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> HentaiVerse 0.76, Wall-EEEE

 
post May 18 2013, 12:31
Post #1
Tenboro

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0.76

Misc

- The global base non-upgraded drop rate for random monsters was increased from 5% to 10%. The fully upgraded drop rate was increased from 10% to 12.5%.

- Droprate bonus for monster PowerLevel when PL is larger than 500 was changed from (PL - 500) / 20 to (PL - 500) / 50, capped to 15.

- The cost for Scavenger and the other loot-affecting trainings were rescaled to be more expensive at lower levels but scale up less steep at the end.

- The "Soul" damage type has now been completely removed.

- Soul Stone was retired, meaning it no longer drops.

- Average and Superior potions were retired, and Godly potions were renamed as Heroic. Slight tweaks to recovery values.


UI Changes

- HV is now widescreen! That's exactly 256 pixels wider. Minimum recommended resolution is 1280x768.

- Major HTML optimizations, as well as performance improvements to the default font rendering engine. The raw size of the HTML for the average page is about half of what it used to be.

- The "Downloadable Fonts" setting was removed, mostly because browsers dick around with their rendering engines too much to keep up. You can still use it by downloading it and setting it as a custom local font.

- Restructured the player statistics screen, and added readouts for attack and cast speed, as well as HP and MP boosts.

- On the equipment screen, when you equip or unequip an item, you will now be returned directly to the overview screen instead of having to click "Back" afterwards.

- You no longer have to click self-spells in the Skillbook twice.


Equipment

Note that due to major changes in how stuff is stored internally, you'll need to reassign quick bars, autocast slots, font settings, equipped gear, and the battle item inventory.

- Kevlar Armor has been retired and rolled into Leather Armor, which now essentially has the strong points of both armors in one, except with slightly lower resist/crushing mitigation, and slightly higher interference.
-- Existing Kevlar can now be upgraded without the special component, which also no longer drops.

- Leather Armor elemental suffixes were switched to prefixes. Protection, Dampening, Deflection and Stoneskin suffixes were added.

- Zircon (+holy resist) and Onyx (+dark resist) elemental prefixes were added at all armor with elemental prefixes.

- Shade and Power Armor will now drop in a new Savage variant, which increases your attack critical damage multiplier. Shade no longer drops as Reinforced.

- Two new rare prefixes were added to Phase Armor:
-- Radiant, which adds a small bonus to Magic Damage.
-- Mystic, which adds a small bonus to Spell Critical Damage.

- For the suffixes Dampening, Deflection, Stoneskin and Warding, added mitigation bonus is now about three times higher than before. The base multiplier bonus is the same.

- Astral weapons have been changed to equivalent Hallowed or Demonic weapons, and the Soul Strike potency has similarly been replaced with Dark Strike or Holy Strike potency.

- Minor tweaks to damage and accuracy stat ranges for Redwood, Willow and Oak staffs.

- Equipment Magic Damage bonuses are now scaled somewhat higher.

- Equipment accuracy bonuses are now scaled somewhat lower.

- The way equipment sets are handled internally has been rewritten. Most importantly, weapons can now be in several equipment sets.
-- Autocast slots are now set individually per equipment set.
-- Battle inventories are now set individually per equipment set.


Battle Inventory

- Slotting an item in the item inventory no longer reserves the item. If an item is depleted, the slot is simply grayed out until more are acquired.
-- Note that if you happen to obtain a depleted item during a battle, it will not be available until after that battle. This is the intended behavior.

- The inventory UI was simplified. Because the battle inventory is now simply pointers to items in your actual inventory, there is no longer a concept of "auto refill".
-- Outside of scrolls and infusions, each slot can still only be used once in a battle series.


Hath Perks

- The White Aura hath perk was changed to Vigorous Vitality, which grants +25% HP.

- The Black Aura hath perk was changed to Effluent Ether, which grants +25% MP.

- The Rainbow Aura hath perk was changed to Resplendent Regeneration, which grants +50% in-battle and out-of-battle regeneration.

