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  SL2 Version 2.92
Posted by: Neus - 10-23-2024, 07:43 PM - Forum: Announcements - No Replies

2.92
Ancient Charges

  • Dragon-like statues now appear in various locations around Korvara. By interacting with these statues, you can accept 'Ancient Charges' from them, which can give hard-to-obtain items and other rewards by completing the various objectives of the charge.
  • A total of 60 are available in this update. Additional charges and various rewards will likely be added as part of future updates.
  • Note that you will need to obtain the Crystal Terminal Piece and interact with a Crystal Terminal at least once before you can interact with the statues.
  • Some other systems introduced as part of this feature may also receive expansions. (You probably know what I mean.)
Excess Ink
  • While at max level and with Legend Extending unlocked, you can receive 1 Legend Ink by accumulating a certain amount of EXP (roughly 75% of the total EXP needed to reach max level).
  • Progress between Legend Inks is preserved even if you Legend Extend.
Support Shop
  • Chat Symbols: Halloween; Looking to spice up your chat messages or profile? This contains a set of 14 Halloween inspired symbols that can be used as recolorable chat backgrounds or character profile background images. (Contains the following symbols: Bloody Axe, Bats, Candy, Carved Face (2 variations), Ghost, Gravestone, Skeletal Hand (2 variations), Pumpkin, Skull, Cloaked Stalker, Tentacles, Spider Web)
  • As always, you can view a preview of these by clicking the gear icon in the chat, selecting 'Set BG' to show the list of chat backgrounds. This works even if you don't have the backgrounds unlocked.
ETC
  • Import from text limit increased to 2000 characters.
  • Crest of Rook's early end animations are now a little quieter.
- Various forum bug fixes.

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  SL2 Version 2.91
Posted by: Neus - 10-23-2024, 07:43 PM - Forum: Announcements - No Replies

2.91
Duyuei Wall (Part 2)

  • Added the missing Crescendo Phase portion of the raid event.
  • Added a new boss enemy for the Finale portion.
  • Added a miniboss enemy for the Crescendo Phase.
  • Added 2 enemy types to the Wastes.
  • Snakemen will now appear near the wall during the raid's active periods.
  • Finale battle now has additional rewards added to its prize pools (similar to a normal dungeon boss).
  • NOTE: Although this is mostly finishing up the raid event, expect additional regional systems to come in future updates.
Appearance Editor
  • Added the ability to import/export outfits as text strings. Importing an outfit this way costs 1000 Murai, except; on the testing server, while still in the tutorial, and the first time you use it outside of it.
  • Added the ability to scale icon parts horizontally/vertically.
Chat & Profiles
  • Added Duyuei tribe symbols as options for chat backgrounds and profile backdrops.
  • Added a chat emotion (pumpkin) to celebrate the Halloween season.
  • Various backend changes to CSS/etc. Report any anomalies.
Mage
  • Astral Gravity - Astral Belt effect now ends after the pull effects are applied (allowing it to self-synergize).
Rogue
  • Fire Trap, Ice Trap, Gust Trap - Talvyd no longer increases the activation range of traps. (It still increases the placement range, however.) Traps which collide with an enemy due to a pushback effect now properly 'unclaims' the trap, allowing it to damage them.
Aquamancer
  • Dancing Water - Dancing Tentacles will now attempt to inflict Slow LV 2 instead of Immobilize if the tentacle isn't on a water tile.
Hexer
  • Earthbound Fog - Boss enemies no longer have actions prevented, but their Dark Resistance is lowered by 15% instead.
Grand Summoner
  • Chain Unsummon - Cannot be used in the same round as Skip.
  • Impact Dismiss - Damage now has Great Accuracy instead of being evasion-ignoring.
Ghost
  • Sanguine Star - Now costs 3M, but has a 1 round CD.
  • Reaper Scythe - Can now also be used by Scythe weapons.
  • Dark Imbue - Effect adjusted. (Axe skill. Causes your Axe to extend with a dark blade similar to a scythe, increasing your Hit with Axe weapons and dealing Dark magic damage when you hit an enemy with basic attacks with an Axe weapon, or with a Ghost Axe skill. This effect lasts for 4 rounds. At Rising Game LV 3, it lasts for an additional round. At Rising Game LV 6, its Momentum cost is reduced by 2.)
  • Added a minor animation when a bonus effect is gained through Rising Game LVs.
Youkai
  • Jack o' Lantern; Stats adjusted. Regrowth replaced with Sinister Regrowth. Earth Child replaced with Autumn Animation.
  • Fire Wail - Effect changed. (A shriek that sends flames shooting at the target. Deals Fire magic damage to a target enemy within 4 Range and has a chance to inflict Fear for 2 rounds. If unit is Stoked, Range increases by 3, targets a 3 Size Circle, damage by 25%, gains Great Accuracy, and has a chance to inflict Burn LV 15 for 2 rounds, but it consumes the Stoked effect.)
  • Sinister Regrowth - +5 HP Regeneration. If the owner of this skill is Jack o' Lantern, then at the start of a new round: If within 1 Range of a destructible plant field tile, consumes and destroys 1 of those tiles to restore HP equal to level x 2, and this unit becomes Stoked and cures any Burn they possess. (Stoked causes basic attacks to deal Fire magic bonus damage equal to 50% of Fire ATK on hit, grants immunity to Burn, and grants +25 Evade.) This effect has a 3 round cooldown.
  • Autumn Animation - A plant said to come alive when covered in dead leaves. Grants +15% Earth Resistance and +15% Water Resistance, but also gives a 15% Fire Weakness. If the owner of this skill is Jack o' Lantern, instead grants +50% Earth Resistance, absorbs Water damage, and has a 25% Fire Weakness.
Event Tools
  • Added a 'import parts string' field to the monster editor, which can utilize the new text import/export for outfits to give icon parts to monsters. (For example, this would be useful for making 'normal' humanoid enemies.)
Items
  • Sleigher, Sky Mantis Scythe - Now a scythe weapon.
ETC
  • Divine Shower now displays the damage total it deals over its multiple hits instead of individual damage instances in the chat box.
- Fixed a bug where the selected icon part list would cause the entries to disappear when a scroll bar appeared.
- Fixed a bug where walking monsters would not engage players even after reaching them.
- Fixed a bug where you could become non-dense by getting Sticky Thrown.
- Various forum bug fixes.

