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v3.01f Ice Skating throu...

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v3.01f Electric Axe's on ...

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[3.01f] Anchor rune weird...

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[3.01f] Worthless post op...

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[3.01f] Italicizing Words...

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[v3.01f] Clipped Wings

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  Partying shot
Posted by: Autumn - 08-01-2016, 11:37 PM - Forum: Bug Reports - Replies (8)

Found this on the main server

Parting shot seems to launch you diagonally when used on a target who is diagonal from you, effectively making it 6 squares of movement instead of 3, this did not happen before the parting shot change so I'm going to assume its a bug.

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  Great Reckoning Update Notes
Posted by: Neus - 08-01-2016, 10:42 PM - Forum: Beta Fu - Replies (8)

1.61
Talent System Rework - Initial release as detailed in the thread. Currently there are 4 talents unfinished, which are all unlisted. I will be working on finishing these up if possible, but if it takes too long to get all four, I may just ship this onto live when it's sufficiently bug tested.
* Various
- Snakescale material now grants 5% Poison resistance.
- Menov poison damage boost lowered to 1.5x (from 2x).
- You can now view your scaled stat values by double-clicking yourself in battle.
- Immobilize now prevents most skills that cause movement which aren't teleports, specifically; Heaven Kick, Peddling Wheel, Parting Shot, Crane Hop, Sidecut, Sillcut, Leaping Lizard, Haunting, Snake Dancer, Wild Ride, Chaser
- Fleur is now a main class only skill.
- Instinct (Leporidae) now applies before Kensei's Quickdraw is checked, letting the skills combo effectively.
- Requests that do not give items are no longer blocked from being turned in if you're over-encumbered.
- Huggessoan invocation text now shows up as purple.
- Ice Skate will now stop if you hit a dense object that isn't a combatant.
- Exceptional Skill is now an antiquated trait.
* Bug Reports
- Energy Transfer's description no longer mentions growths.
- Examine pages that consist of just a single space are now skipped properly.
- Metal Gauntlet and Greaves no longer give Magic Armor.
- Leaping Lizard and Enemy Climb now properly only reduces the base Momentum cost to 0 (meaning Repeat Action will now apply properly).
- Fun-o-Gram now have the proper upload limit of 3MB.
- Crescent Rook now properly invokes the Black Wind and cannot teleport you to a tile that is occupied by another combatant.
- Youkai now properly receive the full bonus from Affinity skills, as intended.
- Angler Light now properly makes the target glow rather than the user.
- Summon Storm can no longer summon youkai from your reserves.
- Improvised Weapons should now have stat scaling.
- Racial skills that are equipped in the skill pool no longer stick around if your race changes due to Legend Extension.
- Ice Point Guard and Ice Point Greaves now expire if you no longer have those skills equipped when the battle starts.

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  Great Reckoning Part 2 Beta Server Info
Posted by: Neus - 08-01-2016, 10:40 PM - Forum: Beta Fu - Replies (2)

byond://74.132.228.28:10001

The beta test is live. It will probably be live until around 10 PM EST. If I fall asleep before then, it will be up all night, maybe.

---

Useful Commands

test-go-to - You can use this to go to another mob. Note that using this might mess up your screen size or show a black screen if you use it in the wrong place, so you might want to do it from the world map. You can use this to go to my testing grounds by doing test-go-to Gear-Closet. These chests have most items in the game that might be useful.

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  Monster lag
Posted by: Lolzytripd - 08-01-2016, 09:23 AM - Forum: General Discussion - No Replies

could we Disable monster spawns in Argyle caverns, chinotoa mines, goblin cave, the fort, and onigan god tomb.

Instead could we either have a fight button, or jammer cave style encounters.



for static dungeons a reduced spawn rate would help too

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  Portable shopping
Posted by: Lolzytripd - 07-31-2016, 11:37 PM - Forum: Suggestions - No Replies

Currently the kitchen allows the purchase of a few basic ingredients.

Could the Science and Smithing kits allow the purchase of basic materials and alchemy ingredients?

smithing offering Iron ore, Wood, Paper and maybe a few other odds and ends

Alchemy could offer some basic things like gunpowder, newyen, phial of salt, ect.

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  Let covering fire apply a slow
Posted by: Filthyfrankster - 07-31-2016, 06:21 PM - Forum: Balance Fu - Replies (5)

Judging by the description of the skill, it's simply shower whoever the poor bastard is with bullets.

Would be nice if there was some sort of suppression slow, Possibly cutting your current movement in half?
Give us more motivation to use a rarely used support skill that basically does no damage.

