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  Spooky
Posted by: Slydria - 07-08-2015, 01:07 AM - Forum: Bug Reports - Replies (5)

For some reason, monster messages show up while logged on the title screen.

http://puu.sh/iQVTW/fadc997c1e.jpg

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  Accel Lag
Posted by: Trexmaster - 07-07-2015, 02:12 PM - Forum: Bug Reports - Replies (1)

I have no idea if this is the best place to put this, but, it works. Probably.

It seems according to feedback from other people over OOC, whenever I entered a fight in an accel dungeon, noticeable lag occured even for those not in the fight with me.

I'm unsure if this occured for every fight, but from my point of view, the lag only became intolerable after about roughly two hours of constant dungeoning, though I'd seen a complaint or two over OOC about half an hour in.

EDIT: Relogging seems to help reduce the client-side lag.

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  A Couple Suggestions
Posted by: KitsuneNoMeiji - 07-07-2015, 07:12 AM - Forum: Suggestions - Replies (3)

I'm just going to get straight to my ideas... not sure if these have already been suggested, but:

1. More outfit slots. Personally, I'd like to be able to change my clothes to match different occasions. For example, lets say I was RPing with some friends and we're about to head off to a festival. To make it seem more real, I'd like to dress in a Yukata. However, with only 2 available slots, it makes it difficult if I already have two favorites made. If I want to keep this setup for future use, I will have to completely remove one of my other favorites. Maybe a max outfits slots could be 5?

2. An RP checkbox. Yes, this feature isn't required, but could be useful. There could be like a checkbox near where you choose to talk through say or OOC. This checkbox, when checked, would put parenthesis around whatever you say. True, this is close to useless as a feature, but to those that constantly forget to put parenthesis around words they do not mean to say through their character, like myself, it would be an incredibly useful feature. Of course, this suggestion also comes with a drawback: those who're used to not having this feature could find it tedious... perhaps also adding an option in the settings to disable/enable this feature for those who are not accustom and/or do not wish to use it and would rather do it manually?

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  Should Mechinations have access to all* race parts
Posted by: Clockworkers Doll - 07-06-2015, 06:49 PM - Forum: Suggestions - Replies (14)

*Not Shaitan, Umbral, Oracle, Vampire, Doriad, Lich, Dullahan, Wyverntouched, Papillon or Glykin.

So, a thing I've noticed is that even though a mechination is built, and basically has some sort of faux skin and hair and etc., why can't they have access to race parts like Vampires do? I don't see a reason why you couldn't build a mech with cat ears, or elf ears, or wings. It seems unrealistic that nobody even bothers to make a mech look anything but a human, when we know we can make them human. They'd just be like the Vamps and not have the racial benefits, but have the Mech ones. It would probably lead to more RPing opportunities anyways. I think the only downside is that we might get the usual "durhur horns/fox tail/wings on the sprite together" and we might have Mechs fluttering everywhere, but those aren't big issues that we can't take care of.
I'm just suggesting that maybe we add all access* to the Mech race too. Or at least add the sprites to the accessory station for them.

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  Void Walker + Subclasses
Posted by: Wixvhen - 07-06-2015, 01:55 PM - Forum: Suggestions - No Replies

I've noticed, probably like many others, that the void assassin does not tie in TOO well (except for flank) to it's prior class of rogue. After some quick work (about three hours of actual work, the rest was ideas and 'possibilities' that could be considered), I came up with a quick idea of possibly splitting the void assassin from it's home next to Rogue, and into it's own home in the void alongside the Void Walker and Void Mage (Name's a WIP). This naturally includes a replacement that's aimed towards being the knives and disabler that rogues tend to want from their rogueish behaviors of being evil. Combined with the traps and NSEW Winds, should give them the ability to establish dominant power against their chosen targets.

**All numbers listed below are variable. I wish for these numbers to merely be a stand-in until good numbers are decided to fill them in**
**Void poisoning is considered unresistable null damage as there is no natural resistance to something that is 'foreign' to our world, void walker passive is the only exception. Amount is capped at 50**
**All listings below are as follows. Name, General Synopsis, ESSENTIAL (not all) abilities, most obvious pros/cons**


---Void Walker gives access to Void Walk, a passive that can turn walking into a teleport + void energy fountain (cap of fifty?). Damage they take can be lightly mitigated by 'Void Cloak' (Half of VE is lost when hit, but mitigates a % of damage based on amount lost). This lets you add 'Void Poisoning' in a unique way! A persistent (entire fight) poison that is EQUAL to void energy accumulated. Void Walker comes with a passive that reduces void poisoning by x/x/x/x/x% (thinking 50% max), and comes with void energy abilities.

