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SL2 Version 2.64 |
Posted by: Neus - 09-10-2022, 05:16 PM - Forum: Announcements
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2.64
Map Updates - * Duyuei-Telegrad Highway Farmstead; Interior has been fixed up a bit, some crafting tables have been added. (Courtesy of Slydria)
- * Geladyne-Duyuei Highway; Added Mid Tower interior. (Courtesy of Autumn)
- * Meiaquar-Geladyne Highway; Added Lavish House interior. (Courtesy of Slydria)
- * Telegrad-Meiaquar Highway; Updated northern village exterior. Added communal house interior. (Courtesy of Appo)
- * Telegrad; Removed a tree. (Courtesy of Dev)
- * Telegrad; Added Telegrad Infirmary interior. (Courtesy of Autumn)
- * Telegrad; Graveyard & Farm Adjustments. (Courtesy of Slydria)
- * Duyuei; Minor farmhouse change. (Courtesy of Slydria)
- * Duyuei Outskirts; Minor farm plot changes. (Courtesy of Slydria)
- * Geladyne; Added Research Lab interior. (Courtesy of Slydria)
- * Meiaquar Library; Added backroom interior. (Courtesy of Appo)
- * Meiaquar; Added Underground Courthouse interior. (Courtesy of Appo)
New Donation Items- - Rainbow Torch - This is a torch which you can customize the color of the light for. You can select a single color, or you can select two colors (which it will slowly pulse between).
- - Orb of Mystery - This is an item which lets you set up profile variations for your current character. Profile variations are basically entirely separate profiles that you can customize the contents, colors, music link, picture, etc. of and swap between using the orb.
- - Sticker Set 1 - Lets you use a set of Nemalyth and Kinu emotes (from the Discord server) in OOC and LOOC chat channels.
- Donation items which cannot be used in Korvara no longer appear in the Storage Chest's donation shop.
- Adjusted the send to global bank verb; it appears for all items now, but still only works on donation
items. (Let me know if any donation items do not play nicely with it.)
- Reduced the item weight of most donation items to 0 (excluding golden tools).
- Added a stickers button to the HUD to easily see/select a sticker in your chat message.
New Trait- - Divine Ease (You have mastered the art of cutting lines, to the point where it is a breeze. While you have this trait, you will automatically succeed tracing any line for the Strange Sight, Eyes of Elimination, and Divine Eyes skills, even if you do nothing.)
New Sandbox Objects- - 3 new Sign variants.
- - Butter Churner.
Duelist- - Power Gradiation; No longer 4M. Now has a 1 round CD instead.
Priest- - Divine Shower; Now goes on a 3 round cooldown after being successfully invoked.
Hexer- - Enma's Summons; Now goes on a 3 round cooldown after being successfully invoked.
ETC- - The following skills now trigger field objects, traps, and runes, when they reach their destination; Flip Shot, Retreat Flight*, Wind Runner*, Forest Walk, Thunder Steps, Rescue (per ally), Sidecut, Sillcut, Disengage, Swooping Stroke*, Falcon Strike, Nest Flight*, Oarring, Haunting, Kagekiri, Blink, Any Shukuchi Teleport Skill, Heaven Kick, Crane Hop*, Korkenzieher, Backflip, Ice Skate, Rough Tumble, Jetpack, Voidgate*, Vanishing Strike (both), Black Bolt, Detogate, Turnover, Hanging, Crescent Rook, Castling, Retaliate, Aliagmato (all), Warp Strike, Pinball Strike, Shift Dimension (both), Rabbit Leap, Phase Fang, Flame Jetwing
- - The following skills now trigger field objects, traps, and runes, every time they move (with appropriately reduced FOBJ damage modifiers); Ice Dance, Hirazuki, Peddling Wheel, Chaser, Beast Gait, Avian Glide*
- * These skills may not trigger them if you go Airborne before/during the skill usage.
- - The following Bow weapons are now classified as Shortbows; Guiding Shot, Hunting Bow, Spirit Bow, Adversity Annihilator, Filcherbird, Fae Bow, Fortune's Favor
- - Cursed Wound; Can no longer be dispelled.
