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  Invention App - The Sea Legger ~ Legs Trainer
Posted by: Skullcatrons - 01-26-2025, 06:00 PM - Forum: Applications - Replies (1)

Applicable BYOND Key - Skullcatrons

Request Type - Invention

Character Name - Cyrus Seawell

Request Details -  To create a training instrument (Balance Training) to get used to unpredictable waves out at sea.

Specific Request - To create a simple device that only goes up in two directions at fairly fast pace, as to throw the person off-balance, for purpose of training their balance and getting used to unpredictable ocean.

Reason why you are making this request (if applicable) - Geladynian Engineers are requested by Meiaquarise instructor to create a training device. Cyrus Seawell is the Engineer who currently are partaking in sailing lesson. As such, he went to go ahead and take care of said request. Trying to create an instrument that would satisfy the instructor's wish. 

Inspiration for the invention. He simply remember how boats would move all chaotic like, and unpredictable when waves are rough. However he could not necessarily replicate full effect due to limitation of technology, access to knowledge, and so goes on. Plus this is a work-order required by the State to create a suitable training tool for the sailing lesson as per the instructor's request.

How the invention works. It has three pistons on the ground that will lift and descend the boat on two ends at a rapid pace. Going in roughly 30 to sixty degrees. Upward to three minutes maximum. Since there is magic involved, and enchantment processes and otherwise. Intended to animate the gear once focus is supplied to it. It would rotate, and push the boat using cog's strength and distance to add the force needed.

Limitations: However this process will rapidly deplete the mana batteries that are being used to power the contraption due to weight of the boat, as well the process it required. Due to some complication, it also had to rely on a bit of enchanting, and magic in order to animate the slider-crank gears to piston the boat upward, and downward. The device has to be built on site, and disassembled on site to be relocated. 

Existing technology. Ships, and engineering bot exists. As well Golemancy (Ruler magick)

Development time. Several weeks upward to a month.
There are several challenges, and issues that await when creating an essentially training boat.
The idea is to rely on a Crank-gear slider with pressure or enchantment where the main gear would rotate, pushing the rod that would then lift the boat on one end up and down.
The result is that it works to a degree. Although further improvement will be required, for the temporary prototype and demonstration. As well for this course of training, that'll be all we really need.
The main component is not the boat but the piston in question. It requires a few spells, a couple of adjustments to the cogs, as well finding the right measurement and figuring out the most effective method. I once thought of using gasprock to create the air pressure within the engine, but after realizing it might not be enough to assert enough force needed.
I've opted to swap to magical enchantment, and the art of animation. Much like how you would expect golemancy. Of course doing this method will require using a similar technique employed by our old mutual golem creators of olde.
Which - I did so in accordance. However unlike the golems that require very few focus to operate their day-to-day operation. The sheer weight of the boat it will be pushing and causing much action in rapid succession will be a massive drain in the focus reserve.
As such, I have to create conduiz wire. Create a center-box (Which is where the button and the station where you pull out used mana batteries to install new one in), and use it as transfer of focus.

Now for the real thing: The demonstration of the device. It goes up one end. Down that end. Up the other end. That's it.
It only goes up in two directions, not omnidirectional as some might want. It would be difficult to create a full gyroscope rotation.
But it's not like you ultimately need it. The main thing is that this is to train a person's balance. And as such, the boat only needs to go up and down to fairly good degrees enough to qualify as if you're on turbulent waters.
I would say that the boat in question would rotate about thirty to fifty-five degrees upward. Which can be difficult to maintain balance on a vessel.
In addition, I cannot however neglect safety concerns.
In order to prevent any likely accidents. I've smoothed out the edges around the top of the metal rowboat. Making it smooth, and curved. This way you won't accidentally slam your body against the sharp edges of the metal.
Of course you'll still hurt yourself if you fall off the rowboat, but if you fall down in rowboat. You should somewhat be fine.
A stepladder might be needed to get on, and off the rowboat. And the person will probably need a few moments to adjust themselves before they get down from the rowboat after the demonstration. As it can be extremely disorienting.
This demonstration is expected to last only three minutes.


[Image: QQej8HJ.png]

[Image: rPfncBb.png]

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  [v2.95b] Ice Slide Weirdness
Posted by: AkaInuHime - 01-26-2025, 05:09 AM - Forum: Bug Reports - Replies (1)

The number of hits ice slide gets with various paths feels off somehow. My best guess is that the very first and last tiles seem to be misbehaving, the first tile you move to not actually hitting and the last tile you move to hitting twice.

