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  [COMPLETE/REQ]Miv's Battle Maps - 9/29/15
Posted by: Mivereous - 09-28-2015, 11:48 PM - Forum: Mapping - Replies (1)

I made my first set of nine average sized Battle Maps. For now I'm marking this as a Request as well, since I hope to maybe not use crude methods of achieving certain effects in the future. Things I'm requesting features for will be marked as such.


.zip   MivMapSet1.zip (Size: 42.83 KB / Downloads: 621)

[REQ] Ice Points and ice tiles that do not 'break'.

Jammer Cavern 1 [FINISHED]

EDIT: Fleshed out the bottom of the cliff because I forgot to before, oops.

[Image: 26EnIn1.png]

Shortly ahead in the distance, you see a path that leads up to a small overlook. Looks like quite the climb, but the view at the top might just be worth it.


Jammer Cavern 2 [FINISHED]
[Image: TWe9gXr.png]

You might remember hearing about how the Jammer race seems to have developed from some sort of poisonous pool. Seems that idea might not be wrong.


Black Door 1 [REQ] - A mechanic to attract non-immobile mobs and all obj types towards an object, such as pulling mobs and the Orbiting Planets towards the Warp Hole 1 tile per round. Objects that hit it would be destroyed, and mobs that are moved near it take Null damage.
[Image: l5IDZ3n.png]

In the miniaturized vastness of the Black Door, you come across a dead system that seems about to be reborn. The swirling darkness in the middle of it all only emits more darkness, and takes with it all light and warmth. Of course, you can't make an omelette without breaking a few eggs...


Crypt 1 [FINISHED/QUE] - Not sure if I should have left the Gravestone level at 0 or not; I was unsure if that should be left alone due to being affected by other forces.
[Image: 1fj6sax.png]

As you listen to the beat of your feet through the dead silent halls, you come across a less well kept area. As you walk closer to inspect one of the less worn gravestones, you hear a soft 'swoosh' just by your side. You're already reading the gravestone - and it has your name.


Desert 1 [FINISHED]
[Image: WZ5D34s.png]

Wandering through the desert, you come across an abandoned camp. Looking around, you can easily tell why they left - no water! Oh, and the monsters probably didn't help.


Forest 1 [FINISHED]
[Image: TY3UIlM.png]

While out on a leisurely nature stroll, you come across a quiet area with a beautiful pond. You go to sit down on a nearby rock, but luckily manage to get away before the 'rock' takes a bite out of your butt.


Fire Altar 1 [FINISHED/QUE] - Not sure if I should have left the Cinders level at 0 or not; I was unsure if that should be left alone due to being affected by BDP level or other forces.
[Image: 1xxFk2Q.png]

Why you came into the blazing temple, you have no idea. It's hot. The ground is breaking. The birds are loud. The walking bells are louder. You're sweaty. Everything is sticking to you. Even the...lava..?


Whirlpool [FINISHED/REQ] - Currently the seaweed is actually Immobilizing traps with a range of 0. I had originally wanted something like I requested in the Black Door above, but with this, whirlpools that attracted mobs within 2 tiles by 1 tile per round. Also, I would like to request the seaweed actually doing what I've made it do, if possible; "X gets caught up in the tangled seaweed!" and Immobilizes for 1 round.
[Image: K5JYIap.png]
With the sudden appearances and disappearances of BDPs, it's no surprise that sometimes, something manages to get caught in it. A boat, a crew, a treasure...


Bandit Den [FINISHED/REQ] - Currently two of the barrels are 'Explosive Barrels' and explode after what I assume is 5 and 10 rounds (one is set to dura 5, the other dura 10). I would like to request making actual barrels that can be targeted and attacked to explode immediately, or set on fire (with maybe a new item, or fire effects/spells) to explode at the end of the round, and preferably act like Bombs in this suggestion, and do BDP level/2 fire damage within 2-3 range.

EDIT: Changed these to be actual bombs with dura 5 and 10, so we can see how that works.
[Image: fqQftkA.png]

Air was right, the bandits were using the BDPs as temporary strongholds; they moved the thieves and smugglers to random locations, as long as the core remained active. As soon as they figured it was about to collapse, they would bail and find another. Another option? Give them a taste of their own medicine.

