SO
a while back i got very annoyed because i couldn't see at a glance whether my songs were active, and the desire to correct that spiraled into a whole Thing and a half
so far, i've done icons for what might be EVERY bard status, as well as a few for solblader (because it also annoyed me)
in order:
Singing, the four songs (plus performer's enhanced statuses), Warmonger's Drums, Volume Up, Dark Distortion (two vers), Darkness Hype, Freak on a Leash (and freakish frenzy)
Accelerated Spell (generic), Accelerated Spell (Mercana), Flash of Light (alt for Acc. Spell Mercana), Holy Aura, Dancer's Agility, and Doble Pirouette
(Honestly, it feels like Flash of Light should just give you a HUD counter for its accelerated spell level anyway I spend too much time peering at status effect text for it)
(edit: also big props to whoever made the icons for the performer/dark bard skills i sampled their palettes for consistency and their colour choices are WONDERFUL)
.dmi file is 18x18 just as initially specified when I started this project
Currrently, the racials provided by Reapers and Apertaurus got very power crept by the addition of new enchantments and material types, I prefer these additions over locking people to a specific race but it would be nice to have these races be updated to have a few more things added to them.
This thread is mostly just here to mention that the race has had it's tools spread out to the wider population, I will throw forth a couple of ideas as I feel a little obligated to, but it should also be mentioned that it doesn't really matter if the races go this direction for me, as I could stand for any amount of useful buffs that may be thought of for the races to have.
My personal thoughts and suggestions would be:
1) I believe that the SAN scaling determining if they can cast with Axes or Spears now should just be removed, given that investing SAN to get what is effectively your enchant slot is not all that worth it, the SAN scaling of the race can be moved to some other benefit for axes and spears respectively, such as extra power or hit.
2) Inspired by the minotaur's Child of Venus passive, I think it'd be cool to have a trait for Reapers that effectively gives them the effects of Kraken or Galren respectively, I am also contractually obligated to mention that Papilion could potentially get one for Saturn as well.
Applicable BYOND Key - Pittotwo
Character Name - Presently unnamed, while I considered using the name 'Titus' in honor of a previous char who I deleted due to a mistake (I don't know if we're allowed to reuse names though), I have also considered Kortan, Zillah, etc..
Request Type - Soul made up of potentially unusual picks.
Request Details - The amalgama in question would be made up of souls from failed homunculi; chimeras and salamandras who had come to life only to rapidly succumb and die due to unexpected complications, alongside a few fragments from monsters- specifically dripping corpses or other undead ideally.
Specific Request - This amalgama would be made up of four souls and a 'fifth' that acts as a binding agent; A salamandra who's organs froze solid, a chimera who's body violently rejected it's own parts and tore itself apart in a blind fury, another chimera who unexpectedly mutated gills and suffocated, and finally a second salamandra who rapidly overheated and had to be terminated before they died with explosive results. Due to their souls being salvaged it was decided to bind the four together, the 'fitfh' soul is simply multiple fragments from various undead that haunt Korvara or such, used to attempt to stablize the four souls.
Reason why you are making this request (if applicable) - Primarily because I find the idea of an amalgama who's souls were that of failed homunculi interesting, due to the lack of growth of its components making it impossible to guess what mutations the amalgama may have.
Roleplay & Lore supporting your request - While I'm not sure if any roleplay would support this, I know R&D in Geladyne are prone to experimenting, and I would guess not all homunculi survive even if they are 'successfully' created and come to life. This character would be the result of needing to re-use whatever possible from them.
Applicable BYOND Key - The mom sexer Character Name - Mordrain Meade (Kaminah Monk) Request Type - Unique character appearance Specific Request - Several birth defects/mutations that set the character apart from other reapers, as well as an age that makes him older compared to most Korvaran characters. Request Details -
Excessive horn growth, causing the growth of several deformed horns across his head and face, as opposed to the simple set of two most Reapers have. This excessive growth has led to Mordrain being blind in one eye from a young age, and has since gone blind in the other due to simple old age.
As his alias implies, he uses to the same method as the monks described in the description of the Kaminah Robes to see, despite being blind in both eyes.
Meade is 190 years old, and is rather close to simply passing of old age, due to the reduced lifespan of Reapers outside Lazarus.
Meade suffers from a hypertrophied Pituitary gland (not as if he knows this; the man is so old, he probably still thinks of medicine in terms of humours), and as such grew up to a staggering eight feet and five inches tall. However, though decently fit, he is nonetheless built somewhat lean; this, combined with his old age, rarely if ever puts him at significant advantage over most other humanoids. He has used his meditation, Ki, and Solmancy to alleviate (though definitely not eliminate) the complications of his massive size and age.
Reason why you are making this request (if applicable) - This character uses Margit the Fell from Elden Ring as a playby, and I felt an appearance such as Margit's would very much fit a 'wise old monk' type character; a character who, despite all the hardship he's faced both from the dangerous world he lives in and problems with his own body, has managed to live a full life and now wishes to spend his final years passing on all he's learned with the people of the world.
