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  Shaitan - Painful Grip Boogaloo
Posted by: K Peculier - 11-13-2024, 08:57 AM - Forum: Balance Fu - Replies (6)

How do you do fellow corrupted players

This has probably been discussed ever since corrupted got their cool traits and despite this trait being nerfed from its first inception eons ago, it's still being touted as near universally disliked due to how boring thematically it is versus the more unique racial abilities available right now.

I'm thinking that painful grip should outright be removed from Shaitans so that Dev won't have to balance/tweak every single new item/ability just for shaitan that revolves around the grapple status but still replaced by something powerful enough to make the 10 Skill shaitans from quitting the race. 

I believe it could be replaced with two traits that a shaitan could pick between, weighing offense vs defense utilizing their carapace.



"Your carapace is like a living weapon, you choose to utilize your carapace in violent and aggressive maneuvers." 
(Your physical damage has a 45% chance to ignore armor and pierce, slash, blunt resists. Your chance is lowered by 10% per 10 Scaled SAN)

"Your carapace covers you like a natural suit of armor, or a makeshift shield. You choose to utilize your carapace in defensive and stalwart maneuvers."
(Def/2 + res/2) - 10% chance to parry incoming damage you can see with 35% Damage Reduction and gives you the Guard ability. (This parry will not work with other parry skills)


Honestly these sound pretty powerful even if you picked one in my opinion but I don't think it's as game-robbing in an unsatisfying way against PvE or PvP when compared to how painful grip can be used to its extreme conclusion right now.

My main motivator is to have shaitans who want to play to the strengths of their race not be forced into being a hugging monster IC and flavor wise, which frankly deserves its own class that centers around grappling instead of a single race.

There's no other racial skill ability that invokes as much `shame` then spamming painful grip even though its highly effective and can mulch certain builds into paste without much counterplay. But those are my ideas and some shamelessly stolen from other players I've discussed it with.

Feel free to add your own ideas of what could be added in place of the powerhouse of painful grippenings.

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  [v2.92] Faulty Wiring
Posted by: Autumn - 11-13-2024, 01:44 AM - Forum: Bug Reports - Replies (3)

This is going to be an extremely specific bug so lemme do my best to explain it:

Kick does not consume Electrocharges when triggered by your main-hand attack with the Like A Dragon set bonus effect, meaning it does not allow the kick to critically hit, and it does not give you extra momentum, normally I would think that this is a quirk with how the skill works given that it doesn't trigger something like Gunfighter's Boots effect, but it does actually trigger the electrocharges on Sub-Attack specifically, only your main-hand attack is exempt from the momentum refund.

To replicate you must:
-Equip the Like A Dragon set
-Equip Thunderhooves
-Gain 20 Electrocharges
-Trigger the Kick trickery effect with your main attack and observe it does not consume your electrocharges
-Trigger the Kick trickery effect with your SUB ATTACK instead and observe that it does consume your electrocharges, giving you momentum back and allowing Kick to crit.

I hope this explains the issue.

[Image: YHGbyuG.png]

[Image: GMXQ38d.png]

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  Korvara's Diminishing Empty Areas
Posted by: Poruku - 11-11-2024, 08:48 PM - Forum: General Discussion - Replies (18)

I think a part of the appeal of Korvara is that the open world nature of this big map allows people to hang out and hide in various places. However, as time goes on, more and more of the empty places of the world become used. If you go around, there's almost no places left. Even caves have people living in them, large swathes of empty territory is claimed by Geladyne, even containing a military presence. And there's a lot of tents and other such things in remote locations.

It's pretty hard these days to have your own corner of the world. I think that's a bit of a shame. Maybe it would be good to just have a bit more wilderness, you know? I think the Tundra (poorly named) is one of the few places that isn't claimed by a nation. The lava lake is geladyne, the haunted forest is telegrad (and has inhabitants). The worsong canyon isn't a great place to live but it's not particularly claimed.

Having a bigger map with empty space would allow people to make their own new groups in remote locations without having to fight a nation tooth and nail to exist there. A bit of a neutral ground if you will.

Also, I think it would be good if there was a sort of claim system, as in, if you live somewhere you should put down a sign. But if a place has nobody active there, then the area should be cleared to allow new people to settle there.

