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Can we have our portrait dimensions back? |
Posted by: Zakizo - 08-31-2016, 05:07 PM - Forum: General Discussion
- Replies (10)
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It seems a bit redundant to shrink portrait dimensions while also adding a size limit to image uploads. Fitting images into the current dimensions is extremely painful (and already was at 275x400), and the dimensions of an image don't necessarily have to reflect file size. Even cutting the current file size limit in half while increasing the dimensions would be less painful (on both us and the server), because the almost non-existent loss of quality a site like tinypng causes is much, much preferred to the loss of quality from chopping off potentially important picture elements.
I would also like to request a method for us to invert our portrait image dimensions. With current dimensions that would mean choosing between a 235x400 box or a 400x235 box, and with restored dimensions 275x400 or 400x275. This would make it easier to use images that have more width than height, which there are many of. Your consideration is appreciated.
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Face icon state guide! |
Posted by: Stanley Funtime - 08-31-2016, 04:33 PM - Forum: General Discussion
- No Replies
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Thanks to help from others and a bit of my own fiddling with dream maker and such i have a guide for you! Its lacking images since i dont know how to post them on this website.
1: Open dream maker (Just press CTRL+M with BYOND open if you dont know how)
2: click "file" then "New environment" and name it whatever you want
3: A new popup will..popup with a dropdown menu and a text box, click the dropdown menu and select "icon file (.dmi)"
4: Have those 96x96 pictures ready, and make sure in the top right it says 96x96 instead of 32x32, if it says 32x32 just change it to the right size.
5: Below the area to input the correct size is where you will be putting the 96x96 images. Right click the area and click import. Then find your images and put them in one by one untill they are all there.
6: Then right click the images and select "Edit state" and name the face icon whatever you want if you want.
7: Go and click "File" again, make sure its the one at the top left and not the one slightly below the top left and save it. (i usually do 'save as' and put it on my desktop)
8: open up SL2 and upload the image to your character info (the one with the stats) menu as if it were a normal .png or .jpg
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Updated Magic Bugs |
Posted by: Slydria - 08-31-2016, 11:47 AM - Forum: Bug Reports
- Replies (4)
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When you cast Sear, it does not create any Cinder tiles.
Explosion's Burn effect from Nerhaven is only LV 1. The Skill does not list what LV it should be in the description but I think it would be safe to assume it is intended to be higher.
Astral Belt's damage when pulling Magnetized enemies does not scale with Weapon ATK, only the usual DEF*2 damage. This is either a bug or Astral Belt incorrectly lists Weapon ATK in its Skill Ranks.
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SL2 Version 1.62 |
Posted by: Neus - 08-31-2016, 08:18 AM - Forum: Announcements
- No Replies
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[float=left] [/float]
1.62 is a midway update, nothing too big, but it does contain a lot of balance adjustments for mages to hopefully get them into a better place. I wouldn't be surprised if they swing to the opposite end now, but I tried to be careful. Anyway, without further ado.
1.62
New Religions - Added 6 new religions for the prayer talent, all within the Kaelensia group. Praying to any God within the religion will not reset God Loyalty, provided your last prayed-to-god was also a Kaelensia group God.
New Prayer Tools - Maria now sells prayer tools for the above added religions.
Adjusted - Two-Hand now considers weapons that with 20 Weight or more to be 'heavy weapons'.
Adjusted - White Spirits will now try to boost sub-class skills, if possible, if all main class skills are already boosted.
Adjusted - Fir; Fire ATK Scaling changed from 80% + 5% per Rank to 88% + 8% per Rank (120% at max Rank.) Now displays an animation when it explodes due to Nerhaven.
Adjusted - Vyd; Wind ATK Scaling changed from 80% + 5% per Rank to 87% + 7% per Rank (115% at max Rank.) If enchanted with Talvyd, also has a chance to inflict Lingering Damage for 3 rounds.
Adjusted - Rye; Lightning ATK Scaling changed from 80% + 5% per Rank to 86% + 6% per Rank (110% at max Rank.) If enchanted with Redgull, the damage can now lightning critical.
Adjusted - Isendo; Earth ATK Scaling changed from 70% + 5% per Rank to 76% + 6% per Rank (100% at max Rank.) If enchanted with Galren, Magnetized pull is now 3 tiles instead of 2, and the area of effect is increased by 2 tiles.
Adjusted - Miu; Ice ATK Scaling changed from 70% + 5% per Rank to 80% + 10% per Rank (120% at max Rank.) If enchanted with Kraken, also has a chance to inflict Frostbite.
Adjusted - Stone Dragon; If enchanted with Galren, now spawns dense rocks in all tiles it covers for 2 rounds after finishing.
Adjusted - Famiuga; Ice ATK Scaling changed from 65% + 5% per Rank to 80% + 15% per Rank (140% at max Rank.) If enchanted with Kraken, also has a chance to inflict Frostbite.
Adjusted - Air Pressure; Wind ATK Scaling changed from 65% + 5% per Rank to 72% + 7% per Rank (100% at max Rank.)