- - Arcanic Potions; Scaling changed is no longer STR, but the basic stat for the weapon. (IE, STR for Swords, GUI for Daggers, etc.)
- New chat commands; emote-full, lemote-full, wemote-full. This can be used to send an emote that is only emote text; your character's name/alias will not be displayed.
- You can now use a limited number line breaks for in-character chat channels (6 max); extra line breaks will be converted to forward slashes as per usual.
- Removed the Zoa from the recipe to make Parasite Removal Kits.
- Battle timer icon now appears on the left side (instead of the right) so that it is not hidden by the typing indicator.
- Changed the battle ring's functionality and optimized it slightly; it will now act as if it is part of the unit it is attached to, meaning you can double click it to see their info/etc.
- Plushies and Style Seeds can no longer be dropped upon defeat.
- Doubleheaded coins can now be flipped via the coin flip function.
- Goblin Spears now have access to an existing Spear skill.
- Face-icon state selector no longer appears tied to your character. Instead, it will appear near the bottom middle of your HUD. (Mainly a change so that your character's location doesn't obscure some states, and the state selector doesn't move around while you do.)
- Added density, animation, and sound effects to daily resource nodes.
- Training Tools (combat dummies) can now be set up in maps that support dynamic objects (such as Korvara).
- You can now open up profiles with another menu open, and you can also move with a profile open.
- Fixed a bug where the Jetpack animation was not playing (again).
- Fixed a bug where emotion bubbles were not layering over certain objects properly.
- Fixed a bug where mercenaries with 0 HP would still attempt to spawn in battle.
- Fixed a bug where dragging/dropping a Battle Item which could be used out of battle (such as a stabilizer) did not work with the new party UI. Also fixed an issue where the item's offset would be messed up after doing so.
- Fixed a bug where Quick Slide, Retreating Swipe, Conduct: Avant, Conduct: Jete, Conduct: Plie weren't reducing damage from field objects based on distance traveled.
- Fixed a bug where using the Use button in the inventory screen on a Portable Smithy/Science/etc Kit did not open the item's conversation box.
- Fixed a bug where Bard songs used by the AI were affecting less units that they were supposed to. (Involved a change to the way get_target is determined, so if any other issues crop up, this is likely why.)
- Fixed a bug where the directional density for some cliff edges was incorrectly set, leading to characters getting stuck.
- Fixed a bug where status and damage effect overlays on big mobs (such as Frost Tyrants) were offset incorrectly.
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SL2 Version 2.63 |
Posted by: Neus - 09-10-2022, 05:14 PM - Forum: Announcements
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Map Updates - - Added crafting tables and an Inn NPC to Beggar's Hole. (Courtesy of Autumn)
- - Added small farm plot near an abandoned village in Meiaquar-Telegrad Outskirts. (Courtesy of Slydria)
- - Expanded the Telegrad Prison a bit. (Courtesy of Appo)
- - Added Geladyne Infirmary. (Courtesy of Appo)
- - Updated a small farmstead in Duyuei-Telegrad Highway. (Courtesy of Slydria; this one has a side-entrance which might be a little tricky to see.)
- - Updated the Duyuei magic shop to be even creepier. (Courtesy of Slydria.)
- Added plushies as rare drops to all of the boss enemies that show up on Korvara, and Mirror Knight (who does not). (Courtesy to Slydria/Autumn, and Kam for demanding it.)
- Added a function that allows the server reboot to be delayed.
Demon Hunter (New Skills)- - Double Down; Sword skill. Can only be used while Airborne. Swing down your weapon on a foe in a downward arc, using your fall to build up momentum. Performs a basic attack on a target within 1 Range; if it hits, inflicts Wear Down LV X (X = 2 + Rank) for 2 rounds (3 rounds on critical hit). If the target is Airborne, it also has a chance to inflict Knocked Down. This skill will bring you and the target down to the ground, ending Airborne.
- - Quick and Wild; Desperado stance. A fast burst of bullets to lighten up your enemy's day. Targets 1 enemy within 3 Range and performs a basic attack on them with an equipped Gun weapon, which deals only 20% of its normal damage.
