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  Lore Questions: February (2017)
Posted by: Neus - 02-08-2017, 12:10 AM - Forum: Lore Questions - Replies (11)

This is a new topic for Lore Questions because the old one was about 26 pages. The format is roughly the same, but some guidelines;

1) Try and format your questions appropriately. As in, make it easy to read and answer.
2) Try and limit the number of questions you ask per thread. I don't mind answering them, but don't get crazy and ask me 20 things, especially if they require detailed answers.
3) Try to avoid asking extremely specific questions, such as 'Did anyone ever die of food poisoning in Cellsvich?'. Answering these is difficult, because not everything is set in stone, so giving a definitive answer on it not only restricts me in the future, but it might influence other players' character concepts that involve it.

That said, if you have any questions, you can post them in this thread! I will post answers at the end of the month/start of the next one.

Thanks! (And yes, if you had questions from the previous topic that I didn't answer before I closed it, you can post them here, but remember the formatting guideline.)

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  KEEP IT OPEN DAMNIT
Posted by: Kachou2 - 02-08-2017, 12:09 AM - Forum: Bug Reports - Replies (11)

So, I log in then am normally walking around the world of Sigrogana, then go visit my house, suddendly, I notice the door is open. Weird. Didn't I close it yesterday?

This is happening everyday, and I don't know what the issue is.

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  Camera flaaaashu!! [Camera Hat bug]
Posted by: Snake - 02-07-2017, 11:38 PM - Forum: Bug Reports - Replies (5)

When you finally inflict Blind with Camera Flash, you don't inflict in the enemy, but at yourself.

Small Update: It's the range. Camera Flash has a weird range which targets you and the enemy at melee range. Can it be changed to an AoE like Styx Shout?

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  Uninteractability
Posted by: Trexmaster - 02-07-2017, 01:50 PM - Forum: Beta Bugs - Replies (1)

For reasons I can't yet figure out, sometimes I'll be rendered unable to confirm or cancel actions with Z and X, nor interact with the menus without clicking on them.

Closing the client then relogging fixes the issue, but using a reconnect macro will cause it to persist regardless of which character you use, so it seems like it might be a BYOND issue, but I can't figure out what's causing it in the first place. I just ended up with it over the course of being on the server.

Sorry for the lack of details, but I figured if other people bump into the problem, having the solution would help.

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  Halved Shoves
Posted by: Trexmaster - 02-07-2017, 11:28 AM - Forum: Beta Bugs - Replies (1)

Moves that push characters a certain number of tiles (parting shot, repel, bash, etc) will only move the target by half the tiles.

I.E. Bash will shove something away half a tile, a second bash will push them the rest of a tile away. A crit repel shoves something one tile, then half a tile away, instead of three.

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  Ctrl Shift Failure
Posted by: Trexmaster - 02-07-2017, 11:11 AM - Forum: Beta Bugs - Replies (1)

Hotkeys that rely on using Ctrl or Shift don't function.

I.E. Chain shot (CTRL + F), camp creation (SHIFT + ENTER), and turning your character's facing (SHIFT + DIRECTION).

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  Request to Assimilate
Posted by: Trexmaster - 02-07-2017, 10:39 AM - Forum: Beta Bugs - No Replies

Joining a fight in progress will cause you to be permanently considered as being on the party leader's tile, no matter what you do.

Not even using move skills will move a character affected by this.

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  Some Pixel Movement Bugs and things
Posted by: Reikou - 02-07-2017, 08:21 AM - Forum: Beta Bugs - Replies (3)

I was somehow unable to use the shortcut to cellsvich ( The one used to avoid the forest )

If you face a solid object and hold the arrow key towards it the footstep sounds will still be heard, even if you don't actually move.

I was somehow able to stand on Yuna's head, so I guess I should take this chance to also suggest that they have some increased icon priority/Layer compared to players to avoid this.

[Image: head.png]

Battlerings and icon positioning get messed up when you start a fight, but seem to get fixed when you move.

[Image: whathave_Ibecom.png]
[Image: ring.png]

Digging holes can feel a bit weird when you're on the edge of the grid/square and give the impression that you're digging on the wrong place ( Like behind you. )

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  Pixel Movement Testing
Posted by: Neus - 02-07-2017, 07:07 AM - Forum: General Discussion - Replies (38)

I will be hosting a testing server over the next few days in order to test out a new movement system, to see how it works in an online environment, what impact it has on the game, to find areas that I forgot to address, etc.

What's pixel movement?
Currently the game uses tile based movement, meaning when you move, you are moving an entire tile. With pixel movement, it's possible to make subtler movements. Note that battle movement is still a full tile; nothing in the battle system will be changing as a result of this.

Why bother?
The main reason, I suppose, is because it is more elegant to do speed adjustments for movement in this fashion. It's possible to just make the game add a longer delay between steps, or make steps 'seem' longer, but you lose some fluidity. If you decide you want to move in a different direction mid-step, you can't do that. Pixel movement allows speed adjustments while maintaining control of motion.

It's not really a big deal in towns, but for overworld movement, I have some things I would like to do that pixel movement would be good for.

What am I looking for exactly?
Mainly, I want you to be looking out for things that don't move correctly in this system. Does something that normally moves fine not really move well? Walking monsters, bargoing NPCs, Shael, and so on.

Known Differences / Issues

  • Party members are now represented by a sword icon above the leader. The reason being that I couldn't find or come up with a good solution for the previous 'trailing party' in a pixel movement environment.
  • Mouse movement does not work on the overworld. I would like to get this working, at some point, but it was giving me issues, and it wasn't important enough to delay a test over.
  • Overworld speed is much slower than you are used to. No more speeding from one shore to the other in two seconds.
  • There is a jammer on the overworld who will wander around and probably chase you if you get too close. He won't actually do anything, but was one part of the future plans that I was messing around with. He should stay on the overworld, follow you when you get close, stop following you when you get far enough away (or if you lead him on too long).

Any discussion can go in this thread. If you find a bug with the new system, please post it in the Beta Bugs forum (not the normal bug report forum). Note that until testing is completed, the game will continue to use tile-based movement, so future updates won't include these changes if they turn out to be unexpectedly unstable.

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  Gross Incandescence
Posted by: Trexmaster - 02-07-2017, 05:41 AM - Forum: Bug Reports - Replies (2)

Glowing (at least from Delvers) persists after battle, until its duration expires.

Get hit by Angler Light. End fight, still have Glowing from it, end another fight with no Delvers, still have Glowing, but it's got a round shaved off the duration.

It also persist through logouts, as I've tested on another character.

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