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  [v2.91v2] FFFFFF-iddlesticks
Posted by: Sawrock - 10-05-2024, 12:39 AM - Forum: Bug Reports - Replies (1)

Using pure white for an object (being #FFFFFF) will not properly import when using the mirror import-from-text tool on the testing server.

For example, using:


id=clothes99&c=ff9999&y=1&v=1.1&i=1.3;id=dragon_helm4&l=7&y=-1&v=1.2&i=2;id=mask2&c=ffffff&l=10&y=10&h=0.5&v=0.5&b=2

will have the mask show up as the default "blue" state, despite the "Apply Colors Subtractively" being set to #FFFFFF.


But instead, having the mask not be a pure white at:

id=clothes99&c=ff9999&y=1&v=1.1&i=1.3;id=dragon_helm4&l=7&y=-1&v=1.2&i=2;id=mask2&c=f8f8f8&l=10&y=10&h=0.5&v=0.5&b=2

will work perfectly fine, being instead set to #F8F8F8.

This affects all coloring options- additively, subtractively, and multiplicatively, although the latter of three will not matter as it does not change the icon color regardless.

I've tested with #000000 as well, and a variety of other colors. Only #FFFFFF seems to have this problem.

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  [v.2.91(Test)] Gentle Embers Confusion
Posted by: Collector - 10-04-2024, 12:23 AM - Forum: Bug Reports - Replies (2)

Lantern Bearer status immunities provided by Gentle Embers auras apply to allies regardless of Confusion.

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  SL2 Version 2.90
Posted by: Neus - 10-03-2024, 02:58 PM - Forum: Announcements - No Replies

2.90
Duyuei Wall Raid (Part 1)

  • A recurring PvE event at the Wastes Wall, where characters are tasked with repelling a snakeman attack. The results may have farther reaching consequences (as more regional systems are added in future updates).
  • Added a new regional tracking system for use in Korvara, for various information, such as the Wall's sturdiness.
  • Added several sandbox installation slots to the Wall (see below).
  • Added merit points, which are given by performing certain actions (defending the Wall, training militia, etc.) up to 300 points can earned per in-game month. Earning these points rewards EXP. In the future, they will give additional rewards, when this system is available to more than 1 nation.
  • NOTE: This is part 1! The next update will have some things I couldn't include due to time, such as the Crescendo phase and new enemy types. Further additions will come over time, as other regions are fleshed out, as well.
Incoming Skills
  • Added a system that allows skills from those outside of battle to trigger in battles they are watching.
  • Currently, only sandbox installation objects can be used to provide these effects, and only for battles related to the Wall raid.
New Traits
  • Tribe (Galjager); Regional trait (only 1 selectable). The Galjager are a Duyuein tribe of warriors originally from the Wastes. Among other things, they are skilled hunters and monster tamers, making them good users of the Detainment talent. Based on their total Detainment rank, the penalties for Capture, and the cost to Convert monsters into mercenaries are reduced.
  • Tribe (Skouge); Regional trait (only 1 selectable). Skouge of Duyuei are a spiritualistic tribe represented by a jagged heart. They are not afraid to bleed, if it means achieving a great deed or stronger unity. They are good users of Altermancy and Solmancy talents. Based on the total rank of those talents, they increase the Efficiency of the opposite talent, and make interactions with Spiritualism spirits easier.
  • Tribe (Imala); Regional trait (only 1 selectable). The Imala tribe of Duyuei are one of restraint and keening of the spirit. They are frequently healers or artists, making them good users of the First Aid talent. Based on their total First Aid rank, their Healing subtalent heals for more, and they can treat certain wounds without items by spending Mental Stamina.
  • Tribe (Hawu); Regional trait (only 1 selectable). The Hawu tribe are well known for being friendly and reliable. Seeking to improve and protect their homeland, they are good users of the Maintenance talent. Based on their Maintenance rank, the repair limit for Service increases and the Momentum cost of Emergency Service decreases. Additionally, Duyuei allies being defeated by monsters enrages them for 3 rounds, gaining increased damage.
  • Updated descriptions for Servant Training trait line, as they function slightly differently on Korvara.
Map Requests
  • Fairview Dojo (Courtesy of Slydria)
  • Geladyne Archive Backroom/Basement (Courtesy of Slydria)
  • Telegrad Culture Center Renovation (Courtesy of Slydria)
  • Meiaquar Factory Additions (Courtesy of Slydria)
  • Meiaquar Church Renovation (Courtesy of Slydria)
  • Ravenswatch (Courtesy of Slydria)
Sandbox Objects
  • Added 4 types of sandbox installation objects; Medical Stall, Ballista, Horn, and Siege Shield.
  • Added recipes for these objects, as well as 7 skill-giving install items for them, to the Construction table.
  • Signs and bookshelves now have an indicator that displays above the object for 192 in-game hours when their content changes. (So that people know there's something new to look at.)
Player Props
  • Added some new player props, including:
  • 6 food props (pies, muffin, breads, cake).
  • 1 pot (urn).
  • 1 treasure chest(!).
  • 5 pieces of teasure (jar(!), jewelry, statue, gems, coin pile).
  • 1 pressure plate(!).
  • 1 mirror.
  • 1 wreath.
  • 1 bird nest.
  • Entries with (!) next to them have a special interaction via the star icon.
Icon Parts
  • Added a new version of the Redtail tail. (Courtesy of Slydria)
  • Added 4 variations of a Tattered Cap, Purple Bandit Robes, and Hypno Lenses. (Courtesy of Toffee. Tattered Caps require a mirror shard for the set, the others don't.)
  • Added 1 set of shoes for male/female bases. (Courtesy of Sawrock)
  • Added 1 new 'bull-like' hairstyle. (Courtesy of Crab)
  • Added 1 stomach mouth for Chimeras. (Courtesy of Toffee)
  • Added 1 set of generic animal ears for various races. (Courtesy of Crab)
  • Added 3 sets of bunny ears of different angles and 2 sets of bunny ear fluff for Leporidae. (Courtesy of Pilcrow)
  • Added 1 pair of side-oriented animal ears and 1 cat-like tail for Kaelensia races. (Courtesy of Catabur)
  • Added 1 lizard-tail with separate color parts for Serpentkind races. (Courtesy of Catabur)
  • Added 3 headwings, wings that go on your head, as a mirror shard. (Courtesy of Trex)
  • Added 3 jammer hat mirror shards as a rare drop to the Shadow Omega fight.
Testing
  • Added a 'Sandbox Chest' to the dev room that contains all sandbox kits and sandbox installation items.
Solblader
  • Holy Shield - Parry now requires line of sight to trigger.
  • Blazing Sol - Can no longer be extended by extension effects.
Items
  • Protection From Race item effects (such as Undeadfoe Shield) are now halved versus player characters, and no longer stack their effects against foes with multiple race types you have protection from. (They still stack additively if applying towards the same race. Otherwise, only the highest total value applies.)
ETC
  • WASD Mode; C now triggers the 'accept' command, V now triggers the 'cancel' command.
  • Cursor in certain interfaces (such as Crystal Terminals) is now animated when moving.
  • Guild invitations now stack if they are for the same guild.
  • Patrolling monsters can no longer walk up the stairs to the Wall.
  • Removed the static decorative damage from the Wall.
  • Player debug has been re-enabled for PvP in instances where the attacker or defender is using an EM/GM character slot.
  • Using Shift + Direction while the appearance editor is open will turn all of the icon previews to that direction. (Using the same direction will reset them to the normal orientation.)
- Fixed a bug where a few previously implemented player props were not being shown in the list.

