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  [2.87 v2] All Is Fair
Posted by: Cogster - 05-27-2024, 03:03 PM - Forum: Bug Reports - Replies (1)

This seems to be a reoccurring bug, or at least one that had gone dormant having resurfaced a few patches ago. But it seems like overtime, most if not all tile effects or mapwide effects that are used by enemies will become neutral if said enemy has been defeated and removed from the battlemap.

This used to be the case solely for tile effects but recently I've been seeing it happen for the Snakeman Pariah's spirit pain. I'm not sure if THAT is intentional but I'm fairly certain the tile effect problem isn't.

I don't have many screenshots on hand of every occurrence but off my word things like Cinder tiles, Poison pools and the new Shadow Omega's Omega Pit are hitting things they shouldn't be hitting.



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  Memory Shard Count
Posted by: Trexmaster - 05-27-2024, 02:48 AM - Forum: Suggestions - Replies (1)

If I'm not mentally (or physically) keeping track of whether I've cleaned out an area of Memory Shards it's very easy to forget where the shards you may be missing are.

For players who don't have the entire list memorized/are newer to the game this can make gathering the Memory Shards far more of a pain than it needs to be.

Thus, I suggest that likely as a crystal terminal upgrade, there be a list available that shows how many shards you've gathered in each applicable area.

For example:


Quote:Nephel Shards:

Meiaquar Waterways: 0/10
Meiaquar Outskirts: 0/5
Abyss Cave: 0/10
Meiaquar-Telegrad Highway: 0/5
Ice Palace: 0/5
Meiaquar-Geladyne Highway: 0/5
Terra Flamma: 0/5

Making it easier to grab whichever shards you're missing without having to either do it all in one sitting or manually record how many you've gathered in each area as you obtain them. Which, if you're in a party, is far more difficult to do.

Knowing where to look and how many you're looking for makes it much easier even if you don't know where they all are precisely, too.

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  [2.87 v2] Shapeshifting Dysmorphia
Posted by: Cogster - 05-26-2024, 06:13 PM - Forum: Bug Reports - Replies (1)

There seems to be a problem with Shapeshifter as well as just installing period. Your race changes to account for the new bases of whatever Yokai you install yourself with, but any skill or passive that would check for what race you are fails to work properly.

This is prevalent for two major cases, you are no longer applicable for Daisengan despite installing a Dragon. And Mimicry skills do not work despite installing yourself with an appropriate Yokai.

This seems to be a much older bug, I believe it may have originated when the way black spirits were changed.



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  Plague Doctor Collection
Posted by: Toffee - 05-25-2024, 08:00 PM - Forum: Submissions - No Replies

A collection of plague doctor cosmetics (Masks, hats, hair, and outfit). Includes colorable and non-colorable variants.
[Image: PVGW8qX.gif]



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.zip   plague doctor collection.zip (Size: 5.17 KB / Downloads: 109)
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  Void Polluter
Posted by: Autumn - 05-25-2024, 04:48 AM - Forum: Suggestions - No Replies

Merely only cause I think it's cool, and because Charred Void is very undercooked, I think this would be a very cool change up to the skill, I don't seriously expect this to make it in but I thought it was cool anyway.


Quote:Charred Void -> Pollute Terrain


Changed to active ability.

1m, 20 FP Cost, 1 round CD.

Costs 15 Void Energy. Targets a 2 range circle within 8 range, with the circle size being able to be expanded by 1 for 15 additional void energy per increase. Claim ownership, increase the LV by 10 and corrupt all tiles within the range of this skill, converting them to dark versions of those tiles.

Cinders = Dark Cinders (Dark Cinders now deal Hellfire damage instead of dark damage)

Ice = Dark Ice (Dark Ice will inflict frostbite to any enemies standing in it at the start of the round, if the opponent already has frostbite, it will inflict frozen instead equal to the ice sheet LV)

Air Shafts = Gravity Well (Gravity Wells will make it impossible for allies or enemies to gain the airborne status, lowers MOV by 1)

Flooded Water = Dark Water

Static Tiles = Void Pollution

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  Headwings
Posted by: Trexmaster - 05-24-2024, 06:33 AM - Forum: Submissions - Replies (4)

Headwings in three variations.

Resting (headwings1.dmi) (there is a very small back view of it still don't worry)
[Image: mIRoG9G.gif]
[Image: CuGDL3A.gif]

Extended (headwingsextended.dmi) (the back view is the same as the front)
[Image: I1xLUcq.gif]
[Image: ONLGc0e.gif]

Folded over eyes (headwingsfolded.dmi) (there is no back view)
[Image: p6vE5jd.gif]
[Image: RuuabQX.gif]

They could make some funky glasses, or just be used as they were intended to be!

EDIT: I ACTUALLY ADDED THE RAR THIS TIME



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.rar   headwings.rar (Size: 1.41 KB / Downloads: 1)
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  Prosthetic Bird Legs
Posted by: Toffee - 05-23-2024, 05:19 PM - Forum: Submissions - No Replies

Robotic digitigrade prosthetics for any race. Colorable, made for the female model.
[Image: Y0PXQt5.gif]



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.zip   prosthetic bird legs.zip (Size: 704 bytes / Downloads: 105)
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  Chimera Racial Limitations (Fox Tails)
Posted by: Toffee - 05-23-2024, 03:48 PM - Forum: Suggestions - No Replies

This is my ask for Chimeras to please get more customization options! Access to racial features that can be picked by other races (such as kaels) to fit with their IC flavor of being made up of various monsters.

Specifically, the multi-ended tail option that Redtails access through (LEs). Caboozles gave me the go-ahead to ask for this!

Let Chimeras get silly... :vegetakneel:

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  LUMINARY RULER!
Posted by: Flun - 05-23-2024, 11:33 AM - Forum: Submissions - Replies (1)

IN THE SPAN OF 48 HOURS I BRING THEE THE LUMINARY RULER!

What this is is a skill that would change your pawns based on your star sign to fit their element, allowing for more diverse rulers and more opportunities for fun RP using automatons!

If this is to be implemented as a skill, there's the routes of either it being fully cosmetic, or each set adding on a new bonus to the pawns, as follows:

Dark: Chance to inflict fear on hit
Earth: Pawns count as plant race and the tiles next to them count as plant tiles
Fire: Chance to inflict burn on hit, leaves behind cinder tiles
Ice: Chance to inflict slow on hit, leaves behind ice tiles
Light: Chance to inflict Magnetize on hit, Allies in 1 range of pawns get bonuses from the ruler's detailed care (???)
Lightning: Chance to inflict interference on hit (???) (Could be something less strong)
Water: Chance to inflict soaked on hit, More damage to seafaring enemies
Wind: +1 movement, +1 range to rooks/bishops move/(that one knight 1M move skill) and threaten

Of course these can be different or not included at all, I'm spit-balling here with the ideas, but I feel like adding slight extra interactions like these would boost the amount of synergy with other classes drastically and make ruler more fun overall!

Godspeed you marvellous ruler mains


To add, files labelled "Back, forward, left and right" are directional, while numbers 1-4 are for animation and are not directional.



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.zip   Luminary Ruler Sprites.zip (Size: 166.06 KB / Downloads: 112)
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  [2.87v2] Sea Legs
Posted by: Rendar - 05-23-2024, 04:14 AM - Forum: Bug Reports - Replies (1)

Jorfel's Sea Legs spawn 1+ (Level/10) Tentacles, rather than (Level/10) tentacles, as the description implies.

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