- A new hath perk Suffusive Spirit was added, which grants +25% SP.

- The EXP-boosting and Damage-boosting hath perks were reduced to four and five tiers, respectively, with a lower total cost. Max bonus remains the same. Existing upgrades were converted to the closest higher match.

- The mana upkeep reduction for Innate Arcana was rescaled from 0/15/30/45/60 to 10/20/30/40/50.

- Since a lot of EXP-boosting stuff ended up being removed (auras and EXP tanks), the remaining EXP bonuses are now multiplicative in nature. The base EXP from monsters was also increased.

- Tokenizier now additionally increases the relative rate of Chaos Token drops.


Skills and Magic

- Skills and Spells have now been unified into one system. This has a number of effects:
-- Spells can now have a cooldown. And many now do.
-- Skills can now be slotted in the quickbar.

- Spells are now granted automatically when you reach the required level and/or magic proficiency.

- Base damage of spells were increased across the line.

- Changed scaling for equipment spell elemental damage bonuses to be less steep. This primarily boosts the bonus at lower levels, but above 300-something you will see a small decrease.

- There are no longer distinct sets of "single-target" and "AoE" spells. Rather, each spell has a maximum number of targets that can be affected.
-- Due to this, the number of offensive spells per element was reduced to three.

- All Soul-type spells were removed. Soul Fire does remain as a proc for a new Tier 3 Holy spell.

- The Nerf deprecating spells were removed.

- The Poison and Lifestream deprecating spells were combined into one spell, creatively named Drain. This has a 20 turn cooldown. The old Poison effect is now only used for the Dual-Wield backstab skill. (For now, anyway.)
-- You can augment Drain with one of two different special effects that give you an Ether Theft or Spirit Theft effect when Drain is used on a monster with Soul Fire or Ripened Soul, respectively.

- The elemental spike spells were removed. Instead, you can now augment your Protection spell to gain the same effect.

- The chance of gaining proficiency when using a spell is now directly tied to the cost of the spell compared to your base magic points.

- The Curse Weaving limitation on active deprecating spells was removed.

- Concussive Strike now counts as a magical skill. (Meaning, magical damage will be used instead of attack damage.)


Forge Tweaks

- Forging upgrade effects have been changed to a logarithmic formula, which means it now has diminishing returns.
-- Essentially, early upgrades are worth more than later ones. The non-upgraded forge max is about the same, but the upgraded forge max was reduced.
-- For example, instead of the old plain 1% increase per level, the first damage upgrade (0 -> 1) would increase it by about 2.6% while the last upgrade (99 -> 100) would increase it by about 0.25%.

- The limit for non-ADB/MDB forge upgrades was increased from 20/40 to 25/50.

- Fixed an issue with equipment data caching where forge EXP/potencies added to currently equipped gear would not take effect/be visible immediately.


Ability Revamp

The ability and aura systems have been revamped and combined into one system. Aura Points are now Mastery Points, and are used to unlock ability slots in the new ability system. Ability Points are still Ability Points, and are - obviously - used to unlock the actual abilities.

Everyone starts out with the three Major Ability Slots (red) and three Support Ability Slots (green) unlocked. If you have more than the required amount of mastery points, you can click ability slots to unlock them.

Abilities are split into a number of different categories; one for every fighting style, armor type, magic school as well as one general tab.

Abilities have between 1 and 10 levels, with a variable AP cost. You can unlock the next level by clicking its first non-filled bar. You can also reset abilities to return the AP spent - the cost for doing so increases with your level as well as how many levels you put into the ability.

To assign an ability to a slot, either click it to assign it to the first available matching slot, or drag-and-drop it from the ability list. Note that the drag and drop functionality requires a modern browser that implements HTML5-native drag and drop. This excludes primarily IE8 and earlier.


Other ability-related changes:

- Ability Points are now calculated dynamically as the sum of your level and ability boost training. This means that old AP from artifacts no longer count. (See the Artifact section below.)