- - Snake Lash; Cobra stance. Can only be used while Airborne, and must target an Airborne enemy. Applies the Grapple skill to the target (but does not activate bonus Grapple effects).
- - Iron Bull; Matador stance. Prepare yourself to weather the worst, raising your arms to defend yourself; this skill behaves just like the Guard skill normally does, but does not require a Shield.
- - Coyote Pack; Unleash the wild cries of the swift hunters of the night; coyotes hunt in packs, after all. While you are using two Shotgun weapons, you gain the ability to Twin Dance with them, even at range. If you have the Akimbo skill active, you can also gain the effect while wielding a Shotgun and a Handgun.
Demon Hunter (Old Skills)- - Stance skills: Max rank changed to 1. Base Momentum cost changed to 1. Do not take up a skill pool slot to equip.
- - Auto-Stance Changing; Skills that utilize or require a certain stance will change you into that stance at the start of the skill. For example, Chaser will change your stance to Reaver (if not already in Reaver). Soldier offensive skills will also put you into Reaver stance.
- - Chaser; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Now applies on-hit effects of the weapon it uses to enemies who are hit. SWPN Ratio changed to 100+10% per Rank (120% max Rank).
- - Rising Tide; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). SWPN Ratio changed to 110+10% per Rank (130% max Rank).
- - Elemental Rave; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). SWPN Ratio changed to 100+10% per Rank (120% max Rank).
- - Lead Storm; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). SWPN Ratio changed to 100+10% per Rank (120% max Rank). Base size of circle increased to 3 (from 2).
- - Nitrogen Drop; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). SWPN Ratio changed to 100+15% per Rank (130% max Rank). Momentum cost changed to 3 (from 4). Cooldown is now 2 rounds.
- - Wild Ride; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Range increased to 2 (from 1). Attack damage reduction changed to 30% (from 25%). Basic attacks can now target the enemy you are riding.
- - Leaping Lizard; Base momentum cost changed to 1M. 5 FP. Now costs 0M if any enemy is within 1 Range.
- - Winged Serpent; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Now costs 1M (instead of 0M) if not subject to Repeat Action. Max Distance changed to 4-6 (same as old maximum range).
- - Descending Ouroboros; Base momentum cost is now 2M. 2 round CD. FP restored changed to 15 * Rank.
- - Retaliate; Max rank changed to 1. Now gains +1 Range per 10 Rage Energy available, to a maximum of 10 Range.
- - Crashing Bull; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Damage scaling changed to 100%+10% SWA plus 50% Dark ATK. Damage is no longer unresistable or evasion ignoring. Additional effect added - If you are Grappling an enemy: You throw that enemy to the ground instead, increasing damage to all enemies by 15%, and damage the Grappled target takes ignores evasion.
- - Bellowing Stag; Max rank changed to 3. FP cost changed to 16 (-3 per Rank). Damage scaling changed to 100%+10% SWA plus 50% Dark ATK. Damage is no longer unresistable.
- - Bonus Bloodshed; Now main class only. Effect changed; At the start of a new round, if you are in Reaver Stance, gain 1 round of an elemental (if you have none), based on your Starsign.
- - Combination Fighter; Effect changed; While toggled on, using Demon Hunter Offensive skills (excluding skills with a base Momentum cost of 1, Retaliate, and Wild Ride) or a Soldier Offensive skill reduces the Momentum and FP cost of all skills of those types that you have not used this round by 1, but reduces their damage by 25%. This effect can stack up to 2 times (to a minimum of 1 Momentum and a maximum penalty of 50%).
- - Bullet Barrier; Effect changed - Parry skill. The ultimate counter to bullets will always be more bullets; swords be damned. While you are in Desperado Stance and have a Gun equipped, you gain a chance to parry Gun and Bow weapons (skills & attacks). (25% + half of Scaled GUI chance to activate, 50% damage reduction.)
- - Clay Pidgeon; Effect changed - Make your enemies into little more than targets to shoot. While you are in Desperado Stance: Gun attacks against enemies who are Airborne deal extra damage. * Shotgun basic attacks will knock down enemies in 1 Range if they are Airborne or on critical hit.
