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  Castle Crashers
Posted by: Slydria - 01-26-2016, 10:27 PM - Forum: Suggestions - Replies (2)

So we have statues in Castles. They look neat but you can't really do anything with them which is kind of a bummer.

So I have a couple of ideas for them:


1. Smash them for profit.

It's about as simple as it sounds, hit the option, wait a little moment, take a little Physical Stamina and break them into manageable pieces for some easy money.

Stone statues are probably fairly unvaluable, say between 5-20 Murai.

Gold ones however would be much better giving between 50-100 Murai.


2. Take them home.

Why not? They'd make for good furniture. Takes a moment and some Physical Stamina to do like smashing them but instead you get the whole statue.

Only other catch is like the Gold Bars, Statues will add to your encumberance.

Stone statues would probably weigh 1 each.
Gold ones like bars would weigh 10 but you can sell them for profit (probably the same or a little more worth than Gold bars).

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  [Query] Protect
Posted by: Rendar - 01-26-2016, 08:57 PM - Forum: Balance Fu - Replies (6)

So. As of current, Protect actually doesn't do anything to the effects of a basic attack. If a VA "Cutthroats" your ally. The basic of the attack will target you instead, as per normal. However the effects of said attack will go to the original target. A cutthroat will still silence (and potentially KD) the original target. A Sonic Shell will still give Hesitation/Silence to the main target.

Is this intended? If so, can it be changed because it makes absolutely no sense.

I'd like to see protect actually working against basic attacks in a realistic sense. If someone cutthroats, and HITS your friend. You proceed to hop in the way. It should run a hit proc against them. If they dodge the attack, you shouldn't protect. However if they don't dodge it, you immediately intercept the basic attack and all its affects. No longer can you "protect" someone from a hit.. then immediately dodge because your Dodge is stacked high and somehow that allows you to protect someone from a bullet to the back.. by jumping infront of it (except not really. you sidestep it)

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  Wardrobe Naming (QUE?)
Posted by: Trexmaster - 01-26-2016, 08:13 PM - Forum: Bug Reports - No Replies

According to the Personal Wardrobe's description, you can rename them to allow it to function properly with multiple wardrobes at a blacksmith. Yet...it doesn't show up in the upgrade tab (which is where you'd go to rename it. Unless I'm blind or something).

So, is there some method to this I'm missing, or is this currently not working right?

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  More items from NPC Shops
Posted by: Ranylyn - 01-26-2016, 07:40 PM - Forum: Suggestions - Replies (3)

Just a few ideas. Not to invalidate any crafting skills, just simple stuff.

- Bandages and Blue potions: hikari.

- All kinds of vegetables and fruit: Chaturanga's marketplace-looking area.

- A simple Iron dagger that isn't thrown: Pink and Yuna.

- An Iron Shotgun because there's stuff specifically for shotguns: Shady Guy

- BONUS: Keep items pawned in Pawn Shop Storage for one IC day for an expanded selection purchasing from them.

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  SL2 Version 1.49
Posted by: Neus - 01-26-2016, 02:40 PM - Forum: Announcements - No Replies

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

This week is another slew of backlog requests and some balance changes. Still in the planning stage for what I'm doing next and I have something I am poking at in the meantime, but until those things are ready, have some more stuff I was asked for.

