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AkaInuHime
[2.97b] Misplaced badge

Forum: Bug Reports
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6 hours ago
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Lolzytripd
[2.97b] Slum Lords

Forum: Bug Reports
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11 hours ago
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Rendar
[2.97b] Poisonous Blubber

Forum: Bug Reports
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11 hours ago
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Trexmaster
[v2.97b] Turn Order Shena...

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Yesterday, 02:27 AM
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caliaca
[2.97b] Very offensive be...

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Lolzytripd
"A dark blade similar to ...

Forum: Balance Fu
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TheGhostlyKnight
Dark Moshers

Forum: Balance Fu
Last Post: TheGhostlyKnight
04-26-2025, 07:21 PM
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Lolzytripd
Rune Magician love

Forum: Quality-of-Life (QoL)
Last Post: Lolzytripd
04-25-2025, 10:26 PM
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AkaInuHime
[2.98 v2 (test)] Not my m...

Forum: Bug Reports
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04-25-2025, 07:24 PM
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Poruku
Anti-Competition (in PvE ...

Forum: Quality-of-Life (QoL)
Last Post: Poruku
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  [2.95 Test] Revolver Raid Cannon Oddities
Posted by: Rendar - 02-17-2025, 03:57 AM - Forum: Bug Reports - No Replies

Revolver Raid Cannon has....... some issues when MMA is used.

1. If you mainhand a gun, and MMA, you can twindance with said singular gun. It will use your mainhand gun TWICE. If you have a handgun, you Akiimbo it. If you have a shotgun, you can Coyote Pack it. If you just have Twindance, you twindance it.

2. You cannot Twindance Raid Cannons. This includes Twindance Akimbo. (They are Handguns, according to game code)


This is just an aside, but. Probably a LOT of this jank could be solved if MMA accounted for Bare Fists > Raid Cannon. (And Raid cannon was updated to Gun/Handgun (Counts as fist)

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Tongue Mechanation - Requests for Mechanation features
Posted by: Flun - 02-17-2025, 03:42 AM - Forum: Character Applications - Replies (3)

Applicable Byond Key - Pebbleroni Korvara
Character Name:
N/A (not chosen yet, but mecha)
Request type: Character appearance and racial features

Request Details: I would like to apply for several minor/major mechanation features to see what I can and cannot use for designing a Mechanation playby for korvara. I have attatched an image with a potential reference for clarity. I have attempted to design this character to where if a feature is denied, it can still comply with the standard mechanation allowed features (Eg, if the head is not allowed, it is merely a helmet).

   

Specific Requests:

- For some segments of the body to have metal plating in place of synthetic skin. If not allowed, then for it to be armour which covers exposed wires and other mech-y insides.

- For gyroscopic heels which can function as wheels for short ranged rolling and sliding movement, if not allowed, they'll be normal feet.

- For a head which lacks some facial features, namely eyes and nose. A mouth would still be present in the form of an exposable jaw (pictured in the top right). If not allowed, then to have a humanoid head inside the helmet, ideally with sunken eyes (as pictured in the bottom right).

- For a single eye to be a stalk, comparable to Daleks. No shooting functionalities, it is just a stalk with the functionality of an eye.

Reasons why I make this request: I will not lie in my bias towards designs which have more bizarre features atypical of standard android designs, I simply think the need to have a face is one mechanation lore can be a bit more lax on. Many people have mechanations which explain helmet-like heads with them having a more human face underneath, which I personally find redundant and limiting in terms of satisfaction and playby availability.

"What is the point of a face when their head 99% of the time is a helmet," or "What is the point of synthetic skin if it is always beneath metal plating." Is what i mainly get at. In my opinion the more helmet headed mechanations could still feel plenty human if it looks like their body conforms to human anatomy. (Like their head looking more like a daft punk helmet than, say, V1 Ultrakill).

I also make this request so I know what my boundaries are for designing this mechanation, of course.

