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There are currently 1053 online users. » 2 Member(s) | 1048 Guest(s) Applebot, Bing, Google, Flun, Rendar
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| Orbello Rework |
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Posted by: Flun - 10-19-2025, 09:53 AM - Forum: Suggestions
- Replies (1)
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To continue my ideas for youkai reworks, here's an idea for Orbello!
Deathtouch and Nightshade remain the same, it's chain cast that changes
After casting a spell while Orbello is Installed, you gain a status that increases your Spell Power by 1 and Spell Costs by 10% for 2 rounds. Additional spell casts increase the effect and duration by 1 (as well as the cost reduction by 10%), to a maximum of 3+(Orbello's Level/10), and a maximum duration of 2 rounds.
Additionally, if the user is Orbello, grants the youkai the skill "Focus Link". Spells cast by the summoner while this Youkai has Attuned Focus also gives the Owner the status.
Focus Link
3M, 20fp, 2 round cooldown.
Utilize the connection between summoner and Youkai to allow for the owner to cast through this mystical plant. Gives the Orbello the "Attuned Focus" Status (2 Rounds).
Attuned Focus (Status)
Spells cast by the summoner of the afflicted use this units position as an origin point for the spell, much like a stave focus.
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Generally, the idea here is that the Orbello can be used as a walking, mid hp multi elemental casting stave, giving summoners utility in ranged casting. This has potential for a LOT of fun combos and makes Orbello more desirable as a pick, as currently its niche isn't even present with the fact that liches simply don't exist on korv.
Imagine the shenanigans...split form into domino resonate, ranged buffing, it's perfect...
Of course, the downsides to this are twofold, one in the fact that once Orbello is down you lose a really strong tool, and two, you can't cast to yourself if attuned focus is active, leaving you open to rush downs and close ranged attacks if you even think about skip turn shenanigans or spaced incorrectly, I think it's decently balanced personally!
I'm all for the retrofitting of old youkai babyyy, expect more ideas for more youkai soon!
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| [v.303g] Offensive Aegis |
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Posted by: pilcrow - 10-18-2025, 06:25 PM - Forum: Bug Reports
- Replies (1)
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The skills provided by the Magical Metallic Gauntlet (Magic Shield, Metallic Aegis, Magical Aegis) count as 'offensive' class, which is not normally something you'll notice, but means that a Firebird using them does not get a blue Apus Boon pip as they would logically expect, but a red one.
It likely also means they proc EBV's damage.
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| [v.3.03g] Animal Ear Colours |
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Posted by: pilcrow - 10-18-2025, 01:15 PM - Forum: Bug Reports
- Replies (1)
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The icon used for the redtail (redtears1), omina (omiears1), and felidae (felears1) ears has a weirdly dark coloration on the south-facing dir, making its colours mismatch no matter what you do.
To be specific - the east, west, and north sprites use #696969 for their main color and #585858 for their shading, while the south ones use #202020 and #000000
As a side note, they also seem to travel 1px too far down on the east, west, and south movement states (the lupine ears also do the same, since they seem to be the same sprite but edited)
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| The Human Problem |
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Posted by: the REAL Minos Prime - 10-17-2025, 08:21 PM - Forum: General Discussion
- Replies (15)
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Alright, this discussion has been done to death over and over, but I might as well start it again because why the hell not, because really, it's never gone anywhere, and I've never gotten an actual answer whenever it's been done:
SL2 hardly has separate races. They're all just humans with different origins or animal parts.
Now, I don't know why Dev insists on making each race mostly visually the same. I hear people insist that dev doesn't want "furries", but that doesn't explain the lack of monster races, or why the artificial races also need to be visually human. Hell, Karakuri initially had very little visual restrictions. Dev started making them after release when he realized how few there really were.
Seriously - why can't the living puppet race look like puppets? Why can't the magical automata look like magical automata? Why can't the fucked up Frankenstein people actually look like weird Frankenstein abominations? Why is it just spiritual android, robot android, and biological mud android?
I do partly understand the artstyle problem, but there are plenty of ways to integrate magical automata or chimeric creatures that don't break the general fantasy aesthetic. There are Poppets from Pathfinder 2e, and the living doll bit has been done countless times. For homunculi there are things like flesh golems, the Duergar, or Frankenstein's Monster itself, or you could just be a monster upper half that was given a human lower half (or vice versa). For mechanations, there are things like the Warforged from D&D, the Automatons from Pathfinder, and countless different steampunk automata.
Humans are nice and animal-people are cute and all. But why can't we break away from that mold of just being visually inhuman? Especially when there are so many other RPGs that do inhuman PCs perfectly fine?
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| [3.03g] Ingrained Legume |
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Posted by: Rendar - 10-17-2025, 03:18 PM - Forum: Bug Reports
- Replies (1)
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Unlike Burn, which gets one last tick and then the status expires on round start, Vampiric Legume's HP drain on being Immobilized doesn't get this last tick. It cures Immobilize (round tick), and doesn't roll to see if you should do anything on that tick.
Which effectively makes Ingrain a 2 round effect.. Which is also considered a negative effect for you immobilizing yourself.
So you can accidentally cleanse it, or lower the duration on it.
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| Invocations (The Summoner Variety) |
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Posted by: Rendar - 10-17-2025, 03:12 PM - Forum: Balance Fu
- Replies (18)
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Youkai invokes are wildly versatile, though at the cost of actually having to have said youkai (you have a cap), and also leveling up said youkai (A grind).
To this end, by the end of the grind for them, their invocations are... 300% ele attack. Which, in a world where we've finally gutted Impure Element, the only real 'problem' child nowadays is Luminary Element, so their damage is GENERALLY the same as any ordinary spell (80 ele attack x 3 is 240) which is a bit over what an average spell could do (Air pressure, for instance, is 100/100 swa+ele scaling. Generally speaking, this spell SHOULD be hitting for 200+, but it's an adjustable AoE).
On the flip side, most invocations do a good amount of single target damage with a rider effect (Ruby beam is blind). The problem that I have today is the FP scaling.
It's, genuinely, from a bygone era. Most Youkai don't even have the FP to use their moves for prolonged periods because of this FP increase and them not getting good WIL.
Also Ichor Veil raises the FP cost on players using it, despite the player version of it NOT being able to use the increased scaling/damage.
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| [3.03g] Youkai EXP |
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Posted by: Rendar - 10-17-2025, 01:10 PM - Forum: Bug Reports
- Replies (2)
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I'm just trying to figure out WHAT is going on with Youkai EXP. I have Tutor, I have Brain Food. I have 42 apt. One fight, Suzaku is getting less EXP than Nacht (Makes sense. I have tutor, and Nacht is lower level than me!) The next? I level up before Suzaku (I get 45, then Suzaku gets 45. But it displayed I leveled up before Suzaku did)... And they're now getting.. more EXP than Nacht???? By 10k. Does Friendship play a part in how much exp is gained?
System: Suzaku gained 10892 EXP.
System: Nacht gained 17591 EXP.
System: Suzaku gained 36974 EXP.
System: Suzaku grew to Level 45!
System: Nacht gained 26410 EXP.
System: Nacht grew to Level 41!
What is even going on here.
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| Real Quality of Life |
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Posted by: firehawk11 - 10-17-2025, 12:28 PM - Forum: Suggestions
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When you choose to start on Korvara can all Lore and Notifications from G6 (Great Six) be turned off by default? It feels weird to be on Korvara then getting a notice for Black Beasts attacking Tannis or Dormeho. Also add a notification when Snakeman are assaulting Duyuei's wall, that be very helpful in the grand scheme of Korvara.
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