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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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  [v2.90f] Homunculi Metabolism
Posted by: Autumn - 09-29-2024, 06:49 PM - Forum: Bug Reports - Replies (1)

I'm taking a gamble in reporting this but I usually always report bugs where I see them, Homunculi Physique's text states it cuts healing by 15%, but it actually cuts healing by 10%.

And to throw in a bit of personal bias, my hope is that it will result in a text correction rather than a mechanical correction given how long homunculi have existed with this "Bug"

[Image: szYWNgW.png]
[Image: m4OXAYo.png]

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  [v2.90f] Holy Shield Bug
Posted by: Autumn - 09-28-2024, 04:52 AM - Forum: Bug Reports - Replies (1)

Holy Shield is currently bugged and does not function as a parry mechanic from any direction right now. As many times as I get hit, it will not trigger.

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  [v.2.90f] RM magnet rune weirdness
Posted by: AkaInuHime - 09-28-2024, 01:21 AM - Forum: Bug Reports - Replies (2)

[Image: nf8fnh.png]

If you suck in runes with lower HP with a magnet rune, they keep the lower HP. This causes those runes to vanish, but not the magnet rune or any new runes, when trying to rush. They disappear at the start of the movement, having no effect. The magnet rune was otherwise still magneting around afterwards, but I couldn't replace any of the types of "vanished" runes.

A little weird!

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