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  Tannis Black Beast Alerts [2.70c]
Posted by: saikyogroove77 - 02-10-2023, 06:24 AM - Forum: Bug Reports - Replies (1)

I've noticed that, when it comes to in-game alerts for normal events in such as Dormeho Fishing Tournaments, monster attacks in the mines, etc.- Alerts for Tannis being attacked by Black Beasts are not showing up in-game.

This includes all Black Beast messages regarding Tannis. "Black Beasts have been seen prowling the hills near Tannis..." "Black Beasts are attacking Tannis!" and "The Black Beasts attacking Tannis have retreated!"

When looking into the channel on the SL2 Discord "#game-messages", the Tannis alerts are appearing there, but when looking in-game to check for them, they are not there.

Dormeho Black Beast messages are still appearing, as are all others aside from the Tannis Black Beast messages (from what I can tell).

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  Re: Anti-Soundcloud Gang [2.70c]
Posted by: Shadbase - 02-10-2023, 06:19 AM - Forum: Bug Reports - No Replies

So, I've already made a bug report about this in the past, but that'd be a HUGE ASS necropost of over a year or so, so I wanted to just make a new thread.

As per... introduction of the system, Soundcloud embeds in profile are both unable to be lowered volume-wise, and will continue playing after closing a profile after muting said max volume music until you can open your own profile and mute it.
This leads to people being consistently hit with 100d1000 sound damage, because people often use hard rock, or bas eboosted EDM dubstep in their profiles on Soundcloud.
This is presumably a bug, because I doubt that this sort of thing is intentional when the YouTube embeds work perfectly fine as long as you let them load before muting or closing the profile.

The running theories after asking more knowledgeable people than I about those systems is this:

Soundcloud's volume issue:
---- > Soundcloud may no API control for volume.
This would mean that SL2's volume slider cannot control Soundcloud's volume slider, because there is no code assisting it to do so. YouTube embeds do this, but as it is, nobody can tell if this is something that is a part of SL2, or a part of YouTube's embedding feature.
Also, going onto Soundcloud itself and lowering the volume so it's site-wide (which is what you could do for YouTube before the volume slider added in new chat), does not work. I have tested this myself, and it just doesn't.
---- > Possible venues to look at for a fix:
- Seeing if SL2 can be coded to fix the possible API control so that Soundcloud now works the same as YouTube in volume.
- Seeing if SL2 can be coded to allow changing the volume by the user.

Soundcloud's nonstop pain after muting issue:
---- > SL2 is not sending a proper "stop" command that Soundcloud embedding will listen to.
Soundcloud's unending sound damage tends to happen more often than not in this scenario:
- > I open a profile to see who just walked by as a glance.
- > This user is using Ram Ranch (base boosted) on Soundcloud.
- > I rush to hit the mute button and cry about my ears over OOC or Discord, cursing Soundcloud users who do this to me.
- > I close the profile after reading it in peace
- > Soundcloud starts again, at the same volume
- > I scream and open my own profile, with a YouTube embed, to make it stop.
It's good to note that hitting the mute button and then closing a profile will make the song start from where you muted it, and not at the beginning.
As well as that, if someone also doesn't have any music set on their profile, the mute button will now control that same Soundcloud music, which can only be solved one way (beyond closing the game):
[Image: image.png]

The guess is that Soundcloud is either ignoring, or doesn't have some sort of "stop" command that tells the embed to go away after the profile is closed if the music gets muted. I could not tell you HOW the hell it works fine if it's not muted, but if it is muted it doesn't.
----> Possible venues for a fix:
- > Look for some sort of inconsistency with how SL2 is handling Soundcloud songs when unmuted and muted.
- > Check to see that closing the profile is sending the proper command when it's closed, as right now it seems to not be doing so.

I'll likely keep checking this in every time I have a new thought about what could potentially cause this, but I'm not familiar with BYOND code, so I can only guess at things and confer with people that sort-of do.