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  Swan's Ballet (Dancer)
Posted by: mouseluli - 10-23-2024, 06:43 PM - Forum: Suggestions - Replies (8)

so there is like 2 floating points in Dancer if you destiny bard and take the perk that gives you an extra, the only element one would be lacking is dark, a dark attack similar to thunder step may be nice, maybe more range so that it doubles as movement ability-

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  weapon summon toggle
Posted by: mouseluli - 10-23-2024, 05:49 PM - Forum: Suggestions - Replies (3)

so I have two different issues, on the jade insect whistle, I DON'T want the summon to show up but there is nothing to do about it

then there is the spine leash which I got in specific because ghost dog but if your mercenaries are off it is gone

a toggle to decide if a weapon summon should show up being a separate thing would be nice

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  Divine Shower Changes Fiesta
Posted by: Snake - 10-23-2024, 02:35 PM - Forum: Quality-of-Life (QoL) - Replies (2)

There are a few mass multi-hits which could use the same battle log display changes that Divine Shower did, in my opinion.

The big offenders are:

- Rapid Kick (Potential to deal too many damage instances.)

- Most of Hexer's Offensive Spells (But this is not really as critical, given it's just 2x damage outputs per enemy in range. But with enough enemies it can pollute the battle logs.)

- Multi-Enemy Rain Trap Pressure Fletch (Potential to deal 3x damage outputs per enemy in Rain Trap range.)

- Multi-Enemy Solsphere Thousand Stabs (Same as Pressure Fletch, but 5x instead.)

- Multi-Enemy Korkenzieher (Nachbeben's wind damage should just output the sum of all instances where Korkenzieher hits, by the end of the skill.)

So, to reduce battle log spamming, could those be displayed the same way? (whichever may be possible)

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  Energize (Ruler)
Posted by: Raigen.Convict - 10-23-2024, 12:12 AM - Forum: Balance Fu - Replies (3)

3+ momentum, 2 ranks, utility spell. 20 fp. 3 round cooldown. Target a Ruler Automaton you own and grant it Automaton Energy level equal to 1+ every momentum used above 3. (For example, for 4 momentum, that equals 2 automaton energy. For 7 momentum this is 4 automaton energy.)
Rank 1: Grants skill
Rank 2: This skill does not take up a skill pool slot.

Thoughts?

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  [v2.92b] Illegal Move
Posted by: AkaInuHime - 10-22-2024, 08:33 PM - Forum: Bug Reports - Replies (1)

Castling allows itself to be used on empty tiles and even enemies, but has no effect and wastes your momentum. It still functions normally if used on a proper target.

[Image: 17tmsk.png]

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  Star Parade Activation [v2.92]
Posted by: Druby - 10-22-2024, 05:06 AM - Forum: Bug Reports - Replies (1)

Unsure if this is poor phrasing on skill text, or if it's actually a bug. Star Parade lists that you will send out a temporary Solsphere 3 tiles away, and it will "activate" upon touching an enemy. It does not appear to do damage, or stop upon reaching an enemy when thrown out though. I'm not sure what else "activate" could mean, however.

Tested by having an enemy stand 2 tiles away from me, throwing out Star Parade, and the Solsphere simply phases right through them and does no damage.

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  [v2.92] Battle Participation Shortage
Posted by: Autumn - 10-22-2024, 03:25 AM - Forum: Bug Reports - No Replies

[Image: P3BfQ7a.png]

The option for selecting how many participants can have a battle appears to be missing, I am told this can happen occasionally on reboot, I wish I could give more information than that.

Best I can do is tell you this is in Geladyne, and potentially ping you when it pops up on live.

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  Fated Rhythm (Dancer)
Posted by: Snake - 10-21-2024, 04:26 PM - Forum: Suggestions - Replies (1)

Dancer has 1 SP left over from Destiny and I have something I dearly wanted out of it for a good long while now to fit a character's aesthetic that never truly 'hit it' for me due to how diverse dances can be.

So, let's make a good compromise here, boss man. Add the following:


Quote:Fated Rhythm

1 Skill Rank, Innate Skill, Main-Class Only(?)

You dance to the beat of your fated drums. If you have a Starsign, all dances you perform will deal elemental damage equal to your Starsign's element. (This will not change the scaling of any dance, only the damage type.)

If you have no Starsign active, your dances will deal damage between Slash, Pierce and Blunt instead, decided randomly at round start.


I know this will be overall a damage decrease given One-Two Step will only have one possible element, and at best 3 elements if you're really lucky with no starsign, but muh fluff, bro.

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