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There are currently 156 online users. » 4 Member(s) | 149 Guest(s) Bing, Google, Yandex, Rendar, Sawrock
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Dual-Wielding Momentum Problem |
Posted by: Sawrock - 01-15-2015, 08:57 PM - Forum: Bug Reports
- Replies (1)
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If you wield two weapons that are the same kind (such as two Ereshs, Longswords, Graalities, etc), and you attack with the first weapon, everything goes as normal with the momentum if you crit- I have fleur, so I got +2 momentum. If you then attack with the second weapon, you do NOT get any additional momentum if you crit- not two momentum, not one, but zero. However, you DO get momentum for attacking with a second weapon, if it is a different kind, such as knuckledusters. I'm guessing the crit check is checking to see if I'm using a different weapon, which I am, it's just the same kind of weapon. Additionally, momentum costs did not increase, which is how it should be.
Tested this with the trait Sub-Attack, two golgorths, and a claw gauntlet, with the setups of Golgorth+Golgorth (Crit momentum not gained), and Golgorth+Claw Gauntlet (Crit momentum gained).
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OOC bugged |
Posted by: Rendar - 01-15-2015, 08:09 PM - Forum: Bug Reports
- Replies (9)
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OOC has been bugged since the update with just randomly deciding to NOT show up whatsoever for quite a few people. Possibly related to guilds, but more than likely not as both of my characters, guild and not, receive this bug.
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SL2 Version 1.10 |
Posted by: Neus - 01-15-2015, 09:31 AM - Forum: Announcements
- No Replies
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[float=left] [/float]1.10 contains a feature which has been often suggested; the support for in-game player factions (guilds). Currently, the function is pretty basic; you can make guilds, invite players to the guild, change their ranks. Other people can see what guild you're in if they mouse over your character. Things like that. However, I plan to add more features involving guilds in the future, so the basic functionality is quite important!
This update also has some minor updates to Dormeho to reflect the last update's story event; speaking of which, Black Beast attacks will now occur slightly less frequently than before (the rate was quite high before since I wanted everyone to be able to check them out, since they were new. Now that it's been a week, it's time to tone down the rate a bit.) Also, face-icon states have been re-enabled with the footnote that, while the adjustments made should prevent any crashes, that if the unfortunate happens, they will need to be disabled again. But hopefully it won't come to that.
1.10
Added - You can now purchase a Guild Charter from Guildmaster Vernes in Chaturanga. - You can use the Guild Charter to create a guild.
- Joining a guild lets you display the guild's name, its icon, and your rank in the guild when someone hovers their mouse over you. (You can toggle this function on/off in preferences.)
- Guilds can communicate via guild-chat as well, which only displays to online guild members.
- Guilds are a good way to organize existing IC player factions and will have additional features relating to them added in future updates.
- If you have suggestions for additions to this system, post them in the suggestions forum.
Added - Sigrogana has dispatched a special unit of guards to Dormeho to ensure the safety of the civilans. Ordered to remain indoors, high-ranking officers serving the Empire have suggested that people spend as little time on the streets as possible, in case of a sudden attack by the beasts. It has also stated that it is sparing no expense to see the threat taken care of once and for all, as soon as possible.
Adjusted - Due to an overwhelming response in its defense, it seems the Black Beasts have lessened their efforts to break Dormeho, and will be attacking less frequently. However, many officers speculate that whatever force is behind them is taking this time to devise a new strategy, or perhaps extend their campaign on another target...
Adjusted - You can now use Shift and Ctrl activate commands with WASD mode on random chests (just like how they behave with clicking.)
Adjusted - The Reload status for Magic Gunner's Overcharge skill has been changed to 2 rounds (from 4).
Adjusted - Interference Shell's unsummon effects are now effective against Seeker Flames.
Adjusted - Face Icon States have been re-enabled. However, when you upload a new face-icon file, you will be forced to relog (due to some BYOND crashes caused with this feature).
Adjusted - Moved around some things relating to saving and obsolete mob deletion. Players shouldn't notice a difference, but a note is made here, just in case.
* Bug Fixes
- Fixed a bug where Steel minibosses were taking full damage from physical damage.
- Fixed a bug where you could fish and fix battle damage at the same time.
- Fixed a bug where you could summon Youkai into squares with dense objects.
- Fixed a bug where Interference Shell's Overcharge effect wasn't unsummoning enemy Youkai properly.
- Fixed a bug where Seeker Flame's Kamikaze skill costed 5 FP instead of 0.
- Fixed a bug where you could select Radiant Roa as if it were an active skill.
