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  Walking Mobs
Posted by: Trexmaster - 09-22-2015, 09:35 PM - Forum: Suggestions - Replies (4)

So, in the new 65 Desert Static, there seems to be a mixed group of spawns. Though, at the time, they only appear as Mad Vines (for forest enemies) Red Gorgons (goblins) and Sand Sharks (sea).

Soooo...can they pick from the possible walking mob options like everywhere else? I'd like to maybe sometimes have a fight with no vines, if I felt like...doing that. Yeah. Iunno. I just need my CONSISTENCY.

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  It hurts my eyes
Posted by: Mrgnjr - 09-21-2015, 10:38 PM - Forum: Bug Reports - Replies (1)

While on the pager, i decided to click the 'Description' button for SL2, and what i saw was this

[Image: Hw5KG9K.png?1]

Sorry for the large image, no idea how to fix that without making it horrible quality

Anyways... The text color needs to be fixed, or it could drive off new players who see the game in the Pager and want to learn about it.

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  RP Emotes Pierces Through Opaque Walls in Home
Posted by: Akame - 09-21-2015, 07:20 PM - Forum: Suggestions - Replies (23)

I noticed that when I tried to guild interview other RPer's in a closed environment (two layers of opaque walls, to be exact..), the 'emote' verb would pierce through opaque walls somewhat and other people could see the text; yet, the 'shout' verb cannot pierce through opaque walls at all.

Perhaps a switch can be done?

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  The Anubite Clan
Posted by: Breakaway~totheweird - 09-21-2015, 04:54 AM - Forum: Factions - Replies (2)

[Due to recent events, the Anubites are out of commission. They returned to Egwyn for the sake of continuity. Anything Anubite related is intellectual property of Breakaway~totheweird. Nothing should be used regarding them unless permission is given by Breakaway~totheweird. Thank you.]

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  SL2 Version 1.37
Posted by: Neus - 09-20-2015, 09:45 PM - Forum: Announcements - No Replies

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

Week five arrives with 5 new equipment items. This week is a little special because it applies to technically two different dungeon themes; the goblins and the boss of the desert dungeon, Gigas Rex. As such, there's two new level 65 dungeons. There's also some requested balance changes, various improvements, and lots of bug fixes for really annoying bugs. Enjoy!

1.37
New 10* Equipment - Added 5 new 10* rarity equipment items that drop from level 61 and higher Goblin Tunnels dungeon enemies, as well as the boss of the Desert dungeon, Gigas Rex.
New Static Dungeon - Added 2 new static random dungeons to the western parts of Sigrogana; the Dragonic Graveyard desert, and the Ancient Village goblin tunnels.
Player Debug - Added two commands that can be used for players to assist in debugging.

  • player-debug; Toggled on and off. While on, players will see certain debug messages in the chat box that may be helpful for bug busting.
  • debug-yenten-check; When used, will generate debug information from yenten tables. Screenshots of this information will be helpful in fixing the disappearing cards bug.
Inventory Improvements - Various aesthetic/readability improvements for inventories have been added.
  • Quantity, Worth, and Power all vertically align properly with the item name.
  • Added an icon behind the Power/Defense display for equipment that indicates whether or not you can equip that item.
  • Added a murai icon behind the Worth value for items (mainly aesthetic).
  • Added a light-blue menu icon behind the Quantity value of usable items, to indicate these items can be right-clicked and used.
  • Added an orange star icon behind the Quantity value of quest items.
  • Added a red sword icon behind the Quantity value of battle items, indicating that they must be put into the Item Belt to be used.
Adjusted - Evasion's damage reduction reduced to 6% per rank (30% at max rank, down from 50%).
Adjusted - Sweet-Swelling enchantment's effect activation rate increased to 30% (from 10%).
Adjusted - Needle now costs 4M (from 3M).
Adjusted - Heavy Tackle has received the following adjustments;
  • Damage now applied before knockdown effect.
  • Damage from BW now capped at Rank*24 (120 damage at Rank 5; note that the bonus damage is added after the cap is applied).
  • Tile knockback is now 1 per 15 BW (from 10).
Adjusted - Battle Weight now reduces your Movement by 1 for every 5 over the maximum you are. (If you are over the limit but below 5 over, you still lose 1 Movement.)
Adjusted - The maximum total Movement you can achieve is now restricted based on your armor type. Heavy Armor = 9 Move. Light Armor =12 Move. Unarmored = 15 Move.
Adjusted - Shop stalls in Cellsvich near the Asago building are now closer to the pathway, improving their visibility.
* Bug Fixes
- Manic Slasher is now properly the Whip weapon sub-type.
- Anchor Edge now has its proper item description.
- Forced Move no longer ignores repeat action penalties.
- Rare instances where you would trigger the 'step on' effect of a tile in your current location when you start a movement command should no longer happen.
- Fortune Feather no longer acts weird when it grants its damage resistance.
- Miniboss enemies with larger-than-normal sizes now have the glow cover the entirety of their body instead of just a small corner.
- Reactive Armor will no longer trigger another person's Reactive Armor.
- Ambidexterity no longer weirdly breaks Ether weapons' self-repairing function.
- Weapons mutated into axes can now benefit from Dark Imbue.
- Camps should no longer have odd edges that can't be exited from.
- Anchor Edge now works with the Gigantic enchantment.
- Bandit dungeon prison cells should no longer spawn in rooms too small to hold them.
- Winged Serpent now has its proper target line length (2-X).
- Dark Calling, Turnover, and Cobra Dancer all update the location of the battle ring now.
- Battle rings now point in the proper direction again.
- Wild Ride should no longer ride you out of the battlefield in the arena.
- Tacticial associate deaths now properly remove the battle ring.
- Mercenaries should now begin the battle with a battle ring.
- You can no longer target yourself or anyone with HP higher than 0 with Sal Volatile.
- A small delay between changing box dialogue pages should prevent some unwanted issues from spam clicking.
- Drop in battles after you change class setups should no longer give you skills from classes you no longer have.

