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  SL2 interactive map construction log
Posted by: lalchi - 09-05-2024, 04:16 PM - Forum: General Discussion - Replies (8)

Hello everybody. 

After asking dev and getting his approval, i'm making a website for a SL2 interactive map. 

I'm doing this because this is something i wanted to do for a while now but had other priorities before.
Now that i have free time for myself for a month and i have to present a finished project for my exams. I'm taking this month to finally work on it and hopefully share it once done. 

I'm making this thread to post progress on the website in order to show you where i'm at but also to get feedback on my progress.
So don't hesitate to point out what you like or don't. And if you have an idea what i could add or change, propose it and i'll see if i can make it. 

------------------ 

1 DAY 

My first day is mostly a schematic and theories on how the website would look, using FigJam as a tool. 

[Image: image-2024-09-05-175419315.png]

A person arriving in the website will directly be given multiple choice for his navigation through the site. 
They can choose, without login on, a map (great six or Korvara) 
registering or logging in.
Once connected, the user can have access to his own profile which he can edit. 

[Image: image-2024-09-05-175932192.png]

As said, an user can either choose to consult the Great Six map or the Korvara map 
After choosing, the world map will open. the user can then select a region (continent for g6) to zoom in. 
Then once in a region map, they can select a map of a dungeon, cavern, city, forest, etc... present in the region or continent. 

If the user is logged in and has the necessary rights. They can by themselves adds a piece of information or lore in the selected map.
If an user is one of the contributor of one of those pieces of lore, they can edit or delete it. 
The same thing goes for both world. 

Once a piece of lore has been added by an user, those piece of lore can be read by anyone consulting the map where the lore has been created. 

The whole thing making the interactive map a community effort. 

This isn't all. 

[Image: image-2024-09-05-180658464.png]

Once a user is connected, by going to their profile, they can create a character sheet to save one of their played character in game or a NPC related to their in game character. 
Upon creating the character, they will be noted as the author of said character. This without the need to interact with the map directly. 

[Image: image-2024-09-05-181023601.png]

Then, anyone visiting the website can see the character sheets created by users.
Just like lore, if a user is a contributor or admin. They can edit or delete the character sheet. 

A visitor can also consult any entry directly without going by the interactive map. 

That's all for the FigJam of the website. A grand simple brief on the purpose of the website and how a user would navigate through it. 

I've started to work on the wireframe of the frontend. 
There's not much to show (and it's kinda boring). But the wireframe for the index has been made in this same day. 

[Image: image-2024-09-05-181514486.png]

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  catabur's sprites
Posted by: catabur - 09-04-2024, 06:58 PM - Forum: Submissions - Replies (1)

First off: long, fluffy ears that better resemble the animal ears of the heroines from Utawareumono. Vent really needs them. Hopefully the colors come out okay.



Attached Files
.zip   Long Side Ears No Body.zip (Size: 607 bytes / Downloads: 149)
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  [v2.89c] Ambidexterity is broken
Posted by: caliaca - 09-03-2024, 09:34 PM - Forum: Bug Reports - Replies (3)

https://imgur.com/a/gwvQDgN

Ambidexterity is not working for ranger spells at all.

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  [v.2.89c(Live)] Un-Reflected Poison
Posted by: Collector - 09-02-2024, 03:47 AM - Forum: Bug Reports - Replies (1)

Snake Shot still applies the poison to the target even if the projectile is reflected to the caster. (Spirit Mirror)

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  [2.90] Rune Bouncing
Posted by: ForgottenFate - 09-02-2024, 03:37 AM - Forum: Bug Reports - Replies (1)

Still exists.

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  Balrog's Fire Warrior dispatch
Posted by: Snake - 09-01-2024, 05:03 PM - Forum: Suggestions - Replies (1)

Quote:Fiery Emancipation
Targets: Self

Can only be used by Fire Warriors (Balrog). Requires 6M. Emancipate your enslaved anima, making it self-detonate, while dealing protection-ignoring Fire magic damage equal to its current HP + your Fire ATK, with Great Accuracy. The unit will be defeated afterwards.