- - One-Punch KO; Removed. Effect merged with Clay Pidgeon.
- - Snake Dancer; Effect changed - Dance around your foe's attacks, frustrating them. While in Cobra Stance, when you evade an attack; Trickery - All Cobra skills' Momentum costs are reduced by 1 for 2 rounds. (While the effect is active, it cannot be reapplied.)
- - Enemy Climb; Removed. Effect merged with Leaping Lizard.
- - Know No Pain; Effect changed - Block blows with your forearms, letting your enemies know you mean business. While you are in Matador Stance, you gain a chance to parry monster weapons & non-ranged weapons (skills & attacks). (25% + half of Scaled DEF chance to activate, 50% damage reduction.) Successful activation generates 15 Rage Energy.
- - Goring Horns; Effect changed - Leave a mark your foes won't forget. Enemies damaged by Matador skills have their maximum HP reduced for X rounds (based on Rank). This effect can stack infinitely, but maximum reduction per damage instance is capped at 50 (excluding Retaliate, which has no cap).
- - Stampede; Removed. Effect merged with Retaliate.
- - Gradient Blur; Additional effect - Every time you Combo Stance Swap during a turn: Gain a stacking buff that boosts your SWA by 2 for this round.
Magic Gunner- - Arcane Gun; Effect changed to a flat passive +5 FP Regen.
Tactician- - Field Medic; Now applies its Trickery effect before the HP heal.
Sandbox Objects
Added a new system to support dynamically created/placed/destroyed objects. This is intended to be a **roleplaying** system, so any sort of abuse will be punished. Limitations are subject to be adjusted if needed; additional objects of this nature will be added in future updates. (Consider this a test of the system for now.)- - These objects persist through reboots.
- - There is a maximum amount of objects that can be placed in a single area by a certain key (currently 5).
- - There is a maximum amount of objects that can be placed in a single area in general (currently 100).
- - Some objects can be attacked and destroyed (this requires physical stamina).
- - Some objects can be dismantled and recovered (this requires physical stamina). Objects recovered in this fashion do NOT retain customizations or other statuses, so be careful if you're moving signs.
- Added a new crafting recipe to Tool Creation that allows you to create a Sign for use in this system.
- Campfires, Camp Meals, and Feast Tables now apply to this system in Korvara as well.
- These objects can be placed in most non-dungeon maps, including interiors.
ETC- - Parasitic (Curse); Effect changed to On Critical Hit. Now restores 3 Durability (instead of 1).
- - Legend Extending will no longer remove copied skills/spells from your skill pool.
- - Double Dao now works with Demon Hunter's Combination Fighter.
- Made efforts to fix a bug where Soundcloud players wouldn't properly set the volume when playing a song. (This is not 100% fixed, depending on latency with the Soundcloud API. Sadly, there's not really a great way to fix it either, to my knowledge; the volume is reset every time it tries to play a song. You can try toggling the music in the profile if it blasts your ears.)
- Fixed a bug where crossing over another player while inside of an area transition did not actually make you transition areas.
- Fixed a bug where certain interior windows were showing light while it was night time.
- Various other bug fixes.
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SL2 - Version 2.62 |
Posted by: Neus - 09-10-2022, 05:11 PM - Forum: Announcements
- No Replies
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2.62
Map Adjusments - - Consensually added interiors, and slightly changed exterior, of a certain location. (Courtesy of Autumn.)
- - The Duyuei library now has an upstairs. (Courtesy of Appo.)
- - A small hidden area in Duyuei has been added. (Courtesy of Appo.)
- - The surprisingly spacious and clean graveyard manor in Telegrad-Meiaquar Highway has been re-opened. (Courtesy of Slydria.)
- New Preference Setting; Resource Distribution - can be set to Random (default) or Gatherer, setting is based on the party's leader, and changes the way items are gathered at non-daily resource nodes. If Random, the gathered item will be given to a random party member. If Gatherer, the person who initiated the gather will receive the item. (As you might guess, this is intended to be a way for people in parties to fairly distribute resource nodes, if they desire.)
- New (Experimental) Preference Setting; Area Transition. While on (default), a short fade-to-and-from-black effect plays when transitioning between rooms and areas.
