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  Chair of Disorder
Posted by: Fern - 09-23-2015, 02:42 AM - Forum: Bug Reports - Replies (1)

Starting PVP while sitting on chairs (tested in Risu's Pub) causes this:

[Image: x1lS7ft.png]

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  Towering Mishap
Posted by: Slydria - 09-23-2015, 02:34 AM - Forum: Bug Reports - Replies (1)

[Image: 6450961a28.jpg]

The visual effect for towering monsters does not look right.

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  PSA: Combating Creativity
Posted by: Soapy - 09-23-2015, 01:54 AM - Forum: General Discussion - Replies (7)

.

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  Nagas and Mimes!
Posted by: catabur - 09-23-2015, 12:40 AM - Forum: Submissions - No Replies

Due to SL2's downtime, I decided to be productive and make sprites for nagas (which should be fully customisable color-wise! probably). The tails work off of leg-less human bodies due to... slithery problems. :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
There's also the snake-stuff attached to the male and female bases as an example.
And mime facepaint! They're better than clowns.

All of these right here:
https://www.dropbox.com/sh/1ibzetnfxzfps...a4-ca?dl=0

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  Sticker Party: Invite Only
Posted by: Soapy - 09-22-2015, 09:39 PM - Forum: Suggestions - Replies (2)

[Image: nuwFRem.png]

Quote:[4:20:04 PM] John: i mean the xs and checkmarks are kinda nice for knowing when you can't use shit but...
[4:20:04 PM] Konnie: What is it?
[4:20:09 PM] John: we really didn't need this
[4:20:21 PM] Konnie: Oh wow.
[4:20:25 PM] Sly: yeah i did like the look better before
[4:20:51 PM] Ard: Oh god what.

[4:26:22 PM] Kei: it's like a three year old found a box full of stickers and just went nuts all over my screen
[4:26:40 PM] Konnie: WEll yeah.
[4:26:46 PM] Konnie: But the U.I wasn't pretty before
[4:26:53 PM] Kei: it's worse now
[4:26:58 PM] Konnie: Not arguing that
[4:28:59 PM] Kei: this looks like a mockup for a suggestion that nobody would want
[4:29:36 PM] Konnie: Have you amde the thread yet?

The icons are way too big, it looks bad to every person I've asked about it, it's bugged when you first open the inventory, it doesn't convey any actual/useful information (other than the checks and Xs, which should not be underneath numbers since that makes them harder to read), and so on.

Take it out or add a toggle.

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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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