Adjusted - Explosion; Now displays an animation on tiles it will hit when placed. Base FP cost increased to 20. Fire ATK Scaling changed from 65% + 5% per Rank to 80% + 15% per Rank (140% a max Rank.) If enchanted with Nerhaven, it also has a chance to inflict Burn, and will knock enemies up to 4 tiles away from the center of the explosion.
Adjusted - Astral Belt; Max rank changed to 5. Changed to Enchant class. Effect is now prolonged by anything that extends the duration of Magnetize. Now persists through battles.
Adjusted - Nerhaven, Kraken, Galren, Talvyd, Redgull; Now also give elemental ATK equal to 5 + 2 per Rank of the appropriate element.
Adjusted - Elemental Augment; Damage changed to 10% * Rank of the appropriate Elemental ATK.
Adjusted - Sear; Base FP cost reduced to 30. Elemental ATK scaling changed from 30% + 10% per Rank to 60% + 10% per Rank (100% at max Rank.) Circle size reduced. Special effect tile changed to Cinders. If enchanted with Nerhaven, the circle's size is increased by 1.
Adjusted - Libegrande; Base FP cost increased to 25. Ice ATK Scaling changed from 50% + 10% per Rank to 100% + 10% per Rank (140% at max Rank.) If enchanted with Kraken, the sword will guard break the enemy it hits, if they are guarding.
Adjusted - Magaisendo; Spell effect changed. Now targets a 3-wide, 5-long line in one direction from you and deals Earth magic damage to all enemies in that area. If enchanted with Galren, it will also destroy most special effect tiles in the area. Earth ATK Scaling changed to 80% + 10% per Rank (140% at max Rank.)
Adjusted - Wind Slasher; Base FP cost increased to 20. Wind ATK Scaling changed from 50% + 10% per Rank to 60% + 10% per Rank. Armor-piercing Slash damage doubled. If enchanted with Talvyd, the first enemy hit may also be inflicted with Lingering Damage (Slash) with a LV equal to the Slash damage, for 3 rounds.
Adjusted - Ryemei; Base FP cost increased to 20. Lightning ATK scaling changed from 50% + 10% per Rank to 80% + 10% per Rank (120% at max Rank.) If enchanted with Redgull, it has a chance to inflict Interference for 3 rounds.
Adjusted - Exgalfa; Fire ATK scaling changed from 100% + 15% per Rank to 100% + 20% per Rank (180% at max Rank.)
Adjusted - Intensify Cold; Ice ATK scaling changed from 100% + 15% per Rank to 100% + 20% per Rank (180% at max Rank.) If enchanted with Kraken, also inflicts Frostbite LV (10 * Rank) for 3 rounds.
Adjusted - Isenshi; Earth ATK scaling changed from 100% + 15% per Rank to 100% + 20% per Rank (180% at max Rank.) If enchanted with Galren, all enemies in the area of effect that are Magnetized are drawn 3 tiles towards you before damage is applied.
Adjusted - Vydel; Wind ATK scaling changed from 100% + 15% per Rank to 100% + 20% per Rank (180% at max Rank.) If enchanted with Talvyd, all enemies in the area of effect are knocked down when ejected.
Adjusted - Overload; If enchanted with Redgull, it can lightning critical.
Adjusted - Eternal Darkness; Base FP cost lowered to 40. Dark ATK Scaling changed from 80% + 10% per Rank to 100% + 10% per Rank (140% at max Rank.)
Adjusted - Holy Arrow: FP cost increased to 10 + 1 per Rank. Light ATK Scaling changed from 80% + 5% per Rank to 80% + 12% per Rank (128% at max Rank.)
Adjusted - Kel; FP cost changed to 10 + 1 per Rank. Water ATK Scaling changed from 80% + 5% per Rank to 80% + 10% per Rank (120% at max Rank.)
Adjusted - Shine Ray; FP cost changed to 40 - 2 per Rank. Light ATK Scaling changed from 80% + 10% per Rank to 80% + 15% per Rank (140% at max Rank.)
Adjusted - Needle; Individual projectile damage changed to 8% * Rank Light ATK. Now has a 3 round cooldown timer. Reduced to 3M.
Adjusted - Gentle Torrent; Water ATK Scaling changed from 80% + 10% per Rank to 80% + 12% per Rank (128% at max Rank.) Now has a 3 round cooldown timer. Reduced to 3M.
Adjusted - Divine Shower; Light ATK Scaling changed from 100% + 15% per Rank to 100% + 20% per Rank (180% at max Rank.)
Adjusted - Salamander, Fenrir, Golem, Altera, Phoenix, Typhur; Base elemental Scaling increased to 80% from 60%.
Adjusted - Focused Beam; Changed to use 100% + 10% per Rank appropriate elemental ATK scaling of the lantern's element.
Adjusted - Black Bolt; Dark ATK Scaling changed from 90% + 10% per Rank to 100% + 10% per Rank (140% at max Rank.)
Adjusted - Judgement Blade; Light ATK Scaling changed from 50% + 5% per Rank to 100% + 5% per Rank (120% at max Rank.)