This very first path deals 4 hits, even though it looks like there should be 5 tiles within two range (marked in red).
[Image: naqc2y.png]

Meanwhile this second path deals 5 hits, even though seemingly only 4 tiles are within two range.
[Image: 9pnx3s.png]

And this path deals only 3 hits, while it appears 4 tiles should be close enough.
[Image: zxwbei.png]

This path oddly doesn't hit at all.
[Image: EMxZ9Iz.png]

And this hits 3 times.
[Image: trgJWnE.png]

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  2.95v Sound punching
Posted by: Senna - 01-26-2025, 04:07 AM - Forum: Bug Reports - Replies (1)

Image here

Seems this, when you basic attack as a boxer, if this procs, it kills your Sturm.

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  [v2.95] Stop hitting yourself, stop hitting yourself
Posted by: AkaInuHime - 01-26-2025, 02:11 AM - Forum: Bug Reports - Replies (1)

Master of the Stage can redirect the attack back to the attacker, despite what seems to be the intent in the skill description. It still requires 2+ enemies adjacent to the dancer to activate, at least.

In this instance, it was a dark stone eater to the tile north of me, and a normal stone eater to the tile south. The north stone eater turned into a lauder afterwards if that could possibly have affected things.

[Image: r9oxpd.png]

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  Completely update the Professor Pink's Study (Tutorial)
Posted by: Skullcatrons - 01-25-2025, 06:05 AM - Forum: Suggestions - Replies (2)

Professor Pink's Study has been around for the longest time, and retrieves very little to no real update. It would probably be intuitive to actually streamline the tutorial room so that it 'lines up' in a sense that new players would understand where they need to 'go' and do things in order. There would be an NPC situated in every room that would not let the player pass until they complete the designated room's step.

[Image: ka7ZsHY.png]


When the player completes all the mandatory steps. They will be placed in the grand final room (Professor Pink's Study). There they will be flanked by two last-minute mirrors, and two reset stones in distance. 

Professor Pink will give the player combat tutorial, then send the player to the selected continent (Great Six or Korvara). Alongside new updates reflecting the state of Sigrogana Legends 2.

[Image: aQ06shG.png]

I hope that the idea of revamping the tutorial room completely into more of a series of rooms leading up to Professor Pink's Study with focus on helping new players to figure out where to go, as well cut down the amount of dialogues Professor Pink needed to do explaining to players what to do.

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  [v2.95] Pirouette Problems
Posted by: AkaInuHime - 01-24-2025, 10:10 PM - Forum: Bug Reports - Replies (1)

Wind Pirouette has 3 range with Wide Stage, when it should be 5.

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  A ruler player's thoughts on ruler buffs.
Posted by: Flun - 01-24-2025, 09:05 PM - Forum: Suggestions - Replies (5)

After much talking and yapping I have made a list on what I believe would be good improvements for ruler without making it overbearing or changing how it plays fundamentally, this list is split into two parts, things I believe would be unanimously good to have, and things which are more out there and potentially not a good fit for ruler, but are still worth being given consideration.

1 - Bishop

Bishop is the least used of the promoted pieces for a reason, it lacks utility. its crest is by far the greatest of the crests for most allies, but the piece itself is often an afterthought and many times not even utilized with the crest. My idea for the bishop's move is to provide utility in both healing and resource generation, alongside a neat bonus for more mid-battle mineral generation.

Fianchetto
50 fp, 3 momentum, 4-5 turn cooldown
Gives all allies in a 3 wide circle radius health regeneration lvl 50 for three rounds. this move also triggers up to three non-seal enhanced enchantcraft effects on all enchants any affected allies have per ally, with a priority for crests. On top of that, the bishop digs up bishop crest level minerals around it.

2 - Crest dispelling

One of the biggest drawbacks a ruler can have is giving allies things they really don't want, primarily, crests of rook and knight. To alleviate this, the crests can have dispell effects so allies can remove them from themselves, with the bonuses eating the buffs usually entails.

Uncresting Ja'doube
1 momentum
Allows the user to move two tiles before consuming crest of knight.

Uncresting Fianchetto
1 momentum
shortens all debuffs by 1 round before consuming crest of bishop.

Uncresting Rookstar
1 momentum
Allows the user to make a basic attack within 6 range, with a -50% damage penalty, before consuming crest of rook.

Either the promoted pieces of the respective type cannot use these moves, or they revert to pawns upon using them and refund 2 geomaterial for the demotion.

