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who
uǝɯ ooɹɐƃuɐʞ 'ǝɐpᴉpodoɹɔɐ...

Forum: Suggestions
Last Post: who
09-16-2025, 04:37 AM
» Replies: 3
» Views: 850

 
  Nation Traits
Posted by: zericosmic - 09-06-2024, 01:36 PM - Forum: Suggestions - Replies (8)

So, we're getting cool new nation based traits.. Right now we have Duyuei tribes which is real cool, but i want to voice a tiny worry.

Having nation traits based on roles/tribes/(maybe economic classes for meiaquar?(give slumrat trait pls)), might eventually fill up the trait menu like crazy, while it's not a huge issue, I believe there's a cleaner way to introduce them, which would be adding nation member traits as a prerequisite to said traits along with them, and then opening up the more specific nation traits when said trait is taken, this way the trait menu wouldn't end up being filled with a potentially crazy amount of traits if/when more nations would get added to the trait pool.

Now, in technical terms idk if the current system supports giving talent points only to certain talents, but my imagining would be something like:

Duyuein: +2 Talent points to distribute in Occult talents (Or maybe weaponry given the whole Wall.)

Telegradian: +2 Talent points to distribute in  Survival talents (To represent all the hard workin' talents)

Geldynian: +2 talent points to distribute in  War talents (..Because.. Duh.)

Meiaquarise: This one's a toughie since I could see an argument for Survival (this is where concealment, security, preparation and packrat are) or Weaponry (Since everyone is fucking armed).

Independent: +1 Talent point. (this one might not be great compared to the others given pretty much every build will invest 1 in Occult for Astrology so it'd probably need something else) This could also be a prereq for traits for places like the Vale and other independent groups.

Now, potentially this might just be too much of a pain in the ass to implement, but I've mostly made this thread to try to point at the potential problem of a multitude of nation traits cluttering the trait selection screen, the traits could be more interesting or more intuitive to implement if they were something other than my proposed ones, so please don't devour me over my mid ass benefit suggestions, but I do feel like these traits should be sort of universally useful given how many people would want the deeper flavor traits that these traits are gatekeeping.

I would also propose adding an extra trait point if these were implemented because trait-tax.

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  Jarmor Beautification Project
Posted by: Autumn - 09-05-2024, 06:57 PM - Forum: Quality-of-Life (QoL) - Replies (2)

As funny as it is to be completely encapsulated in a jam bubble at the start of a fight, I'd like to also be able to see my character underneath the Jarmor effect just a little bit, it'd probably serve better with a transparency effect instead of being a 100% opaque blob, for both clarity sake and so I can flex how nice my character icons look.

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  SL2 interactive map construction log
Posted by: lalchi - 09-05-2024, 04:16 PM - Forum: General Discussion - Replies (8)

Hello everybody. 

After asking dev and getting his approval, i'm making a website for a SL2 interactive map. 

I'm doing this because this is something i wanted to do for a while now but had other priorities before.
Now that i have free time for myself for a month and i have to present a finished project for my exams. I'm taking this month to finally work on it and hopefully share it once done. 

I'm making this thread to post progress on the website in order to show you where i'm at but also to get feedback on my progress.
So don't hesitate to point out what you like or don't. And if you have an idea what i could add or change, propose it and i'll see if i can make it. 

------------------ 

1 DAY 

My first day is mostly a schematic and theories on how the website would look, using FigJam as a tool. 

[Image: image-2024-09-05-175419315.png]

A person arriving in the website will directly be given multiple choice for his navigation through the site. 
They can choose, without login on, a map (great six or Korvara) 
registering or logging in.
Once connected, the user can have access to his own profile which he can edit. 

[Image: image-2024-09-05-175932192.png]

As said, an user can either choose to consult the Great Six map or the Korvara map 
After choosing, the world map will open. the user can then select a region (continent for g6) to zoom in. 
Then once in a region map, they can select a map of a dungeon, cavern, city, forest, etc... present in the region or continent. 

If the user is logged in and has the necessary rights. They can by themselves adds a piece of information or lore in the selected map.
If an user is one of the contributor of one of those pieces of lore, they can edit or delete it. 
The same thing goes for both world. 