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  Fix the lag™
Posted by: Autumn - 07-31-2016, 04:26 PM - Forum: Suggestions - Replies (12)

The server's experiencing 'flash-stepping' issues a lot more lately, as in it's happened two times within 24 hours by now, and we can't go pinging Scias every time the server begins experiencing those issues, sometimes he's not around and sometimes its just plain unfair given that it's happening a lot more frequently than before, so I ask of you to make fixing the lag a priority, because the flash stepping gets to a point where the game just is unplayable, monsters are impossible to encounter correctly, Urawaza can't be inputted, and various other things.

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  Combination strike doesn't show up on the skill pool
Posted by: Detective100 - 07-31-2016, 03:50 PM - Forum: Bug Reports - Replies (4)

Just like in the title, I have put a point into combination strike in the martial artist class - But it's nowhere to be found.

I checked to see if it might be an innate skill by accident, but nope - Damage is still the same if I use rising kick (94) -> Axe kick (98), or Axe Kick (98) -> rising kick (94).

Checked on the bear, if that helps.

Edit: I just realized the problem... it only shows up if you have a martial artist class ONLY if it's in the main class. Is it still a bug? I can't see anything that says something about it being a main-class skill only.

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  Survival tactics?
Posted by: Snake - 07-31-2016, 02:42 PM - Forum: Suggestions - Replies (2)

An option to 'Struggle Free' would be cool. I got this from Shujin's main idea, a 'hidden' skill that appears in the bottom skill list when you're inflicted with a certain status effect.

A small list of what I thought, and in this case, to obtain it you'd need a combination of a Talent + Trait. (Partially from some option of Survival tree on Talent, and the trait to make the skill available.)


If you're inflicted with Burn, you get a hidden skill named 'Duck and Roll', which has a 75% chance of removing the burn status for 3M, and inflicts Knockdown on yourself. Can only be used once per round.
[Player] ducks and rolls, attempting to extinguish the flames!

If you're inflicted with Immobilize, you get a hidden skill named 'Struggle Free', which has a 50% chance of removing the immobilize status for 3M. Can only be used once per round.
[Player] struggles and flails, attempting to break free!

If you're inflicted with Fear, you get a hidden skill named 'Solid Courage', which has a 50% chance of removing the fear status for 3M, and makes you attack yourself (like the old Spirit Pain). Can only be used once per round.
[Player] desperately attacks themselves!

If you're inflicted with Silence, you get a hidden skill named 'Massage Throat', which has a 25% chance of removing the silence status, and a 25% risk chance of increasing the silence's duration by 1 round for 3M. Can only be used once per round.
[Player] attempts to massage their own throat...

If you're inflicted with Interference, you get a hidden skill named 'Focus Mind', which has a 25% chance of removing the interference status for 3M, and costs 20% FP. Can only be used once per round.
[Player] closes their eyes for a short while and relaxes...

If you are suffering from more than one 'treatable' status effect, the skill won't work or 'appear' on the skill tab.

(Excluded Poison because there's no 'survivalist' way to treat it Anti-Toxin aside, and that's an actual item.)
(Excluded Lingering Damage [Bleeding] because there's no 'survivalist' way to treat it, only medical.)
(Excluded Blind because there's no 'survivalist' way to treat it.)
(Excluded Slow because there's no 'survivalist' way to treat it.)
(Excluded Stun because there's no 'survivalist' way to treat it.)
(Excluded Magnetized because there's no 'survivalist' way to treat it.)

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  The Firefox 10* shoes (can't find their name)
Posted by: KhalidtheGrey - 07-31-2016, 06:47 AM - Forum: Suggestions - Replies (9)

I picked these up vaguely recently and while it's cool, they're completely worthless. Five damage Firefall, 12% chance to spawn a Seeker Flame when you kill something that has (at level 60) a 60 damage Kamikazi (doesn't ignore resistances) and a 25-30 damage or so Sparks (basic attack, pure fire). This is capped out damage at a point in the game where these values are chip damage in both PvP and PvE (ignoring the fact that the seeker flames can't spawn in PvP). I'd very much like to see these either get buffed in damage so they scale better or become completely, purely, cosmetic. I'd be completely fine with them just not doing damage at all and being purely for show. If going the pure cosmetic route, I'd like the seeker flames to spawn near-ish you with 1 HP, as low of stats as possible, no skills, and just wander around the field harmlessly. So they are more reliable at least as a cosmetic thing.

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