcs to those three places each. They don't have to be particularly unique, say anything interesting, or even move. Just make them idle filler that says "Hello" or something along those lines.

If not all three places, Then i strongly suggest Chatarunga gets some at least to cut down on work if you choose. It's supposed to be a major town like cellsvich.

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  A chest told me to do this.
Posted by: noblekame - 03-21-2017, 11:42 PM - Forum: Bug Reports - Replies (1)

[Image: 7d6076eed353478ca5af35fe4075d4b5.png]

The dungeon info is, a level 65 caverns near the badlands arena. On the 8th floor, opened a chest got that message and just followed its directions.

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  Turn this to Magic Damage. [Kick damage 404 buffs]
Posted by: Snake - 03-21-2017, 11:36 PM - Forum: Balance Fu - Replies (1)

[Image: c86e98f5b7fa4a0d93d65715f5f48db3.png]

[Image: b97bd8ae21544afe9bf252faa958a4a7.png]

Their descriptions don't say which kind of damage they do. In game they do 'physical' damage by default. But I do think both should do magic damage, for being so minuscular and 'just Matador food'.

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  REMOVE WINGED SERPENT ASAP
Posted by: Lolzytripd - 03-21-2017, 10:09 PM - Forum: Suggestions - Replies (13)

please, just fucking remove it from the game until its error is fixed.

Idiots and trolls keep fighting it every reboot causing lag/flashstep/choppiness on purpose.

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  Tactician's tax (auto end turn bug)
Posted by: Autumn - 03-21-2017, 07:50 AM - Forum: Bug Reports - No Replies

Moving while only having 6m seems to end your turn outright after moving if you do not have any active skills equipped.

Code:
1.) Have 6m
2.) Have no active skills equipped
3.) Move
4.) Turn is ended and nothing else can be input.


Tested using shine knights, and hearing about the troubles of a lvl 1 player with only dagger dance and evasion.

Seems that the new attack function is a bit off and doesn't count as a usable skill when the player only has 3m left, just ending the turn.

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  With a bit of focus...
Posted by: noblekame - 03-21-2017, 04:29 AM - Forum: Suggestions - Replies (12)

[Image: be7da64914b44873a08fa69983498efb.png]

So, I looked over this about a few hundred times and got to the idea of thinking, hey what if a character has dedicated themselves to sorcery to cast without proper casting tools? As such I formed a thought, and from this thought I had the help of a friend into trying to make this sound balanced, anyways here goes a list of three traits all dedicated to this thing known as sorcery.

Sorcery Apprentice(40 Will Req): When you have no weapon equipped in main hand(Casting tool or not), You naturally use 60% of Scaled Will as a casting source.

Sorcery Adept(45 Will & Sorcery Apprentice Req): When you have no weapon equipped in main hand(Casting tool or not), You naturally use 80% of Scaled Will as a casting source.

Sorcery Master(50 Will & Sorcery Adept Req): When you have no weapon equipped in main hand(Casting tool or not), You naturally use 95% of Scaled Will as a casting source.


Anyone feel free to put your thoughts in about this idea as sorcery could be an interesting aspect to the game.

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