- Increased maximum Guild member size to 100.
- Added an animation to the typing bubble that plays when someone sends a message via the IC talk channels.
- Added a ladder in Meiaquar as a shortcut to the waterways.
- Added a few more spawn locations to Korvara battlefield maps to prevent units from being stacked up when mercenaries are used.
- Metal Bucklers can now be bought at various shops in Korvara.
- Boss encounters in Korvara now come with a number of extra enemies based on your party size.
- Boss enemies are now immune to Stun.
- Ice Palace monsters now have some SAN and FAI to give them more than 0 status resist.
- Geladyne now has Enchanting craft tables in the blacksmith and general stores.
- Say/emote range increased to 14 tiles (old Shout range). Shout/lemote/preach range increased to 18 tiles.
- Monster mercenaries have received some behavior changes.- - HP/FP totals carry over between battles.
- - Master's food HP/FP regen applies to them.
- - Capable of gaining XP and leveling up.
- - Maximum level of 60.
Rogue- Stealth Traps - Traps made invisible by this skill will now show up to the placer.
Engineer- Jetpack - Sped up movement animation slightly and fixed the visual effect.
Dancer- Rest Beat - Now classified as a movement skill. Status effect cleanse changed to 1 per 2 Tempo (from 1 per 1 Tempo).
- Quaking Tap - Now only affects enemies within 7 Range. Earth ATK ratio change to 100% + 20% per Rank (from 100% + 25% per Rank.)
- Idol Step - If Idol Step hits the same target more than once, the damage and healing they take is reduced by 50%.
Tactician- Order skills - Max rank changed to 3. (Base FP cost/scaling/etc changed to old Rank 3 cost.) Added skill info help link.
- Assault Order - Extra damage bonus from Tome weapons changed to be Tome weapon Power or 50% Scaled GUI, whichever is higher.
- Guard Order - Extra HP recovery bonus from Tome weapons changed to be Tome weapon Power or 50% Scaled GUI, whichever is higher.
- Cast Order - No longer reduces FP costs of spells; now increases damage of the next Offensive category spell, similar to Assault Order. Extra damage bonus from Tome weapons changed to be Tome weapon Power or 50% Scaled GUI, whichever is higher.
Formation skills;- - Max rank changed to 1.
- - FP cost changed to 10.
- - Effect scaling/etc changed to match old Rank 5.
- - Maximum Range is now increased by 1 per 15 Scaled GUI.
- - Added skill info help link.
Arcane Formation:- - Effect changed to reduce FP costs of spells and Incantation protection by 25% (per ally).
Tactician Spells: Max Rank changed to 3. (FP, SWA, Elem ATK scaling at max Rank at the same. A few effects that scaled based on Rank were adjusted for this, but are functionally the same at max Rank as they were previously.)
[*]Frigid Formation: Base FP cost changed to 26.
Void Assassin
- Impure Element - Now its self-damage effect triggers after using any skill that benefits from the current Elemental ATK bonus. (Instead of any spell. Specifically, if the skill used has elemental ATK scaling of that type.)
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Youkai
- Embrace (Lilu) - FP cost increase per level changed to 0.2 (from 0.4). Range increased by 8 and now teleports to the target if used by Lilu. Now attempts to apply the Grapple skill instead of Immobile. (success rate if target is charmed by the user is still 100%; otherwise uses monster formula of 25 + level).
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Items
- Gigantys - No longer has a hit penalty based on its Weight.
[*]
- Fixed a bug where Frost Tyrants had a few stray pixels in their icon.
- Fixed a bug where monsters in Ice Palace could escape into the void.
- Fixed a bug where emote bubbles didn't follow the character while moving.
- Fixed a bug where the windows in Castle Geladyne were open during the night.
- Fixed a bug where the Premier's Throne was offset oddly.
- Fixed a bug where multiple recipe cards could be dropped from a single chest (again).
- Fixed a bug where while in Total Control, Grindylows could use Ice Spike without being Burrowed.
- Fixed a bug where non-trade versions of Chimeric Eyes could be found in chests (again). Subsequently added normal Chimeric Eyes to the craft drop table, as they were not included before. (As a reminder, you can still use both versions of Chimeric Eyes at the same time to unlock a potential.)