Once a piece of lore has been added by an user, those piece of lore can be read by anyone consulting the map where the lore has been created. 

The whole thing making the interactive map a community effort. 

This isn't all. 

[Image: image-2024-09-05-180658464.png]

Once a user is connected, by going to their profile, they can create a character sheet to save one of their played character in game or a NPC related to their in game character. 
Upon creating the character, they will be noted as the author of said character. This without the need to interact with the map directly. 

[Image: image-2024-09-05-181023601.png]

Then, anyone visiting the website can see the character sheets created by users.
Just like lore, if a user is a contributor or admin. They can edit or delete the character sheet. 

A visitor can also consult any entry directly without going by the interactive map. 

That's all for the FigJam of the website. A grand simple brief on the purpose of the website and how a user would navigate through it. 

I've started to work on the wireframe of the frontend. 
There's not much to show (and it's kinda boring). But the wireframe for the index has been made in this same day. 

[Image: image-2024-09-05-181514486.png]

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  catabur's sprites
Posted by: catabur - 09-04-2024, 06:58 PM - Forum: Submissions - Replies (1)

First off: long, fluffy ears that better resemble the animal ears of the heroines from Utawareumono. Vent really needs them. Hopefully the colors come out okay.



Attached Files
.zip   Long Side Ears No Body.zip (Size: 607 bytes / Downloads: 198)
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  [v2.89c] Ambidexterity is broken
Posted by: caliaca - 09-03-2024, 09:34 PM - Forum: Bug Reports - Replies (3)

https://imgur.com/a/gwvQDgN

Ambidexterity is not working for ranger spells at all.

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  [v.2.89c(Live)] Un-Reflected Poison
Posted by: Collector - 09-02-2024, 03:47 AM - Forum: Bug Reports - Replies (1)

Snake Shot still applies the poison to the target even if the projectile is reflected to the caster. (Spirit Mirror)

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  [2.90] Rune Bouncing
Posted by: ForgottenFate - 09-02-2024, 03:37 AM - Forum: Bug Reports - Replies (1)

Still exists.

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  Balrog's Fire Warrior dispatch
Posted by: Snake - 09-01-2024, 05:03 PM - Forum: Suggestions - Replies (1)

Quote:Fiery Emancipation
Targets: Self

Can only be used by Fire Warriors (Balrog). Requires 6M. Emancipate your enslaved anima, making it self-detonate, while dealing protection-ignoring Fire magic damage equal to its current HP + your Fire ATK, with Great Accuracy. The unit will be defeated afterwards.

Sometimes I don't wanna have to be skipping through so many turns in PvE, so let me make them go ker-bewm to reduce my team's size mid grind, please.

This could be a potential, idk.

I've also another idea, which is a bit more of a buff idea, but:


Quote:Balrog's Potential Skill: Hellbind
Targets: Self

On use, you whip all your living Fire Warriors in the combat area regardless of their distance, killing them instantly and powering up the LV of 'Hellbound Lash' for each sacrifice, for 3 rounds (max. LV = 4).

Hellbound Lash - Your next basic attack's damage type with Balrog will become Hellfire damage, and have a chance to inflict Lingering Damage (Hellfire) for 1+X rounds, with a LV equal to 50% of your Fire ATK + Balrog's Upgrade Level * X. (X = Hellbound Lash's LV)

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  Purge the feeble-minded...
Posted by: Sawrock - 08-31-2024, 05:01 PM - Forum: Suggestions - Replies (17)

There's a significant amount of uninteractable NPCs around the map, everywhere. Despite having seen them many times before, I still get hopeful that it's a fellow player I can interact with, but then I quickly realize that nope, it's just the same decorative NPC as before. Could a lot of these be removed? They ironically make the world feel more dead.

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  Dualpower (Tactician)
Posted by: Snake - 08-31-2024, 04:59 PM - Forum: Balance Fu - Replies (1)

I think this should let you use all of Soldier's offensive skills with either a Tome or a Sword. Tactician could use the extra to give it more use from Soldier, or let it use a shield.

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