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Add Iahsus status to Laplace Korvara! |
Posted by: Coffeeccubus - 09-09-2025, 07:51 PM - Forum: Suggestions
- Replies (9)
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Long story short, as a Corrupted player, it gets tiring asking what phase of Iahsus is every time I log in. It is crucial to my character becaue I need to know so I can have them act differently when the phases change. Also for face icon stuff.
A simple solution: Just add the code for the Iahsus phases, but instead, after the month and hour being displayed, it says "The Current Phase of Iahsus is: Red, Yellow, Purple, Orange, Blue, and of course... Rainbow.
Not much more to say
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External links for profile BGM |
Posted by: who - 09-09-2025, 02:08 PM - Forum: Suggestions
- Replies (3)
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The suggestion:
- Allow use of a direct link to a suitable audio file for use on character profiles.
The reasoning:
Some Youtube channels block external video embeds of their content, meaning they can't be used in a profile.
This leads to people reuploading the music on their own channel or seeking to upload elsewhere. Unfortunately, both available platforms have strong copyright detection functionality, and so user uploads may be silenced even if they are marked private or unlisted.
There's also potential that videos may be deleted or region restricted, leaving them inaccessible.
If the content can be hosted on a users own server, it means people don't have to worry about the content suddenly vanishing, copyright, etc.
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SL2 Version 3.02 |
Posted by: Neus - 09-06-2025, 02:08 PM - Forum: Announcements
- No Replies
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3.02
RP Post UI - Added a new interface for writing RP posts, which can be accessed by clicking the scroll button next to the face icon selection button above the chat bar.
- This interface makes it much easier to apply colors and other stylings, allows you to change your face-icon, see how close you are to the character or new line limit, check your posts as a preview, and some other useful features.
- The basic input box can still be accessed as before, if you want to use that, for some reason.
Icon Parts- Tailfeather, feather mantle, 4 wings for male/female bases for bird-like races (courtesy of Filia).
- Icon parts with underlays now properly show them in the preview list.
Patreon- Base upload size for face-icons for patrons increased; 1 MB for tier 1, 2 MB for tier 2. (Increase based on patreon tier still applies, so 1.25 MB and 2.5 MB in practice, respectively.)
Shinobi- False Target; No longer triggers against enemies directly behind you. Ninja Trick/teleport now won't trigger while you're standing on your Sensui Shippu.
Items- Warrior's Ring; Additional effect
- Once per round, after hitting an enemy with a basic attack, you recover 10 FP.
- Magician's Ring; Additional effect
- Once per round, after hitting an enemy's elemental weakness, you recover 10 FP.
- Boulder's Ring; Additional effect
- Once per round, after you redirect damage to yourself OR your parry skill is triggered, you recover 10 FP.
- Class Coins (And Plus Versions); Grants +1 to a stat, and grants +3 to maximum Skill Pool size for each equipped class belonging to the relevant class.
- Overload Amulet; Additional effect
- When Overload expires, it now grants 1 Weapon Charge.
- Numa; Properties changed
- Now grants Curse of Numa (LV 30, 2 rounds) on battle start.
- Red Cape; Effect adjusted
- On Take Damage: If you were above 50% HP but fell below that amount, all your Fear effects are cured and you become immune to Fear for 3 rounds. (3 round CD)
- Homura; Effect is now limited to once per action (from once per round).
- Ring of Cursed Prolonging; Status Resist penalty now -25% (from -50%. Now completely negates defeat penalty. New properties; Extends duration of Curse category and Cursed Wound effects you cause by 2 rounds.
- Magical Gauntlet / Metallic Magical Gauntlet; Magic Shield, Magical Aegis, and Metallic Aegis now last for 5 rounds and all cost 5 FP (from 20); if you have one of its effects active, you can switch between them for 0M (duration of the old effect retained). Metallic Aegis grants the ability to parry physical damage (25% + 50% DEF, 35% reduction), Magical Aegis grants the ability to parry magical damage (25% + 50% of RES, 35% reduction), Magic Shield grants the ability to parry any damage (25% + 25% DEF + 25% RES, 25% reduction).
Item Sets- Added 'High Voltage' item set. (Thunder Whistle, Overload Amulet)
- Added 'Black-Forged Pact' item set. (Black Stone, Numa)
- Added 'Festering Curses' item set. (Ring of Cursed Prolonging, Gae Baed, Gae Bolg Replica, Grimalkin Hat, Blackheart)
Item Potentials- Blazing Wind; CD changed to 1 round. Effect changed while user has a Flare Tornado active; instead costs 2M, 5 FP, has 5 Range, and must target a tile the Flare Tornado is not. The Flare Tornado moves 3 tiles towards the target location and then applies its effects.