Roleplay & Lore supporting your request -
Less of a lore thing and more of a justification for his massive height, but the largest man in real-world history, Robert Wadlow, was 8'11, his size attributed to a hypertrophied pituitary gland as well.
The description of the Kaminah Robes implies that 'beyond sight' is attributed to some form of spiritual method the monks use, not the robes themselves. If I am mistaken, and this technique is indeed tied to the robes themselves, I will be more than willing to try and obtain Kaminah Robes ingame purely to justify his IC Beyond Sight.
As far as I'm aware, there's no concrete lore for mutated/defective Reaper horns. However, as both his parents were from pre-federal Telegrad, it's not unthinkable to imagine some arcane contaminant in the magical forests of Telegrad caused some kind of defect whilst he was in the womb.
Introduction Golems and golem-like creatures are already a well-established part of the Korvara experience. Although they don't really have much lore, there exists golems in a few forms already: 1: Mobs Gorgons are allegedly stone creatures. They are simply monsters made of stone. But in Korvara we were introduced to many types of new golems in the Haunted mine. These confirm the existence of natural golems. 2: Ruler Rulers can create golems out of stone and other materials. It's only a small logical step to arrive at sentient golems. However, there isn't really any lore on Rulers and what is the limit of their automatons.
I would like to have Golems in the game because I think it would provide a new and interesting flavor to the world of SL2. Unlike homonculus, Golems would not be created by players. Instead they would be essentially relics from a bygone age. Players would be able to study them and such, creating some interesting mystery roleplay. The fact that these ancient golems would have "commands" that no longer apply in the modern day would also be really interesting to rp with. For instance, a cleaning golem could be trying to clean the entire continent with his broom, and perhaps he would make friends that attempt to reprogram him. It could also be a fun avenue for antagonism. Some players could also introduce their golem character via a small event where people attempt to "awaken" them.
Overall, I think it would be a fun and unique addition to our cast of races. Something to spice things up while remaining very much in-line with the current lore and vibe of Korvara.
I think it would be ok to introduce this race as a whitelist-only race, since the lore has strict restrictions. I wouldn't want people to be playing golems without understanding it. Though, that's already kind of a problem with homonculus, elves, and other races to an extent, and isn't particularly a big deal...
STR 7 WIL 3 SKI 5 CEL 2 DEF 8 RES 4 VIT 7 FAI 0 LUC 3 GUI 4 SAN 4 APT 2
A race of ancient automatons, golems come in two forms. Either they were crafted aeons ago, or they are born from the earth itself, as spirits of stone. Regardless of their origin, they bear a special Crest that exists somewhere on their person. This Crest is permanent, and very difficult to destroy. It keeps the body together, and also contains the Golem's consciousness and holds their Soul within the body. Golems move by using magical crests and energy, either via internal circuits, usually hidden beneath a layer of artificial skin, or simply via the Crest's magic. Usually, this Crest takes the form of a "core" contained inside the torso.
The knowledge on how to create sentient golems has been lost to time, but occasionally, a golem will awaken after centuries of slumber. These entities appear similar to humans, though their bodies are made of clay, crystal, rock, or other minerals. These so-called "awakened" hold no memories of the time before, as their slumber forces their mind to reset. Still, they usually maintain their original programming... Crafting a crest that can hold consciousness is an extremely difficult task that is impossible without the ancient technologies that were lost as well...
Some golems are born directly from the earth, such as stone gorgons and the golems you can find in the haunted mine. These creatures are born in areas of concentrated isespian focus like very old caverns. Most are not sentient, but some of them have a semblance of humanity. They generally carry a bit of the "sentiment" of the area they were born in, much like doriads. Sometimes, digging too deep can cause the earth itself to fight back...
ABILITIES:
Automaton: Golems require magical energy to move. You begin combat with 3 Automaton energy (+1 per 30 SAN), and generate one each turn. Performing an action that costs 2 momentum or more costs 1 energy. Without energy, performing such an action costs 10% of your health. The golem does not count as a "Ruler Automaton", however, and as such they do not gain energy from Seal of Fortunes, and do not get hp from Seal of Labors, etc etc. Still, they can use these seals as energy, following the same priority rules as normal automatons. (This is to prevent the race from being completely reliant on Ruler).
Golem Boost: 0m, 100fp. Gain +3 automaton energy and +3 momentum immediately. This skill costs 1 less fp per point of SAN. Cooldown: 2 turns.
Machine: Golems are creatures of stone, and receive 50% less damage from poison. However, any healing from potions and Mercalan-domain spells is halved. The Repair skill can be used on you, just like mechanations.
Stone Body: Golems are naturally resilient. They have +3 armor and magic armor. Gain +1% physical and magical DR per 5 points of SAN. Also gain 25% earth and water resistance, but suffer 25% fire and wind weakness.
