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  Max Rolled Items on Test Server
Posted by: CuteRedCrab - 08-01-2023, 06:35 PM - Forum: Quality-of-Life (QoL) - Replies (3)

What the title says. I don't get why all of the items you have to roll for end up at minimum values when picking them out from the gear chest, like crocodile bands being at +1 WIL and +1 DEF instead of +3 WIL and +2 DEF.

Please make all of them at their max values so we can accurately build around these items.

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  bird legs
Posted by: Trexmaster - 07-31-2023, 11:24 PM - Forum: Suggestions - Replies (9)

So. Hear me out. Bird legs for bird races. Those being Corbie, Phenex, and Heron.

I know we got wing-arms veto'd for good reason but we have at least one race with animalisitic feetsies (apertaurus) so to me it's not ENTIRELY out of the question this could be an (optional) thing.

I've included two possible versions of icons for this, one's white for recoloring purposes whilst the other is grey. Presently they're only fitted for the female base but I could do them up for the male base if this might actually manifest into reality.


.rar   birdlegsolidarity.rar (Size: 1.01 KB / Downloads: 10)

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  Dragon Peasant
Posted by: caliaca - 07-31-2023, 10:04 PM - Forum: Balance Fu - Replies (17)

So here's a lot of math about Dragon King's stuff.

https://cdn.discordapp.com/attachments/1.../image.png

https://cdn.discordapp.com/attachments/1.../image.png

You don't have to read and parse all that.

The key takeaway is that, in their slots, Dragon King's Gauntlet and Dragon King's torso are essentially never worth it on stat effeciency alone.

Crownbleeder a large amount of the time will give you nearly as much STR while also giving crit, and Rogue Work Gloves will give you 10 crit mod which is just higher damage for any critter. For mages? Idol is always better with 10% damage.

Similarly, for Torso, 2-3 str cannot compete with Akmedis, Terra, or Bodyguard, each of which has better stats (some have equal armor but less wait) while the first 2 give 5-7.5 stats and regen for one and a passive for the other.

The main issue with the Dragon King's Set is it treats each of them as the same while ignoring the fact that each slot generally has a different effeciency. Dragon King's Helmet may be fine, cause for fire mages and critters there oft isn't a thing that can quite compete with it in it's niche. Well, some can like RoT or guile feather or badges, but it's not quite as egregious.

So I propose that we stop treating them all the same realize that they're different. 

To that degree, give Dragon King's gauntlet +5% crit damage. This makes them an alternative to crownbleeder with the effect of soft cap replacing the fear one. This is arguable for which is stronger, especially as one is crit chance. It makes them worse damage wise than RWG still, but it's not as bad anymore.

For the torso, just +4 str. This makes it give 5-6 stat in most cases, which is more than terra and less than akmedis while not offering their passives. This lets it compete in the slot as an offensive minded chest piece.

Thanks for coming to my Ted(x) talk.

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  Medicinal Crafting Bench
Posted by: DogmaticDusk - 07-31-2023, 06:55 PM - Forum: Quality-of-Life (QoL) - Replies (1)

Can we get a specific crafting bench for every ailment-curing item organized in one convenient place?

I hate breaking my leg, burning to a crisp, and slogging around with a raging fever as I claw through various crafting tables in desperation for two hours before I find the three specific items needed to cure my damned soul so I can walk around again.

They can remain as level 1 crafts for whatever crafting tree they're originally found in, but at least put them all in one spot.

I assume medical-oriented PCs also struggle with such things.

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  Korvara Quest Book Changes
Posted by: sirtrex - 07-31-2023, 04:37 PM - Forum: Quality-of-Life (QoL) - No Replies

I would like an additional function be added to the quest log. A tab in it that the player can write and read in at any time in game. It could serve as a personal note book/diary for each character. For example each player gets the equivalent of 50 note pages or so to jot down details more quickly and fluidly than using the character profile or running a separate program. These pages could be used to track character relation-ships, to do lists, pre-type emotes, and anything else the player needs to write down.

Korvara doesn't have traditional quests, so the quest log is basically useless there as far as I know. Books and notepages can be crafted, but they are awkward to use. They have a max of 10 pages to work with, weigh down the player, require a full talent point to manipulate, and can be lost upon death. Right now I store most of my character info in a spread sheet, but having something like this I can access in game without swapping to any other program would be a great quality of life change.

