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v2.98b Firearms*
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Cast Aside
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Battle Mapping |
Posted by: Mivereous - 09-26-2015, 02:11 AM - Forum: Mapping
- Replies (5)
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Just I suppose a reminder to Dev and an inquiry to other players: being able to make new Battle Maps, such as the revamped Castle and Black Door maps for old and possible new BDPs, so as to have some diversity. What kind of creations could you think up for this?
- Sunken Ships in a Whirlpool!
- Giant Lava Pits in a Fire Altar!
- Actual trees in Forest battles!
- Berry bushes in Forest battles; each turn next to one, you eat a berry and face the consequences, good (more stats, effect, HP/FP, etc) or bad (poison, sickness [no self potion use], reduced HP/FP, etc)!
- Heavy Brush in Forests (larger patches of grass that affect movement like Ice tiles)!
- Lookout Towers (with a range rune at the top, of course) and makeshift tent camps in Bandit Dens!
- Campfires in Goblin Tunnels (being within 1 range restores 2% HP, but if you get knocked onto it, you take fire damage and chance to burn; water/ice/wind/earth attacks/spells can put it out; fire/lightning attacks can start it back up; bombs or other explosives placed on it explode immediately and destroy it; etc)!
- Jammer Puddles in Jammer Tunnels (Jammers that walk over it remove Poison and gain 2% FP; ice attacks/spells can freeze them over, nullifying them; affects movement like Ice tiles)!
- An actual Altar platform to fight the Fire Altar boss on!
- A black hole at the center of the universe instead of a sun in Black Doors (pulls all objects and mobs towards it by 1 tile per round; objects that hit it are destroyed, mobs are damaged)!
- As many as your minds can come up with!
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Tactical Destruction |
Posted by: Mivereous - 09-25-2015, 09:04 PM - Forum: Suggestions
- Replies (2)
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In addition to the eventual blowing up BDP walls, could bombs also get a use in battle to destroy obstacles such as bushes, mana crystals, healing/range runes, boulders, Ice Points, etc?
Also for Firthrower and the Flamethrower skill to destroy Ice Points, if they don't already.
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Kensei Passives |
Posted by: Kameron8 - 09-25-2015, 04:30 AM - Forum: Balance Fu
- Replies (18)
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I'm moving this idea over from a thread with many other suggestions so it has its own. To keep it brief, Kensei passives that reduce hit and evade are far too powerful. Contrast Touki and Sakki with Fitting Form, which requires specific itemization, and there is no contest. Everyone who wants to stack dodge or hit (almost always) has to take Kensei to counteract other Kenseis from dodging/hitting them.
The majority of preexisting feedback can be found back on this thread: http://neus-projects.net/viewtopic.php?f=7&t=1809
To provide a concrete example:
"[url=http://neus-projects.net/viewtopic.php?p=9330#p9330' Wrote:Kameron8 ยป Wed Sep 16, 2015 12:50 am[/url]"]
To put this into perspective, I did a hit comparison against a kensei/magic gunner with Ghost/MG and Kensei/MG respectively.
With fitting form, my hit chance with two pistols was 35%. If I hit, yomidori would reduce that to below 0%. Simply by equipping kensei instead, the hit chance went up to 85%. That '15%' ends up completely skewing every hit and dodge build in the game.
Kenseis need buffs to their damage and offensive capabilities, so they aren't just a walking subclass for passives or hooked spearhead go karts. However, the passives they do have need to drastically be toned down.
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A Simple Ad for a Magical Store |
Posted by: catabur - 09-25-2015, 02:11 AM - Forum: Sigrogana
- No Replies
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Cauldrons and Cats
The first building on the left side of Dormeho, closer to the portal.
After Entering:
On the left side is "The Cat's Cauldron". Potions, magical artifacts, and special ingredients are all purchasable. You can also request something special and our mages shall look into meeting it.
On the right side is "Al's Toy Box". For the parents and people with animals, you can get a toy for your toddler or a whistle of a certain selection of animals to surprise and entertain your pet with. There is also a variety of other things purchasable from this shop. The doll-like mechanation is the shopkeep and is not for sell.
Help is welcomed.
Contact: cattyproblems@l-net.grm
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[WIP] Fort Arjav (Aka: Prison) |
Posted by: Chaos - 09-24-2015, 04:25 PM - Forum: Mapping
- Replies (1)
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I am currently working on a map to replace the currently-used Player House for Sigrogana's Prison.