Ancient Engine:Performing an action that consumes Automaton Energy increases its power by 10%.Manually using the "Charge Weapon" skill also grants three stacks of "Automaton Energy" (+2 in total since it requires 1). You always have access to "Charge Weapon".
TRAITS:
*Non-eligible for tattoos* Artificial hair: +3 armor
Choose one origin trait: Awakened: Your mind was crafted aeons ago. The knowledge within has long since disappeared, but the circuits remain, ready to be filled with arcane connections. Gain +2 skill pool size, and +5 base WIL. Child of Earth: You were born from the bowels of the earth. A being of pure isespian power. Gain +3 base defense, and +5 earth atk.
Choose one material trait: Clay Golem: Your body was shaped out of malleable clay. The penalty to healing on you is reduced by 10%. Stone Golem: Your body is make of dense rock. Gain +10% slash and pierce resist, and 10% blunt weakness. Crystal Golem: Your body's internal structure uses crystals and prisms. +8 light atk. Gain +10% slash resist, and 10% blunt weakness. Salt Golem: A being of brittle mineral. Gain +8 lightning atk, 25% lightning weakness, and 25% water weakness. Grants the salt spray skill, which dispels 1 positive effect on enemies in a cone, deals earth damage based on SAN and Earth atk, and gives +1 automaton energy per effect removed in this way. Metal Golem: A golem shaped metal, engraved with magical circuits. You gain +1 automaton energy when weapon autocharge activates. 25% lightning weakness. Gold Golem: This golem has a golden surface layer, gold circuits, or is made entirely of gold. You gain +1 automaton energy when scoring a critical hit, up to once per turn. Volcanic Golem: Made of obsidian or igneous rock. 25% fire resistance.
Final Word: The idea with this race was to make you feel like you're really running on magical power like an automaton. Of course, we need to have a different energy system to make the race feel playable with any build. It's difficult to strike a balance, but the goal with this design concept is to make the Golems feel like a powerful race that is being held back by the energy system. You get to feel like a tanky and strong being, but you're also a bit slow... Of course, playing Ruler would help to an extent, since you can apply AoE enchants and then use them yourself too. But it's also intended to be viable with any class combo. The "Golem Boost" ability leans into the "burn out your energy" idea, making golems capable of being "burst"-y, but there is also the option to take it slow and use charge weapon to gain charges cheaply while hanging back. The heal nerf makes sense in-lore, but also is there to prevent Golem players from abusing the powerful tank stats and passives. Overall, the drawbacks allow the race to have some uniquely powerful things like high DR, poison resist, and across the board damage boost.
Okay so I don't at all know the circumstances that caused this. I will say that at the start. But some werid stuff happened. I will try to provide as many details as possible but it was a confusing situation and I accidently overwrote my screenshots of the fight. I updated my Byond version this morning if that means anything.
But I started a fight with the level 60 version of fangs at Lost Beach after beating the level 40 one and the main screen went black the chat still functioned or seemed too, after about 5 minutes I tried relogging and there was a little battle sprite of my mercenary Grindylow next to him just sitting there on the out of combat map, I clicked Fangs to see what was happening and it acted like I hadn't started the level 60 fight it didn't even seem to have cost me a dark shard, but when the battle started in addition to his normal monster ally it had copies of all my Grindylow Mercenaries but they had full power burrow as if they were enemies. I lost that fight. To be totally clear I had my Mercenaries as normal.
So the actual trouble thing is when I respawned on dieing a copy of my character spawned as well. It has the same mouse over but clicking on it produces this profile with no clear way to exit (That looks like this: https://imgur.com/a/Fiucu6v).
Even after Fangs despawned the Grindylow mob is still there so here is the picture for that: https://imgur.com/yxkmg4r I could apparnelty challenge Fangs again but I am not sure I want to destabilize things further and I don't think it would produce much in the way of useful data.
https://imgur.com/Oi8dcVx here is a right click of the stack of four Grindylow's ontop of each other because its not obvious from the screenshot
Posted by: Snake - 11-06-2024, 02:06 PM - Forum: Balance Fu
- No Replies
An art where spending 5 SP for it is not worth it.
Hey boss man, can you make Backstab (Void Assassin) become a 1 Skill Point innate tech that grants +10 Critical and +10% Critical Damage for Daggers when attacking someone from behind?
What if the bells of no rest had the handgun tag, like the zepia does? It'd have it's initial role back while also still being an instrument, which makes sense!
((If you really wanna push it you can say the trumpet is like a shotgun too))
It'd be nice in Korvara to be able to have a rough check on when scars go away, or when bosses respawn. This could be placed upon interaction with a scar, and just provide something like "Scar will disappear in about X in-game hours" or something, fluffed up a bit more than that if you want it to be a bit less directly OOC about it. But it'd be nice to have a rough measure when boss hunting so you don't have to sit around waiting forever for something that might like over half-an-hour to show up.