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  Request for Homunculus Appearance and Height
Posted by: InfiniteVoid - 05-22-2025, 03:51 AM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - ThousandSpears
Character Name - Cannoli
Request Type - Character Height + Appearance


Request Details -  A 8 foot tall Homunculus (Amalgama) with a deformed appearance based on the Nemesis from the original Resident Evil 3.

Specific Request - A deformed Amalgama with a big and bulky look and burn scars across his body. He is 8 tall and his imperfections are mostly visible on his head and face which are stitched up, and he only has one working eye. If it's possible then a useable tendril on the arm but no mutations like the game Nemesis.

His height and scale make him an imposing threat even despite his flaws. He mostly wields ranged weapons but can fight hand to hand with crushing strength.

Roleplay & Lore supporting your request - Homunculus can have a history of being poorly made or kept and it shows in some cases more than others. This would be a patchwork job that creates a strong and powerful, but unkempt person as a result. It stays humanoid despite the deformities.



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  [2.98b] Animal Totems
Posted by: Rendar - 05-21-2025, 07:16 PM - Forum: Bug Reports - Replies (1)

Animal Totems have a health.

You can target them with a basic attack.

Doing so actually does nothing.

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  [2.98b] Ancient Earthbound Song
Posted by: Rendar - 05-21-2025, 06:01 AM - Forum: Bug Reports - Replies (1)

Ancient Song (Heron) is counted as an offensive skill. Despite it being VERY CLEARLY a support skill.

How can you tell?

Well my poor wittle heron friend kept proccing Earthbound Vengeance for daring to sing.

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  v2.98b Mastery of Weapon Arts
Posted by: Druby - 05-18-2025, 12:43 PM - Forum: Bug Reports - Replies (3)

Mastery of Weapon Arts does not seem to be applying on Monk's Priest Staff. Mastery of Weapon Arts lists that it provides 15% extra STR scaling to any weapon that does not use STR as its primary scaling. Monk's Priest Staff is a Faithful Scaling weapon, with 50% STR and 70% Faith scaling, would I take to imply means it is a Faith primary weapon. Please let me know if I'm mistaken somewhere or if this is not working as intended.

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  lfg nuking when you leave the map
Posted by: CuriosityaboutMyself - 05-18-2025, 02:53 AM - Forum: Suggestions - Replies (4)

please, god. you don't know how much i go aughughuh when i see an lfg but the person isn't there anymore. straight up. just gone, but they left their lfg up. like, sure, people can be forgetful but it'd just be good to have it delete your lfg by itself if you leave the map you posted in it, just like how player props work. i know that systems in place, so it should be possible to have it apply for lfgs.

please. no more lfg scamming.

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  v2.98b Spectre Sword Potential (Grudge) doesn't activate on Formidable
Posted by: Fern - 05-17-2025, 07:13 AM - Forum: Bug Reports - Replies (2)

When an Amalgama dies and revives (Formidable) it doesn't activate Grudge despite the potential saying that it activates if you die when you don't have Badly Beaten.

The reason I think this might be a bug (?) is because Valkyrie Ring/Rapier of Resent's Rensetment activate if you proc Formidable, and those also require you to die.

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  [v2.98b] Earthdown Vengeance
Posted by: Autumn - 05-16-2025, 05:54 AM - Forum: Bug Reports - Replies (1)

Earthbound Vengeance saps your momentum whenever you hit a resistance to it, despite being bonus damage now.

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  Druidic Tending Priorities
Posted by: pilcrow - 05-15-2025, 12:09 PM - Forum: Suggestions - Replies (9)

So! I've been playing Druid/Priest for a while now and while plants aren't as awful as people make them out to be, they're definitely a more-than-invoke-level momentum investment for their payoff which can.. kinda vary (11M to mass > BB > invig, mass > quickness is ROUGH and I would NOT be doing it if not for wildshape/animal bennies). 
Sometimes it's really good! Sometimes the enemy mobs get yote out of their range every round because of your allies and that momentum does NOTHING. Sometimes your opponent smartly refuses to stand in the splash zone and it also does nothing.

But.. that's if the plants LET you buff them in the first place.

The way that Druidic Tending prioritizes plants is currently a little arcane. I'd briefly been led to believe that it prioritized earlier-placed plants over later-placed ones, but after dropping massed nature's bounty and then trying to quickness buff my previously-placed burning bushes I realised it's actually just a madhouse and there's no clear pattern to it.
Worse, spawning devil vines at ANY point means you can't buff anything, because it's gonna get eaten. Drop nature's bounty and wanna invig it in a crowd of devil vines from 3 turns ago? lol, lmao.

This isn't really workable for any kind of strategy.

So! Solutions!

A) Uncap it. Just let me buff my plants indiscriminately. It'd actually be pretty nice to be able to get my choice of two plant types out round 1 and then buff them ALL round 2, even IF there's devil vines in their number. I'd kind of just prefer this the most.
B) If not that, put Devil Vines on the rock-bottom of druidic tending's priority at LEAST. Skip over them and have a whole separate check for them if you gotta. I should not have to see red lines on my devil vines instead of literally anything else. Nobody is using vines for the damage I'm 1-pointing them next time I restat.
C) Give it some logical prioritizing? Something you can plan around. Oldest plants, newest plants, closest plants, already-buffed plants, whatever. Also! Prioritize the caster's plants first, PLEASE. I don't mind helping other druids out but I got my own strategies over here, too.
D) Admittedly, if we aren't gonna get uncapped tending it'd be nice to have the cap be 1 + buff rank so you can catch four plants without spirits. Spirits are a MASSIVE cost for that.

(Edit: Also, it's just occurred to me to mention this, but it's been brought up a few times before that DT is kind of a weird thing to be MC-only and stifles subclass plant druid gameplay. I think if you were going to uncap it you could realistically have the uncapped version be MC/Inno only, with it behaving like it is now when subclassed. But that naturally wants the priority changes to come with it.
No comment on if anything else should get MC'd instead, this isn't the thread for it.)

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  [v2.98b] AWOL Shard Tracker
Posted by: pilcrow - 05-15-2025, 11:31 AM - Forum: Bug Reports - Replies (1)

The 'Memory Shards' button in the sidebar isn't added to the sidebar when it's first unlocked (talking to Nemalyth for the first time, IIRC?).

Fortunately, it shows up after a relog so this only causes a bit of confusion.

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  Miracle Druid
Posted by: Autumn - 05-14-2025, 07:15 PM - Forum: Suggestions - Replies (4)

Plant Druid isn't bringing home any awards compared to it's summoning and basic attacking components, it does have a decently solid gameplay loop of just applying your growth inducing skills over and over but I have a good thematic suggestion for an item that isn't typically used very often.

Sometimes you just need to get a plant out immediately, Druid should have an option for this, I suggest Miracle Fertilizer fully grows a plant immediately (something like it applies growth 10 or something), the downside of this is the range is limited to your normal throwing range, and you can only equip so many of them on your belt.

Why not have this option for if you really desperately need a Listblume or Burning Brush immediately? I think its a solid idea.

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