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  Kagero AOE Fail
Posted by: Flun - 02-21-2025, 12:18 AM - Forum: Bug Reports - Replies (1)

Kagero's AOE is instead being funnelled entirely into the person who counter attacks.

Kagero proc alone
   

Kagero proc with two pawn automaton nearby
   

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  [v2.95] Who needs a M.A.P.
Posted by: Autumn - 02-21-2025, 12:13 AM - Forum: Bug Reports - Replies (1)

When using Deploy: M.A.P. it is possible to lock yourself in a box of robots, now I could be wrong about this but searching the forums for the answer is nearly impossible given the name of the skill, but I believe that this was supposed to have been specifically changed to disallow collision in this specific circumstance? Or for bots that are mounted on your M.A.P.

Either way, this doesn't seem intended, and considering you can only move normally while using the skill, it severely limits a lot of what is possible by using it in any way even such as having only 2 robots on board.

[Image: yETSbw7.png]

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  Korvara Mechanation - Additional Features
Posted by: RedtailPinny - 02-19-2025, 12:23 AM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - PinnyFox

Character Name - Undecided, but I have a few in mind.

Request Type - Additional "racial" features on a mechanation

Request Details -  I would like to place kaelensian/beastkin features (ears/tail) onto a mech

Specific Request - The ability to play a Mechanation masquerading as a Kaelensian/Redtail, with ears and tail that are functional beyond being used to pretend to be another race.  For example, the ears would allow a greater range of hearing than standardized human-styled ears, while being susceptible to loud noises to compensate, and a tail that could be used as an improvised weapon (as it's made of metal) on top of the body being designed around having one for balance purposes.

Reason why you are making this request (if applicable) - I think it would be fun to explore the life of a mechanation that isn't simply a human that's made of metal, but something a bit different.

Roleplay & Lore supporting your request -

The only guidelines available for mechanations is that they must look human, otherwise they will suffer damage to their llarian scar/beating stone and eventually die.  The word "human" is often used loosely to describe all the playable races in the game, and you could argue that every race is simply "human plus ears/tail" or "human plus scales/wings".  As kaelensians, redtails and omina are all common and "humanlike", I see no real reason why they can't fall under the "look human" category given to us for Mechanations.

As for further roleplay/lore/mechanics to support my idea, Mechanations are able to pick a trait called "synthetic hair", which could easily be applied to ears/tails in addition to, well, hair.  Roleplay wise?  In Korvara, there have been many experiments in an attempt to create new life, with many failures.  While I'm not attempting to be "the first" anything, I believe that with the way IC experimentation has likely gone, this wouldn't be such a stretch, especially once Mechanations become mass-produced (the patch that allows mechs to be made publically).

There would be no mechanical benefit to any of this, simply extra roleplay fluff to enhance a character and play them in a slightly different way.

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  Pre-Emptive Korvara Mechanation Application - Clockwork Knight
Posted by: the REAL Minos Prime - 02-18-2025, 05:48 AM - Forum: Character Applications - No Replies

Applicable BYOND Key - MinosAltaholic

Character Name - Undecided 

Request Type - Character Appearance / Ability (?)

Request Details -  When mechs are added mechanically to Korvara, I was hoping to have a visually robotic appearance for my Mechanation; specifically, I wanted to use Silver Chariot from JoJo's Bizarre Adventure: Part Three as a playby, in addition to a little wind-up key on his back to fit the clockwork knight theme better.

   

Specific Request -
  -More robotic features.
       -Complete lack of imitation skin, instead resembling a stylized suit of robotically animated armor.

       -A set of artificial eyes bearing superficial resemblance to a pair of human eyes.
       -A head resembling a knight's helmet. The front plate is removable, and there is still a face with a mouth underneath, so they can still eat for energy. Though it does resemble a human face, it nonetheless is made of metal, not rubber or some other flesh-imitation material - think something like an animated metal statue.

       -Exposed tubing and wiring around the midsection, leaving its internals somewhat vulnerable but also affording it a degree of flexibility similar to organics.
       -A wind-up key on its back that, when wound, 'hypes it up' so to speak. This doesn't improve its physical attributes in any way, it just makes them all excited and motivated. It is seemingly unaware of the wind-up key's affects, and is surprised at the sudden burst of energy.
   -It still feels as any person would, even if its appearance (and occasionally mannerisms) are robotic in nature.
Reason why you are making this request (if applicable) - I think a core appeal of playing a sapient robot is to be something that is not human, yet is still nonetheless a thinking, feeling person, not to play an artificial being that is trying its hardest to imitate humanity as much as possible. I also wanted to go for a feel that wasn't just 'generic magitek automaton', which was why I chose to go for the clockwork knight aesthetic, instead of just an android but magical.

Roleplay & Lore supporting your request - One of the introductory mechanations to Korvara was visually robotic in appearance, though still bearing a superficial resemblance to an organic person. 