Having more neutral ground on Korvara would really make it more interesting. I think there should be a hard rule as well that nations cannot expand to occupy these areas. What always happens in these situations is that you get some expansion and a bunch of things put in place, even though nobody rps there. The biggest example is the badlands. This huge stretch of formerly empty land is now filled with NPC soldiers. It just feels kinda wrong doesn't it? Like, it belongs to geladyne, but they're not even using it :v

I'm all for war, and I think we could use more of it to be honest, but I think transforming empty areas into "occupied" zones that aren't used is not great. We should try to be minimalistic as much as possible. Place a tower and a few guards there, but you can't just occupy an entire piece of land. At this point, almost 50% of the geladyne territory is "guarded" or visibly occupied in some way. That's not very realistic... Let's also be realistic in terms of how much rp a given thing is going to result in; if it's not going to be actively used by people rping, then it probably doesn't need to be anything more than a small thing. Too much stuff being put down that is never interacted with only makes the world feel more empty. Each subsequent building and npc becomes more meaningless as the bloat stacks on.

And if something isn't used, it should probably be removed. I think we should probably have a system in place to clear up the map of unused things. Maybe buildings that aren't being utilized could fall into ruin like those ruins we had at the start of korvara. We quickly ran out of those when people settled in them.

Wouldn't it be cool to have new ruins too? In new areas? Even if there isn't that much going on there- like, we don't need a bunch of new dungeons and enemies for an expansion to be awesome. One or two cool lore features and it'd be even better, in fact. For instance, one area could have a ruined library. One other could have these elemental crystals or a leyline or something. Another could be full of tall cliffs overlooking the sea, with bird nests and high peaks... Then the people could go there and make new things happen, or it could be used for events, or there could be new things added later.

A big world only feels empty if there's a lot of things that suggest activity (buildings, people) but there is no activity. A large world that has empty areas of untapped nature does not feel empty, it feels vast.

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  [2.92b] Helmet Movement Misalignment Part 2
Posted by: Frozen - 11-11-2024, 07:39 PM - Forum: Bug Reports - Replies (2)

Same exact item, except the frames for moving north are still animating incorrectly. Every other direction is working fine.
[Image: helmet-bug.png]

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  status effect icons!!
Posted by: pilcrow - 11-11-2024, 03:44 PM - Forum: Submissions - No Replies

SO
a while back i got very annoyed because i couldn't see at a glance whether my songs were active, and the desire to correct that spiraled into a whole Thing and a half

so far, i've done icons for what might be EVERY bard status, as well as a few for solblader (because it also annoyed me)

in order:

[Image: iUL9qlS.png]

Singing, the four songs (plus performer's enhanced statuses), Warmonger's Drums, Volume Up, Dark Distortion (two vers), Darkness Hype, Freak on a Leash (and freakish frenzy)
Accelerated Spell (generic), Accelerated Spell (Mercana), Flash of Light (alt for Acc. Spell Mercana), Holy Aura, Dancer's Agility, and Doble Pirouette

(Honestly, it feels like Flash of Light should just give you a HUD counter for its accelerated spell level anyway I spend too much time peering at status effect text for it)

(edit: also big props to whoever made the icons for the performer/dark bard skills i sampled their palettes for consistency and their colour choices are WONDERFUL)

.dmi file is 18x18 just as initially specified when I started this project



Attached Files
.zip   pilcrow_bard_status_effects.zip (Size: 2.91 KB / Downloads: 219)
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  Reapers and Apertaurus Power Crept
Posted by: Autumn - 11-10-2024, 11:39 PM - Forum: Balance Fu - Replies (3)

Currrently, the racials provided by Reapers and Apertaurus got very power crept by the addition of new enchantments and material types, I prefer these additions over locking people to a specific race but it would be nice to have these races be updated to have a few more things added to them. 

This thread is mostly just here to mention that the race has had it's tools spread out to the wider population, I will throw forth a couple of ideas as I feel a little obligated to, but it should also be mentioned that it doesn't really matter if the races go this direction for me, as I could stand for any amount of useful buffs that may be thought of for the races to have.

My personal thoughts and suggestions would be: 

1) I believe that the SAN scaling determining if they can cast with Axes or Spears now should just be removed, given that investing SAN to get what is effectively your enchant slot is not all that worth it, the SAN scaling of the race can be moved to some other benefit for axes and spears respectively, such as extra power or hit.

