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  SL2 Version 2.79
Posted by: Neus - 11-19-2023, 03:40 PM - Forum: Announcements - No Replies

2.79
Icon Parts

  • Added 12 new icon parts for back-held weapons, guitar cases, lyres, etc., courtesy of Autumn.
  • Added 53 new icon parts of a huge variety, including strange masks, haoris, horns, etc., courtesy of DBKaw. Some require mirror shards, and some do not. Here's a full list of the new mirror shards;
       
  • Scientist Suit
       
  • Beast Cape
       
  • Round Glasses
       
  • Halo Collection
       
  • Haoris
       
  • Flower Face
       
  • Creepy Masks
Event Tools
Event Stages
  • Added a window that allows the spawning of entrances to preset event stage maps.
  • Added about 22 event stage maps.
  • Added a few battlefields for some of these.
World Management
  • Added a window for World Management with the following features;
  • Toggle monster spawns for permanent dungeons.
  • Clear monsters from permanent dungeons.
  • Freezing time. (Effects that tick on new hours still do so, but the hour will never change while on.)
  • Setting the time to a specific hour.
Edit Mode
  • Added a window for finer spawned object editing, accessible via a button in the Spawner UI and then clicking the object to edit.
Puppet Mode
  • Can now target spawned objects and move them around in the same way.
  • Shift + Direction to face a certain way now also works on puppet objects/NPCs.
Other
  • Mercenaries are disabled in event encounters by default now.
  • Added an 'include me' button to the encounter tool. If set and no encounter is selected, forces a battle with only yourself against the selected party.
  • Added a verb (delete-unequipped-items) to clear the inventory of unequipped equipment items (in cases where loading profiles onto self causes inventory issues).
  • Added some skills for event use that aid in fine-tuning monster stat scores like hit/evade/etc. (Monster Augment series.)
Plane Master Updates
  • Mostly a backend change to the way the game sets up and manages plane masters, which are used for things such as lighting layers.
  • Noted here in case there is an issue related to it.
- Updated BYOND to version 514.1589. (Latest stable version as of this post.)
- Fixed a bug where the armor pool for multi-hits of damage wasn't properly decreasing for physical armor, leading to multi-hits dealing less damage than intended.
- Fixed a bug where Puppet Mode's say and emote verb options were not working.

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  Youkai XP modifiers
Posted by: caliaca - 11-19-2023, 08:30 AM - Forum: Quality-of-Life (QoL) - No Replies

Youkai leveling kinda sucks if you aren't using cypelle to level them. 

How about we have your XP modifiers apply to your youkai? So brain food, apt, war, performer, green boots etc.

Might speed up the later youkai levels and kinda works since they're yours and all.

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  [v2.79] Scuffed Prison Roof
Posted by: Autumn - 11-19-2023, 12:30 AM - Forum: Bug Reports - Replies (1)

[Image: QOPcxfY.png]

Some idiot (READ: Me) forgot to put area tags on these rooves on the wall separating the hallway and desk area, and so they don't merge well and have a weird end piece.

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  Revert Snake Shot and Pulling Shot CDs
Posted by: caliaca - 11-18-2023, 09:38 AM - Forum: Balance Fu - Replies (3)

I'm still trying to figure out why these exist in the first place.

I don't care about swapping the extra damage on snake shot to on hit, but it's really fucking stupid snake wrap and the CD etc got changed too. Same stands for pulling shot. Ranger really didn't need this post flip shot nerf.

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Bug Aerial Razor + Gust Arrows
Posted by: Snarky Soujo - 11-18-2023, 05:42 AM - Forum: Bug Reports - Replies (1)

The Gust Arrows effect with Aerial Razor will cause the system to spit out a numerical value (between 1 and 4) and will fire only on cardinal directions rather than the extended range given by Gust Arrows.

So if you target off the cardinal, it will still fire as normal, but not where the target is placed, so from where the player is rather than where it is aimed.

[Image: image.png?ex=656ac073&is=65584b73&hm=33d...29f1146db&]

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  Redrayder Tribe [2.79]
Posted by: renowner - 11-16-2023, 09:09 PM - Forum: Bug Reports - Replies (1)

The wild elf trait "Tribe - Redrayder" says the duration doubles on non playable characters. Despite this it is currently only lasting for three rounds on them. Not that it really matters on most enemies.

As an aside, I feel this should really benefit from a rework. It prefers you use an axe, but its nearly impossible to hit someone with a basic attack on round 1 with anything that isn't a bow or gun. And bows are bad to capture with due to the lowered hit rate in close quarters for non shortbows.

[Image: fc78c85448.jpg]
[Image: eddd7891e8.png]

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  Child Character Request
Posted by: Kaillith - 11-16-2023, 03:07 AM - Forum: Approved Characters - Replies (2)

Applicable BYOND Key -  Kaillith5

Character Name -  Akane Ryuzaki

Request Type -  Child Character - 12 years old

Request Details -  Looking to start a character that'll be adopted by Saya Ryuzaki (Played by Kotaro). We've talked oocly about the idea and they are looking to adopt.