-Essential Abilities: Void Walk: Passive. Gives Void Energy based on distance traveled, as well as every round passively (1 + 1 per tile/2/3). Void Cloak: Passive. Required to perform void based techniques. Reduces void damage taken by half. Half of VE is lost when hit, but mitigates a % of damage based on VE lost. 1% damage mitigated per VE point lost. Void's Vision: Consumes five VE to deal damage based on Will.

-Pros: Has a natural defense from their abilities that is generated over time and movement. Has access to a unique resource that has no known nullification in battle.
-Cons: Their unique resource can be dangerous at early levels and may be lethal if used improperly. Their greatest defense is also poisonous to themselves. May be impractical without high vitality growth to make up for the void poisoning.


--Void Assassin comes with 'Void Step', a teleport that leaves essentially a Void Crack at the place they left, and the place they entered. The cracks accumulate void energy in an AoE of 1-5 based on rank to all (user included) within 1-3 range (depending upon OP state). Void Energy is essentially void poisoning, but only Void Walker can use the energy. Void Assassin can use Void Edge. They use all of their current Void Energy to transfer it to the target (void poisoning them) while dealing extra damaged based both on void energy and and positioning. Otherworldly Bile, a void derived poisonous attack. Void Dance which lets you attack a target within a certain range multiple times, dropping pretty much all of your void energy in the process to deal many lacerating attacks while simultaneously poisoning the target. Backstab could be replaced with Void Edge, Slit Throat I would like to move to 'Assassin' class that's a straight blade, disabler, and crit. The essential idea is to cause damage over time using both void energy, poison, and bleeding, while taking advantage of positioning and other abilities to keep themselves in a position of ensuring the target's death through precise attacks and damage over time that accumulates with each strike.

-Essential abilities: (Void Edge): Applies half of void energy to target to cause void poisoning. (Otherworldly Bile): Applies poison to target. (Fray): Applies bleeding to target. (Void Step): Leaves void cracks that seem to permeate void energy onto everybody close by. (Soul Stab): Stabs deep into the soul of the target with a dagger made of Void Energy, destroying their magical powers. *Attacks FP. (Void's Focus): Using their connection to the unknown, the user draws energy from the void at the cost of their magical power.

-Pros: Many DoTs can be used to wittle away opponents, as well as having a persistent stackable poison of up to fifty damage. Highly mobile. Essentially a will based assassin.
-Cons: Requires void energy for almost all abilities, which can be lost when attacked and causes slight damage over time. Extremely weak to Void Mage who becomes stronger with void energy, and deals less damage to other void walker class fighters.


--Void Mage uses the classic portals, can turn the portals into Void Siphons/Pylons/Monolith (turrets), and can even heal themselves while raising their void energy (their poison rate). They can consume portals to summon 'voidlings' which take a straight 50 damage per turn (since our space would be the equivalent of the void to them). They have the typical spellcaster casting styles, but all their moves increase their own void poisoning. They have the passive 'Void's Bounty' which gives +25% damage while increasing their VE cap. This is a double edge sword since that means they take ALOT more damage from VE poisoning, even with their resistance (5%/15VE Cap - 10/30 - 15/45 - 20/60 - 25/75). While spells are increased by VE, there is no way to 'vent' it like Assassins would have. It becomes a difficult management of heavy handed attacks while trying to counter the effects of the poison from their own fighting. I would like the portals to still play a large part, whether it's 'consume one to cast a more powerful spell' like ice points, or casting void spells on portals can create AoEs instead of target spells.

-Essential Abilities: (Void Portal): Creates void portals that can be traveled through/consumed for abilities. (Void Monolith): Consumes a portal to summon a shard of the void's world into our world. *Name's a WIP (Ethereal Heal): Heals the user by consuming the energy of the void, filling their body with the dangerous energies. (Summon Voidling): Summons 1-2 voidlings who take 20% of their maximum health as damage every turn. (Tide of the Ether): Passively channel the void through your body to empower your arcane abilities. *Other abilities that add VE should be addedin as attacks for the Void Mage.

-Pros: Has a very strong magic attack modifier. Can use voidlings to stall opponents or protect themselves, or use Void Siphons to go on the defense. Heal can increase the power of their attacks by increasing Void Energy.
-Cons: Void Energy is extremely dangerous, dealing dangerous amounts of damage to themselves. The heal actually increases the poison rate drastically. Without evade and wraithguard, you will take a persistent 67.5 damage every turn from void poisoning alone. With a lower vitality growth rate than the other void paths, it will either require extreme maintenance or using growths from other classes. Abilities increase void energy, rather than spending it, ensuring that the player will face constant poisoning if abilities are used.