The more humanlike appearance is mainly so mechs feel more like people, and while it is certainly visibly inhuman, the stylization to look like a suit of armor would likely help their little machine mind see itself as human, given it resembles the armor-clad human heroes of old.

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  [v2.95d] Mirror Colour Changes Don't Cause Updates
Posted by: pilcrow - 02-17-2025, 08:43 PM - Forum: Bug Reports - Replies (1)

Changing the colour of an icon part in the mirror doesn't cause your in-world icon to update until something happens that would regenerate it (relogging, saving/reloading the outfit, or adding/removing an icon part, in my experience)

This doesn't affect the actual saved values or the function of the mirror itself (it updates fine in the window), but it does add the slightly pesky step of toggling an icon part on and off to force an update after you've made colour changes.

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  Mechanation- Appearance/Racial feature
Posted by: TheGhostlyKnight - 02-17-2025, 07:32 PM - Forum: Character Applications - Replies (2)

Applicable BYOND Key - TheGhostlyBaron

Character Name - "Lancelot" 

Request Type - Character Appearance / Racial Feature

Request Details -  Essentially I wish to use a more robotic looking choice for a Mechanation that still keeps the humanoid form. (as shown in the image)
As well as explore the idea of having humanity despite his looks (I think therefore I am) could create some interesting and enjoyable interactions.
[Image: c634460fdd9544b45c711d79f34ed9fa.png]

Specific Request -
  -More robotic features.
       -The eyes
       -The mouth

       -Metal rivets and robotic joints
       - Metal skin
  -To perceive himself as "human" despite all these robotic features. (understandable if not allowed) 


Reason why you are making this request (if applicable) - I'm a sucker for the "Despite all this, still human" trope and wish to explore it. I also feel that humanity doesn't always mean to look human. I also personally enjoy the idea of being a more robotic mechanation than not, as I feel it creates more interesting paths for me to follow.

Roleplay & Lore supporting your request - The Raid mechanations in the lore doc are specifically said to be more in tune with their man-made nature due to the idea of the weapons and being generally more fitted for combat/violence. The lore doc also states that this in itself creates the struggle of balancing firepower and them not losing their way, for straying far too deep into the instrument of destruction.

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  [2.95 Test] Revolver Raid Cannon Oddities
Posted by: Rendar - 02-17-2025, 03:57 AM - Forum: Bug Reports - No Replies

Revolver Raid Cannon has....... some issues when MMA is used.

1. If you mainhand a gun, and MMA, you can twindance with said singular gun. It will use your mainhand gun TWICE. If you have a handgun, you Akiimbo it. If you have a shotgun, you can Coyote Pack it. If you just have Twindance, you twindance it.

2. You cannot Twindance Raid Cannons. This includes Twindance Akimbo. (They are Handguns, according to game code)


This is just an aside, but. Probably a LOT of this jank could be solved if MMA accounted for Bare Fists > Raid Cannon. (And Raid cannon was updated to Gun/Handgun (Counts as fist)

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Tongue Mechanation - Requests for Mechanation features
Posted by: Flun - 02-17-2025, 03:42 AM - Forum: Character Applications - Replies (3)

Applicable Byond Key - Pebbleroni Korvara
Character Name:
N/A (not chosen yet, but mecha)
Request type: Character appearance and racial features

Request Details: I would like to apply for several minor/major mechanation features to see what I can and cannot use for designing a Mechanation playby for korvara. I have attatched an image with a potential reference for clarity. I have attempted to design this character to where if a feature is denied, it can still comply with the standard mechanation allowed features (Eg, if the head is not allowed, it is merely a helmet).

   

Specific Requests:

- For some segments of the body to have metal plating in place of synthetic skin. If not allowed, then for it to be armour which covers exposed wires and other mech-y insides.

- For gyroscopic heels which can function as wheels for short ranged rolling and sliding movement, if not allowed, they'll be normal feet.

- For a head which lacks some facial features, namely eyes and nose. A mouth would still be present in the form of an exposable jaw (pictured in the top right). If not allowed, then to have a humanoid head inside the helmet, ideally with sunken eyes (as pictured in the bottom right).

- For a single eye to be a stalk, comparable to Daleks. No shooting functionalities, it is just a stalk with the functionality of an eye.

Reasons why I make this request: I will not lie in my bias towards designs which have more bizarre features atypical of standard android designs, I simply think the need to have a face is one mechanation lore can be a bit more lax on. Many people have mechanations which explain helmet-like heads with them having a more human face underneath, which I personally find redundant and limiting in terms of satisfaction and playby availability.

"What is the point of a face when their head 99% of the time is a helmet," or "What is the point of synthetic skin if it is always beneath metal plating." Is what i mainly get at. In my opinion the more helmet headed mechanations could still feel plenty human if it looks like their body conforms to human anatomy. (Like their head looking more like a daft punk helmet than, say, V1 Ultrakill).