2) Inspired by the minotaur's Child of Venus passive, I think it'd be cool to have a trait for Reapers that effectively gives them the effects of Kraken or Galren respectively, I am also contractually obligated to mention that Papilion could potentially get one for Saturn as well.

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  Amalgama - Request for unusual soul.
Posted by: Pittotwo - 11-10-2024, 04:06 AM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - Pittotwo
Character Name - Presently unnamed, while I considered using the name 'Titus' in honor of a previous char who I deleted due to a mistake (I don't know if we're allowed to reuse names though), I have also considered Kortan, Zillah, etc..
Request Type - Soul made up of potentially unusual picks.
Request Details - The amalgama in question would be made up of souls from failed homunculi; chimeras and salamandras who had come to life only to rapidly succumb and die due to unexpected complications, alongside a few fragments from monsters- specifically dripping corpses or other undead ideally.
Specific Request - This amalgama would be made up of four souls and a 'fifth' that acts as a binding agent; A salamandra who's organs froze solid, a chimera who's body violently rejected it's own parts and tore itself apart in a blind fury, another chimera who unexpectedly mutated gills and suffocated, and finally a second salamandra who rapidly overheated and had to be terminated before they died with explosive results. Due to their souls being salvaged it was decided to bind the four together, the 'fitfh' soul is simply multiple fragments from various undead that haunt Korvara or such, used to attempt to stablize the four souls.
Reason why you are making this request (if applicable) - Primarily because I find the idea of an amalgama who's souls were that of failed homunculi interesting, due to the lack of growth of its components making it impossible to guess what mutations the amalgama may have.
Roleplay & Lore supporting your request - While I'm not sure if any roleplay would support this, I know R&D in Geladyne are prone to experimenting, and I would guess not all homunculi survive even if they are 'successfully' created and come to life. This character would be the result of needing to re-use whatever possible from them.

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  [Korvara] Mordrain Meade - Old, Mutant Reaper
Posted by: the REAL Minos Prime - 11-10-2024, 02:15 AM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - The mom sexer
Character Name - Mordrain Meade (Kaminah Monk)
Request Type - Unique character appearance
Specific Request - Several birth defects/mutations that set the character apart from other reapers, as well as an age that makes him older compared to most Korvaran characters.
Request Details -  

  • Excessive horn growth, causing the growth of several deformed horns across his head and face, as opposed to the simple set of two most Reapers have. This excessive growth has led to Mordrain being blind in one eye from a young age, and has since gone blind in the other due to simple old age. 
  • As his alias implies, he uses to the same method as the monks described in the description of the Kaminah Robes to see, despite being blind in both eyes.
  • Meade is 190 years old, and is rather close to simply passing of old age, due to the reduced lifespan of Reapers outside Lazarus.
  • Meade suffers from a hypertrophied Pituitary gland (not as if he knows this; the man is so old, he probably still thinks of medicine in terms of humours), and as such grew up to a staggering eight feet and five inches tall. However, though decently fit, he is nonetheless built somewhat lean; this, combined with his old age, rarely if ever puts him at significant advantage over most other humanoids. He has used his meditation, Ki, and Solmancy to alleviate (though definitely not eliminate) the complications of his massive size and age.
Reason why you are making this request (if applicable) - This character uses Margit the Fell from Elden Ring as a playby, and I felt an appearance such as Margit's would very much fit a 'wise old monk' type character; a character who, despite all the hardship he's faced both from the dangerous world he lives in and problems with his own body, has managed to live a full life and now wishes to spend his final years passing on all he's learned with the people of the world.

Roleplay & Lore supporting your request -

  • Less of a lore thing and more of a justification for his massive height, but the largest man in real-world history, Robert Wadlow, was 8'11, his size attributed to a hypertrophied pituitary gland as well.
  • The description of the Kaminah Robes implies that 'beyond sight' is attributed to some form of spiritual method the monks use, not the robes themselves. If I am mistaken, and this technique is indeed tied to the robes themselves, I will be more than willing to try and obtain Kaminah Robes ingame purely to justify his IC Beyond Sight.
  • As far as I'm aware, there's no concrete lore for mutated/defective Reaper horns. However, as both his parents were from pre-federal Telegrad, it's not unthinkable to imagine some arcane contaminant in the magical forests of Telegrad caused some kind of defect whilst he was in the womb.

