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[Summoner] QoL passive for install |
Posted by: Autumn - 10-06-2023, 03:54 PM - Forum: Balance Fu
- Replies (5)
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I consider it mostly quality of life but it still falls under balance anyway technically, I am suggesting the implmentation of a new summoner skill, a passive specifically that negates the effects install has on your race's base stats. That's it, that's all.
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Icon share |
Posted by: Poruku - 10-04-2023, 04:33 PM - Forum: Suggestions
- No Replies
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I'd like to be able to save a character icon setup to a file and share it, or be able to just send it from one wardrobe to another. Some way to have someone else make an icon that you can use. Could be useful when you want a group with uniforms for instance. Or if someone sucks at icon creation and you wanna help them out.
But mostly I wanna be able to comission people to make me custom icons for use in game. Wouldn't that be awesome?
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Other Mechanical Injury Healing Options |
Posted by: MothEnthusiast - 10-04-2023, 03:59 PM - Forum: Suggestions
- Replies (16)
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I've been running into the issue more and more that a lot of people insist on healing your mechanical wounds ICly without actually having the necessary items to get rid of said wound, leaving you in an awkward situation where you have to either tell them no, ask for help with it OOCly, ICly a second time, or suffer through the wound (often leading to fevers, etc) if you don't have the items necessary yourself.
To help alleviate this, I'd like to ask for the ability to progress wounds for large quantities of mental stamina if you have a relevant Healing spell / skill in your skill pool. Different spells / skills could progress it different amounts, and healing items would still be superior for the fact that they actually 'deal with' the wound instead of just sending it towards 100%.
Graft would be low% increase since it's really easy to access, for example. Something like Malmelo would take a lot of stamina but also give a lot of healing, etc.
EDIT: Probably have it so one individual injury can only be healed once per person, so the choice of spell/skill actually matters. A bunch of people healing one injury is obviously going to be more effective.
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Crop Harvesting |
Posted by: Trexmaster - 10-04-2023, 04:32 AM - Forum: Quality-of-Life (QoL)
- Replies (1)
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As it stands the only way to quickly harvest crops is macroing the appropriate .dbclick <Farm-Soil-(insert-crop-name-here)> and praying to the divine that the game targets ones in range of you. It feels like there's some method to the madness there but I haven't spent enough time with one type of crop to notice a consistent pattern to how the game decides target priority, just that it appears to be related to the order in which the crops are planted.
Can harvesting be changed to allow something like the WASD mode shortcuts? Just using the 'use' button to harvest whatever is in front of/adjacent to you regardless of what crop type it is.
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[v2.78] Mutated Gunbows |
Posted by: Snake - 10-02-2023, 10:19 PM - Forum: Bug Reports
- Replies (1)
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When Guns are mutated into Bows (I.E, Yin/Yang for example), they do not carry over the Rounds property of firing multiple rounds, which is a vestige of a previous balance fix regarding them and how Power was calculated, which got changed.
However, you see that if you mutate a Gun into any other type, it will keep its multi-rounds property (I.E, Spirit Hunter or Ghost Smoke).
Which one is a bug, which one is not? Preferrably, make mutated Bowguns able to fire all their rounds, pls, since it's more flashy like that.
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[v2.78] Cardio Wheel |
Posted by: Autumn - 10-02-2023, 07:50 PM - Forum: Bug Reports
- Replies (2)
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Peddling Wheel plays the spinning animation while you're doing the input for Urazawa, but then stops spinning by the time you actually move, making it look like you're doing a warmup cartwheel and then t-posing in your opponent's direction. It works properly when you are not using Urazawa however, looking like a cartweheel.
Steps to reproduce are easy, just use Peddling Wheel and also Urazawa.
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Gun Strings (Archer Gun Adjustments) |
Posted by: Autumn - 10-02-2023, 05:11 PM - Forum: Suggestions
- Replies (1)
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Here is a couple of suggestions to currently existing bow skills that should probably be compatible with guns in addition to bows:
Quote:Snake Shot:
-Changed to be enabled with Gun weaponry as well.
Snake Shot changes effect when used with a gun. Fires a single round at a target enemy that when it hits, splits apart and fires an additional shot at 2 random enemies excluding the original target within 2+X range (X = Rank). Both of these shots perform a basic attack that deals 50% damage with additional bonus acid damage equal to Rank * 5.
Quote:Pulling Shot:
-Changed to be enabled with Gun weaponry as well.
Pulling shot changes effect when used with a gun, instead you use your rope to pull yourself to the enemy up to 1+X tiles (X = Rank), firing your gun (using full rounds) at the target before you arrive.
If Marked Target is turned on, you will still fire your gun at the target, but pull yourself to the closest trap in their vicinity and activate it.
Just these 2 are all I'll write up.
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