--- Assassins are an offshoot of Rogue in the place of VA. Where the Void Assassin focuses on DoT through bleeding and void poisoning, Assassin should focus on disabling and high single point strikes. Along with this would come an increase in critical percent while wielding knives, even possibly a +50% damage bonus while dual wielding knives (similar to akimbo's 'attack with both') while increasing knife damage of critical hits. Add to this the ability to rend armor on crit (party friendly) or ignore a % of armor (solo, and makes more sense since it's an assassin). The entire premise of the assassin is disabling the target through silence, bleeding, blind, while aiming for the vital spots. Being an assassin, they would rely on disabling and crits with knives.
-Essential Abilities: (Throat Slit): It's already in. (Eye-Gouge): It's already in I think? (Death Mark): Marks a target for death. Can only be applied to one target. Causes hesitation and increases damage from the user based on rank. Cannot be reapplied until the marked target is defeated. (Shadow Strike): An attack from the dark. Dark element, chance for fear. (Black Egg): A blinding weapon from Oniga capable of effectively blinding the target. (Rending Strikes): Passive. Those trained will aim for the gaps in armor and shields to strike the vital areas of people, making the defenses of the opponent all but useless. Dagger Dance: Passive. The user has trained themselves in the air of using two knives together, almost as though they were a single weapon. *Dual Wield = 1.5x damage or double strike. (Vital Thrust): Passive. Knowing the vital places of their targets, the assassin is able to strike even the most intimate parts of a person's body with ease. *Increased Knife Crit Chance (Assassin's Spirit): Passive. Small blades are able to find the most tender parts of their opponent's flesh, digging deeper than the keenest blades. *Increase crit damage with knives up to 2.5x increase in crit when maxxed
((Hopeful Addition)) (Shadow Walk): (3M) The user is able to teleport behind of any opponent on the field with their back exposed (Within Movement Range). The next attack made before the end of the round has a chance to apply fear.

-Pros: High crit rate and the ability to disable opponents through constant knife/dagger use. Can ignore defense when attacking, making them solely capable of fighting against the more heavily armored units. Has access to make disabling attacks.
-Cons: Requires knives, the weakest weapon in the game, to take advantage of most passives. Requires high crit rates to deal real damage. Relatively defenseless, having the fortitude of tissue paper. Must 'pick your poison' carefully since you cannot take all of the disabling abilities without sacrificing fighting abilities in the process.




I did have an alternative to but this felt more appropriate and required much less work. The alternative would have involved the Engi and MG getting their own 'technology' offshoot involving guns, a 'sniper' (bow) for archer's tree, and a replacement for rogue that would have involved tool use (maybe ninja?) that used skill, a natural 'next step' from traps, and possibly even have an upgrade for traps to make them more effective. But seeing as engi's actually set-up with rogue really well (traps + turrets = defensive devestator) it felt wrong to rip that away.



I look for any encouraging words or criticisms that are constructive. I know people aren't always fans of change, and that's exactly what these suggestions would change. I apologize for any toes I step on with this suggestion, and I hope you keep an open mind to the idea because it does more than just shuffle things around, it adds more to the game, hopefully for the better. I also apologize. Assassin was heavily intended to be built towards PVP since there are many classes that are seemingly meant for PVE.

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  Lava Slimes
Posted by: Reikou - 07-06-2015, 12:27 PM - Forum: Bug Reports - Replies (1)

The static Fire Altar boss seems to be using a regular mob's sprite while out of battle.

Oh, and Id like to point out that static bosses often do not move at all while not engaged in battle making it easy to back attack em'.

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  Critical Hits
Posted by: Tamaki-Kun - 07-06-2015, 09:18 AM - Forum: Bug Reports - Replies (1)

There is no limit to how much momentum you gain when critical hitting.

EX:
1st move:You use Sword A's normal attack, critical hit, and gain 1 Momentum.
2nd move:You use Sword A's Special Attack 1, critical hit, and gain ANOTHER one momentum.


I'm not sure if this is intentional or not, but I don't think it worked this way before, did it?

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  Black-Beast Spawn over door
Posted by: iDarkCara - 07-06-2015, 05:53 AM - Forum: Bug Reports - Replies (1)

I have no idea if this was patched yet or reported, or fixed but still bugged but yeah. You can spawn ontop of the door and not be able to move.


[Image: 136d9cbfd67128fa5380168f15b01431.png]

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  Spell evasion: Black Rend
Posted by: Suspicious - 07-06-2015, 04:46 AM - Forum: Bug Reports - Replies (3)

Shaitan's Black Rend is supposed to be an 'unresistable' form of damage, yet it seems that it can still be evaded as per 'spell evasion'. Given that its damage is already relatively low (to counteract it being unresistable), I think this is not intentional.

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  SL2 Version 1.30
Posted by: Neus - 07-06-2015, 03:27 AM - Forum: Announcements - No Replies

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

Due to some rather strange circumstances (a tree was falling on the building I live in!) we ended up skipping a week, but now we're back again. This update was still rather tedious to do, and is mostly polish, bug fixes, and QoL stuff. But some of the stuff was rather long overdue, so I think it was time well spent. I also managed to get some work done on background stuff that will be coming out in one of these updates eventually.

