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  Ring of Failure
Posted by: Soapy - 08-31-2015, 07:05 PM - Forum: Bug Reports - Replies (6)

Quote:Adjusted - Battle Rings are now independent of the owner's sprite. (Let me know if any skills do not update/move it properly!)

The Wolf's Claws kick
Heaven Kick
Blink
Sidecut
Hirazuki

From what I'm seeing, essentially every skill that causes movement (other than knockbacks).

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  Fatal End
Posted by: Soapy - 08-31-2015, 06:59 PM - Forum: Bug Reports - Replies (2)

Using End Turn with Auto End Turn disabled makes the skillbar disappear until using another skill makes it visible.

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  Dropped Kick
Posted by: Soapy - 08-31-2015, 06:52 PM - Forum: Bug Reports - Replies (4)

"[url=http://neus-projects.net/viewtopic.php?p=8975#p8975' Wrote:Soapy ยป Thu Aug 27, 2015 2:41 pm[/url]"]A similar thing happens with The Wolf's Claws, where you end up kicking at a diagonal.
This is still a thing. Unless you're in a straight line from the enemy, you end up hitting them diagonally.

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  SL2 Version 1.35
Posted by: Neus - 08-31-2015, 06:41 PM - Forum: Announcements - No Replies

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

Week three, somewhat delayed. Something happened in real life that demanded my attention. Anywho, this week is Shark Week, and the Ocean enemies have some shiny new toys to hunt down. Have fun.

1.35
New 10* Equipment - Added 6 new 10* equipment items that drop from level 61 and higher Ocean enemies.
New Static Random Dungeon - Added a level 65 Ocean dungeon, the Kraken Den, located on Lordwain.
Pink's Pub Donations - Risu is now accepting Murai donations. Depending on the amount raised, Pink's Pub may receive new decorative furniture in future updates.
Adjusted - Battle Rings are now independent of the owner's sprite. (Let me know if any skills do not update/move it properly!)
Adjusted - Miniboss color effects have been shifted to an overlay effect, (Internal changes so I can use animate on them without worrying about the color shifting breaking.)
Adjusted - Day/night lighting transitions are now very gradual instead of sudden changes.
Adjusted - Spirit Pain now has a visual effect over potential victims.
Adjusted - Battlefield status duration now ticks down at the end of a round instead of the start.
Adjusted - Monsters now have a fading death animation.
Adjusted - Vorpal strikes now take place before critical damage is applied.
Adjusted - You can now specify the amount of hours you want to rent at a time at shop stalls, up to a maximum of 720 In-Game Hours.
* Bug Fixes
- Monster turn speed is now applied properly at the start of the battle, even in the case of back attacks.
- Mortissimo and Burst Claw's damage type is now properly Slash, as they are claws.
- laplaceNET sidebar text is now the proper font to prevent run-over text.
- Ether Invite and Sheath Sword should have their momentum costs properly reduced in Stylish dungeons.
- Guest and barred lists for houses should now display less clones and more barred now that the list it's checking is the proper one.
- 'Item Get' displays will no longer run over the screen in extreme cases and will cull old ones if too many appear at once.
- FP Vamp effects now round off decimal values.
- Summoners can no longer summon Youkai onto the same tile as themself.
- Party members can no longer be kicked mid-battle.
- End Turn, when used from the battle shortcut bar, now properly listens to your end turn preference settings.
- Rockdirt's material description now properly shows that Rockdirt gives 2 Accuracy instead of the old value of 5.
- Qwarence's Breakdown Shop will no longer display equipped items in the item list.
- Rampage enchanted weapons now inflict the proper status level and duration on the first hit instead of only on the following hits.
- Self-inflicted damage no longer triggers Cobra Stance's Snake Dancer dodge.
- Arena combatants will no longer be able to steal my debug equipment.
- Quest indicators now fade out along with the NPCs they point (for NPCs that come and go at specific times).
- Moved monster damage type interactions to before the death proc. (Not really a bug, but documented here in case issues pop up.)
- Claret Call is no longer applied by Ghostwind even if the target is Unmarkable.
- Fleeing Spectres animation delay now increased to 2 seconds to prevent weirdness.
- Hooked Spearhead should no longer trigger when a pull effect is applied that doesn't actually move you.
- Potion Sickness no longer prevents you from selecting potion skills (for example, so you could use them on allies), but you still can't use a potion on a target with Potion Sickness.

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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  Impaling Your Friends ;)
Posted by: catabur - 08-31-2015, 06:04 AM - Forum: Bug Reports - Replies (7)

Libergrande aims at the closest enemy OR ally instead of just enemies.
Which means you'll uselessly shoot off your spear into your ally instead of shoving it straight into an enemy if you're not watching closely. (it doesn't actually do anything to your ally, though)

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  Unmarkable Claret calls
Posted by: Autumn - 08-31-2015, 01:15 AM - Forum: Bug Reports - Replies (1)

It seems that Ghostwind will apply claret call to unmarkable targets.
it does allow constant EI spam, would suggest fixing this.
[Image: 4927f74ade.jpg]

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  Team Sickness (Also suggestion)
Posted by: Ardratz - 08-30-2015, 03:27 PM - Forum: Bug Reports - Replies (1)

Due to how potion sickness works, which makes you unable to pick certain healing items while you have it, you are unable to use a potion to heal team mates in PvP fights, what it should do instead is make you untargetable with certain healing potions while you are affected by Potion Sickness.

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  Battlefield Hazard
Posted by: catabur - 08-29-2015, 11:55 PM - Forum: Bug Reports - Replies (2)

Custom Battlefield set-up squares show a 21 for its width instead of its maxed 20 squares.

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  Age Limit Changes
Posted by: Slydria - 08-29-2015, 05:23 PM - Forum: General Discussion - Replies (2)

After getting some feedback from Dev and Chaos, I've decided to reinstate the age limit. So from now on, you cannot play a character that is below 13 years old (excluding Mechanations, as long as they look old enough) unless you have permission from Dev or a GM to do so. If you currently have a character that is below this age, you must either get permission from us or adjust their age to at least 13.

The reason for this is due to the recent increase in players who have been playing child characters and I feel they have so far demonstrated a poor understanding of how kids act, what kids can do, etc. and thus cannot be simply trusted to play those characters.

To get permission from us, you'll have to tell us about your character and we'll then ask you some questions about your character to determine if it's acceptable. Of course, if you get permission and then we find that you do a poor job in the game, we'll take this privilege away.

As for where you can get permission, you can contact either Chaos or myself by:

- Sending us a message using the BYOND pager. (Slydria or Black Chaos X)
- Sending us a PM on the forums.
- Adding us on Skype (slydria or insaneteacher) and sending us a message over there.

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  [Wyverntouched] Inconsistent Venom
Posted by: Ranylyn - 08-29-2015, 05:06 PM - Forum: Bug Reports - Replies (4)

You still take damage on the turn that the poison wears off on but you do not regen the 5 FP as normal. You're essentially taking extra damage for no benefit, and the Wyverntouched's entire racial gimmick is the poison, after all.

Example scenario:

Round 1: Self Bite. Gain the Strength boost from the venom. No FP regen or poison damage yet.
Round 2: Poison damage. FP regen. Strength still boosted.
Round 3: Poison Damage. FP regen. Strength still boosted.
Round 4: Poison damage. No FP regen. Strength boost is gone.

I'd suggest that the poison benefits should take effect on the turns you take poison damage on (So no strength boost on round 1, since the venom hasn't circulated yet, and both the Strength boost and FP regen on round 4) to make it more consistent.

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