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  I've got a jar of rockdirt
Posted by: Soapy - 11-25-2015, 06:42 PM - Forum: Suggestions - Replies (1)

Can we have Alchemy equipment (Bluebeo, Metallic Magic Gauntlet, etc) require ore/cloth to make, so they can be created with materials?

Another possible idea would be to have them be a material of one of the components.

And a third idea would be some kind of crafting addition that let you add materials to items without them (or even change the material of items, period).

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  Dark Zone Traversal Team ( walk around battle bug )
Posted by: GameMaster85 - 11-25-2015, 03:24 PM - Forum: Bug Reports - No Replies

[Image: yerbqMJ.gif]

After several decades of Dark Zone research, hopefully it would have been worth the weight.

Bug Information:

Under certain circumstances, you or your party gets transported into a "Battle" Z Level. Any battle instances that are created in that Z level will still be created and you and your party can walk around it freely. Mobs will react to you and can damage you, and you also count as dense objects. When there isn't a battle going on in the Z level, the Dark Zone can be seen, since there is no map in said Z level.

How to Reproduce:

It has not been tested twice, but from what I seen, someone joined our battle as we finished it, when they triggered a battle themselves from the map. Thus teleporting us in a weird way to the battle, and probably glitching out the newly made battle as well. To do it again, good timing is needed as well as luck from a passing mob.

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  Fancy Footsteps
Posted by: Trexmaster - 11-25-2015, 07:11 AM - Forum: Suggestions - Replies (1)

So, now that footstep sounds are a thing outside of combat, seeing as we have at least one item that causes you to make noise when you move...

Could we have the option to change what footstep sound we make? Even though right now it's just 'heavy' or 'normal'. It'd be nice to be able to alternate between them freely without needing to swap your torso on/off constantly.

Or even just let items like Dokuneko Bells override the sound with its own out of combat.

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  Enemies approach! Close the Gate!
Posted by: Zakizo - 11-25-2015, 02:50 AM - Forum: Bug Reports - Replies (2)

This dungeon feature got in the way of our advance. We can't pass to the right of it (despite how it looks, there's no space. The tiles are dense), and the only way around this would be stepping on a teleport trap and hoping for the best, which in this case wasn't there. Please fix.

[Image: 54f69a7334.png]

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  New Archer Bugs
Posted by: Kameron8 - 11-25-2015, 01:29 AM - Forum: Bug Reports - Replies (3)

1. This is fairly severe. The Archer skill Cripple Leg applies Rank 15, instead of rank 5. The skill removes 3x LVL Cel and Move, meaning it takes away 45 Celerity and 15 movement. Simply adjust Level inflicted to 5.

2. Cripple Arm does not remove the usage of the sub weapon. Sub-attack, for example, still functions normally.

3. The slows from Cripple Leg and Celsius cannot be removed by the Martial Artist skill Cleanse Body, which removes slows at rank 1.

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  Fist-dagger derps
Posted by: Autumn - 11-24-2015, 06:14 PM - Forum: Bug Reports - Replies (5)

Dagger Dance doesn't apply to Cobalt Qrytys.

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  What CAN I Steal, Then?!
Posted by: Mivereous - 11-24-2015, 03:55 PM - Forum: Suggestions - Replies (5)

We now have a 10* that gives you the Phantom Cloak status, but that status still can't be taken using Steal. Might Wall can't be taken, either. Can some of the stealable effects be revisited? It would also be helpful if Steal refreshed the duration on stolen effects, because using 3M to steal a 1-2 turn effect is sad.

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  After You
Posted by: Mivereous - 11-24-2015, 03:46 PM - Forum: Bug Reports - Replies (1)

You can walk through enemies, but it may only be possible after a round has passed or something. Works with both clicking, and WASD/Arrow Keys.

[Image: 9ZPKeGG.png]

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  SL2 Version 1.43
Posted by: Neus - 11-24-2015, 02:15 PM - Forum: Announcements - No Replies

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

Surprise! First update in a while that didn't take 2 weeks, eh? This week, we are continuing the additions to the base class skills, and it's Archer's turn.

Archer was a little more average than Rogue in terms of skill count, with a previous total of 11. Most of the other base classes have around that amount. So, bringing them up to 19 this update, the Archer class got 8 new skills, including 2 main class only ones (all base classes will have 2 main class only skills when all is said and done). One of the main things I'm trying to do with these new skills is expand both the variety of the class, as well as giving it good opportunities to synergize with other base classes well. When you read the skill descriptions of these new skills, you'll probably get a better idea of what I mean by that.

Archers didn't just get new skills, though. A lot of skills have been buffed or adjusted, given new effects, and/or received animation effects. There are also some balance changes, including an adjustment to the new knockdown evade penalty and Demon Hunter's Snake Dancer. Enjoy!


1.43
New Archer Skills - The Archer base class has received 8 new skills, including 2 main class only skills.
Archer Skill Adjustments

  • Starbow
    • Updated to the new Power formula.
    • New animation effect.
  • Snake Shot
    • FP cost reduced.
    • Bonus damage scales higher.
    • Poison LV scales higher.
    • New sound effect and animation.
  • Aerial Razor
    • Updated to the new Power formula.
    • Now scales with 100% STR.
    • Bonus damage scales higher.
    • Defense reduction scales higher.
    • New animation and sound effect.
  • Pulling Shot
    • FP cost reduced.
    • Bonus damage scales higher.
    • Range increased to 6.
    • New animation and sound effect.
  • Longdraw
    • FP scales less.
    • Momentum cost reduced at higher ranks.
    • Range buff increased to 4.
    • Now also affects all Archer Offensive skills, excluding Aerial Razor.
  • Warning Shot
    • Range is now equal to your weapon's attack range.
  • Nest
    • Defense bonus increased.
    • Now includes a priority reduction versus monsters while inside the Nest. (Previously did nothing, despite the description.)
    • Now reduces the FP cost of all Archer skills by 25% while inside the Nest.
    • New animation when placed.
  • Fortune Wind
    • New status and secondary activation animation.
Adjusted - Changed the default arrow icon for bow attacks.
Adjusted - Dagger Dance no longer reduces the durability of the other weapon during the secondary attack.
Adjusted - Dagger Dance now only applies within melee range, and the description has been updated to include its incompatibility with mutated guns.
Adjusted - Charm's 'throw yourself in the way' effect will no longer trigger when the causer takes status damage.
Adjusted - Knockdown's penalty to Evade has been lowered to 37/25/12%, based on armor type.
Adjusted - Snake Dancer will no longer trigger if you are Knocked Down or Blinded.
Adjusted - Thick Vines now cause movement impairment similar to ice sheets (except they don't break when stepped on).
* Bug Fixes
- Mortissimo and Corvis Cannon's bonus damage are not unresistable, as stated in the description.
- Gust traps now deal damage before knocking enemies away.
- Weapons mutated into axes should now properly benefit from Berserker Shell.
- Dagger Dance's damage reduction percentage was off by 5% at all ranks.
- Charm will no longer cause you to throw yourself in the way of damage for anyone but the causer.
- Dark Invasion should no longer break if you have Ambidexterity enabled.
- Iahsus will no longer refuse to be orange during Motivated moods on the laplaceNET menu screen.

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  Dual-zilch.
Posted by: Autumn - 11-23-2015, 05:31 PM - Forum: Bug Reports - Replies (1)

Mutating a gun into a tome makes it not gain any benefits from tactician's Dualpower (Likewise for guns mutated into swords I'd assume, haven't tested that out)

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