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  Let's bring some LORE to Korvara!
Posted by: Poruku - 03-14-2024, 05:58 AM - Forum: Suggestions - Replies (7)

I wanna talk about the lore of certain core game elements that is simply missing in Korvara.

RACES
Most notably, races. All of the lore related to races in the game is of course tied to... The Great Six. Kaelensia are tied to the great beasts of Egwyn, Zerans worship their god in bone temples, we got papilions who come from a specific forest in the world, etc etc, and all manner of god-related races.

The following races have lore in Korvara:
- Naga
- Shaitan, Umbral, Theno, Oracle. 
- Elves
- Reaper and Apertaurus
- Omina. 
- Doriad

The following races have unclear lore:
Redtails. They're tied to amiras, but also the "great fox spirit" probably wasn't in korvara.
- Wyverntouched? I guess wyverns exist, despite never being seen or mentioned. In g6 we had some lore about wyverns living in Alstalsia. 
- Papilions are kinda nebulous but at least you can rp them as coming from a random forest similar to mechana.

Races that have NO LORE:
- Every Kaelensia
- Glykin
- Hyattr

Races that were removed from the game because no lore(???):
- Vampire
- Zeran
- Lich
- Dullahan (There's literally no lore reason they're not here, other than dev not wanting immortal chars. Which feels kinda weird when mad dullahans exist... Why can't we just have young dullahans?...)

All we need is some blurbs explaining the korvara lore of these races. For instance, the god-related races could be born in Korvara from the gods as well, even though the influence is faint and distant. Just give us some sort of lore that can even be a copy paste of what happened in G6.

Something we could do is have race lore that is specific to Korvara in the race selection menu. Ultimately, having some proper official lore in game would go a long way to help people have more fleshed out backstories and a stronger race identity.

CLASSES
So there are a few classes in the game that are extremely specific in lore, and it's really weird. In G6, you could occasionally roleplay your class as part of your character and backstory. In Korvara, it's kinda just a thing you're doing.

The following classes are G6-specific:
- Kensei
- Black Knight
- Verglas

The following classes have lore that is weird in Korvara:
- Engineer (We have autonomous robots with tank threads and flying helicopter blares that people from anywhere can create. It puts the technological level of the world into question)
- Magic Gunner (No Karaten)
- Priest (No gods!)

These classes have their own Korvara lore (Very nice!!!):
- Demon Hunter
- Shifter
- Rune Magician

If we got a small amount of lore for that is specific to Korvara, even a small explanation of what it means here, it could really help bring a bit more meat to some characters. Especially something like Kensei!


Here's some Examples:

Kael
There were ancient animal spirits that blessed populations. Could be essentially echoes of the great beasts. Maybe the beasts visited korvara before recorded history.

Glykin
Can be the same thing as G6. People were sick, and they got healed. But in their case it was the intervention of mythical golden snakes that appeared, and now it's a creature of legend.

Vampire
Can just be same lore as G6 but without the op misting, and have them be born from an ancient cursed artefact instead of Huggessoa directly.

Kensei
There was an ancient samurai order that acted as mercenaries for the nations, and now their order is dissolved and lost to time but the techniques and the culture of self-improvement and mastery of the blade has persisted. I also think it would be nice if there was the korvara version of oniga in lore, even if it's nothing but ruins.

Verglas
We have an arctic area with an ancient civilization. We could absolutely say that there were tribes who used that type of martial art.

BK
Just make black wind a technique that is obtained after harsh soldier training. Instead of being nation-specific, it could be like something that awakens in you. The power to impose yourself and protect others, when your conviction is strong enough. The mind of steel and body of steel manifesting that power through sheer will and ability to influence the world.


Anyway, I know Dev might have some things planned for the future, like reveals or something maybe, but I just think it's a real shame. I mean it's gonna be 2 years and we still have no vampires or Kael lore...

And to those thinking "well just put that in a lore doc", the lore that nations write down is definitely not something everyone reads or agrees on. You can't just have one nation claim lore that is so central to the game. We just need Dev to make simple lore that we can work with and expand upon.

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  [v2.84d] Mental Facility Visual Bug
Posted by: Silka - 03-14-2024, 02:48 AM - Forum: Bug Reports - Replies (1)

This is in the first floor of the Mental Facility in Telegrad, with the two offices that are closest to the counter (Not the group therapy room or the large meeting office).
Both of their desk chairs have an issue with being on the wrong layer(Or it looks like that), and doesn't look right.
   
   

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  [v2.85] Play Cute Description
Posted by: Trexmaster - 03-13-2024, 02:49 PM - Forum: Bug Reports - Replies (1)

[Image: image.png?ex=66042fd5&is=65f1bad5&hm=c40...a2fb41436&]
vs

[Image: image.png?ex=66042ffc&is=65f1bafc&hm=c9f...64e7170c7&]

I can't find when exactly this nerf happened but the trait doesn't reflect what the value actually is for the charm (and makes me sad).

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  Black Spirits [V2.85]
Posted by: renowner - 03-13-2024, 11:43 AM - Forum: Bug Reports - Replies (1)

Black spirits are always increasing damage by 5% each, regardless of size.
The black spirits that say they increase damage by 3% Still increase damage by 5%.

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  [2.84d] I long to hold you
Posted by: Rendar - 03-13-2024, 12:38 AM - Forum: Bug Reports - Replies (1)

If a target is grappled and gets knocked back to a diagonal of the grappler, they are still considered grappled.

See, grappling a target west of you.

Then they are bashed from the north so they end up to your southwest.