The plan is to have up to three maps that can house a large amount of prisoners (relative to the average server population), while providing areas that allow imprisoned characters to acquire resources, level their crafts, and (maybe) fight monsters without compromising IC in the process. It is possible for deeper mechanics to be implemented in the future, such as providing system-supported methods to break out of (or break into) the prison.
What's going on now?
-The core map of Fort Arjav has been released.
-The first additional map is currently being thought up.
ETA
-Core Map: Done (for now)
-Addition 1: Brainstorming
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Walls |
Posted by: Rendar - 09-24-2015, 07:52 AM - Forum: Suggestions
- Replies (1)
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It'd be cool if we could have a 1-way see through wall for houses. Choose the setting for it and you could make any wall like that. It would provide places (like say, highly elevated guard towers) to actually see things properly, whilst not being too visible from the ground level. It could also give those creepers the yearnin they want to have a walled area that a character can see through via peep holes and the like.
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Simple Questions & Answers |
Posted by: Neus - 09-23-2015, 09:38 PM - Forum: Mapping
- Replies (43)
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If you are unfamiliar with the BYOND map editor or don't know how something works, feel free to ask and look for answers here. Anyone who knows the answer is encouraged to post it and help out!
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SL2 Mapping Environment (8/21/2020) |
Posted by: Neus - 09-23-2015, 09:36 PM - Forum: Mapping
- Replies (6)
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The SL2 Mapping Environment is a BYOND environment that you can use the BYOND map editor to create new maps for the game with. If you are unfamiliar with the BYOND map editor, it's a very simple point-and-click editor, and the environment has comments in some of the files to help. Further help can be sought on this forum.
Download Link (08/21/2020)
This .rar contains everything you need to create maps for the game. Extract it to a folder, open up the .dme, read stuff, and so on. The ease of use will likely depend on how used you are to BYOND's map editor, but if you need help or want to ask basic questions, I'll make a topic for that. People who know how to work the map editor or know the answer can then give you the help you need!
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READ ME: Mapping Guidelines & Notes |
Posted by: Neus - 09-23-2015, 09:35 PM - Forum: Mapping
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1) Avoid stepping on toes.
If you want to undertake a mapping project for a region established in lore, that is perfectly fine. However, before you start, please make a topic on this forum and ask me; I will post a reply ASAP. (Something like Seeking Permission: Hyoya would be a good topic title). I can also provide information about the location if you need, or give my 'vision' for how it would look if I mapped it myself. Furthermore, browse the list of topics and see if anyone else is already working on that map. It would be a shame to start on something that is already being worked on, and maybe you can collaborate with others also interested.
If your map is not an area established in lore, that is also okay, but you will need to get my permission still, because what you have in mind for adding may not be a valid submission or fit with the lore of the game. But whether or not it is or isn't is something you can only find out by asking me!
Basically, it's better to ask me before you put in a bunch of effort, than to ask afterwards on the assumption that there won't be any complications.
2) Test your maps. Make them pretty.
You can test maps by compiling and running the mapping environment. Check for things like density, lighting, weather, proper eye restrictions, and so on.
Try to put forth some decent effort if you're interested in making a map. If I take a look at it and I feel it could be improved, I will let you know; I won't use any map I feel is particularly poor. My standards aren't monumentally high, though; as long as you can come up with something coherent or similar in (subjective) quality to existing maps, then I probably won't complain. (Though I imagine some of you can do better because I am middling at best).
3) Posting your submission.
First of all, make sure you don't upload any irrelevant files; you will only need to upload the new map (.dmm) file as well as any new resources (icons/music) that you have used and defined. Do not edit or upload any of the files included with the .rar download.
Secondly, it might be best to organize your project into one topic and using that to communicate questions, posting WIPs you want feedback on, and so on. If you're posting WIPs, you can also post screenshots; if you want my feedback, be clear, but I'll probably chime in anyway.
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Notes:
- If I use your map in game, I will give you Asagorians as my limited way of saying thank you. I don't know how many, it probably depends on the size and scope of the map!
- I will also be more than willing to have your key/whatever identifying information/etc. be immortalized in game, perhaps as a founder statue placeable that can be read, or so on, somewhere in the map itself, in a non-IC breaking way (or perhaps as an OOC note), to let everyone know that you were the one who made the map.
- Anything else can be discussed with me, so feel free to ask.
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Fade, Fade, go away. |
Posted by: Trexmaster - 09-23-2015, 09:08 PM - Forum: Bug Reports
- Replies (1)
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Arena monsters don't abide by the option you select for Death Animations, whether it be Off or On (fast), they'll always act as if it's On.
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