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lwhisper
Forum: Suggestions
Last Post: TheGhostlyKnight
Today, 04:01 AM
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Clamcertina - Weapon Subm...
Forum: Submissions
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Today, 01:33 AM
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Korvara Mechanation - Add...
Forum: Approved Characters
Last Post: Balthie
Yesterday, 07:55 PM
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Pre-Emptive Korvara Mecha...
Forum: Character Applications
Last Post: the REAL Minos Prime
02-18-2025, 05:48 AM
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Mechanation
Forum: Balance Fu
Last Post: TheGhostlyKnight
02-18-2025, 04:04 AM
» Replies: 9
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[v2.95d] Mirror Colour Ch...
Forum: Bug Reports
Last Post: pilcrow
02-17-2025, 08:43 PM
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Mechanation- Appearance/R...
Forum: Character Applications
Last Post: TheGhostlyKnight
02-17-2025, 07:32 PM
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Simulation Vs. Storytelli...
Forum: General Discussion
Last Post: Sawrock
02-17-2025, 07:31 PM
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The elemental katanas we ...
Forum: Suggestions
Last Post: Snake
02-17-2025, 04:32 PM
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[2.95 Test] Revolver Raid...
Forum: Bug Reports
Last Post: Rendar
02-17-2025, 03:57 AM
» Replies: 0
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Pinpoint Electro |
Posted by: Snake - 05-30-2024, 06:07 PM - Forum: Quality-of-Life (QoL)
- No Replies
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 |
Very short request, but it'd be cool if this skill automatically scanned the area, and targeted either:
- The closest enemy.
- An enemy afflicted with Splash.
In that order. So you can do cool Splash -> Pinpoint Electro combos. (No, it will not make the range global or change how the skill works, this request is purely for the targeting part of Pinpoint Electro. My intention is to make it be more fluid, simple as pressing 1 Z 2 Z during your turn, rather than 1 Z 2 (sloooowly select the intended target) Z.
Just a smart targeting request for this skill, and future proof a feature for similar skills that target the ground but mainly affect enemies.
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[v.2.87 v2] Assorted Map Oddities |
Posted by: WaifuApple - 05-30-2024, 02:52 PM - Forum: Bug Reports
- Replies (4)
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 |
![[Image: YDWRBgD.png]](https://i.imgur.com/YDWRBgD.png)
Telegrad Beach Cavern
There's a water pool just to the right of the path leading to the hole down to the crystal pile, and the corner of this pool has a water tile that's unconnected to the larger body of water, with harsh edges. Should probably be a sand tile under that curve, instead.
![[Image: h7OF1mA.png]](https://i.imgur.com/h7OF1mA.png)
Duyuei Outskirts
The leftmost farm just before the warp towards the area with the Sea of Clouds has a set of trees just to the right of it where the top edge of one part of the tree line doesn't connect to the other edge, leading to a harsh gap. It's probably missing a tile to connect the two together.
![[Image: 3JRDzBr.png]](https://i.imgur.com/3JRDzBr.png)
Same map - the ruins mistakenly doesn't use any top edges. Only bottom and middle edges for the wall, The angled pieces, do however use top edges, leading to an awkward combination. The shading tiles are also incomplete, and don't actually act as shading because they're only on the angled bits, unlike other ruins.
![[Image: TaKksr6.png]](https://i.imgur.com/TaKksr6.png)
Meiaquar Outskirts
Same issue of incomplete shading. The damage on the top layer is cut off by the window, as well, which is just pure accident. Shading should continue up the the sides.
![[Image: xekFQF9.png]](https://i.imgur.com/xekFQF9.png)
Geladyne
The top right corner of these wagons doesn't have a tile beneath it - you can see the void peeking through where the other two edge tiles of the wagon don't have this problem.
![[Image: bb78tyT.png]](https://i.imgur.com/bb78tyT.png)
Terra Flama
This is in the room with the Cypelle that you have to hop around to obtain. This sheer cliff seemingly is missing a jump point down, so going the long way to get here leads you to a complete dead end, you have to go right back. The cliff also doesn't connect to the wall at it's side, leading to a jarring end at the bottom.
