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  Trainer Used Hyper Potion!
Posted by: Kameron8 - 03-28-2016, 08:48 PM - Forum: Bug Reports - Replies (1)

Summoners can use any skill they want so long as it's on the hotbar during a Youkai's turn. If I have 3 cel and go dead last, I can still charge order my wawa during the Wawa's turn, move halfway across the map, use the last 4m to use attack order, then slap someone. There is no restriction, you can use any skill/spell from the hotbar.

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  Nagas
Posted by: Kameron8 - 03-28-2016, 07:20 PM - Forum: Balance Fu - Replies (7)

The new race, while entirely awesome, is glaringly overpowered in terms of racials. Just to break it into small parts:

1. Snakescale: Nagas get more regeneration than Glykins, the same resistance as Wyverntouched, and a random 5% resist to two elements. Venom drive and poison immunity do not distinguish Glykins and Wyverntouched enough from this to justify giving this race beefed up golden blood and the ability to passively out-heal any poison damage you take ever. There are no drawbacks to these insane perks, just a random excess resistance tacked on.

2. Coil: See this thread, it covers it just fine.
3. Wrap: While not inherently strong on its own, wrap still provides a free replacement for basic attacks. You can bypass a resistance to whatever your weapon's damage type is just by using wrap, which also has the benefit of tossing out a free immobilize.
4. Growths: This class is simply a better mage than a Wyverntouched, with the new highest Will growth in the game outside of Lichdom, as well as having higher Cel, Res, and Vit than its snake brother.

I recommend changing the momentum cost of Coil to 3 or 4, and outright removing the regeneration and resists to fire and ice. Alternatively, power can be scraped away from the poison resistance or a glaring weakness can be added in to help fight against the stockpile of bonuses they have. (Like Hyattr wind levels of weakness)

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  Youkai Control and Line Skill Errors
Posted by: Kameron8 - 03-28-2016, 06:57 PM - Forum: Bug Reports - Replies (1)

Trying to change the direction a line targeted Youkai ability casts in causes it to anchor to a seemingly arbitrary point on the battlefield. Once it locks, you have to exit the attack to fix it. Essentially this means in order to cast line abilities, you need to manually face that direction with the 'attack' option so it won't randomly lock somewhere else. If there's a valid enemy on this arbitrary square, the attack fires like normal, in the direction the youkai is facing.

Example:

[Image: faqx5OY.gif]

EDIT: Someone was kind enough to point out to me that this arbitrary anchor point appears to be directly in front of the Summoner.

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  Total Control and Seeker Flame
Posted by: Snake - 03-28-2016, 06:25 PM - Forum: Bug Reports - Replies (2)

(Enemy NPC) Firefox-spawned Seeker Flames are not doing anything and are behaving like AFK mobs.

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  Coil
Posted by: Sarinpa1 - 03-28-2016, 04:35 PM - Forum: Balance Fu - Replies (6)

Cost: 0 FP / 1M
Target: Ally Only

Area: Single

The user coils their body in a defensive position, gaining Guard status LV 20+level/2 (max LV 40) and restoring 10 HP and FP.


40% damage reduction for 1 momentum, regaining just a little (but definetly worth it) amount of HP and FP.
1 momentum.
You can CM and guard. You can do two different things and guard. It's like effectively having 40% more hp. Rarely you'll end up momentum-less. And you even have a 5% hp regen. Combined with any sort of healing magic and you're virtualy undefeatable.
Suggesting 3-4m.

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  Sawrock into Sawmetal
Posted by: Sawrock - 03-28-2016, 01:37 PM - Forum: General Discussion - Replies (7)

Hello. Since I'm now a GM of the game, I'd like to just post this little "hello" thread for anyone's who not aware of me, and for those that are, hello anyways. I hope to help create a positive roleplay atmosphere, as well as a positive out-of-character atmosphere.

With that out of the way, who wants to take pictures on Bloeden's lap for Bloedenmas?

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  SL2 Version 1.54
Posted by: Neus - 03-28-2016, 12:51 PM - Forum: Announcements - No Replies

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

So, this is the promised supplemental update to the last one. It has some things I was working on but hadn't completed, as well as some other stuff I had in the backlog that I added because I had time. Enjoy.