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  [v2.90f] Wall Raid Bugs
Posted by: Trexmaster - 10-03-2024, 10:20 AM - Forum: Bug Reports - Replies (4)

First bug:

For the final fight, reinforcements can have their team settings to where they only fight other reinforcing units and cannot hurt the player's team.

This was observed happening whilst having mercenaries enabled and active in the fight, so that may possibly be the cause as some other players reported this not happening.

In the final fight, the starting snakemen are all on the same team as normal.  Reinforcements happen. The added mobs are hostile to each other and cannot affect any player team units with their attacks, poison tiles do not deal damage to the player's team and AoE attacks will not damage them. This was observed by Slithering Earth only hurting other snakemen (they were not confused) and failing to damage any player team units.

To reproduce:

1. Start the final fight with mercenaries enabled (and have mercenaries).

2. Wait until at least the 3rd round for reinforcements to act/kill enough snakemen so reinforcements occur.

3. Observe the snakemen probably start killing each other instead.

Second bug:

Repair merits only appear to be awarded to players in the first Duyuei guild. This was observed by multiple players, one not in either guild, and one in guild two(myself) performing repairs whilst wall damage was still present (health was below 1,000). I had performed a repair prior to one of the others who was in guild one. They received repair merits while I did not, nor did the other player who wasn't in either guild. I am unsure if the latter is a bug or not but non-guild players seem able to gain things like defense merits so I don't see why it wouldn't tally them up for everyone.

To reproduce:

1. Have the wall raid end with wall health at <1,000 so damage exists to repair.

2. Repair wall damage whilst not in Guild 1.

3. Observe the merit board.

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  [v.2.90f] Streaker bandits
Posted by: AkaInuHime - 10-03-2024, 02:35 AM - Forum: Bug Reports - Replies (1)

[Image: ldzjlb.png]

The bandit boss' body displays on a higher layer than his clothes, outside of battle.
(Another minor layer thing, the ! symbol when challenging any boss, bandit or otherwise, gets covered by the boss' sprite. It should probably be pushed higher a little or boss sprites pushed lower.)

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  [v2.90f] Shoo, Shoe
Posted by: Sawrock - 10-03-2024, 12:01 AM - Forum: Bug Reports - Replies (1)

[Image: dR9N8sx.png]

me shoes that I've cobbled isn't in the got dang game

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  Dark Imbue (Ghost)
Posted by: Snake - 10-02-2024, 11:57 PM - Forum: Balance Fu - Replies (10)

Quote:Dark Imbue

Axe skill. Causes your Axe to extend with a dark blade similar to a scythe, increasing its Hit and dealing Dark magic damage (based on Dark ATK) when you hit an enemy with a basic attack or Ghost Axe skill. (Does not apply to gun attacks.)