- Fixed a bug where Ghostwind's 1.5x damage multiplier conditional was applying after resistances were being taken into account, making it deal less damage than intended.
- Fixed a bug where Neverending Story wasn't giving its proper 15% Sound Resistance set bonus.
- Fixed a bug where Farlight was increasing the range of aura effects even if Lantern Bearer wasn't one of your classes.
- Fixed a bug where Radiant Roa was not applying if Izabe was Installed.
- Fixed a bug where Hex skills could not target enemies with the proper status unless the status was caused by you.
- Fixed a bug where the Shell Trigger status from Spark Drive was lasting for 2 rounds instead of just 1 round.
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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Youkai and orders |
Posted by: adamkad1 - 01-15-2015, 07:21 AM - Forum: Bug Reports
- Replies (1)
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Youkais seem to get benfits of orders but when affected by like charge order they do not execute it (icon dissapears and your rank increases) e.g the effect doesnt dissapear after moving. also some attack skills dont set off assault order despite boosting them.
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[Summoners] Youkai and PVE: A levelling idea |
Posted by: Ranylyn - 01-15-2015, 06:27 AM - Forum: Balance Fu
- Replies (10)
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I am -NOT- trying to overturn the FP cost scaling change, before anyone completely jumps down my throat. However, the fact does remain that PVE summoners got crapped on for a very simple reason. Sure, you can get to a high level and then level youkai up then, but my concern is making a new character and levelling as a summoner from the opening levels for IC reasons.
Here's the scenario. You're level 40. You have a single level 31 youkai, and a few from 15-20. It wasn't long before you realized that you couldn't really afford to sustain multiple youkai rgularly, so you started favoring a "main" one. But it's out of FP and getting it's butt handed to it. But wait, if your level 31 is losing so badly, what hope do your 15-20s have? And if your level 31 isn't summoned so it can recover, it's level is just going to fall behind! What this leads to is a lot of painful stalling to summon right before you finish fights for minimal FP drain, which you're basically forced to solo to do since no one will wait for you.
Oh, and RP exp, Dormeho repairs, raid bonuses, etc. These all apply to JUST the player, so you could easily find yourself with completely useless low level youkai that can't survive one turn against monsters 10 levels below you.
At the same time, there's many reasons to not just give youkai all their summoner's exp, too. First off, you don't want to copletely trivialize levelling an entire army. As well, you might PREFER to leave specific Youkai low for utility purposes, such as for sacrificial purposes ("Oh, just let me distract that firesplitter!" or for evoke utility purposes (For example, Haku. I care more about creating ice tiles than spending like 70 extra FP just to do more damage.)
Therefore, my proposal is to allow you to pick -ONE- youkai to get it's summoner's exp when not summoned, on the condition you have Sync Mind learned. My proposal for this is to allow re-ordering of the Youkai list outide dungeons, and give the exp to the first Youkai on the list. Including RP exp, Raid defense/repair exp, etc. This would make summoners actually not downright painful to level as pre-LE, and give them a use besides "lol FP regen and install" as well. And as for post LE, well, youkai are easiest to level once you're already at 60 anyways, so I don't see the huge issue!
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Shell Trigger |
Posted by: Rendar - 01-14-2015, 09:21 PM - Forum: Bug Reports
- Replies (1)
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Shell Trigger lasts for 2 turns, which means that you can only trigger the Spark Drive once every 2 turns, instead of 1/turn. Causes a lot of gross stuff to occur.
This may only occur if it's expended on a CRITPOSTE, or gained through it. Don't know yet.
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Toggle Bubble- |
Posted by: Fern - 01-14-2015, 08:05 PM - Forum: Suggestions
- Replies (5)
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Short suggestions. I'm not making a wall, don't worry-
Why not make a toggle option for the effects weapons like Ensui or Setsuna give you? It's kind of not fun when people see you surrounded by a bubble and suddenly build up water resistance for example.
And maybe a toggle option for the Redtail racial skills. Might as well suggest a toggle for things in general that give away stuff.
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Request: Ingredients |
Posted by: Soapy - 01-14-2015, 12:42 PM - Forum: laplaceNET
- No Replies
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From: fireshadow74@l-net.grm
Long story short, I'm an alchemist without a steady supplier. I'm also rich, so let's help eachother out. Payment negotiable.
Ordered by necessity:
Wellwart
Zelegrand Leaf
Yama Blind
Gunpowder
Hidden Violets
Newyen
Pure Water
Reply, PM me, page me (Swirlz of Death), ask in OOC or just find Affluent Alchemist.
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