Roleplay and Lore supporting my request: Korvara mechanations are different than G6 ones, it could be worth it to try and shake things up! Especially with the newer section of the playerbase who have never had the chance to use Mechanations before.

I will also use this section to ask on the blot. I am sure that any degree of inhumanity will have IC consequences of a shorter lifespan, I simply want to know both the severity of it and OOC guidelines i'd have to follow. (As in, would i have to stop playing this character after x amount of ooc time? (Yipes!))

Thank you for listening to the robofreak rambling :>

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  [2.95 Test] Ghostly Toyatori
Posted by: Rendar - 02-17-2025, 03:40 AM - Forum: Bug Reports - Replies (1)

If you have Toyatori AND a Ghost Hands equipped.. the Toyatori doesn't lay down ice tiles whenever you shoot someone.

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  Mechanation
Posted by: Rendar - 02-17-2025, 01:34 AM - Forum: Balance Fu - Replies (9)

Mechanations are back baby! Much thanks to the people that worked hard and tirelessly to bring them over to Korvara!

I'm going to be talking about the many Mechanation types, and less so their stat spread and MORE to their specific abilities.

Mechanation

  • No Natural Skin
  1. They are unable to take the Lovely Face (???) trait
  2. They are unable to take ALL Arcane Tattoos traits.
  3. They are unable to take the Cast Off Flexing trait.
  4. They gain Synthetic Hair (?) for +3 Armor.
  • Resistances
  1. This is really just kind of weird, but sure. Whatever. +15% fire/ice ice resist, -25% Lightning Resist. I really wish this was more evened out with -30% lightning resist, but. Fine. We'll just accept this.
  • Godless Heathens, Manmade Creations
  1. No benefit from scaling SAN, much like Humans and all Homunculi. Still the base benefits.
RAID
  • Revolver Raid Cannon
  1. Basically your Bare Fist is replaced with this monstrosity.
    I really wish this was changed. NOT as like. A meme mean thing. But. This thing is very jank, and it's age shows. I would, personally, like Rampaging removed from it as a base upgrade, and have this be rolled into BASE Raid Mechanation as a skill they can equip. With the Trait changing this to add Rampaging. This would allow it to work with Purity Edge, and I have No Ulterior Motives with this I Swear.This could also stand to have a Level Based upgrade to it, so that it's stats are a smidge better at higher levels, or just the Crit. 20 power, 100 accuracy, and 0 crit (110% modifier) with NO weapon parts being able to be added feels very bad to actually use this as a weapon to crit with. Anyways. Gun/Handgun this and have "Qualifies as a Fist Weapon" and we're golden.
AGILE
  • Agile Accel Booster
  1. Jesus christ this thing is GOOD and probably the singular reason why this is chosen nonstop. 1m Movement option is great. 1m Movement option that has a 1 round cooldown and can be used 2 rounds in a row with only 15 damage taken? EVEN BETTER. It also makes you airborne. Kensei/DH are in LOVE. Nothing really needs to change here. This is absolutely fantastic.
Cabal...
  • Chronicling Cabal Memory
  1. This... exists? You lose out on an accessory (1 FP regen basically) and some good benefits for your SPELLS to.. take 0.5 less slots per. Magic Casters, generally, aren't hurting for spells. A Ruler could utilize this well (if they aren't using a tome + WIL/GUI already).. But this is VERY.. Very Underwhelming.

    I'd say their spells just, naturally, cost 0.5 less slots. Further more, if we want to play into this 'chronicling' bit. Spells that are Double Cast in a turn are not subject to Repeat Action penalty. (Sear's second use in a turn would be 3m, AND be it's normal cost rather than 4m and 1.5x cost). It has it's uses. Probably.