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  SL2 Version 2.75
Posted by: Neus - 07-31-2023, 01:21 AM - Forum: Announcements - No Replies

2.75
Written Objects

  • The following objects now support the expanded functionality, such as CSS & unicode support, etc., found in similar sandbox objects (IE, customizable signs);
  • All writing objects (Books, Note Papers, etc.).
  • Player House Exterior Signs
  • Furniture Items (Signs)
New Sandbox Objects
  • Added a new crafting table called the Construction Design Table where sandbox objects are crafted. (They still use existing crafting skills, such as Tool Creation, etc.)
  • Added an option to the Portable Smithy to use the Construction crafting list.
  • Added 12 new lighting-generating objects. (Crystals, Lanterns, Candelabra, Torch, Flag-Bearing Lanterns, Street Lamp)
  • Added 6 new bookshelf objects which can be used to store/read written paper objects on them. (Normal, Wall, Tall #1, Tall #2, Special, Wall Scroll)
Event Tools
  • Added two new macros.
  • Shift+D; Toggle density.
  • Shift+V; Toggle visibility.
  • Added a toggle to status inflictor that lets cleanse/dispell be toggled on/off.
Map Updates
  • Duyuei Crypt Expansion (Courtesy of Slydria)
  • Meiaquar Outskirts Connection Updates (Courtesy of Appo)
  • Meiaquar Orphanage Minor Tweaks (Courtesy of Autumn)
  • Meiaquar Underground Arena (Courtesy of Slydria)
Mage
  • Explosion; Now functions similar to Bomb objects; has a Fuse (X turns, +1 per extra circle size, X = number of battle participants or 8, whichever is lower) that ticks down when a character's turn ends, and explodes upon reaching 0.
Summoner
  • Youkai you are installed with now receive EXP after a battle (but not friendship).
Black Knight
  • Sacrifice now has a 3 round CD (from 5 rounds).
- Certain field objects in battle (replacement objects that spawn to represent things like trees) will now fade out when targeting skills or movement.
- Equipment items in the rarity drop pool that were exclusive to Korvara are now available in Sigrogana as well. (Future item releases will still remain Korvara exclusive, for a time.)
- Drill Sergeant NPCs now have the ability to repair your weapons.
- Fixed a bug where you could walk off-screen in Lake Halard.
- Fixed a bug where the Youkai Ascension animation screen was hidden behind other interfaces.
- Fixed a bug where Noble Spirit was triggered when a Youkai was unsummoned.
- Fixed a bug where the buttons for Youkai Statue interactions were off-centered.
- Fixed a bug where using a Fruit of Fluidity and then using the stat distribution screen would show invalid bonuses from the old APT value.
- Fixed a bug where being defeated in battle and then logging out before moving would put you back at the spot you were defeated.
- Fixed a minor bug involving GM Mode.
- Fixed a bug where furniture items weren't shown in the Spawner event tool.
- Fixed a minor bug involving an event tool.
- Various forum bug fixes.

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  Sniping's a Good Job, Mate - Rifleman Rangers
Posted by: the REAL Minos Prime - 07-30-2023, 11:00 PM - Forum: Suggestions - Replies (7)

One odd thing I've noticed is that there aren't a whole lot of options for single-shot rifle users. There's Magic Gunner, which does work with single-shot weapons, but you usually want to maximize the amount of rounds fired to proc your shells, so most MGs use pistols or multi-shot rifles. There's Demon Hunter, which doesn't thematically fit the role of a "Sniper" very well with how extra and flashy the gun skills are. And then there's Arbalest, which requires one to have a martial weapon to make use of, and is more of an artillery specialist than a sniper.

So, rather than cook up a whole new class just to be a little rifle boy, I thought that Ranger fits the sniper archetype pretty well; generally being long-ranged, oriented towards avoiding damage rather than tanking it, and having multiple tools for making distance. Furthermore, as snipers and hunters often find themselves in natural environments for long periods of time, single-shot rifles would fit the Nature-y theme of Ranger. 


So, to give riflemen a bit more options, I thought of the following skills for Ranger:

Ghillie Wrap 
Innate

Not just does wrapping your rifle in foliage make you blend in better, it also strengthens its connection to nature. You can now equip single-shot rifles without investment into the Adaptation subtalent, enemies prioritize you slightly less, and you can use Ranger offensive skills with single-shot rifles (with the exception of spells, unless Enchanted Brass is equipped). Other guns do require investment into Adaptation.

Enchanted Brass
Passive

Cartridges, like any other object, can be enchanted. Allows single-shot rifles to be used as a casting tool for Arcane Ranger skills. However, since brass rounds are so much rarer and more expensive than focus-based ones, you don't want to risk wasting them, so Arcane skills can only be used once a round each.



I believe that two skill points, a skill slot, and a cooldown on certain spells is a fair trade for basically giving an already decent class a whole new subcategory of weapons they can use, especially when amongst those weapons are Excel Sniper and Moonlight Mercy. Not just that, but I've heard some people have been calling Ranger "dead" since the Flip Shot nerf, so hopefully it would renew interest in the class. Finally, it gives Ranger synergy with the other two promotions, making it a decent choice for Destiny Archers. Though, I'm no game design expert, so apologies if the balancing in this suggestion is a little wonky.

Also, this is a given, but obviously nobody has to follow the explanations given in the skill descriptions. You aren't required to roleplay as if your gun is wrapped in ghillie, or that it's firing regular metal rounds, unless one wishes to. The concepts of ghillie and brass rounds were mostly just to provide explanations as to why a rifle suddenly works with Ranger skills and why it can suddenly cast Arcane spells, respectively.

