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  SL2 Version 1.09
Posted by: Neus - 01-08-2015, 10:14 PM - Forum: Announcements - No Replies

[float=left][Image: talkav_128.png][/float]The nefarious 'black beasts' have been a rapidly increasing problem in the world of Sigrogana. Beginning as mere annoyances or ghost stories, attacking travellers and merchants from town to town, they have begun to get even more aggressive, going so far as to attack encampments, and now, towns themselves.

The nature of the beasts is completely unnatural, from their movements and targets, to the way they do not leave a corpse; instead, they simply melt into a black puddle, and vanish. There is something far sinister controlling these monsters, with some goal that no one yet understands.

How to handle this threat has been quietly discussed between parties in-the-know for some time, but soon, more will be needed than just plans.


1.09
Added - Black Beasts have gotten bold lately. So bold, in fact, that Dormeho is finding itself on the wrong end of their leash.

  • Every so often, Black Beasts will attack Dormeho. A World message will appear in chat when this occurs. (Note that this is an 'OOCish' message for convenience.)
  • Attacks will last for so long; during that time, Black Beasts will roam the town and cause damage to the town.
  • Once the Black Beasts are repelled, all participants will receive XP based on how many were defeated (total).
  • If enough Black Beasts are defeated, a special prize may also be given to all participants.
  • Afterwards, players can clean up the damage the Black Beasts did to the town for even more XP.
  • The threat isn't likely to stop here...
Adjusted - During Doctor Gorri's quest, you talk to him about the Medicine; if you have the proper talents, you might be able to goad more information out of him and earn some extra Experience Points.
Adjusted - The chest that contains the medicine for the above quest can now spawn in one of nine random locations inside of the Goblin Cave.
* Bug Fixes
- Fixed a bug where Silent Prayer could remove Silence even if you were under the effect of Strangling Etacof.

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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  Radiant Roa
Posted by: Trexmaster - 01-08-2015, 12:40 PM - Forum: Bug Reports - Replies (3)

Simply put, when Izabe is installed, its passive, Radiant Roa, does absolutely nothing. Instead it does this. (When selected and used that is. WHICH YOU SHOULDN'T BE ABLE TO DO.)

[Image: 4e4c914a3b.png]

Yes, you can select any of those squares, and it will do nothing, even if you select yourself or an ally.

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  Does not kaput
Posted by: Soapy - 01-08-2015, 10:49 AM - Forum: Bug Reports - Replies (1)

Seeker flames can't explode when they lose all their FP.

Which can be a slight problem for people that can't damage them.

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  Resetting Talents at Character Creation
Posted by: RoboCat - 01-08-2015, 04:14 AM - Forum: Suggestions - Replies (1)

In think the reset stone in the character creation area should reset talent points. for obvious reasons.

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  Mechanical Strength
Posted by: Sarinpa1 - 01-08-2015, 03:12 AM - Forum: Suggestions - Replies (1)

Unlike many mortal races, the Mechanation is not used to strain and exhaustion in the same way. They gain +20 to their maximum encumberance.


Modify so BW limit also raises.

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  Attacks of Opportunity
Posted by: Argonus - 01-08-2015, 01:52 AM - Forum: Suggestions - Replies (5)

For anyone familiar with most tabletop games they would know how this works. For everyone else: An attack of opportunity is an automatic basic attack against an enemy in range who makes an action that leaves them vulnerable. The most basic trigger of an AoO is a tarfet moving out of the range of someone, meaning if mob A moves into the attack range of mob B on one turn and tries to move on round two, mob B will attempt to make an automatic attack on mob A.

What this creates is a way for a player to increase their threat when engaging enemies, which aids in playing defensively. It can potentially allow a player to pin down enemies, something tank classes could use a lot.

Ideally, this would apply as a basic combat feature for everyone. There can be skills, traits, and talents that affect it, and things like teleporting using void gates and blink won't trigger it of course. It would certainly add a much needed dynamic to combat and make certain skills more viable.

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  snared/rooted
Posted by: Lolzytripd - 01-07-2015, 02:23 PM - Forum: Suggestions - Replies (6)

Can these a status effects work like sl1 still status effects

It makes no sense for someone whose legs are tied to the ground to dodge at their normal efficiency

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  Curing Curses
Posted by: MegaBlues - 01-07-2015, 08:21 AM - Forum: Bug Reports - Replies (4)

This was all tested with Strangling Etacof, the Silence Hex.

After inflicting Silence and then using Etacof on an opponent, they were able to cure Silence.

The Etacof hex stayed, however, and prevented them from using magic. However, the 5% HP and FP damage did not occur, because they were not inflicted with Silence.

I believe that hexes, across the board, aren't preventing their base ailment from being cured, which causes the secondary effects to not take place.

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  Burning Through The Night(Because spitals burned me.)
Posted by: RoboCat - 01-07-2015, 06:58 AM - Forum: Balance Fu - Replies (20)

Hello! The spital corrupter enemies are overly powerful with their massive Hp and the fact that their burning status effect lasts through battles. There's already enough damage done in the battles with them, I think it's just too much for a single enemy. I think that they need less Hp at-least.

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  Enchanting enchanting
Posted by: Lolzytripd - 01-07-2015, 03:42 AM - Forum: Bug Reports - Replies (2)

The enchanting Craft skill and enchanting skill are the same, yet Zerans and those who take the enchanting talent don't get bonuses to the craft part of the skill

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