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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  Using Your Third Hand
Posted by: catabur - 09-20-2015, 04:27 AM - Forum: Bug Reports - Replies (3)

Having no main weapon will treat your sub-weapon as your main weapon and sub-weapon.

[Image: 3dabeba100.jpg]
[Image: 357190934d.jpg]

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  [Discussion] Idea: Class Synergy
Posted by: Ranylyn - 09-20-2015, 02:54 AM - Forum: Suggestions - Replies (7)

I had this idea recently, but I decided to ask others for input rather than present it as a fully-completed idea. This way we can get some discussion going on about it and reach what is most widely agreed upon. At any rate, I feel that this idea can only be a good thing, if we get enough input and discussion on how to implment it in a way that people generally accept.


Proposal: Have a system similar to Elemental Augment, in which a class's skills can be altered by having a specific other class equipped.

Reasoning: Main class, sub class, it's all just a set of skills. With very few exceptions in which there's benefits to something being a main class (Monk and LB) the only real synergy between classes is how their skills compliment one another. Oh, this class has no healing, tack this on. Oh, this class is weak to X, sub Y. My proposal is a system in which specific class combos get specific benefits that other combinations of similar classes do not get. These benefits would play strictly to the strengths of both classes, and act as a proper combination of different styles.

Example ideas, based on ideas that sometimes come up.

Evoker/Monk (The ever enigmatic "fist mage&quotWink
- Ryemei gets bonus crit (based on current ki) against a knocked down enemy if Serpent Strikes is equipped.
- After using Shukuchi, movement leaves behind Fire/Ice tiles based on Elemental Augment.
- Unarmored prowess is boosted by Arcane Tattoo's bonus (40% of 20, for a total of 28 extra evasion instead of 20)
- When Charge Mind is active, Fist attacks scale with Will rather than strength.
... etc.

VA/LB (Because let's face it... it's darkest beneath the torch)
- When Eternal Flame's effect is Altera, the affected area also counts as void pollution.
- Backstab works from any direction against a blinded foe
- Fenrir lowers enemy crit evade instead of movement.

BK/Engineer (because why not? Both are somewhat defensive.)
- Bots can be deployed "on" the BK, and if done, move along with them, as if attached to their armor. (They'll be on the tile beside the BK and move together as a cohesive group. Bots are not attached if deployed 2+ squares away)
- Different bots will assist during different chess-themed skills for varying effects. For example, a nearby turret will perform an aimed shot for a target's legs to reduce their movement and evasion after Hanging is used to close in.

Ghost/Hexer (A match made in heaven, in theory)
- A claret called target is automatically statused but becomes unmarkable for 2 turns.
- Gravestone creates an area the size of Black Bubble that affects all within it's radius with the status of the last used spell. For example, if Wretched Oil was used last, ann units within this radius, allies and foes alike, take poison damage. The effect is not applied as a normal status and the effect is removed once the field is exited. The use is to create things like Antimagic zones, or zones one can use their red letter to heal in.
- Payback's chance is affected by the Rising Game percentage boost. For example, a 30% Payback + 5 from being at half health means a 35% boost to status chance instead of 30.

... etc etc.


These are just some rough suggestions, meant to make class combos much more meaningful instead of "Oh, I just subbed this for the passives" and the like. I think that if we could get 3-4 for every single class combo, we could really be onto something to make everything a bit more fluid.

Thoughts on the concept in general? How about ideas for individual changes for specific class combos?

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  Couches are like Onions
Posted by: Soapy - 09-20-2015, 01:42 AM - Forum: Bug Reports - Replies (1)

Quote:[8:27:42 PM] Sly: Yup. I think if you put them at Layer 1, they'll reset once they unload.
[8:27:53 PM] Konnie: Or any Layer lower then people
[8:28:04 PM] Konnie: Konnie shakes fist at every CE couch ever
[8:28:37 PM] Ard: Most layers reset, like layers lower then people icon layers
When things unload, I think anything below layer 3 gets set to layer 3.. Including layer 2, which we're supposed to be able to use.

Also see this related suggestion.

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  Houses aren't like Onions
Posted by: Soapy - 09-20-2015, 01:37 AM - Forum: Suggestions - No Replies

I noticed you could set furniture to layer 1, which allowed me to do things like this and this which was just fucking awesome.
..And then the house saved or unloaded or whatever, and everything went back to layer 3.

I know why this was done (since my house was kinda the reason it was found), but can we have the auto-reset removed?
We could just have a button next to Set Layer to reset all layers that are below 2 instead, as this opens up a ton of options for designing houses (and would fix a bug I'm about to report).

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  Rainbow Pets-
Posted by: Fern - 09-20-2015, 01:22 AM - Forum: Suggestions - Replies (3)

please devourer of souls, hear my plea
i am trying to get a gray floating eye but that is impossible with the way pet customization currently works
PLEASE LET ME HAVE A GRAY EYE--


Ehem. Can we get the mirror options for pets? I.E Multiply, substract, darken, brighten... etcetera. Right now you can just add a color and nothing else.

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