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Charge Order -- Post Order Bug |
Posted by: iDarkCara - 11-13-2014, 02:58 PM - Forum: Bug Reports
- Replies (1)
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Charge Order appears to work correctly, but once you enter Charge order, it releases your ingame cursor binding. And after you move, the green move radius still appears until you hit x. You can't move again (for free), but it still requires you to cancel it before you can continue.
Made a gif: Charge order is active, then I move and the arrows stay active.
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Dadum Dives |
Posted by: Neus - 11-13-2014, 12:04 PM - Forum: Bug Reports
- No Replies
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Dives caused by Dadum were still using the old Dive values.
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SL2 Version 1.02 |
Posted by: Neus - 11-13-2014, 11:52 AM - Forum: Announcements
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[float=left] [/float]
Update 1.02 has arrived. I had intended to put more in this update, but due to having to spend a lot of time setting up the new forums, a few things got left out. That said, I think you'll find it hard to complain, given that this update includes a complete rebalancing of the EXP gains given by monsters (see: easier grinding), a fix (hopefully) for the dreaded double turn bug, and some other nice stuff.
1.02
Added - 10 new Torso items have been added, with item rarities ranging from 4* to 9*.
Added - The Engineer skill 'Flamethrower' has been given a new animation and sound effects.
Added - You can now hide the HUD by pressing and holding Delete (DEL, not Backspace). It will reappear once you release the key.
Adjusted - EXP tables have been rebalanced in light of the addition of Legend Extend. Monster EXP has been smoothed out and greatly increased at higher levels. For a comparison table, click 'Show'. (Warning: It's a big table.)
Adjusted - Flamethrower can now be used without a target.
Adjusted - Benches in Chaturanga can now be sat on like bar stools/house chairs/etc. Benches in the Nameless Shrine and Oniga have been adjusted for better sitability (I know that isn't a word.)
Adjusted - The 'Dive' skill associated with Ocean monsters has been changed. Its LV is now 10+Level (rather than 5*Level), as the previous formula meant you often had to kill them in order to make them surface, which was against the point. It now also only lasts for 2 rounds, rather than 3 rounds.
Adjusted - Buttons have been added to the bottom of the Trait Selection interface to help sort them by category. In addition, the names of the Talent skills have been adjusted to give an easier understanding of what stats they boost. This will be more useful when future additions are made.
Bug Fixes:
- Fixed an issue with Flamethrower's starting positioning.
- Fixed an issue where some icons were appearing underneath of targeting tiles.
- Fixed an issue where only the party leader's Preparation talent emergency food was being restocked when using an inn.
- Fixed an issue where Magic Gunner bullet effects weren't being treated as magic damage (although they are still mostly unresistable).
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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Gun Ripostes |
Posted by: Trexmaster - 11-13-2014, 06:43 AM - Forum: Bug Reports
- Replies (4)
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Ripostes with a gun don't add your SKI (or WIL if you're an MG.) to damage, just the base power of the gun.
I have a feeling this isn't intended.
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Self Preservation! |
Posted by: Rendar - 11-13-2014, 04:05 AM - Forum: Bug Reports
- Replies (1)
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If you go to an inn < like Remedia > and the party leader rests for everyone while there. Preparation won't trigger if you're on empty food, even though it should. It forces you into doing it yourself.
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A shortage of rocks! |
Posted by: Xero Shade - 11-13-2014, 03:06 AM - Forum: Marketplace
- Replies (1)
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A sheet of unlined paper is nailed to the board. On it, some rather fancy handwriting is scribbled.
I seem to have come into a shortage of items in which I need to continue my blacksmithing. I am not well known around the parts of Sigrogana, or anywhere really, as I prefer to keep my head down. But, now, I'd like to request the aid of anyone willing to sell this man angular stones, special rocks that can be used to sharpen a blade. I will be willing to pay approximately ten murai (10) per stone found, if the money is any added incentive. Just look for the man with mismatched eyes, and a red tattoo across his face. Or, you can paste something on this note and we can try to schedule a meeting.
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Static/Non-Static Dungeon Idea |
Posted by: Xero Shade - 11-13-2014, 02:40 AM - Forum: Suggestions
- Replies (1)
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http://gyazo.com/4c08f75f91746d1c64c7ba4404bcf705
So, I was walking around and saw that there was a castle behind one of the static dungeons. I was wondering if, maybe, we could turn it into some sort of dungeon that only is accessible during the times that Iahsus is in one of it's moods (particularly orange/red). The basic concept is that a land bridge would appear, connecting that castle to the mainland. The castle would have a 5 - 10 floors, where each floor has mobs that are two levels above the previous. So, say if your party leader was level 60, the highest level mobs you'd face are level 80, making things much more challenging. Also, there would be about ten mobs per floor, and each patrol has 'crazy' standards for spawns, as well as each patrol having two miniboss tier creatures.
I'd like for this dungeon to be a gauntlet. In more extended terms: when you go in, you are not able to go out. You can only go in -once- per mood shift; Normal > (No entry) > Red > (Entry) > Normal > (No entry) > Orange > (Entry), and there is no place to rest between floors. There will only be a spot to repair weapons, as it shouldn't be expected to traverse over 40 battles with crazies with only 40 durability. In response to this possibly-significant handicap, I'd like to suggest a 20 - 25% EXP boost for all creatures that are spawned within that dungeon. Perhaps, even, the effects of foods are mildly reduced to add to the difficulty factor?
To reduce on Arena's training day-tier lag, I'd like to ask that only 16 people be able to be present within the castle's dungeon portion at a time. I would suggesting having a center stairwell, with two doors on either side, in which groups can then enter. A maximum of four people can enter any door, and those doors then vanish/lock upon being entered by the maximum occupants, to maximize the amount of EXP they can gain.
Perhaps there could be treasure-chests as well, since it -is- a castle. I'm open to any other suggestions/tweaks that people might like. Just a brainstorming idea that I came up with, whilst dungeon-hunting.
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