I also make this request so I know what my boundaries are for designing this mechanation, of course.

Roleplay and Lore supporting my request: Korvara mechanations are different than G6 ones, it could be worth it to try and shake things up! Especially with the newer section of the playerbase who have never had the chance to use Mechanations before.

I will also use this section to ask on the blot. I am sure that any degree of inhumanity will have IC consequences of a shorter lifespan, I simply want to know both the severity of it and OOC guidelines i'd have to follow. (As in, would i have to stop playing this character after x amount of ooc time? (Yipes!))

Thank you for listening to the robofreak rambling :>

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  [2.95 Test] Ghostly Toyatori
Posted by: Rendar - 02-17-2025, 03:40 AM - Forum: Bug Reports - Replies (1)

If you have Toyatori AND a Ghost Hands equipped.. the Toyatori doesn't lay down ice tiles whenever you shoot someone.

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  Mechanation
Posted by: Rendar - 02-17-2025, 01:34 AM - Forum: Balance Fu - Replies (9)

Mechanations are back baby! Much thanks to the people that worked hard and tirelessly to bring them over to Korvara!

I'm going to be talking about the many Mechanation types, and less so their stat spread and MORE to their specific abilities.

Mechanation

  • No Natural Skin
  1. They are unable to take the Lovely Face (???) trait
  2. They are unable to take ALL Arcane Tattoos traits.
  3. They are unable to take the Cast Off Flexing trait.
  4. They gain Synthetic Hair (?) for +3 Armor.
  • Resistances
  1. This is really just kind of weird, but sure. Whatever. +15% fire/ice ice resist, -25% Lightning Resist. I really wish this was more evened out with -30% lightning resist, but. Fine. We'll just accept this.
  • Godless Heathens, Manmade Creations
  1. No benefit from scaling SAN, much like Humans and all Homunculi. Still the base benefits.
RAID
  • Revolver Raid Cannon
  1. Basically your Bare Fist is replaced with this monstrosity.
    I really wish this was changed. NOT as like. A meme mean thing. But. This thing is very jank, and it's age shows. I would, personally, like Rampaging removed from it as a base upgrade, and have this be rolled into BASE Raid Mechanation as a skill they can equip. With the Trait changing this to add Rampaging. This would allow it to work with Purity Edge, and I have No Ulterior Motives with this I Swear.This could also stand to have a Level Based upgrade to it, so that it's stats are a smidge better at higher levels, or just the Crit. 20 power, 100 accuracy, and 0 crit (110% modifier) with NO weapon parts being able to be added feels very bad to actually use this as a weapon to crit with. Anyways. Gun/Handgun this and have "Qualifies as a Fist Weapon" and we're golden.
AGILE
  • Agile Accel Booster
  1. Jesus christ this thing is GOOD and probably the singular reason why this is chosen nonstop. 1m Movement option is great. 1m Movement option that has a 1 round cooldown and can be used 2 rounds in a row with only 15 damage taken? EVEN BETTER. It also makes you airborne. Kensei/DH are in LOVE. Nothing really needs to change here. This is absolutely fantastic.
Cabal...
  • Chronicling Cabal Memory
  1. This... exists? You lose out on an accessory (1 FP regen basically) and some good benefits for your SPELLS to.. take 0.5 less slots per. Magic Casters, generally, aren't hurting for spells. A Ruler could utilize this well (if they aren't using a tome + WIL/GUI already).. But this is VERY.. Very Underwhelming.

    I'd say their spells just, naturally, cost 0.5 less slots. Further more, if we want to play into this 'chronicling' bit. Spells that are Double Cast in a turn are not subject to Repeat Action penalty. (Sear's second use in a turn would be 3m, AND be it's normal cost rather than 4m and 1.5x cost). It has it's uses. Probably.


Standard
  • Sturdy Standard Body
  1. This is a good trait. It has some issues (Namely the evade base on it is TERRIBLE. And Cast of Flexing literally tweaks on this so gosh-darn-hard). I kind of wish Cast off Flexing could be used in conjuction with this, but whatever. It giving 120 HP is great, because that (effectively) eats the loss of Giant Gene, and doubles the effectiveness over Leviathan. Unironically, uh. Does.. this block Weathered Body? I'm scared. Mom I wanna go home.

    real talk. This is fine as is. It's Evade Base could stand to be changed and made More Normal.

Edit:

For full clarity. The Mechs are all made, as they are currently, with the design philosophy of 'sacrificing an equipment slot' for their trait bonus. Standard loses Torso. Agile loses Boots. RAID loses Main hand (Off-hand maybe? Its SUPER buggy atm), and Cabal loses Accessory 1 or Accessory 1 + 2. We've seen how this has played out in the past, with OTHER racials that have 'Unequip your boots slot and gain Y!". Except Agile Accel is the first one that ACTUALLY comes through on sheer usefulness for the loss of your boots slot.


LOOKING AT YOU APERTAURUS/CHIMERA

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