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  Mecha dungeons
Posted by: Lolzytripd - 07-04-2016, 04:32 PM - Forum: Suggestions - No Replies

using the SL1 robot sprites for the mobs

T.A.N.K
pretty straight forward on what it does
give it guard, some artillery cannon ability, and protect

G.L.Y.D.R.
Floating,
missles, gun,
give it some knockbacks and cinder tiles.

C.U.T.T.A.
give them some peddlingwheel/slider ability,
damage to nearby enemies at start of turn.

C.E.N.T.A.U.R.
High mobility, Gains excel charges as it moves, has excel weapons.


They'd all suffer their old lightning weakness, and keep their decent defensive stats.


for bosses

Mecha spider from the main quest
this is self explanatory, just have it keep all its great toys

Cyborg could be added to the regular group of foes.

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  SL2 Version 1.59
Posted by: Neus - 07-04-2016, 02:41 PM - Forum: Announcements - No Replies

[float=left][Image: talkav_96.png][/float]

Hello again. This week, we have some story progression, a new area, and about 60 posts worth the bug fixes corrected. I had expected around 100 unread posts when I checked in on the forums... instead, I had around 159. And I haven't even read them all yet. Hoorah.

1.59
Shrine of Bai Kai - The Shrine of Bai Kai has made its way out of the sands, holding new enemies, items, secrets.
Story Progression - Those who have played up to the last story entry should check in at Lispool if they wish to continue the adventure.
Adjusted - Clicking on the 'item get' display message will show you a description of the item acquired.
Adjusted - Bloodhunt changed to grant +1 Hit per 1% of target's missing HP.
Adjusted - Vampiric item effects now count as Silvermists healing for vampires, allowing them to get the full amount.
Adjusted - Cerron Scepter now boosts Aquarian spells instead of Nature spells. (Existing versions of this item will probably not update to this change, however.)
Adjusted - Sanctity now gives 1% to its appropriate elemental resistances per 6 points.
Adjusted - Critter's Biter skill no longer activates if you are behind them.
* Bug Fixes
- Going back in NPC conversations now properly displays the correct name, face image, etc.
- When used by monsters, skills with no custom target selection should no longer target anyone outside of the battle in the arena.
- Screamer now properly deals its increased damage when used with an offhand Screaming Tome.
- Snatch Spell bluffs should play the correct sound effect now.
- Murai gains in the results screen now properly uses your displayed name instead of your character name.
- Stats no longer drop below 0 if reduced to below that amount.
- Aptitude now properly gives its bonus EXP and crafting EXP.
- Gun attacks weren't having their attack damage spread properly.
- Attempting to edit the equipment display in the examine profiles no longer freezes the window.
- A few instances of layers being too high and causing interfaces to draw under the map have been corrected.
- Argent Charms can no longer be dropped upon defeat.
- Mare Wing had an outdated description.
- Bamboo Bo now properly treated as a Staff weapon.
- Staff battle items have been updated to use the scaled values of the stats they utilize.
- Luck item drop bonus wasn't working properly. (Note: Only the highest value in the party contributes.)
- Starbow, Jackhammer, and Firthrower weren't behaving properly when used by NPCs.
- Firefall granted by Fox Paw was not taking effect.
- The character description dump was happening every login instead of only the first one when logging into the new version.
- Riagri was doing nothing upon hitting an enemy.
- Die Hard should work normally for vampires now instead of leaving them dead.
- Invisible Weapon can now target allies as intended.
- Fruit of Fluidity now properly resets your traits and removes skills exceeding the maximum SP size you have.
- Equip item no longer works in battle.
- There is now a maximum of 10 butterflies (created by Papilions) in one battle.
- Goblin Shaman's weapon scaling has been fixed to use WIL instead of STR.
- Holy Spark no longer ignores resistances/etc.
- Punching Shot's description has been clarified to say it reduces Armor instead of Defense.
- Reinstated the forced relog when you change your face-icon due to the BYOND crash bug still existing.
- Freezing Round has been updated with proper damage scaling and a description for its effect.
- Shujin has corrected some issues with the new goblin icons.
- Dullahans using the soul base no longer run in place.
- GM: GUI, SAN, and APT now display in character examine info and the monster profile editor.

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  Lich Traits
Posted by: Lolzytripd - 07-04-2016, 12:43 PM - Forum: Bug Reports - Replies (3)

Lich traits all read their damage/ scaling as
essence blast

Unleash a bit of your power in the form of arcane flames. Releases a projectile that will travel for up to 8 Range that deals Akashic magic damage to the first enemy hit equal to 10+WIL. The target may also be Burned (LV = half of power, Duration = 3 rounds).

life drain
Targets 1 enemy within 1 Range and drains them of life focus. Reduces their HP and restores yours by 10% of their maximum HP, to a maximum of your WIL. (For vampires, this healing is not reduced.)

this should probably A be scaled and b) be scaled on sanc since they are racial traits...