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  Black Beast Rings
Posted by: Trexmaster - 09-28-2015, 03:36 PM - Forum: Bug Reports - Replies (1)

Black Beasts' battle rings are off center.

[Image: 0f0d98bd85.png]

[Image: 32a6c88886.png]

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  Dormeho Cove
Posted by: Slydria - 09-28-2015, 10:32 AM - Forum: Mapping - Replies (1)

You've probably already seen a preview of this map from my post in the questions thread but I feel now I'm at a comfortable point to upload it, so I give to you my first map, Dormeho Cove.


.rar   coveoverworld.rar (Size: 708 bytes / Downloads: 168)

[Image: 4efc562fca.jpg]

This is a 50x50 map that was made mostly with already existing assets, except for the deep water tiles which I got from opengameart.org (which is included in the .rar)

It's a simple idea that stemmed from there being no beach areas available in the game currently and some nostalgia for the Dormeho of SL1 with it's cliffside overlooking a wide beach area.

Now I've tried to make sure that things are working as they should be but as this is my first map, it's likely that I may have overlooked something.

I hope you all like it.

EDIT: Whoops, forgot to actually put the icon in the .rar. Aaaand I should have done an overworld icon, so here's that.
.rar   dormeho cove.rar (Size: 5.31 KB / Downloads: 160)

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  See-Through Doors
Posted by: Slydria - 09-28-2015, 07:03 AM - Forum: Suggestions - Replies (4)

All the doors we have right now are opaque, could we please have some non-opaque ones?

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  Deal Breaker
Posted by: catabur - 09-28-2015, 12:39 AM - Forum: Suggestions - Replies (2)

I think there should be an alterations to Yenten.

1. You should be able to bet how much coins/murai you want to bet.
2. You should be able to turn off the timer. (at least, when it's two players and not a bot versus human)
3. Regular Yenten should be in the casino. (as it stands, there's Endless Noten Yenten and Noten Yenten but this could be some ic anti-cheat thing)

Ignoring the very confusing bugs Yenten is plagued with, I think it'd be neat if you could place Chinchiro or Yenten inside your home and bet murai instead of coins. Possibly as a donation or craftable item. ("Onigan Game Pack"?)

Being able to play yenten or chinchiro at a camp would be cool, too, but that's more of an afterthought.

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  Pull a Card from Your Sleeve
Posted by: catabur - 09-28-2015, 12:26 AM - Forum: Bug Reports - Replies (2)

[Image: 8f8477a395.jpg]

Right afterwards, we were prompted to discard cards.
(yenten temps_deck: 16)

It was Endless Noten Yenten. (amazingly hard to screenshot things when there's a 10 second counter)

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  Blowback to Hell
Posted by: Soapy - 09-27-2015, 11:06 PM - Forum: Balance Fu - No Replies

Blowback is a little too reliable even now, with the bug fix to subweapon weight it'll be even more so, with stuns near (or even over) 100%.

I suggest lowering the base stun to 5% per level, making it 25+weight% at max rank, that way you actually have to itemize for it instead of landing back to back stuns with a fitting form wo-dao.

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  Forced Move [QUE]
Posted by: Trexmaster - 09-27-2015, 07:38 PM - Forum: Bug Reports - Replies (1)

Forced Move is causing targets moved by it to ignore the density of other mobs, making it clump them all onto one square.

I'm unsure if that's intentional.

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  Gigantys bug
Posted by: Autumn - 09-27-2015, 08:54 AM - Forum: Bug Reports - Replies (1)

The 10 star greatsword Gigantys does not seem to deal it's bonus weight damage in the sub equipment slot

It does not work properly with some arbalest skills either (damage wise, I suspect from the bonus weight mostly from the UL and weapon parts.)

also it does not seem to get range buffs from Huge blade and Giant Gene.

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  More Level 60+ Dungeons Please!
Posted by: Slydria - 09-27-2015, 12:06 AM - Forum: Bug Reports - Replies (1)

With the new addition of the Level 65 Goblin Tunnel and Desert statics, there wasn't an addition to having random Level 61-70 Goblin Tunnels and Desert dungeons appear like with the Whirlpools in the thread from before.

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