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SL2 Version 1.15 |
Posted by: Neus - 02-18-2015, 06:43 PM - Forum: Announcements
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[float=left] [/float] 1.15 introduces a new race called the Dullahan. They ain't got no body. It also features some new monster skills; well, they're not so much new as some monsters will generate new skills that exist for classes. So, for example, you might see those Goblin Shamans and Jammer Deltas start casting spells of different elements, and other goodies. I'll leave the details at that, however.
1.15
Dullahan - A new Other race, the Dullahan, has been added.
Monster Schooling - Some monsters will now gain level-up skills from a random selection based on a specific category fitting them thematically. Simply put, they get new skills from existing classes.
Mirrors - Added vanity mirrors to different places on the continents that did not have them.
Adjusted - Summoners now get dropped inside the Cellsvich Summoning House from character creation, in order to make it very simple for them to understand how to get Youkai.
Adjusted - Racial skills, even those that must be equipped in the skill pool, no longer show up in the double-click examination menu, even if effects such as Setsuna would let you see skills they have equipped.
* Bug Fixes
- Fixed a bug where the attack range of Alondite-upgraded Shine Knights wasn't increasing.
- Fixed a bug where Divine Shower wasn't getting its rank-based bonus damage.
- Fixed a bug where Holy Arrow wasn't receiving the proper bonus damage from God Rod.
- Fixed a bug where Shizumare had a redundant weapon sub-type.
- Fixed a bug where you couldn't reset Item Mount's offsets to 0.
- Fixed a bug where Earthbound Fog was not properly removing other active Mist skills.
- Fixed a bug where God Rod was granting its bonus even if you didn't have a Staff-weapon equipped.
- Fixed a bug where Dark Water was not applying its penalty to Faith.
- Fixed a bug where Sear would fail to deal damage to those inside of a Sanctuary.
- Fixed a bug where Demonsilk wasn't granting its +1 bonus to Defense when used as a material for torso items.
- Fixed a bug in the text of Anti-Toxin items that was not reflecting what the item actually does.
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Wretched Oil |
Posted by: MegaBlues - 02-18-2015, 07:49 AM - Forum: Balance Fu
- Replies (10)
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Magaisendo has extreme damage penalties at long ranges.
Lantern Bearer spells have damage and status infliction penalties at long ranges.
Why doesn't Wretched Oil have some sort of status infliction chance and damage penalty nerf at long ranges? People can still do 100+ damage with it from across the map, and inflict a status which steals 30+ HP per turn.
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New Potions and a tweak |
Posted by: Ryu-Kazuki - 02-18-2015, 12:32 AM - Forum: Suggestions
- Replies (6)
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Currently some of the in game statuses have no ways to cure them, or very class specific ones (which isn't a bad thing on some accounts). Alchemy would be a bit more productive if we had some new potions for these statuses.
Eye Drops - Cures Blind (Kumog suggested this forever ago)
Cooling Gel - Cures Burn
Heartbreaker - Cures Charm
Head On - Cures Interference (Since there's no way in game to do that right now, yet it has a skill that makes it incurable... sounds a little... too secure. Also apply directly to the forehead.)
Change to Liquid Courage - This potion is really, really crappy. Mostly because people shake Fear off like it's nothing, since it's only a -30 to Hit, it doesn't do much against people with autohits or anything. I think it'd be nice if Liquid Courage lowered the duration of Hesitation (or level) by (3 for level) or (1 for duration) (to a minimum of 3 lv).
[strike]Change to Anti-Toxin - Anti-Toxin sucks, and it's really useless. It needs a jump in some manner, because nothing people use these days (by that I mean things people actually use, not have access to) sticks with a measly little lv 3 poison. I think Anti-Toxins should at last cure poison up to character lv / 4 (max of 15).[/strike] Just a visual bug, went ahead and reported it.
Vote 666 on Alchemy at your local Witch's Cottage.
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Charming Papilions |
Posted by: Rendar - 02-18-2015, 12:08 AM - Forum: Balance Fu
- Replies (6)
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I was given logs of a fight that happened and told to make a report on why Papilions having Charm in their status affliction repetoire is bullshit.
Out of 7 afflictions, 3 of them were charm. Someone else < White Lotus > wailing on her did not lower the charm duration, nor did Gentle Torrent even remotely lower the level of any negative status effect on her. So, during the 2v2 she was useless for 6 rounds of the 12. Not that she could actually hit the person because she had a 2% hit chance with a ton of buffs on her hit and a ton of nerfs on their dodge. But that's an arguement for another day. The fact of the matter is that Charm in 1v1 is 'useless' but in team combat it becomes so game breakingly strong that you've literally lost a team member until the charmer attacks the person and harms them. It's silly.
Fixes: Change Papilion's charm effect to a less lethal status that isn't game breaking. Like hunted or hesitation. I dunno. not charm.
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Charm |
Posted by: Rendar - 02-17-2015, 11:33 PM - Forum: Bug Reports
- Replies (1)
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Whenever an ally of the charmer attacks the charmed, they don't lose a charmed level.
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Magic Gauntlet/Magic Shield (QUE) |
Posted by: Trexmaster - 02-17-2015, 06:11 PM - Forum: Bug Reports
- Replies (3)
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"[url=http://neus-projects.net/viewtopic.php?p=4821#p4821' Wrote:Neus » Tue Feb 17, 2015 9:40 am[/url]"]You can 'upgrade' the Magic Shield via crafting. And yes, it should count as a shield and give you the guard skill while the status is active.
Supposedly the skill is supposed to give the guard skill? It doesn't. That may or may not be a bug.
I'm also entirely confused about what that means by 'upgrading' it, but, to my knowledge that isn't possible unless an update was planned to change that.
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A buff to the Item- Magic Gauntlet |
Posted by: RoboCat - 02-17-2015, 01:22 PM - Forum: Balance Fu
- Replies (6)
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I was looking at the item Magic gauntlet. For an item that gives +3 res and def at the cost of three momentum, while taking a hand slot and giving nothing else, not even a pretty animation, it's pretty weak. As it is now, it's more likely to get you killed trying to use its only asset, it's skill. I have two suggestions for the item, with many things considered.
Suggestion #1:
Reduce the momentum cost of the item-skill Magic Shield to one momentum.
Suggestion #2:
Change the static boost of the item-skill Magic Shield to it's rarity(5). This would give +5RES&DEF for 10FP and three momentum.
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Maril's Makin' Money |
Posted by: Ryu-Kazuki - 02-16-2015, 08:20 PM - Forum: Suggestions
- Replies (6)
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Hurray for alliteration. Onto more serious matters.
I had an idea to pool more of a money sink and bring populace to Law's End. I thought it'd be nice to have Maril's shop reset a little bit more often than once every in game day (6 - 8 hours), and instead, change every six in game hours (about 30 minutes).
Why?
First thing like I said. People have more reason to go to Law's End.
If someone buys out the shop (depending on the items), it allows other players to have the possibility of getting some. Even increasing the number of items won't help too much if someone decides to buy the shop out (which is entirely possible); so refreshing it more often allows for items a tad more commonly.
Adds a little more variety to the shop in case there's nothing you like the first few times.
Money sink.
But yes, this shop would probably get visited a bit more, as well as Law's End, and this idea would be nice to have.
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