You are still considered grappling them, despite the adjacent movement.

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  SL2 Version 2.84
Posted by: Neus - 03-12-2024, 07:21 AM - Forum: Announcements - No Replies

2.84
Event Tools

  • Added a 'scale' option to placeable edit mode. (1 by default, can scale between 0.1 ~ 200. A value of 2 means it is twice as large.)
  • Added a new 'linked object' placeable. (/obj/placeable/linked_obj/ignore_mouse).
    • These objects are invisible but are tied to a secondary placeable which ignores mouse clicks. Changing the icon, or using edit mode, on the linked object will edit the secondary one instead.
    • This allows you to, for example, create overlays such as darkness, etc. without causing objects or tiles underneath of them to become unclickable.
    • When placed in a palette, these objects retain the specifications of the secondary placeable.
    • The secondary placeable is tied to the location of the linked object, so you can move it around via mouse drop or puppet mode just fine.
    • Using the icon state selector will use the icon of the secondary object and change it accordingly.
Support Shop
  • New item; Rainbow Ki (500 Asagorians); A special item that lets you select a custom color; that color is used for various Monk ki-based skills. Specifically, it affects the following skills: Ki Awoken, Ki Blast, Terra Strike, Dragon Gale, Setting Sun, Kadouha, Power Up

    Additionally, you can use the item to create an aura around your character (does not carry over into battle). You can also drag and drop the item from your item belt to a tile in view to launch a ki blast at it (purely visual).
  • New item; Extra Character Slot (300 Asagorians); Unlocks an additional, permanent character slot on this key. Up to 15 slots can be unlocked (for a total of 21 characters per key).
Items
  • Added 3 new equipment items.
  • New Item Set (Weapon Singer); Cypelle Amulet, Weaponmaster's Glove
Special Strikes
  • Added an animation for when a Special Strike triggers.
  • Trigger Cooldown changed to 2 rounds (from 3).
  • Triggering a Special Strike that still performs the basic attack (such as Thunder Strike) makes that basic attack unpreventable by effects that could negate them, such as Spirit Pain, Shadowscale, etc.
  • Arcanic Pierce; Elemental resistance piercing effect now lasts 3 rounds (from 1 round).
  • Air Explosion; Now also deals 35 armor-ignoring Wind magic bonus damage to the target on hit.
Kensei
  • Toiken; Gains +2 Range if you have Poise (doubled if you have Perfect Poise), allowing you to move the target area.
Ruler
  • Promoting a Pawn now restores 50% of its maximum HP first (special heal which ignores Interference).
Player Props
  • Added a new bottle prop which can be spun.
ETC
  • Holding Shift will prevent clicks from triggering left-click mouse movement (for example, if you were trying to double click someone to examine them, you could hold Shift to avoid any misclick accidents.)
  • Big Mode and text scaling now also applies to OOC, LOOC, Battle, and System messages in the browser chat box.
  • Black Spirits will no longer increase damage dealt to yourself or units considered allies.
  • Unarmored Torso and Sturdy Body (IE, when you have no torso equipped) now has a base Evade of 15.
- Various forum bug fixes.

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  Kensei- Blade Barrier
Posted by: Shujin - 03-12-2024, 01:10 AM - Forum: Balance Fu - Replies (9)

Since its only a 1 per round thing now, can we maybe buff it a little bit to add more than just guns to it?

I was thinking:
-Shuriken (cause shurikens are getting pretty op with little to no Counterplay)
-Arrows (If you have Protection of Arrows too, same as Eviter.)

I think that be fine enough and makes sense. All my Anime boys block dem shurikens with a blade!

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  Strange Battle Loading
Posted by: CabbitNet - 03-11-2024, 11:49 PM - Forum: Bug Reports - No Replies

Downgraded to 514.1589 for entire party
was running into monsters not part of our fights or part of the area were fighting in along with being pulled out of map for first sneak attack but boss battle seemed normal. 
Non Sneak attacks work fine.
Were running a full party with an auto summoned youkai a start of battle insect summon and 3 mercs


https://discord.com/channels/98021552141...0149807154
A link to the video and a link to the strange jelly we met in the forest
[Image: image.png?ex=66020a2c&is=65ef952c&hm=93f...69f10438e&]

One of us is using a blood soaked for more mobs

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Information Living Planets as Ruler Automatons.
Posted by: Kiyo Takamine - 03-10-2024, 01:32 PM - Forum: Suggestions - Replies (3)

I wanted to request that Living Planets be added in as the next skin for the Ruler Automatons next. I would love to have them in for RPing ideas! The other planets of the solar system can be an option as well~!

[Image: e9HVATz.png]

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  Arcane Whip Sub(servient)
Posted by: GameGirlColour - 03-10-2024, 03:50 AM - Forum: Balance Fu - Replies (1)

Arcane Whip is in an odd state as a skill, as although it can be beneficial to have, it's typically not worth Main Classing Ruler over other classes. This is mainly due to the Arcane Enchantment, which makes Arcane Whip redundant.

I feel it may be a beneficial change to make this skill not require Main Class, as skills in other classes that are reliant on weapon type (Such as One-Hit Wonder and Akimbo for MG and Katana Master for Kensei) don't require Main Class to be used. These types of skills are strong but have a restriction placed upon them through requiring specific weapon types, so it makes sense that they aren't Main Class reliant as they're reliant on something else.

Arcane Whip is already a situation skill due to Tome Whips not requiring it, so making this change may allow for more flexibility and usage regarding non-Tome Whips.

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