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More Full Permissions for Builders. |
Posted by: Kavoir - 06-23-2015, 05:46 PM - Forum: Suggestions
- Replies (6)
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So people with the Builder Permission cannot edit signs. I would consider editing signs a lower permission then building things. So can we fix it.
They cannot even write signs they put down themselves. Also I do not think I would have a problem with them making keys so if you could give them the ability to make those as well that would be nice.
And finally can we let them dig so that any builder can farm in the house.
Maybe setting these up as different permissions but I think all of these features should probably exist.
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SL2 Version 1.29 |
Posted by: Neus - 06-23-2015, 12:30 PM - Forum: Announcements
- No Replies
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[float=left] [/float]
This week we have a much requested feature which I hope I did enough justice to please the requesters; house permissions. You will be able to let your friends or alts mess with your house and kick out guests to a limited degree.
You will be able to set two different levels of permissions; House Editors, who can edit house tiles, border walls, place and remove furniture (except storage furniture with items in them, and cannot place or remove donation furniture), and Bouncers, who can kick/bar people from the house. You can set either of these as the permissions level for all members in the same guild as you, as well.
I also actually added items to the fishing chest this time, 2 catalysts and a new Super Rod that lets you have a bigger window to input fishing motions.
1.29
House Permissions - You can now set up housing permissions that let players other than you manipulate the home. - Format is {key}.slot{X}, where {key} is the player's key, and {X} is the number of the character slot. IE, devourerofsouls.slot1 would let me, Devourer Of Souls, use those permissions with my slot 1 character.
- House Editors can alter tiles and place/move furniture (with a few exceptions).
- Bouncers can access the Guest Controller and kick/bar others from the house.
- You can set a default level for guild members to either one of these, or specific permissions per entry.
Bargoers & Yenten - Bargoer NPCs will now join you for a game of Yenten if you sit next to them and start up a game of it.- Each has their own unique win and lose line!
New Fishing Contest Rewards - Added 3 new items to the Sea Crest Chest.- Super Rod
- Heart of Tannin
- Heart of Leviathan
Adjusted - Two minor story updates.
Adjusted - Bunny Ears now generate with cloth materials, instead of metal ones.
Adjusted - Ice sheets created by allies are no longer broken when moving.
Adjusted - Evasion is now affected by armor type (half effectiveness in Light Armor, negated by Heavy Armor).
Adjusted - Evasion can no longer be triggered while Guarding or while Stunned.
Adjusted - Needle will now power up its explosion effect if its multiple projectiles hit the same target.
Adjusted - Voidveil now has half of its damage reduction (15% at max rank), but generates twice the normal amount of Void Energy.
Adjusted - Admins can now reset player doors without having to bother me about it.
* Bug Fixes
- Fixed a bug where the Golden Glow animation was applying at the wrong Ki total.
- Fixed a bug where those under the effects of Yukionna's Snowshoes would still break ice sheets created by allies.
- Fixed a bug where Tannis Black Beast battles could spawn you in spots behind house roofs.
- Fixed a few bugs with the Enchanting craft skill.
- Fixed a bug where talking to Dr. Gorri about being a 'fighter' was showing a debug message.
- Fixed a bug where Detogate could hit enemies not in the same battle as you, and where Detogate was not actually destroying the voidgate, only making it invisible.
- Fixed a bug where Ritual Sword was not checking certain summon limitations when its 'one bonded youkai' effect was activated.
- Fixed a bug where the Bloodhunt enchantment's Legs-only effect was taking effect while on a weapon.
- Fixed a bug where weather overlays were not updating for party members when entering new areas.
- Fixed a bug with multiple Kensei and Verglas skills that weren't triggering Evasion.
- Fixed a bug where you couldn't trade quality changing items.
- Fixed a bug where allies could trigger your traps if they walked directly on top of them.
- Fixed a bug where some skills would proc penalties/bonuses to Momentum for weakness/resist interactions multiple times.
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Seriously, Buff Evokers (and LB) |
Posted by: MegaBlues - 06-23-2015, 02:52 AM - Forum: Balance Fu
- Replies (19)
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So, get this. All of the updates so far have worked to make Evoker one of the worst damage-dealing classes out there.
A Mind Charged, Point-Blank Isenshi with a 36 Power tome, 100 Will, Geomancy, and Evocation can be made to deal 130 damage. That's two and a half turns worth of Momentum, for what most classes can pull off in a single attack.
Guard exists, Wraithguard exists, elemental resistances exist, Evasion exists, Silence exists. Counters to magic are far too widespread and easy to obtain, and all of them stack perfectly without any hassle.
Trying to avoid resistances just -doesn't work-, because not only can you resist every element at the same time, but elemental resistances are only one of the multiple issues plaguing magic.
Trying to get a powerful spell off without HSDW up isn't possible, because if you're in range to hit them, they're in range to hit you just as hard, and break your invocation. And HSDW doesn't actually save you from using less momentum. It just lets you avoid wasting your momentum and FP getting your short-range spell broken.
So, really. No more crying "But they have burst damage!". They don't, and burst damage doesn't mean anything when other classes can deal 20 less damage four times in the same timespan.
No "But you can use another element!" Because another element will just get resisted.
Priest, Hexer, and Summoner can all deal more damage reliably than Evoker can, which is pathetic.
(Also, LBs are pretty bad-off too. Seriously. Give them some love. But considering how Evokers are supposed to be -the- nukes, it stands out so much worse.)
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[Bonders] It's Fused... And yet... It's Not? |
Posted by: Nytingale - 06-23-2015, 01:22 AM - Forum: Bug Reports
- Replies (5)
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Apparently, when you have a Youkai installed and only have 1 Youkai, you can use Ritual Summon and still have your Installed Youkai summoned. This happened 100% of the time when I tried it, while having just the 1 Youkai (which was a Seiryuu), and regardless of any other variables.
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Needle detonation. Again. |
Posted by: Ranylyn - 06-22-2015, 02:55 PM - Forum: Bug Reports
- Replies (8)
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Only a single needle detonates, not all needles.
One needle = 18 damage
5x needles = 90 damage
Detonating just one = 9 damage
5 detonations = Theoretically should be 45, instead is still 9.
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