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  Raging Flame/Burning Strikes [2.7]
Posted by: renowner - 02-10-2023, 03:14 AM - Forum: Bug Reports - Replies (1)

Raging flame is currently evadable. It doesn't explicitely say its bonus damage, but I feel like its supposed to be. 

Additionally, Burning strikes, Suzaku's install passive is evadable despite it explicitly saying its bonus damage.

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  Expert Tracker
Posted by: caliaca - 02-10-2023, 01:11 AM - Forum: Suggestions - Replies (5)

Currently, if you come upon monster tracks in the dungeons you have no idea how long it'll be before they clear. Did the boss just run away a few minutes ago? Or has it been an hour and it's about  to clear?

I propose the ability to click the monster tracks and get told how many in game hours it's been since it spawned. 

This could potentially be tied to a trait called Expert Tracker that allows it. Or it'd just be nice period.

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  Sorting Items by Type
Posted by: Shadbase - 02-09-2023, 11:54 PM - Forum: Quality-of-Life (QoL) - No Replies

Minor request to be able to sort items in the inventory by type (cloth, ore, pages, etc.)

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  Character Application - Toad Playby
Posted by: CabbitNet - 02-09-2023, 10:30 PM - Forum: Character Applications - Replies (1)

Applicable BYOND Key - CabbitNet
Character Name - No Name Yet
Request Type - Height and Concept Approval 
Request Details -  A Toadstool Playby Varient, The 3'5" Mushroom Doriad.
Reason why you are making this request (if applicable) -I am making it mostly for fun and to come up with an interesting concept of using the content given.
Roleplay & Lore supporting your request - Doriad Grow within Many Things that have plant life even within Cacti, It wouldn't be hard to think a Mushroom Doriad isn't that far off.

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  [v2.70c] I Castlen't See (I tried)
Posted by: The Alpha Bat - 02-09-2023, 03:24 AM - Forum: Bug Reports - Replies (1)

Castle BDP battle map cameras are borked on the map with the pillar in the center.

On battle start, the camera for all players will be placed onto the center of the map right in the middle of the pillar, meaning you can only see the five stone pillars tiles and everything else is black.

The same issue as a spectator trying to watch a battle on one of those maps, no one can see what's going on.

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  [v2.70c] Counter Edge
Posted by: Kameron8 - 02-09-2023, 02:47 AM - Forum: Bug Reports - Replies (1)

Counter edge appears to be adding 5/10/15 damage to counter attacks, instead of 15/20/25.  See four different Quick Draw attacks with Sheath Sword below, each with varying ranks of Counter Edge:

No Ranks in Counter Edge:

Quote:Quick Draw! OOC Allaina draws their sword with lightning speed!

System: Debug: Total Power for Orichalum Yukijin / Orichalum Yukijin was 92.
OOC Allaina attacks Prinny with Orichalum Yukijin!
Prinny takes 94 Slash physical damage.
System:
* Initial Damage: 94 Slash Physical, flags: counter, sk: null, wep: Orichalum Yukijin /


Counter Edge 1/3:


Quote:Quick Draw! OOC Allaina draws their sword with lightning speed!
System: Debug: Total Power for Orichalum Yukijin / Orichalum Yukijin was 92.
OOC Allaina attacks Prinny with Orichalum Yukijin!
Critical Hit! Prinny takes 122 Slash physical damage.
System:
* Initial Damage: 99 Slash Physical, flags: counter, sk: null, wep: Orichalum Yukijin / 



Counter Edge 2/3:


Quote:Quick Draw! OOC Allaina draws their sword with lightning speed!
System: Debug: Total Power for Orichalum Yukijin / Orichalum Yukijin was 92.
OOC Allaina attacks Prinny with Orichalum Yukijin!
Prinny takes 104 Slash physical damage.
System:
* Initial Damage: 104 Slash Physical, flags: counter, sk: null, wep: Orichalum Yukijin /

Counter Edge 3/3:

Quote:Quick Draw! OOC Allaina draws their sword with lightning speed!
System: Debug: Total Power for Orichalum Yukijin / Orichalum Yukijin was 92.
OOC Allaina attacks Prinny with Orichalum Yukijin!
Prinny takes 109 Slash physical damage.
System:
* Initial Damage: 109 Slash Physical, flags: counter, sk: null, wep: Orichalum Yukijin /

The initial damage parameter gets upped by 5 with each rank up.