* Bug Reports
- Isendo's bonus damage was lower than intended at high ranks.
- Fruit of Fluidity now properly resets your essence to 0.
- Chivalry now works properly in 1v1s.
- Legend Extension now properly resets your talents.
- White Spirits no longer display "+1 Rank" when boosting no skill.
- Youkai were not leveling up properly.
- Wounds that do not require items to heal should no longer say you lack the number of required items.
- Bumped Head's description was incorrect.
- Stacked items that you only lose a small number of (IE, not the entire stack) should now remain right-clickable.
- Quick Draw was not playing nice with Ambidexterity.
- Crash Potions weren't behaving properly.
- Freezing Round was dealing 0 damage.
- Spacey dungeons and Mixed dungeons are no longer compatible titles.
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timers |
Posted by: Soapy - 08-31-2016, 05:18 AM - Forum: Bug Reports
- Replies (1)
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anything that uses timers (bans especially, but also things like reboots) is about 15% longer than it 'should' be, presumably due to lag and them running on game ticks instead of actual time
for example, a 7 day ban actually lasts for slightly over 8
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Mage Fu |
Posted by: Slydria - 08-31-2016, 03:56 AM - Forum: Balance Fu
- Replies (2)
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This thread is less about numbers/specifics and more about adding ideas some of the Mage spells, mostly Elemental compatibility and benefits with Elementals since Galren is the only one that has a unique benefit but there's also some mechanical tweaks. But I figured I'd throw in a couple of new ideas too.
Nerhaven -
Enchants yourself or a target party member with an elemental, increasing STR and WIL, and causing all Fire damage to inflict Burn (LV = 20% of damage dealt), lasts for 2 Rounds.
Explosion -
If enchanted with Nerhaven, field tiles and objects in the area are destroyed by the Explosion.
Talvyd -
Enchants yourself or a target party member with an elemental, increasing CEL and Move, and all Wind damage is 30% more effective against Airborne and Floating enemies.
Vyd -
Targets a tile within 4 Range, if an enemy is occupying the tile, they take Wind magic damage and then an Air Shaft is created on the tile, lasting for 3 Rounds.
If enchanted with Talvyd, casting Vyd on a tile with an Air Shaft causes it to rupture in a burst of wind, damaging and sending enemies Airborne within Circle (3) range of the Air Shaft. The Air Shaft is then destroyed.
Air Pressure -
Now also pushes Airborne enemies.
Redgull -
Enchants yourself or a target party member with an elemental, increasing CEL and LUC, and causing all Lightning Damage to reduce enemy Critical Evade (LV = 20% of Damage Dealt) for 2 Rounds.
Rye -
If enchanted with Redgull, Rye can now cause Critical Hits, however instead of dealing additional damage, it will splinter off, hitting another random enemy within 6 Range of the original target.
This effect can trigger multiple times, as long as a new target is available but cannot target enemies already damaged by this spell.
Stone Dragon -
Stone Dragon now hits all enemies in the line.
If enchanted with Galren, Stone Dragon carries enemies along the line with it. (Think of this like how Hirazuki works.)
Kraken -
Enchants yourself or a target party member with an elemental, increasing DEF and SKI, and causing all Ice damage to inflict Celsius (Reduces Move by LV, LV = 10% of damage dealt, max LV 5), lasts for 2 Rounds.
Miu -
If enchanted with Kraken, affected enemies will slip on the created ice sheets, sliding them to the end of the line (without breaking sheets created by the spell).
Famiuga -
If enchanted with Kraken, affected enemies will also be inflicted with Frostbite LV X (X = Rank*4) for 3 Rounds, causing them to take unresistable Ice damage when they break Ice Sheets equal to Frostbite's LV.
Elemental Augment -
Rank 1: 3 Damage
Rank 2: 6 Damage
Rank 3: 9 Damage
Rank 4: 12 Damage
Rank 5: 15 Damage
New Skills:
Shock Storm -
Nature Spell, Requires Rank 3 Rye
Conjure a localized storm over a small area at the target location, dealing Lightning damage to enemies within. (Damage is applied over multiple hits, but defenses are applied to the total.)
If enchanted with Redgull, this spell can cause Critical Hits, however instead of dealing additional damage directly, enemies will suffer Lingering Lightning Damage based on your Critical Damage for 2 Rounds.
Elemental Balance -
Main Class Skill
After dealing damage with an Offensive Spell, the target will be inflicted with Elemental Weakness to the polar opposite Element. (For instance, damaging an enemy with a Fire spell will apply an Ice Weakness.)
(Fire and Ice, Wind and Earth, Lightning and Water, Dark and Light are opposed to each other. Any other damage types will not gain any benefit.)
Each enemy can only have one Elemental Weakness from this Skill at a time. The effect lasts for 2 Rounds or until they take damage from the Weakness.
Rank 1: 5% Elemental Weakness
Rank 2: 10% Elemental Weakness
Rank 3: 15% Elemental Weakness
EDIT: ... Well, uh, kinda wish I posted this sooner. Oh well. :|
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