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[v2.96d] Hearing through damage |
Posted by: Dezark - 03-12-2025, 03:31 AM - Forum: Bug Reports
- Replies (2)
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Despite having crippling ruptured ear on my character, I could still hear people fine without it muffling them or anything; my only guess for this is keen hearing effecting it so it's not actually causing the "says something but they're too quiet to hear" or similar message from the hearing damage.
I wasn't sure if it was intended or not so I wanted to bring it up.. isn't harmful by any means but wanted to be safer than sorry.
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[2.96d] Damage Amps and Kickback |
Posted by: Rendar - 03-11-2025, 05:30 PM - Forum: Bug Reports
- Replies (2)
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Kickback Damage gets bonuses from Damage Amps. Meaning that Rulers deal MORE kickback damage to their curate/soldier allies for no discernable reason. Beast type allies get hit with the Legend Extension Damage Amps. CURATES GIVING KICKBACK TO THEIR SPIRIT POSSESSED ALLIES DO MORE TOO.
Please. Kickback doesn't need to do more damage for no discernable benefit.
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[v2.96d] Unable to Act |
Posted by: Dezark - 03-11-2025, 03:29 AM - Forum: Bug Reports
- Replies (1)
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If you end up d/c'ing while in a fight it appears to break any ability to act for choosing stuff or anything and causes the item belt outside the fight to disappear. I believe it can be fixed by relogging outside of a fight but if with a group that pulls you into another it leaves you unable to do anything completely leaving to either wasting turns or closing out the client and letting the party leader control you via total control or auto ending turn if it's off.
Not sure of the exact cause for it, had my client disconnect briefly and than I wasn't able to choose anything with mouse click or keyboard, the confirm & cancel keys didn't get any response either.
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[Version 2.96d] Firthrower Twin Strike?? |
Posted by: Flun - 03-09-2025, 01:37 PM - Forum: Bug Reports
- Replies (5)
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Im not actually sure if this is a bug or not, but firthrower DOES work with twin strike, but ONLY if one enemy gets hit, meaning its actually unbenificial to try and get people in its aoe due to not getting the crit momentum from the second shot.
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(Farming) Minerals |
Posted by: Icraft343 - 03-09-2025, 12:25 AM - Forum: Quality-of-Life (QoL)
- Replies (4)
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The irony of posting a suggestion that makes life harder instead of easier in a QOL section! Anyways, the idea...
Details
Making it so that every area of farmable land has a fixed(unless changed by dev and RP?) but different amount of 'mineral' resource, which decreases every time a plant is harvested, planted, and/or for every certain amount of in-game time the plant is there for. Once that amount is depleted, it'll cause a cooldown on that area so that any seed planted there will not grow and wither, while any existing plants will wither faster than normal.
Once that cooldown finishes, it'll refresh the mineral resource back to normal for that area.
Significance
This is more of a Korvara suggestion than mainland suggestion. Although I'm not suggesting to make it harder for people to find free space to farm that isn't already occupied by a single person taking a ton of plot of land. But it feels like it'll give significance, demand and need for nations to connect with others who'd have more expertise and more fertile land than the rest. Like Telegrad is a farm(?)-based nation and Duyuei's nature-caring nature gives more fertile lands in exchange too.
Do I think this should be implemented?
Maybe? Maybe not? Just thought it'll be an interesting mechanic to suggest. So take it as serious or not as you'd like.
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Animals when |
Posted by: Raigen.Convict - 03-07-2025, 05:36 PM - Forum: Suggestions
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I was just reminded our poultry meat, beef, and eggs all come from chests... Let's change that up... we need farms with animals you collect from! Of course a mini game of raisimg it to either produce what you need or kill it for meat is needed! Give us farming and I guarantee people will do it in all 4 cities in different ways.
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