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  Version 2.70
Posted by: Neus - 02-09-2023, 02:41 AM - Forum: Announcements - No Replies

2.70 - Diastrophism #1
Dark Bard

  • Added a brand new promoted class for the Bard base class called Dark Bard.
  • 21 new skills with many new animations.
Map Requests
  • Wanderer's Vale Floors 2+3 (Courtesy of Slydria)
  • Geladyne Construction Workshop (Courtesy of Appo)
  • Fairview Renovation (Courtesy of Appo)
  • Telegrad Southern Fields Urbanization (Courtesy of Autumn)
  • Various minor map changes (Courtesy of Dev)
New Areas (Korvara)
  • Added 6 new large exterior areas.
  • Added 5 new dungeon areas.
  • Added many new interior areas for the above.
  • Added 12 new battlefield maps.
New Enemies
  • Added 3 new boss monsters.
  • Added 13 new monster enemies.
  • Added several dozen new monster skills and many new animations for the above.
New Equipment Items
  • Added 30 new equipment items to the Korvara item pool.
New Materials
  • Added 20 new item materials;
  • 5 Ore
  • 5 Wood
  • 5 Page
  • 5 Cloth
New Enchantments & Adjustemnts
  • Added 8+ new enchantments.
  • Volcanic (Weapon); Damage effect now hits all enemies except the original target within 5 Range.
  • Volcanic (Armor); Effect changed; +25 HP. Being hit by an attack creates Cinders at all tiles within 2 Range (LV 15, 2 duration, once per round.)
New Special Strikes & Adjustments
  • Added 10 new Special Strikes to various weapons.
  • Added animations to all pre-existing Special Strikes which did not have them.
  • Maou; Damage now ignores armor.
New Item Potentials
  • Added 10 new Item Potentials to various weapons.
  • XP requirement to unlock potentials has been adjusted.
New Crystal Terminal Upgrade
  • Added 1 new Crystal Terminal upgrade.
New Traits
  • Added 15 new character traits.
New Youkai
  • Added 3 new Youkai; Fire Elemental, Wind Elemental, and Kerberos.
  • Added an animation for Snow Crow's Creysr.
New Donation Item
  • Added Sticker Set 2, containing Air and Risu stickers.
  • Added Ashe Padoru and Nemalyth Padoru as free stickers.
New Craft Recipes
  • Added 22 new material change kit recipes.
  • Added 12 new Tailoring recipes.
  • Added 1 new Metalwork recipe.
  • Added 4 new Alchemy recipes.
  • Added 8 new enchantment catalyst recipes.
  • Added 8 new recipe books (available in various shops on both Korvara and G6).
ETC
  • Added over a dozen new music tracks, including a new Korvara battle theme and boss theme.
  • Added animations for Absorb and Reflect effects.
  • Spiritualism spirits will no longer leave you if your talent rank is insufficient; instead, they will simply not take effect. (IE, if you have 5 spirits and only rank 4 Possession, the 5th spirit will not give any bonuses.)
  • Battle rings now have a flashing state for enemies who have 1 HP (which makes tracking things such as Winged Serpent's final attack HP threshold easier).
  • Walking monsters over level 70 are now immune to traps placed on the map. (Not traps which are used in battle.)
Soldier
  • Execute; Bonus damage capped at +100.
  • Watchful Eye; Now has a 3 round CD.
Hexer
  • Strangling Etacof; HP damage capped at 50, FP damage capped at 25.
[b][b]Verglas[/b][/b]
  • Ice Point Guard; Can now parry monster weapons.

  • Icicle Spear; Now has a 3 round CD.

  • Crawling Spikes; Now has a 1 round CD. Damage bonus for multiple hits reduced to 25%/100% max per extra hit (from 50%/200%).