Special Strikes- Grudge Wound; Summoned Ghost now has extra HP equal to your level and it spawns with 7 Momentum.
- Added a new toggle called Special Suppression, which prevents your Special Strikes from triggering while still allowing its trigger chance to increase from using your weapon's attack skill. (Like Limit Potential, it's available to everyone automatically.)
Crystal Terminal Upgrades- Far Aid; While in a dungeon with a Crystal Terminal, you can use the Crystal Terminal Piece to utilize its functions anywhere (except Warp).
Drops- Monsters with levels exceeding level 60 now grant 1% item drop boost per level; for example, a level 80 monster gets a +20% item drop boost. (As a result of this change, tier 3 rematches' chance to drop a 9* rarity item directly has been lowered from 2.5% to 2.2% to compensate. The chance for them to generate from Rarity drops is unaffected, this is ONLY for the direct chance to drop a 9* item.)
- Added a 'rarity scaling balancer'; When Rarity items drop, in any instance where the minimum rarity is higher than 1, the chance for rarities higher than the minimum is increased slightly.
- In concert, this means that high level enemies will drop rarity items more frequently AND have a slightly better chance to drop rarer items over lower level counterparts.
ETC- Animation for jump points no longer has lengthy periods of invisibility.
- Made the Crystal Terminal UI a bit more responsive with less wait time before it can be used when opening it.
- Optimization for creating/despawning mercenaries & youkai, particularly as part of some functions.
- Optimizations for placeable fusion of various placeables that weren't fusing (if any map decor is suddenly weird, report it, it's probably due to this).
- Optimization for cleaning up players on log out.
- Fixed an issue where mouse movement couldn't properly path through many sections of Korvara maps, such as up or down cliffs, etc.
- Fixed an issue where double clicking a chest too fast while holding a modifier (Shift, Ctrl, Alt) would attempt to open it. (This could happen while trying to check for and then disarm traps, for example.)
- Fixed an issue where special unarmed weapons (such as Hidden Barrage) given as sub-weapons by Mixed Martial Arts were using the wrong sub-attack skill, resulting in them not respecting the weapon's Rounds count.
- Fixed an issue where mercenaries and youkai that were a part of a battle did not recover HP/FP when their master leveled up at the end of it.
- Fixed an issue where enemies who were using skills that targetted locations wouldn't properly turn towards the location before using it. (Mostly noticeable in line skills such as Big Tears.)
- Fixed an issue where Arashi Sanseiken could cause you to become non-dense if its trickery effect activated while an enemy was surrounded on all sides with you on one of those sides.
- Fixed an issue where clicking on skill links in the browser chat could cause the page to clear/refresh.
- Fixed a small memory leak where previewed mobs in the companions panel weren't being despawned properly.
- Fixed an issue where minibosses did not have their visual color distinctions.
- Fixed an issue where the 'default' option for battlefield circles would spawn a black map instead of the battlefield map of the area you are in.
- Fixed an issue where False Target could trigger when someone was attacking you from the tile directly behind you.
- Fixed an issue where enemies with Silent Spirit would use it on enemies who were out of range to attack them.
- Fixed an issue where the minimum rarity for monsters above level 60 was not being rounded, resulting in the ability to drop lower rarity items than intended.
- Various forum bugs.
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SL2 Version 3.01 |
Posted by: Neus - 09-06-2025, 02:05 PM - Forum: Announcements
- No Replies
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3.01
Map Requests - Yokoshura Isolated Farm (Courtesy of Slydria)
- Geladyne Prison Expansion (Courtesy of Appo)
- Wastes Wall Expansion (Courtesy of Appo)
Curate- Purity Edge; max rank changed to 1.
Boxer- Asura Fist; FP cost changed to 15 (from 20 + 1 per Rank).
- Regenschauer; Added an animation.
- Swaying; Now always costs 3M, now a movement skill. Effect adjusted
- Targets yourself or 1 unoccupied tile within 1 Range; you begin Swaying (LV X, until your next turn) and move to that tile (without changing directions). (Effect LV/duration unchanged.)
- Korkenzeiher; Base FP cost changed to 18 (from 30).
- Felhook; FP cost changed to 18 - 2 (from 24 - 2). New animation. Additional effect
- If you are Swaying, this skill can critically hit (25% damage).
- Felsmanege; FP cost changed to 20 - 2 (from 26 - 2). Earth ATK ratio changed to 100% + 10% (from 70% + 10%).
- Sturm Shriek; Additional effect; If target is Flatfooted, skill can now critically hit (25% damage).
Druid- Added Fire Style for druid animals. (Courtesy of Brittus & Appo)
Engineer- Added Band engineer bot style. (Courtesy of Brittus)
Kensei- Skills requiring a Sword can now use a Katana or a Sword. (The momentum penalty for using a non-Katana weapon is still there.)