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  Ice skate
Posted by: Lolzytripd - 07-04-2016, 11:45 AM - Forum: Balance Fu - Replies (17)

No one uses ice skate because it costs 3m

could we reduce it to 1-2m at max rank since its basically ice shukuchi.

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  Verglas Fp costs
Posted by: Lolzytripd - 07-04-2016, 11:42 AM - Forum: Balance Fu - Replies (2)

This has nothing to do with changing the existing damage on Any of their abilities ( honestly now that expanding ice is toned back its in a good place)
As far as their kicks, I could see some fp reduction, since the class isn't expected to build willpower (its skill+whatever their fist is gonna be)

Expanding ice is a mapwide aoe of sorts, its FP cost is understandable

Crawling spikes Costs 50fp at max rank, is a line, does less damage than expanding ice. could we get this toned back to 20 so its usable (theres much much much cheaper methods than 20 fp to make a line of ice tiles....)

Icicle spear other than having a LONG set up time (Ice point, Ice point guard) would also benefit from a fp reduction, and probably removing the need for ice point guard....

both of these skills are underused for their fp cost and clunky set up.


Tldr
expanding ice is okay
spear has too much setup
spear and crawling ice cost too much reduce by 20 plz

reason, verglas doesn't scale on willpower anymore.

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  Freezing Round
Posted by: Autumn - 07-04-2016, 05:04 AM - Forum: Bug Reports - Replies (2)

Freezing Round, a skill granted by Fenri either does not have it's description update or has not been updated to the new system, as it says STR instead of Scaled STR, also it does ice damage so I assume it could be increased by SKI instead? Idk thats not for bug reports, here you go.

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  It happened again! (House bug)
Posted by: Tin Foil - 07-03-2016, 10:34 PM - Forum: Bug Reports - Replies (3)

My house's entrance 'couldn't be found in the house files', and it ended up placing me in the bottom-left of my house. It's done this before, so I just shrugged and decided I'd move the 'welcome mat' back into place. Except this time, much like the second floor of my doctor's house a while back, all of my furniture magically disappeared as if the Empire sent repo-men to it.

Ziengin.slot3 should be the one it's saved to. If you could revert it like last time to a month ago's state (just to be safe, if that's possible), I'd be very appreciative. The amount of furniture that went into that was near the cap and involved a lot of X and Y positioning edits. I can provide screenshots if it's needed.

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  Lupine Racial Passive
Posted by: aquadragon97 - 07-03-2016, 11:06 AM - Forum: Suggestions - Replies (18)

Browsing through changes to Kaelensian passive, I noticed that every other race seems to have something based on SAN outside of Instinct, where-as my favorite, Lupines...only have Instinct.

Examples:

-Felidae/Grimalkin have Fleetfoot, which gives them +1 Movement per 20 points of scaled SAN.
-Corbie have Aerial Attacker, which gives them Hit equal to 5+SAN and Power equal to 1+20% scaled SAN while airborne.
-Phenex have Revive, which gives the target HP back equal to SAN*2.
-Leporidae have increased Kick/Nature damage on their first skill of those types that is an extra +50% of their scaled SAN.

My point is, every other race has a passive that directly correlates to use of Sanctity OUTSIDE of Instinct, while lupines ONLY have Instinct.

KhallidtheGrey made a good suggestion that I rather like to make up for this: What he mentioned was some form of take-down/execute, that would be something akin to a target with low ish health, either a static number or a calculation based on your SAN, and doing something like STR+SAN& extra damage. He compared it to a wolf taking down prey, which I would quite agree with.

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  Aptitude vs Statuses
Posted by: Autumn - 07-03-2016, 02:35 AM - Forum: Balance Fu - Replies (6)

Aptitude, as a stat, gives you bonus stats that act as bonus stats (IE: Do not count towards exceptional will, exceptional health, tactician.), but it does not have the drawback of being a bonus stat.

This being shown in the fact that burn does not shred bonus defense gained aptitude, hellflame uorate does not shred bonus res, poison damage somehow ignores the bonus HP gained from Aptitude's bonus to VIT and sanctity, overload does not gain bonus damage vs these bonus stats, etc. etc.

Now I get that aptitude itself isn't modded stats, but acts like they are, and that overload vs it would be kill, which is why the thread itself is more centered on the status effects, here's what I propose:

Poison: bonus VIT and Sanctity HP Bonuses do not ignore poison damage.

Burn: Burn now shreds bonus defense gained from aptitude (And RES if Hellflame Uorate is active)

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  Sub-machine Bow
Posted by: Trexmaster - 07-02-2016, 06:51 PM - Forum: Bug Reports - Replies (5)

Sub-Attack with a gun mutated into a bow (that has multiple rounds) will fire all of its rounds. Normal attack doesn't do this. It's hard to say if they're affected by the bug with guns at the moment, but, I'll test them again after the update--that aside.

It looks like the bug here is that Sub-Attack still fires all the rounds when it seems the intention was to limit it to one shot (i'll save the balance-fu thread for later).

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