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  Golem Race
Posted by: Poruku - 11-08-2024, 11:56 PM - Forum: Class/Race Ideas - Replies (5)

Golem

[Image: snf234.jpg]
Clay Golem

[Image: Somali_and_the_Forest_Spirit_volume_1_cover.jpg]
Metal Golem

[Image: e56c249f94d5bd89542113103002fd2f.jpg]
Crystal Golem

Introduction
Golems and golem-like creatures are already a well-established part of the Korvara experience. Although they don't really have much lore, there exists golems in a few forms already:
1: Mobs
Gorgons are allegedly stone creatures. They are simply monsters made of stone. But in Korvara we were introduced to many types of new golems in the Haunted mine. These confirm the existence of natural golems.
2: Ruler
Rulers can create golems out of stone and other materials. It's only a small logical step to arrive at sentient golems. However, there isn't really any lore on Rulers and what is the limit of their automatons.

I would like to have Golems in the game because I think it would provide a new and interesting flavor to the world of SL2. Unlike homonculus, Golems would not be created by players. Instead they would be essentially relics from a bygone age. Players would be able to study them and such, creating some interesting mystery roleplay. The fact that these ancient golems would have "commands" that no longer apply in the modern day would also be really interesting to rp with. For instance, a cleaning golem could be trying to clean the entire continent with his broom, and perhaps he would make friends that attempt to reprogram him. It could also be a fun avenue for antagonism. Some players could also introduce their golem character via a small event where people attempt to "awaken" them.

Overall, I think it would be a fun and unique addition to our cast of races. Something to spice things up while remaining very much in-line with the current lore and vibe of Korvara.

I think it would be ok to introduce this race as a whitelist-only race, since the lore has strict restrictions. I wouldn't want people to be playing golems without understanding it. Though, that's already kind of a problem with homonculus, elves, and other races to an extent, and isn't particularly a big deal...

STR 7
WIL 3
SKI 5
CEL 2
DEF 8
RES 4
VIT 7
FAI 0
LUC 3
GUI 4
SAN 4
APT 2

A race of ancient automatons, golems come in two forms. Either they were crafted aeons ago, or they are born from the earth itself, as spirits of stone. Regardless of their origin, they bear a special Crest that exists somewhere on their person. This Crest is permanent, and very difficult to destroy. It keeps the body together, and also contains the Golem's consciousness and holds their Soul within the body. Golems move by using magical crests and energy, either via internal circuits, usually hidden beneath a layer of artificial skin, or simply via the Crest's magic. Usually, this Crest takes the form of a "core" contained inside the torso.

The knowledge on how to create sentient golems has been lost to time, but occasionally, a golem will awaken after centuries of slumber. These entities appear similar to humans, though their bodies are made of clay, crystal, rock, or other minerals. These so-called "awakened" hold no memories of the time before, as their slumber forces their mind to reset. Still, they usually maintain their original programming... Crafting a crest that can hold consciousness is an extremely difficult task that is impossible without the ancient technologies that were lost as well...

Some golems are born directly from the earth, such as stone gorgons and the golems you can find in the haunted mine. These creatures are born in areas of concentrated isespian focus like very old caverns. Most are not sentient, but some of them have a semblance of humanity. They generally carry a bit of the "sentiment" of the area they were born in, much like doriads. Sometimes, digging too deep can cause the earth itself to fight back...

ABILITIES:

Automaton: Golems require magical energy to move. You begin combat with 3 Automaton energy (+1 per 30 SAN), and generate one each turn. Performing an action that costs 2 momentum or more costs 1 energy. Without energy, performing such an action costs 10% of your health. The golem does not count as a "Ruler Automaton", however, and as such they do not gain energy from Seal of Fortunes, and do not get hp from Seal of Labors, etc etc. Still, they can use these seals as energy, following the same priority rules as normal automatons. (This is to prevent the race from being completely reliant on Ruler).

Golem Boost: 0m, 100fp. Gain +3 automaton energy and +3 momentum immediately. This skill costs 1 less fp per point of SAN. Cooldown: 2 turns.

Machine: Golems are creatures of stone, and receive 50% less damage from poison. However, any healing from potions and Mercalan-domain spells is halved. The Repair skill can be used on you, just like mechanations.

Stone Body: Golems are naturally resilient. They have +3 armor and magic armor. Gain +1% physical and magical DR per 5 points of SAN. Also gain 25% earth and water resistance, but suffer 25% fire and wind weakness.