- Sheath Sword and Sheath Sword (Saya); now targets a tile within 5 Range. If you target an enemy, you inflict them with Watchful Eye (1 round).
- Sheath Sword (Saya) no longer triggers Zen Blade (bug fix).
Ruler- Added Bladesong Piece style. (Courtesy of Brittus)
Shinobi- Habari Tori, Ryusei Ryugeki; SWA scaling changed to 110% + 10% (from 100% + 10%).
- Slash Moon; Now permits the use of Fist weapons instead of just Claws.
- Small bombs generated by Ninja Tricks now last 3 rounds (from 2; in some cases the duration could run out before they could explode).
- Sped up Rising Dragon's animation delay.
- Killing Clone, Obscuring Clone, Marking Clone, Critical Blaze; Damage changed to 100% of SWA.
- Stalagmite Seekers; Now costs 1M to use the buff dismissal attack.
- Invoke Elemental Art; Now grants Enhanced Art for 1 round before selecting marks. (Enhanced Art gives the next elemental art used a bonus based on the art in question.)
- You can now click the elemental art gauge in battle to view the list of elemental arts.
Dungeon Chests- Chests which are locked now have twice the base chance to give equipment items. (50% if the chest is locked).
- Chests which are trapped and have the trap successfully disarmed now increase the drop rate of ALL items in the chest by 100% of their base value; this stacks with the above change. (IE, 25% becomes 50%. If a chest is locked AND trapped, successfully disarming the trap will mean it always drops an equipment item.)
- Chest names and icons will reflect the type(s) of item pool they drop items from.
Item Drops- Added a system where equipment items are grouped into various themed pools (Fire, Ice, etc.). Dungeons on Korvara can be weighted towards a pool (or pools), causing rarity items generated in them to be more likely to be from one of those pools.
- This does not guarantee that an item only from those pools will drop, but it is much more likely (70%).
- Not all dungeons have pools, but most do. Some have 2, some have 1. They are based around the dungeon itself; for example, the Ice Palace will drop items from the Ice pool.
- This includes items that dropped from chests, as well as those that drop from monsters/bosses.
Ancient Charges- EXP rewards doubled for all missions (except 1).
- Defeat requirements for missions rewarding the +5 Elem ATK accessories lowered to 30 (from 50).
- Fixed a bug where homing projectiles didn't end properly after reaching their final destination.
- Fixed a bug where Kan Saiganki's travel distance was being improperly extended when you had between 25 and 49 Wind ATK.
- Fixed a bug where Kiomite Moriomizu and False Target's Ninja Trick were triggering at improper times and could thus result in being hit multiple times by certain AoE skills.
- Fixed a bug where the Feathered Serpent didn't have the default Rarity item drop chance that all monsters do.
- Fixed a bug where the pop-up window for the following interfaces would appear offscreen if the game was on a secondary monitor; Crystal Missions, Item Descriptions
- Fixed a bug where Rough Tumble's rank text wasn't displaying in the skill board.
- Fixed a bug where special icon states granted by Demon Translation were not being properly applied (Spatial Ravager, etc).
- Fixed a bug where Thorn Scratch was being applied even if you didn't have a dagger equipped.
- Fixed a bug where respawning after being defeated in battle would cause the camera's boundaries to be incorrect.
- Fixed a bug where Gulkel's elemental effects could be stolen.
- Fixed a bug where Clay Pidgeon's damage was being reduced based on the gun's total rounds.
- Various forum bug fixes.
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Realistic(??) Drop Amounts |
Posted by: the homestuck man himself - 09-04-2025, 04:45 PM - Forum: Suggestions
- Replies (2)
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After some mobs had wraps of beef/poultry added to their drop pools to facilitate cooking (thank god for this addition) and I had the time to play with the change, I started to think on something: Maybe these drops should have more parameters added to them.
Right now, no matter the size or level of the mob you get them from, you get a single wrap, which is debatably better than paying the 50 gold fee per in the inn shops. The change I would want to see is more like:
* A level based buff on these drops each 10 levels, with 1-10 being 1 wrap per mob while at, say, 80, you'd get 8 wraps.
* Another buff/debuff based on the mob's actual 'size'. A vorpal rabbit wouldn't yield the same amount of meat as a scarebear as an example. Have bigger ones drop more and smaller ones drop less.
* As an alternative to the first option, you could have a gradient of possible drop amounts the higher you go. A level 1 mob could drop 1-3 wraps while a level 80 could drop 4-9.
These mechanics don't even need to be locked to meats either, anything that the mob could reasonably drop from being 'harvested' could be included here, like icicles for ice mobs and maybe void shards/demon eyes for spatials, as an example.
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