Reason why you are making this request (if applicable) -  Looking to play a young character to play a arc of growth and being raised into the Yakuza.

Roleplay & Lore supporting your request -  Never knowing her parents she grew up in Meiaquar slums. She'd resort to petty pick pocketing to try and buy food ,and if not would steal bread when she had to. One day she pick pockets a yakuza (Saya) and gets found out and instead of being punished she gets brought in to see if she can learn and make it with professionals.


Happy to expand or explain anything that needs to be cleared up ^^

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  The State of Level 80 Bosses
Posted by: Red Witch - 11-13-2023, 07:03 PM - Forum: Suggestions - Replies (7)

Hi.

You may know me as the person who runs Medis a lot. I enjoy the lvl 80 bosses quite a bit, more specifically the 'named' ones. Medis, Relei, Radigal. They present a difficult and worthy challenge for many players, especially solo runs of the bosses. With that new update in February, players have had a much more challenging, engaging, and rewarding experience in PvE content. Well, mostly.

The Lava Slime and the Shadow Guardian have very good reward pools proportionate to their challenge. Some might even say they're too easy for the drops they provide when farmed. These two bosses are perfectly fine in their current state rewards wise, and I would not be inclined to change them. However, that leaves the final big 3, the extra hard ones that present a much greater challenge for those to make and tailor their builds around, or push their current builds to the limit to strategize how to properly take them out before the boss wipes them off the board. It's fun, and it's been a breath of fresh air since the lvl 60 bosses are pushovers on the best of days.

Unfortunately, despite the challenge, the fun in fighting them, and the super cool unique enchanted items they can drop, the rewards are rather awful. Anyone who has run them more than 3-5 times knows that fighting the named 80 bosses for loot is just really not worth it, and going for certain enchanted items from them is like trying to win the lottery. To enforce this point, I have completed 101 solo runs of Medis, and 54 runs of Medis with others. In 155 completed attempts of Medis I have gotten two solid items to drop, and I have never seen a solid item drop for my allies in the runs with teammates. While my character may only have 11 luck, doing a 63 round fight to get 3 gold bars, a geode, an iceblood remains gauntlet, and a floating chorus just doesn't seem all that worth it.

My proposition is thus for the named 80 bosses. Either:

1. Make it so the bosses ALWAYS drop an enchanted item of their signature enchantment. Just 1 across a party.

or

2. Make it so the bosses ALWAYS drop an item that could have the enchantment. This would be a chest piece for Medis, gloves for Relei, and a weapon for Radigal. This lets you at least always have the chance of rolling into the enchantment from their pool, because right now, you have to roll to even get an item that could have a chase enchantment you're looking for.

These are two suggestions that I know would not be a nightmare to code like reworking the whole loot system would be. It would be a relatively easy tweak that makes it so these bosses are actually worth fighting beyond the fun aspect. Being fun can only get so far when there are much easier options to get loot that take a fraction of the effort.

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  Public Crafting
Posted by: Rendar - 11-12-2023, 07:24 PM - Forum: Quality-of-Life (QoL) - Replies (5)

Allow for those individuals who have a Crafting DOnation Item (See: Portable Science Kit) to be able to use it in such a fashion that others can utilize their services, like a crafting table.

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  An RP Payment Is You
Posted by: Rendar - 11-12-2023, 04:12 PM - Forum: Quality-of-Life (QoL) - Replies (1)

As of current, there is no real way to get money outside of farming (actual farming), or grinding in dungeons forever. 'Skilled laborers' often require items that are only found from either of these locations, and while that is fun.

What about the nation leaders / higher ups that are constantly having to RP in town to keep the place running. What about the people that, IC, work jobs but don't get paid because Oops Some Adventurer Would Have To Pay You to.. say. Work at the tavern in Geladyne delivering food etc.

Those medical officials who spend a ton of money on medical supplies, but recoup none of it because they.. for instance.. Don't go monster hunting.

My suggestion is simple, and doesn't just 'generate money out of thin air' (despite how nice it would be if nations got an allotment of money every OOC day to their guild and were able to give payments out to players actively doing their role. See: Guardians in Telegrad)

RP Payment.

It procs on the same schedule as RP EXP. The amount of Murai that you gain will be something akin to LVL * 5 or LVL * 10 Murai. Does this really make sense to just randomly make murai out of thin air? Not really.. but it does help the characters who aren't wanting to go monster hunting, because they've got shit to do constantly IC.

If someone is consistently playing the game for 8 hours a day, and hitting an RP check every hour, that's 4800 / day of play. Which can be easily outclassed by people going to grind the bosses on a loop.

People have IRL jobs that they come back from and want to play the game. Some of which are high RP low Grinding roles. They shouldn't have to rely on literal charity of other players to be able to afford stuff (This isn't even going into LEing which is another matter entirely)

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