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  Class Illusions
Posted by: Ryu-Kazuki - 01-16-2015, 02:40 AM - Forum: Bug Reports - Replies (2)

Swapping from Evoker to Lantern Bearer or vice versa on one of my character has cause me to keep the skills of the class I swapped out of when I go into a battle, unless I relog first.

IE; I have Sear and Magaisendo on Evoker just to grind with, and use LB as my RP class, but when I switch to LB and go into battle, I still have Sear and Magaisendo even if I equipped my LB skills. The same happens the other way around if I go from LB to Evoker.

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  Your Powerlevel is 9000.99
Posted by: Grandpa - 01-16-2015, 02:25 AM - Forum: Suggestions - Replies (6)

Random topic about Setsunas brought some illogical points to my attention.

1) Wielding the weapon gives the user the ability to view numeric stats of most non-monster oponnents.

This is basically assuming that a character who finds this weapon can suddenly scope an arbitrary digit about the oponnent they are fighting. Why not give Setsunas the 'scan' ability for the cost of 1M. It will allow the user to detect a rough estimate of an oponnent's stat in comparison to your own.

Example: Player A (Setsuna Holder) scans Player B. They can now choose a stat to approximately compare against their own. So if Player A scans for strength, and the difference of strength is 20, a message will alert the player of the difference.

0-10: "X's strength is somewhat stronger/weaker than your own."
11-20: "X's strength is stronger/weaker than your own."
21-30 "X's strength is exceedingly stronger/weaker than your own."

This disallows the perception that every single individual that exists in the SL2 universe have static stats that one can potentially approximate down to the digit. And this would only apply to certain stats, since variables like 'luck' couldn't be estimated.

2) Wielding the weapon gives the user the ability to view skills of most non-monster oponnents.

I'm not sure how this could be feasible. It seems more like a matter of being knowledgeable of that person's techniques. But I would suggest that if the contenders share the same class, they should be able to identify the skills for only that particular class. This applies with or without the Setsuna.

Example: Ghost/GS vs Ghost/Hexer. Neither of them would be able to see each other's skills, except Duelist/Ghost skills such as Wraithguard.

And since we're on the topic of viewing statistics and what not, you probably shouldn't be able to know the duration or level someone's debuff or buff, unless you inflicted it upon them. I'd go as far to say the name of the buff/debuff itself. And this is all considering that double clicking someone out of combat = examining them, so the same applies in combat.

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  Light Tome Crafting
Posted by: Mivereous - 01-16-2015, 01:28 AM - Forum: Suggestions - Replies (1)

Can we use Mercalan Pages to make the Light Tome from the Neverending Set, or at least a mid-level Light based Tome? These Mercalan Pages have been around since Jammer Bones I think, and serve even less purpose.

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  Title Screen
Posted by: Dinogun - 01-16-2015, 12:56 AM - Forum: Bug Reports - Replies (23)

I'm not sure how to say it, but when you click on the title screen, the normal things don't appear and you can't choose which character to log in to get into the game.
[Image: giqPCvv.png?1]

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  Dual-Wielding Momentum Problem
Posted by: Sawrock - 01-15-2015, 08:57 PM - Forum: Bug Reports - Replies (1)

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)

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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  Guild things that really need to be a thing.
Posted by: Kavoir - 01-15-2015, 07:06 PM - Forum: Suggestions - Replies (22)

Can we have the option to tie a house and a shopkeep to a guild? People of a certain rank could manipulate them.

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  SL2 Version 1.10
Posted by: Neus - 01-15-2015, 09:31 AM - Forum: Announcements - No Replies

[float=left][Image: talkav_128.png][/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)

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)

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!&quotWink 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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