1.54
Naga Race - A new race tied to the Argentyle Caverns lore, the Naga, has been added.
New Furniture Items - Added 3 new furniture items, courtesy of Felkesste.
New GM - Sawrock is now a GM for the game. Please give him a warm welcome.
Total Control - Youkai, some summons, and mercenaries can be controlled by their master as if they were controlling their own character.
Adjusted - You can now refight the Feathered Serpent at the statue of memories.
Adjusted - Lion Shield's skill status now lasts 3 rounds.
Adjusted - [GM]; spawn_wm now lets you type in the file name directly in the input bar.
Adjusted - You now need an Automatic Shopkeeper in your inventory to buy time at a shop stall.
Adjusted - Shop stalls that do not have an Automatic Shopkeeper on them for 24 in-game hours straight will be reset.
Adjusted - Shop stall ownership can be released manually by selecting the 'release-stall' command and following its instructions.
Adjusted - Added a debug verb called debug-battle-tile that can be used on turfs if you're in a battle. It will tell you why a location is not a valid move/etc tile.
* Bug Fixes
- Narcus no longer gets stacks from the poison tiles in the Argentyle Caverns.
- Gust Trap should no longer allow other traps to double tap damage.
- Meditate now ends if you get KO'd while meditating, preventing it from procing if you get back up.
- Moonblade now applies the status to the intended target, you.
- GM mode characters no longer show up in guest lists, nor can they be barred from homes.
- Walking monsters spawned via GM commands now properly load their custom descriptions and run their respective initialization procs (no more soul bandits).
- Monster profile editor will now accept 0 values.
- Pull/push damage effects now check range in the classic sense rather than treating diagonals as 1 tile away.
- The Destiny legend extensions now properly reset the category when chosen.

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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  After Poison Fire doesn't seem to bad
Posted by: Kavoir - 03-27-2016, 05:55 PM - Forum: Bug Reports - Replies (1)

[Image: d38befed43.jpg]
So if you cut through the Snake's Cavern you can enter the cave and beat Kinu 2 without acquiring the Band. I am pretty sure this is an oversight. You can also you know enter the cave after you beat up KInu 2 without any problems.

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  Flotterment facing away
Posted by: Snake - 03-26-2016, 09:53 PM - Forum: Bug Reports - Replies (3)

Flotterment doesn't seem to be behaving properly in a way, when it triggers upon normal dodge, the character walks away from the enemy and keeps facing away from them. [strike]It's working fine with Evasion.[/strike] (Not even Evasion anymore, it's still facing away from the enemy and it was a coincidence in my previous tests.)

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  About Game Staff...
Posted by: Ranylyn - 03-26-2016, 03:50 PM - Forum: Suggestions - Replies (3)

EDIT: Less relevant now due to Sawrock's promotion to GM. But if you want to keep reading, go ahead.


Once again, this is just a random thought. If you don't think it's a good idea, pease say so. The last thing we need is implementing things nobody wants.

As it stood even before Sly went on haitus, often times, Sly and Chaos would be on at the same times. This left large periods of times when neither were around and nothing could be enforced, while rulebreaking could/would be rampant. Even when they were on, they're just two people, and can only do so much. Often times, they need to step in for a prolonged argument with someone who didn't read the rules and lore, leaving them effectively blinded to other shenanigans elsewhere. This is only further compounded by Sly's absence.

Naturally, we can't just make a bunch more people GMs to ensure one is always on; that'd be anarchy. But I do have a suggestion to help alleviate this.

From what I've seen, many instances requiring GM intervention are simply issues of explaining the rules to idiots who chose not to read them, and explaining Lore to people who didn't read their racial blurb in the character creation and try to do stupid nonsense. This got me thinking about the "Game Sages" in a F2P game I dabbled in in the past called Eden Eternal. Game Sages were basically volunteers who knew a lot about the game from experience, and would help clear up any confusion / mediate conflicts and such.

Basically, I'm suggesting we deputize people to take on part of the GM responsibilities while lacking the power to directly enforce bans and other such punishments. Issues can be put to votes among these deputies and delivered to a GM upon login, with the assurance that "Yes, enough of us agree this is an issue, we talked about it with them and they told us to get fucked, and they refused to listen to any of us, so now it's your turn to step in and crack a skull" instead of simply putting all that preliminary work of talking every single issue out to a GM, especially considering people often refuse to listen and it just leads to Chaos or Sly getting very irritated, and they don't deserve that.

I'm thinking 3-5 Deputies would be a good starting number, and we could pick them among players who've been around long enough to know the rules and lore. (I'll refrain from naming names because I know not everyone always gets along and I'd rather not start an argument over why I think those people are fitting, but long story short, I do have 5 people in mind that I'd be happy to nominate.

What would this entail on Dev's side?

- Picking a name for this group of deputies.
- Giving them a function similar to GM chat, to get someone's attention when needed.
- Possibly creating a private board on the forum for archival purposes, of chat logs and such, so proof is available if contentions arise.

What would this entail for the new Deputies?

- Creating a seperate Skype chat to discuss issues among themselves.
- Actively patrolling and seeking out issues in-game, watching OOC, etc.
- Possibly giving their Skype out to more players so people can report things to them.


Anyways, just a thought.

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