- Fixed a bug where the stat distribution screen would show incorrect 'preview stats' in the following conditions: when a skill which modified stats was active; when in possession of a memory shard that modified HP or FP.
- Fixed a bug where the HP/FP total shown on the party UI wasn't updated after stat points were distributed.
- Fixed a bug where logging out inside of a new dungeon and then deleting that character could lead to unintended behavior.
- Fixed a bug where Beat It could be used in PVP battles.
- Fixed a bug where skill damage could trigger Battle Spirits's FP Recovery.
- Fixed a bug where you could spam close NPC dialogue to trigger multiple parting messages.
- Fixed the OCD of Geladyne characters.
- Fixed a bug where some of the open dungeon/caves would think you entered them, when you really didn't.
- Various other bug fixes.
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SL2 Version 2.61 |
Posted by: Neus - 09-10-2022, 05:07 PM - Forum: Announcements
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2.61
New Interiors - - Meiaquar Casino (Courtesy of Autumn)
- - Meiaquar Prison (Courtesy of Autumn)
- - Telegrad Library (Courtesy of Appo)
- - Telegrad Prison (Courtesy of Appo)
- - Wastes Wall Prison (Courtesy of Slydria)
- - Duyuei Great Hall (Courtesy of Slydria)
- - Duyuei Healer's Hut (Courtesy of Slydria)
- - Duyuei Inn Backroom (Courtesy of Slydria)
- Added Chinchiro to the Meiaquar casino.
- Added Attendant/Casino Master NPCs to the Meiaquar casino.
- Added a staircase to Geladyne, near the entrance gate.
- Added a Drill Sergeant NPC (functionally an inn) to Geladyne near the training grounds.
- Added a few jump spots to Telegrad.
- After a Korvara dungeon boss despawns, it will leave behind tracks indicating it recently left.
- Adjusted the typing indicator to use the animation layer, allowing it to appear over most other objects (such as chairs) that obscured it previously.
- Optimization for tree refreshing.
- Optimization for random encounter steps.
- Fixed a bug involving recipe cards dropping in high quantities from chests.
- Fixed a bug involving some traits showing up in the trait 'locked' list despite being unavailable for the player character's race.
- Fixed a bug where the progress bar for smelting would jump around a lot.
- Fixed a bug where Korvara enemies (and some others) did not have the proper elemental affinity modifiers applied to them.
- Fixed a bug where whispers of the past, enemy corpses, and other resources could spawn on boss battlefields.
- Fixed a bug where, if gauge text was set to always on, it would not show the HP/FP text of others after you join a party.
- Fixed a bug related to event tools and list propagation that caused performance problems (see: server lag).
- Fixed a bug related to NPC allies being able to use multiple actions via the hotbar if Total Control was turned off.
- Fixed a bug where, if a character profile was open, opening another character's profile would not update the page text.
- Various other bug fixes.
- Various bug fixes.
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Line Spacer? I barely know her! |
Posted by: Kiss - 09-10-2022, 11:19 AM - Forum: Suggestions
- Replies (1)
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Following the latest update of SIGROGANA LEGENDS 2 v2.64b, we are now able to add LINE BREAKS to emotes, which let me be the FIRST person to say fan fucking tastic, in specific this is what is said in the Update Notes.
- You can now use a limited number line breaks for in-character chat channels (6 max); extra line breaks will be converted to forward slashes as per usual.
At first I had thought: "Oh, this means ill be able to add multiple lines of spacing to my huge Multi-Paragraph posts please I do NOT have a problem"
And I was....Half right.
The Limitation of 6 Line Breaks add a small problem, now its not REALLY a problem, but its a nick pick. In my head (And I know this isnt how Linebreaks typically work), I would have assumed this meant you could add a total of 6 Spacing per piece of text.
How it actually is, this.
Test
Test
Test
Test
Test
Test
Now the major problem with this is, when you actually have large spaces of Text, you dont ACTUALLY notice the Linebreak, its useless for all intensive purposes since the text is already so close to each other. If you wanted for example to Emote with a proper SPACE in between text like how standard speech would play out in a script for example you would do.
