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  Lore Questions: November (2015)
Posted by: Neus - 11-01-2015, 09:48 PM - Forum: Lore Questions - Replies (9)

This is a new topic for Lore Questions because the old one was about 26 pages. The format is roughly the same, but some guidelines;

1) Try and format your questions appropriately. As in, make it easy to read and answer.
2) Try and limit the number of questions you ask per thread. I don't mind answering them, but don't get crazy and ask me 20 things, especially if they require detailed answers.
3) Try to avoid asking extremely specific questions, such as 'Did anyone ever die of food poisoning in Cellsvich?'. Answering these is difficult, because not everything is set in stone, so giving a definitive answer on it not only restricts me in the future, but it might influence other players' character concepts that involve it.

That said, if you have any questions, you can post them in this thread! I will post answers at the end of the month/start of the next one.

Thanks! (And yes, if you had questions from the previous topic that I didn't answer before I closed it, you can post them here, but remember the formatting guideline.)

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  [SUG]Donor Outfit slots
Posted by: Autumn - 10-30-2015, 08:38 PM - Forum: Suggestions - Replies (4)

Could it be possible to add a donor item for outfit slots, The ability to get more via LE is nice, but characters already satisfied with their current legend extensions would really not be able to get these, perhaps a new donor item that'd enable up to 2 more slots at a time?

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  [SUG] Legend Ink Trading
Posted by: Sawrock - 10-30-2015, 07:52 PM - Forum: Suggestions - Replies (5)

Can we make Legend Inks tradeable, but only to players who are level 60? Players that are not level 60 can still trade it, as long as they're not on the receiving end.

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  Crafting Material Indicator
Posted by: Trexmaster - 10-30-2015, 02:40 PM - Forum: Bug Reports - Replies (2)

The number displayed by materials when crafting is always (1) if you have any of the item, or (0) if you have none.

Figured I'd post a thread for posterity.

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  SL2 Version 1.41
Posted by: Neus - 10-30-2015, 01:39 PM - Forum: Announcements - No Replies

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

As a small reprieve for myself after the 10* updates, this one is a little small, but contains a lot of useful quality of life stuff, as well as bug fixes for some really annoying bugs. Happy Halloween!

1.41
All Hallow's Eve - Several minor additions to celebrate the spirit of Halloween.

  • Added some pumpkin decorations at various cities that only show up during All Hallow's Eve.
  • Enemies will have a chance to drop candy during All Hallow's Eve.
  • A new laplaceNET present has been added.
New Legend Authoring Extension - A new category, Creativity has been added, with 1 Extension; Avantgarde, which increases the number of outfit slots you have.
Shopkeeper Improvements - Added some quality of life changes for Automated Shopkeepers.
  • You can now reposition entries in the shop in the manage-shop menu by clicking the number to the left of the item name.
  • When adding a stackable item to the shop with the same price as an existing item of the same type and same price, it will add to the existing entry's quantity instead of creating a new one.
New Mirror Shards - Added 2 new Mirror Shards, courtesy of Trex; the Simple Rifle and Simple Strap.
Adjusted - Added a glowing effect to the currently selected skill on the skill board.
Adjusted - Added an animation for Sliding Zombie's Slider, including a prep animation, active animation, and blood trail effect.
Adjusted - Recipe books and cards will now display a list of all the recipes it gives in the item description. You can click these list entries to get a pop-up of the item description.
Adjusted - The crafting recipe display will now show how much of a specific item you have in your inventory next to the item name.
Adjusted - Anti-Toxin will now reduce the LV of Poison effects instead of only curing those at or below its potential healing value. (So, you can reduce a LV50 Poison with an Anti-Toxin that would heal LV25; in this case, it will reduce the Poison to LV25.)
* Bug Fixes
- Headshot now applies its 10% hit penalty properly.
- Resting at the Checkmate in Chaturanga will now make you respawn outside of it properly instead of dropping you outside the wrong building.
- Self-inflicted damage will no longer trigger Demon Hunter's Danger Sense.
- Summoner's Energy Transfer can now target units that are treated as Youkai (instead of only Youkai).
- Aspected monsters given Bldi Ia will now start the battle with full HP (instead of missing the HP they gained from the aspect).
- Demon Hunter's Chaser now applies the full knockback via Bonus Bloodshed properly.
- Pet blend modes will now apply properly upon loading your save game.
- Stored Spirits will now vanish if you start a battle without the Spirit Jar equipped.
- Flying units will no longer get stuck in walls.
- Toggle skills can no longer be toggled via the battle bar while you are targeting a skill.
- Demon Hunter's Matador damage will no longer trigger Cursed Wounds unless you have Goring Horns active.
- Bloody Palms will no longer apply Claret Call if the target is Unmarkable.
- Deep water on the Coastal Cove can now be fished in as you might expect.
- Trait skills were not being removed from the skill pool if you lost the trait via respeccing.
- Locking Guard now stacks if you have multiple weapons equipped that are customized with it.
- Lead Storm's weapon prioritization now behaves like you expect.

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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  Absolute Pace Not Doubling Touki
Posted by: Kameron8 - 10-30-2015, 10:01 AM - Forum: Bug Reports - Replies (1)

Using Absolute Pace will not remove an additional 15 evade from the target.

Simple test:
Check hit, use absolute pace, check hit. They are the same.

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  Spectre Knight v2
Posted by: Slydria - 10-28-2015, 10:37 AM - Forum: Submissions - No Replies

So finally got around to recreating the Spectre Knight icon since the previous one I made was done years ago in a lazy fashion.

This one is now has some actual effort put in but my god, it is such a pain for me to do the side states, I always feel like my side states don't look nearly as good as the front ones. This also doesn't have the 'dip' you normally see with moving animations because I wanted that glow outline so it may not look quite right in practice.

Oh well, I personally think this is a big improvement over the previous one regardless so here you go.


.zip   spectreknightv2.zip (Size: 1.83 KB / Downloads: 507)

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  [Board] CE Mystery Event
Posted by: Kavoir - 10-28-2015, 01:14 AM - Forum: Sigrogana - No Replies

[Image: Hlmghez.png]

Yep we are doing this. Last minute plans today was a bad month for me and therefore the whole thing sorry.

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  [QUE] Possible Black Door Spawning Bug
Posted by: Slydria - 10-27-2015, 09:02 PM - Forum: Bug Reports - Replies (1)

Lately, it seems sometimes when the hour changes, only one or two new dungeons spawn.

[Image: 15adb74a66.jpg]

As seen here, if you look for the dungeons that spawned at the 12th Hour, you can see only two new ones have spawned.

Is this intentional?

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  Cursed Wounds (goring horns)
Posted by: Autumn - 10-27-2015, 08:37 PM - Forum: Bug Reports - Replies (1)

It seems that even if you do not have the skill itself, Cursed wounds from Goring Horns will always apply, at the rank 1 mark of 2 duration

[Image: 109c163fce.jpg]

[Image: 6a66689377.png]

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