Ancient Engine: Performing an action that consumes Automaton Energy increases its power by 10%. Manually using the "Charge Weapon" skill also grants three stacks of "Automaton Energy" (+2 in total since it requires 1). You always have access to "Charge Weapon".


TRAITS:

*Non-eligible for tattoos*
Artificial hair: +3 armor

Choose one origin trait:
Awakened: Your mind was crafted aeons ago. The knowledge within has long since disappeared, but the circuits remain, ready to be filled with arcane connections. Gain +2 skill pool size, and +5 base WIL.
Child of Earth: You were born from the bowels of the earth. A being of pure isespian power. Gain +3 base defense, and +5 earth atk.

Choose one material trait:
Clay Golem: Your body was shaped out of malleable clay. The penalty to healing on you is reduced by 10%.
Stone Golem: Your body is make of dense rock. Gain +10% slash and pierce resist, and 10% blunt weakness.
Crystal Golem: Your body's internal structure uses crystals and prisms. +8 light atk. Gain +10% slash resist, and 10% blunt weakness.
Salt Golem: A being of brittle mineral. Gain +8 lightning atk, 25% lightning weakness, and 25% water weakness. Grants the salt spray skill, which dispels 1 positive effect on enemies in a cone, deals earth damage based on SAN and Earth atk, and gives +1 automaton energy per effect removed in this way.
Metal Golem: A golem shaped metal, engraved with magical circuits. You gain +1 automaton energy when weapon autocharge activates. 25% lightning weakness.
Gold Golem: This golem has a golden surface layer, gold circuits, or is made entirely of gold. You gain +1 automaton energy when scoring a critical hit, up to once per turn.
Volcanic Golem: Made of obsidian or igneous rock. 25% fire resistance.

Final Word:
The idea with this race was to make you feel like you're really running on magical power like an automaton. Of course, we need to have a different energy system to make the race feel playable with any build. It's difficult to strike a balance, but the goal with this design concept is to make the Golems feel like a powerful race that is being held back by the energy system. You get to feel like a tanky and strong being, but you're also a bit slow... Of course, playing Ruler would help to an extent, since you can apply AoE enchants and then use them yourself too. But it's also intended to be viable with any class combo. The "Golem Boost" ability leans into the "burn out your energy" idea, making golems capable of being "burst"-y, but there is also the option to take it slow and use charge weapon to gain charges cheaply while hanging back. The heal nerf makes sense in-lore, but also is there to prevent Golem players from abusing the powerful tank stats and passives. Overall, the drawbacks allow the race to have some uniquely powerful things like high DR, poison resist, and across the board damage boost.

Let me know what you guys think!

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  [2.92b] Battle Start Mercenary oddness
Posted by: Kavoir - 11-08-2024, 06:36 AM - Forum: Bug Reports - Replies (2)

Okay so I don't at all know the circumstances that caused this. I will say that at the start. But some werid stuff happened. I will try to provide as many details as possible but it was a confusing situation and I accidently overwrote my screenshots of the fight. I updated my Byond version this morning if that means anything.

But I started a fight with the level 60 version of fangs at Lost Beach after beating the level 40 one and the main screen went black the chat still functioned or seemed too, after about 5 minutes I tried relogging and there was a little battle sprite of my mercenary Grindylow next to him just sitting there on the out of combat map, I clicked Fangs to see what was happening and it acted like I hadn't started the level 60 fight it didn't even seem to have cost me a dark shard, but when the battle started in addition to his normal monster ally it had copies of all my Grindylow Mercenaries but they had full power burrow as if they were enemies. I lost that fight. To be totally clear I had my Mercenaries as normal.


So the actual trouble thing is when I respawned on dieing a copy of my character spawned as well. It has the same mouse over but clicking on it produces this profile with no clear way to exit (That looks like this: https://imgur.com/a/Fiucu6v).

Somebody took a picture of the mob too: https://cdn.discordapp.com/attachments/1...42981f125d&

Even after Fangs despawned the Grindylow mob is still there so here is the picture for that: https://imgur.com/yxkmg4r I could apparnelty challenge Fangs again but I am not sure I want to destabilize things further and I don't think it would produce much in the way of useful data.

https://imgur.com/Oi8dcVx here is a right click of the stack of four Grindylow's ontop of each other because its not obvious from the screenshot

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