Emote
Text
Emote
Text
The ONLY downside of this is, due to this 6 Limitation the last piece of Text is unable to be spaced due to the limitation, leaving you unable to add space for ending your speech with a sentence for example, looking like this:
Emote
Text
Emote
Text//Emote
My suggestion for this is could we simply up the Line Break limitations to like 8 or 10? I understand why there is a limit, its to prevent spamming in the chat from filling up, but it would totally look nicer if it had juuuust a bit more.
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Make Prolong Affect More |
Posted by: Poruku - 09-10-2022, 05:59 AM - Forum: Balance Fu
- Replies (9)
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The following skills could do with being affected with prolong and it would make them actually usable:
- Brine blade
- Ensui Veil (these two just make sense considering ring of pearls works)
- Quickness
- Invigoration
Maybe brighten but it's already a decent skill.
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Enchantment Skill Icon |
Posted by: Shujin - 09-10-2022, 05:41 AM - Forum: Quality-of-Life (QoL)
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I do not know why this isn't a thing already buuut...Could we get something that indicates which spells are actual enchantment class skills and which skills are not?
I see no rhyme or reason which spells are actually effected by the Talent or not. For a while I thought it was the yellow white icon border, but thats just support.
Some sort of icon in skill description would be nice. Cause some skills feel like enchantments, but they are not (Like Brine Blade of Aquamancer, the first word in its description even says Enchantment) and others do not really feel like enchantments but are! (like Ring of Pearls)
So I do not even know what of these are bugs or not. An Icon to clarify that would go a long way. It feels very inconsistent to me.
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Unsneaky Rouge |
Posted by: Shujin - 09-10-2022, 05:09 AM - Forum: Balance Fu
- Replies (5)
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Rouge lacks something in its kit, thats really useful for atleast 2 of its promos. SNEAKING.
I know VA has blind spot to apply sneaking but, I think it would be really cool if Rouge had a trickery effect in its kit that would put them into sneaking, maybe tied to Incognito so its not a PvE skill exclusively.
Maybe like
"If incognito is equipped, and you use quickslide there is a trickery chance to enter sneaking for 2 rounds"
Anything really, I think that be really cool.
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So long and thanks for all the fish |
Posted by: Roland_Staghare - 09-10-2022, 04:02 AM - Forum: Fruity Rumpus General
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As some of you have may noticed, I've been exceptionally absent as of late. I have been grappling with the current state of the community, and what to do for some time, or perhaps more appropriately my inability to to engage with it, so I'm going to use this post to put my thoughts in order and say my goodbyes.
With the release of Korvara, I'd expected to see a split community in derision, but the result was, ultimately, different. The response was very unified, and positive on Korvara's release, which is quite good to hear and witness. Unfortunately, I really never had any particular interest in it. What held me to SL2 for so long was its setting and the Great Six. I had hoped to see mechanics and a structure like Korvara's built up around it instead, if possible, but the decision was made to keep such play separate, and so I had, bounced off my attempts to play in Korvara with the larger community, as it in and of itself held no interest to me beyond player integration with the pre-established national powers.
Unfortunately for me there isn't much activity, if any, to speak of back in the Great Six of course, as the playerbase has taken so wholeheartedly to the new setting. Most that do remain are typically distracted by their mains being on Korvara or are more inclined to the slice of life style play which had left me only tenuously hanging on beforehand. And as my LFGs were largely met with ridicule, and my disinterest in being pushy in my attempts to sway others to join me in a setting or at least system they have little interest in engaging with, I've been left in a rut of just staring at the player count and occasionally logging in to characters to prevent their housing slots from expiring. This has not been in the least beneficial to my emotional wellbeing.
So, that said, I'm wishing you all a fond farewell, and I hope you the best of luck and high adventures in the future. SL2 has at points been a wonderful experience to engage with and will be permanently etched into my memory. I'm undecided as to whether I will maintain the Dormeho Chapel housing slot, but I may choose to log in monthly to keep it in place, barring some demand for it to be replaced. So long, and thanks for all the fish.
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