1.30
Absolute Pace Visuals - A technique that gets a boost from Absolute Pace now has slightly changed visuals in the form of a blueish tint and faster animation speed.
Fade-To/From-Black & Results Screen Improvements

  • The fade effects are now much smoother looking.
  • Win quote display text is now animated.
Housing Permissions Improvements
  • House Editors can now rename and edit signs.
  • House Editors can now dig holes, plant seeds, harvest crops, and place scarecrows.
  • House Editors and Owners no longer need a key to lock/unlock house doors.
Tutorial Updates
  • The tutorial has been given a once-over and updated to have modern information. (It still referenced green arrows for leveling up skills, which has been a year or so outdated...)
  • Professor Pink now talks about Recent Events.
  • Professor Pink now includes a small summary and link to the wiki page on Keyboard Shortcuts.
Fishing Contest Improvements
  • The signboard now displays the full rankings for the fishing contest instead of only the top 3.
  • The way scores and places are stored has been rewritten to avoid odd bugs. (Some new odd bugs may have been introduced, so please report them if you find anyway.)
New Mini Icons - Added 109 mini-icons for all status effects that were currently missing them. (This took forever. If you want to see the full list, click the spoiler.)
- Quick Draw
- Sacred Art
- Battle Flow
- Absolute Pace
- Numa
- Guard Break
- Magic Shield
- Metallic Aegis
- Magical Aegis
- From The Ashes
- Winter's Bite
- Ice Point Guard
- Ice Point Greaves
- Menov's Fang
- Strangling Etacof
- Hellflame Uorate
- Imagin's Despair
- Llunel's Decay
- Noshka's Famine
- Crippling Muysig
- Frailty of Credwa
- Fellel's Fumble
- Plisfa's Masochism
- Spirit Pain
- Death Knighting
- Chimera Style (Fox/Bear/Hare)
- Insulate
- Claret Call (New Icon)
- Unmarkable
- Dark Imbue
- Painproof
- Northern Wind
- Southern Wind (New Icon)
- Western Wind (New Icon)
- Easter Wind (New Icon)
- Divine Judgement
- Synchro Summon
- Fast Offense
- Badly Beaten
- Rampage
- Upgrade
- Overclock (I don't think these two)
- Perfection (even get seen by players.)
- Soul Chains
- Lockout
- Encourage
- Aegis Shift
- Buster Cannon
- Mighty Wall
- Bloodhunt
- Flamedance
- Boltstruck
- Frosttouch
- Windswept
- Graality
- Voidcut
- Nighthunt
- Soulsteal
- Irisgold
- Bright Shell
- Soulshot
- Geldoren
- Cursed Wound
- Regenerating
- Steel Aura
- Narcus
- Solar Lance (Dormant)
- Solar Lance (Activated)
- Dangerous Liquid
- Soul Rage
- Shell Trigger
- Chain Cast
- Body of Isesip
- Acid Jet
- Shatter
- Roar
- Frostbite
- Intensify Cold
- Weapon Charge
- Good Medicine
- Magnetized
- Ice Armor
- Crowcall
- Gravity Well
- Strength Enhancer
- Will Enhancer
- Defense Enhancer
- Resistance Enhancer
- Curse Trap
- Hard Dying
- Hesitation
- Stun
- Status Immunity (Soul Shot)
- Status Immunity (Fear)
- Status Immunity (Poison)
- Status Immunity (Burn)
- Status Immunity (Knockdown)/Knockdown Immunity
- Status Immunity (Crystalize)
- Status Immunity (Hesitation)
- Status Immunity (Stun)
- Airborne
- Elemental Weakness (River Sword)
- Lingering Damage
- Fortune Cookies (-Hit, -STR, +DEF, +Move)
New Preference Settings
  • Auto End Turn; On by default. When off, selecting End Turn will display a target selection, meaning you will have to press the accept key twice to end your turn. Good if you accidentally end your turn a lot.
  • Status Expiration Warning; On by default. When on, status effects displayed below character portrait bars will slowly blink if they only have 1 round duration left.
Lore Tidbits - Added about 10 new lore tidbits to the random lore display, mostly from questions answered in June's Lore Questions.
Adjusted - Weapons that were not originally bows and have been mutated into one gain 2 additional attack Range and use the bow's version of basic attacks.
Adjusted - Adjusted the colors on the negative attack state (weapons breaking, too close for bows, etc.) to be less bright.
Adjusted - Slightly increased the maximum weight ceiling for fishing contest dynamic scaling.
Adjusted - Directional input prompts will now finish if you have input the number of commands it displays, rather than make you wait for the timer to count down. Example: I have an input for

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