  • Rapid Kick; Now has a 1 round CD. 3 round CD if the enhanced version is used.
[b][b]Items[/b][/b]
  • Fenri; Base Power changed to 11 (from 15), base Weight changed to 15 (from 6).

  • Hisen; Fatal Stroke adjusted. New animation effect. Damage can now critically hit and restores 5 FP for every enemy defeated by its effect.

  • Throwing Dagger; No longer receives Farshot penalties within its default attack range.

  • Elytra; Blunt resistance changed to 1*UL%. Effect which activates on knockdown removed.

  • Red Letter; No longer absorbs Fire damage or gives an Ice weakness. Now deals Fire bonus damage equal to 50% of Fire ATK on hit.

  • Circle Ring; Effect changed; Gives Skill

  • Circle Nine. (Prove to everyone you're not an idiot by dealing 99% of your Ice ATK as bonus armor-ignoring Ice damage to all enemies in a 3 range Circle. You also gain Absorb Ice (Limited) LV 1 for 9 rounds. 9 round CD.)

  • Reactive Armor; Fire damage effect must now come from an enemy and has a 1 round CD. Damage increased to 10 + UL (from 2 + UL).

  • Guard Riposte item effects; Now only triggers if the Guard LV is at least 30.

  • Masking Trail; SWA Ratio is now 100%. Skill now goes on a 3 round CD when invoked successfully.

  • Luckiness Dance; Now has Dance tag.
[b]- Fixed a bug where Conductor's Misdirection didn't work when used on a player character.
- Fixed a bug where weather effects would persist if you were defeated in battle.
- Fixed a bug where resistances given by prayer statuses were calculated incorrectly.
- Fixed a bug where elemental resists weren't updating if you used a material kit on an equipped item.
- Fixed a bug where skill/movement usage while airborne sometimes didn't break the airborne effect.
- Fixed a bug where Jet Stream knocked back enemies who dodged its damage.
- Fixed a bug where certain bonus Critical Damage modifiers for basic attacks weren't applying.
- Fixed a bug where Excel Crash Plus effects for Turnover weren't activating.
- Fixed a bug where Critical Damage calculations that didn't involve a weapon didn't actually provide a critical multiplier above 100%, leading to no damage increase.
- Fixed a bug where Frostbite applied by Chilling Rune was using an incorrect value.
- Various other reported bug fixes.
[/b]

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  [v.2.70c] Hidden Crit! (Where Has It Gone??)
Posted by: JamOfBoy - 02-09-2023, 01:26 AM - Forum: Bug Reports - Replies (5)

Hisen's potential doesn't seem to factor in weapon crit damage modifiers or weapon crit chance for Hidden Cut's chance to crit.
Other crit buffs might also not apply to Hisen Hidden Cut - all I could test with was Poise, which didn't work.

The first point is important as the Hisen has an innate 125% crit modifier. The second part is important because without weapon crit or crit buffs, this thing isn't going to crit anything with even a mote of crit evade.

[Image: tPvd3td.png]

We're looking at the Critical check and the Critical hit multi of these debug logs. This is a basic attack! All very well and good.

[Image: 67r1dYQ.png]

Hisen's Hidden Cut is down by 25 on the Critical hit multi and 27 on the Critical check! If we look at the Hisen in question...

[Image: icfZLmk.png]

125% Crit multiplier and 27 critical, the values absent for Hidden Cut. Hence, Hidden Cut doesn't use any value from the weapon other than SWA.

This makes sense since Hidden Cut has only ever had the potential to Lightning Crit before, which works off of a different, pre-existing calculation that has been on many skills, whereas raw, regular skill critting like this is new and Hidden Cut has never had any need to draw on such values.

I'm electing to assume this is a bug because, while most other skills that can crit either have fixed crit damage modifiers, (Flame Art: Explosion and Dancer (i've never played dancer so this could be wrong)) or scale off of something other than GUI (Lightning Crits), they also use crit chance buffs and weapon values, unless I'm mistaken. They should do if they don't, but you didn't hear it from me!

Ranger's Twin Shot might also be subject to this if it works similarly, but I'll limit this to Hisen alone for now.

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