![[Image: 8TPyeZ0.png]](https://i.imgur.com/8TPyeZ0.png)
Here it seems like the cliff is trying to join to the wall oddly, you can see small corner bits on the tiles just back from the wall, as well as the other corner bits joining into the lava.
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[v.2.87 v2] Perimiter Uncrossed - Geladyne |
Posted by: WaifuApple - 05-30-2024, 01:59 PM - Forum: Bug Reports
- Replies (5)
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 |
Since the new update that added the bridge to the Firelands, and the Plaza within Geladyne, none of the warps that were added around the top roof area to allow you to navigate it work anymore. You can't warp from one side to the other, and thus can't walk around the walls of the place fully anymore. This likely is due to the fact that the entire map was swapped out for a version without these changes.
How is Gin going to do his laps around the place now?
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[2.87 v2] [Eventmin Tools] YOU CAN'T HANDLE THE BOSS |
Posted by: Entropy - 05-29-2024, 08:28 PM - Forum: Bug Reports
- Replies (1)
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 |
Giving a monster the 'boss' tag in the monster editor makes it unable to be controlled in an encounter via Total Control.
This is mildly annoying, as our only other source of instakill immunity gives the mob a 35% DR that functions differently from just raw stats, alongside other small gripes.
If this isn't a bug, please casually move this to suggestions instead to change that. :>
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[2.82 v2] I think Pyrotechnot |
Posted by: Rendar - 05-29-2024, 07:03 PM - Forum: Bug Reports
- Replies (1)
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 |
The Outer Ring of Pyrotechnics is doing 100% fire scaling / 100% SWA scaling, rather than the 120%/110% it says it should scale at for the outer ring.
System: Debug: Total Power for Pyrotechnics / Those Who Came Before was 233.9.
Vect Wasp takes 201 Sound magical damage. (Pyrotechnics / Those Who Came Before)
System: * Initial Damage: 233.9 Sound Magic, flags: magic, sk: Pyrotechnics (/obj/skill/dark_bard/song/pyrotechnics) , wep: Those Who Came Before / /obj/items/equip/weapon/swords/cleaving_clarinet * play_atk_anim was . * 86 Evade VS 237 Hit (151%). (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (233.9) * spec_flat_reduc was 0. (233.9) * amp_multi was 1. (233.9) * reduc_multi was 89.2. (208.639); 10.8 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 0. (208.639) * armor was allowed. armor_reduc was 7. (201.639) * Damage caps applied. (201.639) * Damage shields applied. (201.639) * Final damage was: 201.
System: Debug: Total Power for Pyrotechnics / Those Who Came Before was 201.
Vect Wasp takes 172 Fire magical damage. (Pyrotechnics / Those Who Came Before)
System: * Initial Damage: 201 Fire Magic, flags: magic, sk: Pyrotechnics (/obj/skill/dark_bard/song/pyrotechnics) , wep: Those Who Came Before / /obj/items/equip/weapon/swords/cleaving_clarinet * play_atk_anim was . * 86 Evade VS 237 Hit (151%). (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (201) * spec_flat_reduc was 0. (201) * amp_multi was 1. (201) * reduc_multi was 89.2. (179.292); 10.8 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 0. (179.292) * armor was allowed. armor_reduc was 7. (172.292) * Damage caps applied. (172.292) * Damage shields applied. (172.292) * Final damage was: 172.
The battle has ended.
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Checkpoint |
Posted by: Cogster - 05-29-2024, 05:19 AM - Forum: General Discussion
- Replies (4)
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 |
hi.
i'm not gonna write a big post, but an idea popped into my head after a little rest day (i was feeling a bit off this morning). i just wanted to leave my mark here. i sort of wish i had done this before i became a GM, but better late than never, right?
i like a lot of people, and i made good friends.
thank you so much, and keep enjoying this game and taking care of yourselves.
maybe more updates to come?
bye.
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Improvised Weapon |
Posted by: Poruku - 05-27-2024, 10:19 PM - Forum: Suggestions
- Replies (5)
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 |
Instead of counting as no weapons types, now counts as ALL weapon types except tome.
The scaling is now 100% of guile or 100% strength depending on what is your highest. 90 accuracy, 5 crit, 10 power. It replaces your main hand weapon when used.
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