Standard
  • Sturdy Standard Body
  1. This is a good trait. It has some issues (Namely the evade base on it is TERRIBLE. And Cast of Flexing literally tweaks on this so gosh-darn-hard). I kind of wish Cast off Flexing could be used in conjuction with this, but whatever. It giving 120 HP is great, because that (effectively) eats the loss of Giant Gene, and doubles the effectiveness over Leviathan. Unironically, uh. Does.. this block Weathered Body? I'm scared. Mom I wanna go home.

    real talk. This is fine as is. It's Evade Base could stand to be changed and made More Normal.

Edit:

For full clarity. The Mechs are all made, as they are currently, with the design philosophy of 'sacrificing an equipment slot' for their trait bonus. Standard loses Torso. Agile loses Boots. RAID loses Main hand (Off-hand maybe? Its SUPER buggy atm), and Cabal loses Accessory 1 or Accessory 1 + 2. We've seen how this has played out in the past, with OTHER racials that have 'Unequip your boots slot and gain Y!". Except Agile Accel is the first one that ACTUALLY comes through on sheer usefulness for the loss of your boots slot.


LOOKING AT YOU APERTAURUS/CHIMERA

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  [2.95 (Testing Server)] The gun is really a fist. (R. Type Mechanation)
Posted by: TheGhostlyKnight - 02-17-2025, 12:04 AM - Forum: Bug Reports - No Replies

Raid Revolver gun for the Mechanation has a few issues:

It counts as a fist for fist skills, but not fist passives.

It counts as a gun for gun passives and shells. But nothing else.

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  [v2.95d] Less Than Standard
Posted by: Autumn - 02-16-2025, 09:32 PM - Forum: Bug Reports - Replies (3)

The description for Sturdy Standard Body is incorrect and is erroneously stating that it grants 10 evade, not 15 evade.

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  Mask of the Shifter
Posted by: Flun - 02-15-2025, 10:28 PM - Forum: Submissions - No Replies

This is an icon sprite for the donation item suggestion i made here Donation Item Suggestions

its a lil animal mask with ears and horns!

Splendid


i forgot to add attachment oops



Attached Files
.rar   Mask of the Shifter.rar (Size: 600 bytes / Downloads: 1)
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  v2.95d Decarabia can fly off the battlefield
Posted by: Fern - 02-15-2025, 08:13 AM - Forum: Bug Reports - Replies (1)

There's empty tiles in the corners of the Decarabia battlefield that he can land on if he gets hit by something like Vydel, so you end up having to get a little bit weird to finish him off...
Or any other unit that ends up landing there that way.
[Image: s05wocv.png]

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  lwhisper
Posted by: Poruku - 02-14-2025, 12:05 AM - Forum: Suggestions - Replies (4)

A loud whisper verb that has 3 tiles of range.

This would allow people at a table to talk to each other. Useful in bars and events!

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  Evoker Tune Up
Posted by: Druby - 02-13-2025, 11:24 AM - Forum: Balance Fu - Replies (1)

To put my point up front, I feel like Evoker (and to a slight extent the Mage base class) is lacking in comparison to most of its Mage Advanced Promotion alternatives. 

Evoker used to be a major powerhouse, and while it isn't a deadweight class in any regards in its current state, it's definitely lost the majority of its bite with a number of nerfs that have been applied to it over time. Between the nerf to Impure Element, cutting down on the ability to gouge a singular element, and the change of Charge Mind to be Excel effects and no longer affecting Invocations, Evoker is really starting to show some cracks. 

Addressing the Mage base class issue I had brought up initially first, both Evoker and Mage are heavily tied to a singular element based off their enchant. While there are many other skills that have certain benefits when running different enchants, these are often more of useful utility than a major component of the ability. There are exceptions of course, but in general, Shinken always works as Shinken, being a 10 tile ranged projectile attack. Adding an enchant simply makes it create certain tile effects, makes the projectile larger, or adds additional projectiles, or makes it homing. But Shinken functions is largely the same way no matter which enchant you apply to it, and simply gets an additional bonus.