Rank 1: Hit Bonus: 3, Dark ATK: 10%
Rank 2: Hit Bonus: 6, Dark ATK: 20%
Rank 3: Hit Bonus: 9, Dark ATK: 30%
Rank 4: Hit Bonus: 12, Dark ATK: 40%
Rank 5: Hit Bonus: 15, Dark ATK: 50%

It should be changed to:


Quote:Dark Imbue

Axe skill. Causes your Axe to extend with a dark blade similar to a scythe, increasing its Hit and dealing bonus Dark physical damage that ignores protection, when you hit an enemy with a basic attack or Ghost Axe skill. Attacking an enemy affected with Claret Call will extend the duration by 1 round, to a maximum of 5 rounds.

Rank 1: +5 Hit, 30% Dark ATK.
Rank 2: +10 Hit, 40% Dark ATK.
Rank 3: +15 Hit, 50% Dark ATK.

But if we're feeling bold and limiting, we could give it something new for its mere 3 round duration:


Quote:Dark Imbue

Sword, Polearm and Axe skill. Project a scythe of darkness from your weapon, increasing its Hit and dealing bonus Dark magic damage that ignores protection, when you hit an enemy with a basic attack or Ghost Axe skill. Defeating an enemy with a Dark Imbued attack will reap their essence, restoring your maximum HP based on Rank, up to a limit of 40% of your maximum HP. (Any healing that would put you above 40% HP is negated.)

Rank 1: +5 Hit, 30% Dark ATK, 10% Max HP recovery.
Rank 2: +10 Hit, 40% Dark ATK, 15% Max HP recovery.
Rank 3: +15 Hit, 50% Dark ATK. 20% Max HP recovery.

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  Numpad features
Posted by: Autumn - 09-30-2024, 08:09 PM - Forum: Quality-of-Life (QoL) - No Replies

I like to move around pretty often using the numpad these days, could it be possible to add the basic commands within a single hand's reach of the numpad? Here are my suggestions for adding to this mode:

Quote:Numpad 5 - Confirm/Z
Numpad 0 - Cancel/X

For ABC prompts:
Numpad 5 - A
Shift + Numpad 5 - B
Ctrl + Numpad 5 - C

These would be very convenient spots for my hand, even if shift/ctrl are a little far I can't think of any better equivalent and am willing to put my other hand on the keyboard for these.

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  Buff ephemeral insight
Posted by: Lolzytripd - 09-30-2024, 07:39 PM - Forum: Balance Fu - Replies (13)

Make it do something to make it worth dumping 12m to set up over 2 turns

Ideas, clearly not all of them would be implemented

  • Some form of dr bypass to cut through tanks
  • Maybe refund 3m 
  • Increase cm level beyond 3 
  • Reduce momentum cost of evoker /mage offensive spells for 2 turns
  • Double the effects of active mage enchants
  • Change on hit elemental augment to akashic.

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  Buff Omina and Muridae
Posted by: Poruku - 09-30-2024, 04:49 PM - Forum: Balance Fu - Replies (3)

I just think it would be great to buff what I see as the two weakest races in the game at the current moment.

Omina isn't terrible, but its racials are just nothing great. The luck drain passive is neat, but the active skills are pretty weak. But I think what makes Omina into an actually bad race is the stat spread: You have 4 4 2 for damage stats, you have 4 luc, 4 vit, and 4 san, you have 2 faith for some reason, and you have 2 2 for defense stats. The only good part of Omina's stats is 7 celerity. SKI is average at 5. I think we should really take out the faith and san and put that into luck and guile. They could do with having less strength as well. I don't understand how Omina, the black cat race, has more strength than guile. Genuinely feels like one of the most underwhelming stat spreads in the game, with no real direction apart from being good as evade. On top of this, Omina racials could use a slight buff overall. I think the red misfortune especially should be changed to be something useful.

Omina racial stats
[Image: 04f1f4ccfe9c61d5ff29f975d85f5e0b.png]

Muridae has the much more fundamental issue of having no good racials. All of the Muridae racial skills are meh to useless. Their stats are okay, with a nice 8 CEL, but there's really no reason to play muridae over something like a felidae where you get the same move bonus and also a bunch of stats. The muridae instinct is really the part that could use some work. It's too finnicky and difficult to make use of, not to mention it's useless in pvp. I think making racial skills that are made exclusively for pve is not a good idea, I mean that's the most fundamental core of the character, it should be focused on your actual combat effectiveness. Things that increase drop rate and such should be found in traits imo.

So I think Muridae instinct should be changed to something that is reliable and useful, and the whole "stealing things for drop rate" mechanic should be relegated to traits.

Muridae racial stats Honestly looks like a straight up upgrade to Omina lol
[Image: b7e7558831725166c75272ef7f8c33b7.png]

Felidae, very similar unless you're using will....
[Image: 272d4af3e72fe16f8fa9a92aec84d696.png]

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