3 - Automaton Energy

I am not going to suggest removing energy. It is a mechanic I actually quite like for ruler, instead I have two suggestions to make energy management less frustrating

3a - Non-base skills for pieces do not consume energy (this includes the likes of gemshard, guard, jetpack, the defensive enchant dispells, and so on)

3b - Labours is kept where it is in the enchant priority, fortunes is moved to the absolute bottom so that it is consumed last 

The more out-there suggestions

these follow on in the standard day 1 "Ruler should have this" buff, the stuff that's been mentioned over and over, though I still feel they deserve some consideration.

4 - Auto-Pawns/Swift Enchanting

It's been said a bunch and it'll be said again! Ruler would appreciate streamlining, with these two ideas being brought up the most for this matter, I posit the addition of at least one of these, both for mainclass ruler. Either ruler could get an automatic pawn summon with appropriate geomaterial tax, or they could have enchants cost 2 momentum upon using cruel enchant, which could be another facet of arcane whip. Most other mages have ways to speed up their main gimmick, swift rune crafting for rune mage and hsdw for evoker specifically, this change is in-line for main class mage I feel.

5 - Labour Buff

Another simple suggestion, and one I've made before, I don't believe it is entirely necessary due to ruler's current performance, but it is an improvement in streamlining separate from momentum issues. Geomaterial is at it's scarcest further into battle, often rulers can be left with both no pawns for making rocks and no galren/stone dragon with the current popular playstyle involving relying on pawn break and dig order for minerals. Labours giving 1 geomaterial, or even 0.5 per turn would allow rulers to keep up mid-battle pressure when their pawns are at their weakest. 

6 - Offensive Skills

Coming to the most vestigial part of ruler, the offensive whip skills! Ruler has an interesting niche in its slash and blunt damage magical attacks with its whip moves, though they face issues with usability and opportunity cost. a lot of the time they are simply not worth it. I shall list each skill and propose possible improvements to them if needed.

Rawhide slash
A skill great for material gathering, but not damage, it falls behind benten in both utility and the amount of resources gained. I propose the skill being able to crit (25% damage if it keeps 120% swa scaling, otherwise make it based on crit mod and have max scaling be 100%) and have those crits count for geomaterial generation.

Slicing Benten
Movement, good trickery, up to five refines, this move is quality, it is just where it needs to be, no improvements needed

Simple Shell
The Simple Shell/Complex Shatter combo is simply not worth it, it takes nine momentum to get the most value (that being shell, complex, and then a refine.), when stone dragon into drill gets more resources for less, its only advantage is energy, but it's both a miniscule amount and requires the full combo to perform, which is prone to misses and hesitation.

I recommend either or both the following, Shell getting a SWA increase to justify using it (I'm talking like, 130-140), or the ability to charge the closest automaton to you for 1-2 energy on hit.

Complex Shatter
Complex Shatter can stay as is, it being a long ranged basic attack aids crit rulers well enough, and with the simple shell buff it wouldn't need much improvement

Despot Drill
Make the guard break chance 20-25% per enchant instead of ten, guaranteeing a guard break after using 9-12 momentum to buff up first seems fair, considering how most every other guardbreak doesn't need requirement in the first place.


Aaand thats it for my silly lil suggestions! I would highly recommend checking out the other ruler suggestion thread (https://neus-projects.net/forums/showthr...?tid=11665) for more inspiration for making ruler a class people feel less frustration over. I hope these ideas are well recieved!

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  [v2.95] Earthbound Unbound
Posted by: Autumn - 01-24-2025, 06:18 AM - Forum: Bug Reports - Replies (1)

[Image: jED8IKn.png]

You can parry Earthbound Vengeance despite it being status damage, also it seems as though Ending Wild Shape counts as an offensive action, might not be a bug but that could add up pretty fast too.

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  Character Select Screen
Posted by: Nekojinn - 01-24-2025, 03:46 AM - Forum: Suggestions - Replies (1)

With the new items to add more characters on a key, we've multiple pages of characters to choose from, but still only one arrow to go to the next page, and this is slightly inconvenient when I double-press it.

I suggest either adding another arrow to go to the previous page or a character select screen with more space, so we can see all our characters without having to switch pages. (Styling it like a fighting game does it could be cool, but I guess just adding another arrow is easier and has same effect.)

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  UL6 - More Nemalyth Upgrades
Posted by: Nekojinn - 01-24-2025, 03:27 AM - Forum: Suggestions - Replies (2)

It's just as the thread says.

What do you all think about there being a Nemmy Upgrade for you to make your weapon UL6?

I think we've very cool items like Balrog that never really got to see the UL6 thingy in G6.

I'm also a new player so I'm unsure how huge UL6 was in G6.

K cool thx pls give opinion.

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