This is not how it works for Mage and Evoker spells. You MUST have the appropriate enchant or else the spell in question often functions at some form of reduced effectiveness. Fir loses its explosion AoE, Lightning spells no longer apply interference or apply lightning crits, earth spells don't apply magnetize, and so on. You get nothing at all from having the wrong enchant, and quite often this makes many of these spells a lot less effective. This makes Mage/Evoker often feel like you're playing an elementalist instead, as you're very often locked into a single element instead of being freely able to choose whichever spell applies for a given scenario, because without the enchant, a lot of them lose much of their utility.

Let's compare this to two of Evoker's competitors in the Mage Advanced Classes, Hexer and Rune Mage. Both are considered extremely powerful classes in their own right, and both can be often played in ways that not only outstrip Evoker in terms of damage, but also do not have the same restrictions when it comes to enchants for utility. Rune Mage, even without building their rune arrays, have a massive amount of buff/debuff potential from their runes which require no enchant at all to function. Meanwhile, Hexer gets its entire array of extremely debilitating debuffs combined with the damage that comes from casting the spell in the first place, without the requirement for any enchant either. Playing them with an enchant certainly helps, but it is by no means a requirement like it is for Evoker.

The loss of Charge Mind was also another major hit to Evoker, as it (maybe arguably) hits probably the primary class fantasy of Evoker. That being Invocations. Evoker is the singular class in the game with the most invocations available to it. However... With both Impure Element and Charge Mind now gone for invokes, there's very little reason to run half of the invokes provided. For the majority of invocations out of Evoker, you are not getting damage output comparable to momentum spent casting, even with High-Speed Divine Words sometimes. An Exgalfa often times loses out in damage compared to simply spamming Sear for the same amount of momentum spent. There is some value to be had in terms of "storing" damage through invoking for some turns when it's inadvisable to close in or you are being kited, but there are a variety of other buffs/buttons that an Evoker has competing for that time, like Charge Mind which directly amps up the generally more efficient option of simply hitting your primary damage spells to begin with.

Most invocations out of Evoker used now are for the utility, and you primarily see Vydel (for the reposition, KD, and long range) or Intensify Cold (50% ice weakness is pretty solid no matter what). Exgalfa and Overload are nearly never used at all as they're single target spells that just do not match up to the momentum spent casting them often, even with the proper enchant on. I understand there's a certain amount of give and take when it comes to balancing, trying to keep these spells from becoming OHKOs like they sometimes were in their heyday, but now the invocations out of Evoker are either basically not used at all, or only used in niche situations, which heavily detracts from it being the "invocation class". The (generally agreed upon) most powerful invokes in the game aren't even in the Evoker class, like Divine Shower or Enma's Summons.

Evoker as it is functions very well as a class that pads out the weakness or serving as support to another class. Lazarus Wind and Greaper combined means it can help buff up invokes from other classes very nicely, and Absorb Power means you will nearly never run out of FP if you run Evoker as a main class, but you're not often running Evoker to play Evoker, and instead because it synergizes well with another concept instead.

To summarize, Evoker lacks damage and is relatively restrictive to play compared to other higher hitting Mage Advanced Classes without anything in return like defensive options or other utility, and does not play into its class fantasy very well, often being relegated as a support for another class or build idea instead. 

I think Evoker deserves its own pass through to help bring it up to speed, but a couple of "quick fixes" I'd like to bring up would be to remove or at least loosen up the enchantment restrictions placed upon spells in both Mage and Evoker. Maybe something similar to how it works with other abilities where having ANY enchant would provide a bonus of some sort to whichever spell you cast, or getting creative with the elements. Like casting Sear with Redgull creating plasma tiles instead of cinder tiles, or other interesting combinations like that. Alternatively, provide a way to easily swap between enchants, even at a momentum expenditure, so you have some way to move between elements as required.

Another "quick fix" would be to finally give the invocations within Evoker Charge Mind/Excel effects like had been stated previously to help bring them at least somewhat on par with other highly competitive abilities so they can see more usage rather than nearly never being used at all. Alternatively, modify some of these other invokes to have other utility as well so damage isn't their only use.

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