Sometimes I don't wanna have to be skipping through so many turns in PvE, so let me make them go ker-bewm to reduce my team's size mid grind, please.

This could be a potential, idk.

I've also another idea, which is a bit more of a buff idea, but:


Quote:Balrog's Potential Skill: Hellbind
Targets: Self

On use, you whip all your living Fire Warriors in the combat area regardless of their distance, killing them instantly and powering up the LV of 'Hellbound Lash' for each sacrifice, for 3 rounds (max. LV = 4).

Hellbound Lash - Your next basic attack's damage type with Balrog will become Hellfire damage, and have a chance to inflict Lingering Damage (Hellfire) for 1+X rounds, with a LV equal to 50% of your Fire ATK + Balrog's Upgrade Level * X. (X = Hellbound Lash's LV)

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  Purge the feeble-minded...
Posted by: Sawrock - 08-31-2024, 05:01 PM - Forum: Suggestions - Replies (17)

There's a significant amount of uninteractable NPCs around the map, everywhere. Despite having seen them many times before, I still get hopeful that it's a fellow player I can interact with, but then I quickly realize that nope, it's just the same decorative NPC as before. Could a lot of these be removed? They ironically make the world feel more dead.

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  Dualpower (Tactician)
Posted by: Snake - 08-31-2024, 04:59 PM - Forum: Balance Fu - Replies (1)

I think this should let you use all of Soldier's offensive skills with either a Tome or a Sword. Tactician could use the extra to give it more use from Soldier, or let it use a shield.

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  Roc's Fall
Posted by: Latto - 08-31-2024, 12:32 PM - Forum: Balance Fu - Replies (7)

Can Roc's Rise grant knockdown immunity for a round or two after it triggers? Currently you can get knocked down multiple times in a row and get your feathers absolutely deleted before you can move, made worse if you proc riposte.  


Picture this:

I just ended my turn with a refreshed 30 feathers after a finished Boon of Apus rotation. With the exception of my Feather Veil about to run out next turn, I'm thriving, my skin is clear, my crops are watered and I'm airborne, ready to recast Feather Veil and then strike next turn. 

A demon hunter comes up next to me with their shotgun. They shoot me in the face, knocking me down. My riposte procs and I crit, giving me back 2 momentum, which gives me a turn and trigger's Roc's Rise. It instantly deletes 12 feathers, while I can do absolutely nothing with my 2 momentum. I end my turn. They proceed to use Chaser on me, sending me sprawling again. My turn comes around, proccing Roc's Rise and eating another 12 feathers. 

I have 6 feathers left (actually less because I got feathers used up when I got displaced by Chaser). My Feather Veil has just expired and I have nothing left to cast it without either waiting or engaging in a 10 momentum skill rotation to refresh Boon of Apus. I'm decrepit and featherless, my skin is riddled with wounds, and the only thing watering my crops are my tears. 


This is an actual scenario that has happened to me before. 24 feathers deleted in one turn because I could keep getting knocked down over and over is INSANE. Even outside of Riposte situations proccing the double activation, the fact that you can get 12 feathers deleted by getting KDed turn after turn and just have your class resource depleted quickly is both unfun and sometimes even actively detrimental as a class mechanic (to the point where I frequently consider not equipping it at all) especially when you compare it to something like Martial Artist's Kip-Up getting you back up at no cost. 

I think Roc's Rise should either cost less (2 or 3 feathers per momentum recovered instead of 4) and give knockdown immunity until the end of your next round or stay the same cost and have two rounds of immunity. 

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  Let's go gambling!!!!!!
Posted by: caliaca - 08-31-2024, 03:40 AM - Forum: Balance Fu - Replies (4)

Exgalfa right now is actually pretty good! It does pretty good damage! But is still somewhat inconsistent even with high luck values.

My proposal: Base Exgalfa chance is 50% to increase or decrease, and increases by scaled luck. So 50 scaled luck always increases the damage instead of it still not being consistent. If we gonna invest in values, we may as well get use out of them!

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