1.48
New Mirror Shards - Added 6 new mirror shards.

  • Rainbow Cloak (SL1)
  • Antennae Hat (SL1)
  • 4 White Hoodie Variations (Trex)
New Furniture - Added 2 new craftable furniture items.
  • Yule Tree (Requires Snow DISCer)
  • Witch's Cauldron (Requires Furniture DISCer)
New Item - Added a new 4* Rarity item, the Lover's Ring.
New Donation Item - Added a new donation item to Matsuri's Shop; the Personal Wardrobe. This increases your maximum outfit slots by 10, and multiple will stack (for people with fashion problems).
New Food - Added 2 new items related to food.
  • Custard (New food, iconned by Zakizo)
  • Milk (New ingredient, iconned by Zakizo. Can be bought from Onigan Chef)
New Chat Command - Added wemote for subtle emotes. (Don't misuse this!)
New Preference for Music - Added a setting to the Music preference that only plays custom music.
Adjusted - Sharenzan airborne bonus damage multiplier reduced to 1.25x from 1.5x
Adjusted - Mad Chop's knockback is now half of what it previously was and its bonus damage has been lowered to 1 per Rank.
Adjusted - Mad Chop's percentage damage increase adjusted to 0.5% for every 1% HP missing.
Adjusted - Sidecut and Sillcut can now be resized; Voltiger and Raging now increase the -maximum- range instead of the -minimum- range.
Adjusted - Fight As One now grants a bonus of +3 per rank instead of a percentage; the multiplier for having only one Bonded Youkai has been changed to 2x (So +15 at max Rank, or +30 with one Bonded Youkai.)
Adjusted - Overload's bonus damage per statistic now scales based on its Rank; +1 for Rank 1/2, +2 for Rank 3/4, +3 for Rank 5.
Adjusted - Isenshi's bonus damage for close range casts is now equal to to Rank*10% (instead of 50% all the time).
Adjusted - Object names on the race board now have proper names for when moused over and shown in the bottom left custom status.
Adjusted - Illusion Butterflies, Pale Lauders, and Seeker Flames have new names for their basic attacks. (Illusion Butterfly's attack now deals Wind damage, Seeker Flame's deals Fire.)
Adjusted - Iahsus mood and reboot messages now appear in all chat tabs.
Adjusted - Bashing doors now reduce its lock level by 1 even if the bash isn't immediately successful. Bashing a door now causes you to take lock level * 5 damage, instead of lock level * 1 damage.
* Bug Fixes
- Brain Food show will now be deposited into the Global Bank when your save is deleted.
- Backstab was incorrectly applying its damage from all directions.
- Lunar Lunatism now properly ends when your Essence reaches 0.
- Essence can no longer become negative by Lunar Lunatism.
- Crescent Rook will apply its effect when the projectile ends from hitting the edge of a battlefield.
- Deadly Aim no longer gives a random +1 SKI.
- Flottement works slightly differently now to avoid double taps of damage from various skills.
- Moonlight Mercy now gives its proper bonus damage to critical hits.
- Adjustments made to the Movement skill to prevent some exploits.
- Monsters should now properly vanish if they sustain fatal damage during the status phase.
- Youkai summoned with Fast Offense should now take their turn in the correct order based on CEL.
- Know No Pain no longer works against self-inflicted damage.
- Strong Legs was not curing status effects.
- Buying multiple donation items that don't stack at once should now properly set the original buyer.

Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!

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  Static Statics
Posted by: Ranylyn - 01-26-2016, 08:14 AM - Forum: Suggestions - Replies (1)

I was recently in the Shilo Water Caverns and got teleported to a completely closed off area. And Fangs was there.

Considering Static Dungeons are the only ways of hunting down bosses without going through entire BDPs to get to the core, and bosses can spawn anywhere, even in areas you can only teleport to if lucky, might I suggest we gradually release a fixed layout for each Static instead of the current randomization which can have completely inaccessible areas?

Advantages:
- You can make more quests for said dungeons when they're not randomized. Much potential to be had.
- Can imitate the feeling of more unique dungeons. For example, Salamander's Den could be more like Chinotoa 2F (Err... B1?) than a Fire Altar.
- Makes them more accessible as a grinding area when you don't get lost in 1 tile wide corridor hell.
- Would prevent a distracted player from forgetting it was a static and going nuts looking for Stairs/Core.
- Would avoid completely closed off areas, door hell, etc.
- Guaranteed to be able to escape without wasting Alga Plumes since there's no core to get one back.

Disadvantages:
- Would undoubtedly take work to make and implement.
- Some may prefer the more randomized nature for prolonged/repeated grinds (read: repetitive.)
- Did I mention the work? Because that's worth mentioning thrice.
- A boss room could make the boss spawn predictable and easily farmed, if that route is taken.
- I'll mention the work a third time.


It's not a priority or anything, but slowly trickling these out over the next several dozen updates could be nice.

Thoughts?

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  Wazazabanin
Posted by: Kameron8 - 01-26-2016, 02:33 AM - Forum: Bug Reports - Replies (1)

If you use Wazabane with a sword in your main hand that is not a katana, and a katana in your off hand, you will always use the katana regardless of ambidexterity. This is bad if you want to, say, use a 4m wazabane with an excel saber.

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  [Que] Sidecut and Facing Requirements
Posted by: Kameron8 - 01-25-2016, 09:54 PM - Forum: Bug Reports - No Replies

Sidecut strikes the enemy when you're on the same tile as them, meaning stalemate and Snake Dancer go off even if you begin the attack from behind them. However, you will still receive Flank's bonus damage when striking with sidecut if you start from behind the target, but not from the front. How is this intended to function?

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  Reaper Scythe and Gigantys
Posted by: Autumn - 01-25-2016, 07:04 PM - Forum: Balance Fu - Replies (2)

Can their guard breaks apply before the damage as well like recently implemented skills?

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  [House] Fusing with Dungeon textures
Posted by: Akame - 01-25-2016, 04:03 PM - Forum: Bug Reports - Replies (6)

Usually, the area was just black, but sometimes the textures turn into caverns or forests. My house is just.. randomly glitched.

[Image: 816d4bdd37.png]

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