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  [v 2.75c] Reaping Petals doesn't show hit/crit.
Posted by: Entropy - 07-28-2023, 01:58 AM - Forum: Bug Reports - Replies (1)

As said in title, the Reaping Petals skill from Reaping Rose does not give an accuracy or critical chance prediction, despite being a basic attack skill.

Steps to recreate:

Use Reaping Petals.

Cry because you can't tell if you'll hit or not.

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  The state of "antags" (and conflict?)
Posted by: Poruku - 07-27-2023, 03:08 AM - Forum: General Discussion - Replies (45)

I'll try to make this brief, as I could make a whole essay about this stuff, but I'd like to discuss something near and dear to my heart, which is the sometimes controversial concept of "antags" in this game. Over the years playing SL2, I've enjoyed my fair share of fun playing villainous characters, troublemakers, scumbags, deranged killers, misled criminals, and all things in between.

However, recently, I've started to notice that it's not really that welcome. A lot of people have voiced their discontent about what we call "gank antags", which are just villain of the week bad guys that go around and do pvp. I like pvp, I like being a bandit/bad guy. I think it adds spice and danger to an otherwise boring world. I thought for a long time this was mostly harmless fun. Though I guess, especially recently, it really hasn't been that well received.

Well, there's two types of "antag" you can play, in really broad terms. Simple, and elaborate. Simple antags are essentially just bad guys that go around, usually without a clear plan, usually attacking people. Sometimes scheduling scenes to attack people. That's what I do usually with sawrock. Then there is the elaborate antags. Basically, creating a complex plan, and organizing sessions, intrigue, and a whole ploy for an event-like story using an antag.

Simple antags are quite hit or miss, and their low effort nature means that sometimes they fall flat. You can play a basic bandit guy, and whether or not that's interesting entirely depends on the people you interact with. They might find you boring, annoying, and/or not want to interact with you even if they are the ones trying to stop you. So you have to tiptoe around the enjoyment of others, making sure you're communicating profusely, offering alternatives, making sure they are having fun, making sure they want this to happen at all. And if they don't wish to be attacked, you are better off leaving them alone. Though sometimes that's not possible due to how the game has to flow.
In addition, your actions, even when your targets are consenting and relatively happy, might have repercussions. Especially in korvara, everything is connected. Hurting one person will affect their loved ones. It'll affect the law enforcement. It may even affect a nation. That's why the ripples of a simple gank can reach far and wide. It can be fun and create stories, or it can give people headaches. And sadly, it's difficult to plan for that.

All in all, a "simple" antag isn't so simple. It's a constant balancing act. It's a whole piece of work!

Now, elaborate antags are cool. I always come back to the example of the "necromancer" from duyuei, which was essentially an event. But unless you run those things exactly like an event, you're going to have problems. I could elaborate for a while but most things from above apply here. It's difficult to make things happen, especially if you want to do something significant. The short of it is, complex antags take a lot of effort, a lot of planning, a lot of time. It often takes luck as well, because a single mistake can cost you everything. In the end, when your machinations come to fruition, there's a very low chance that things will go well, let alone be appreciated. And herein lies the crux of it all. Being an antagonist, especially a more elaborate one, is always a bit of a gamble because you're rarely sure whether your efforts will be worthwhile. In fact, your efforts might cause pain for others. That realisation is something that really hampered my motivation to play antagonists.

To summarize, whether you're playing a simple antagonist or a complex, planned out antagonist, you're going to run into complications. You're going to need extensive communication, compromising on the fly, planning things, and generally putting much effort into playing something that you aren't sure will have a positive effect, both on others and yourself. It gets tiring after a while, and slowly I'm realizing that even the times where I had a lot of fun, some people didn't like things that I did. The worst part is, most of the time, they simply kept quiet about it. How many times did I do something I liked and people didn't have fun? How many of my fond memories are actually of good times?...

Why am I even playing antagonists?

In fact, this extends not just to antagonists, but to conflict in general. Anything that might have a negative impact on one party runs into these same issues. Some say that people don't like losing, and I think that's a part of it, but it's also more complex than that. SL2 is a game where people want to write their own story, not be at the mercy of transpiring events. So... Why would you try to even enter conflict? Sure it might alleviate boredom, but it often causes a lot of issues... Time and time again, I've been left wondering, is it even worth it?

So I guess that's where I am. I'm curious to hear if some have their own part of the story to share, but I think I'm done trying for now. I wanna specify this post isn't targeted at anyone, not even slightly. Please understand that my intention is simply to share my opinion on something that I deeply care about when it comes to this game I love. I'm sorry to make such a negative post, but I feel like I really needed to talk about this, because it's something that is talked about fairly often in various chats, and I both wanted to share my feelings, and want to hear people's true opinion in a more concise format.

Thank you guys

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  [v2.75c] Candelabra Lights
Posted by: Trexmaster - 07-26-2023, 10:54 PM - Forum: Bug Reports - Replies (1)

[Image: image.png]

The light source of the Candelabra placeables appear to be about one tile north of where they should be originating from.

The color should probably be more akin to torchlight (a more orange-ish glow) too but I'm not sure if that's a bug per say.

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