- The Ability Boost training was modified so it's trainable once for every level you have (up to 500). The cost scaling was also adjusted.

- The Item, Infusion and Scroll Slots are no longer Abilities, and are now exclusive to the Trainer. For a limited time, the training time for these have been set to 10 seconds.

- Armor and Weapon proficiency bonuses are no longer granted automatically, they now depend on slottable major abilities in the new ability system. These abilities only work when you are using the matching fighting style or armor composition.
-- Cloth Armor can get +0.05 Magic Accuracy, +0.025 Magic Crit Chance, +0.025 Cast Speed, and +0.1 MP Boost per proficiency point
-- Light Armor can get +0.05 Attack Accuracy, +0.025 Attack Crit Chance, +0.025 Attack Speed, and +0.075 HP Boost/+0.05 MP Boost per proficiency point
-- Heavy Armor can get +0.05 Crushing Mitigation, +0.05 Slashing Mitigation, +0.05 Piercing Mitigation, and +0.1 HP Boost per proficiency point
-- One-Handed can get +4 damage, +0.02 accuracy, and +0.025 block per proficiency point
-- Two-Handed can get +3 damage, +0.02 accuracy, and +0.025 parry per proficiency point
-- Dual-Wielding can get +5 damage, +0.02 accuracy, and +0.025 crit per proficiency point
-- Staff can get +3 damage, +0.02 attack/magic accuracy, and +0.5 spell damage per proficiency point
-- Niten can get +3 damage, +0.02 accuracy, +0.025 parry, and +0.025 crit per proficiency point - in this case, Two-Handed Proficiency is used for damage and parry while Dual-Wielding Proficiency is used for accuracy and crit.

- 71 new abilities were added. I'm not going to list them here, so check the new ability page.


Artifacts

- Normal artifact drops have been replaced with a generic "Precursor Artifact" item to make them easier to trade. The thirteen or so remaining normal artifacts are therefore now retired.

- Expanded the item table for artifacts to include elixirs. This is also now the only way to obtain them.

- The maximum primary attribute upgrade was increased to 50, but no higher than 1/10th your level.

- You can no longer get ability points from artifacts. (See the Ability Revamp section.)


Stamina/Riddlemaster

- Reduced Energy Drink stamina restoration to 10, and it can no longer increase stamina past 80. When used in battle, it will additionally give you the Energized effect which boosts Overcharge and Spirit by 10% for ten turns.

- Stamina pentalty for failing the Riddlemaster was reduced from 1/5/10/20 to 1/2/3/5/7/10.

- The "Poor" stamina status was removed, which means "Normal" now extends from 10 to 80 while "Exhausted" is everything below 10.

- Stamina no longer affects credit drops or damage. The experience bonus was increased to +100%.

- The Riddlemaster will now ignore responses outside of the valid alternatives.

- Minor alterations to PONIES™ to defeat certain theoretical attacks.


Arena/RoB Changes

- Reworked the arena screen to not use scrolling.

- Removed some of the arenas, and rescaled some of the others. The highest-level arenas now have more rounds, but also a higher end drop bonus than before.

- Trio and the arenas after it, as well as the three hardest Rings of Blood, now have an end drop tier bonus, which increases the chance that they drop T2/T3 equipment on the last round. This stacks with the challenge level bonus.

- The chance for tokens to drop from Arena/RoB now depends on the end drop bonus.

- Some RoBs were combined, and others had some friends added to them.

- A completely new RoB was added. Have fun!


Monster Lab

- A Morale stat was added. This primarily affects gifts. A monster with no morale gives no gifts, red morale has a 50% penalty, while green morale has a 25% bonus.
-- Morale degrades slowly over time. Assuming hunger is kept at reasonable levels and the monster is checked regularly, morale will drop from full to nothing in about 15 days. If the monster is starving, morale drops at an accelerated rate.
-- Morale can be increased either by upgrading monsters with crystals, where the increase is relative (but not equal) to the number of crystals spent, or by feeding them rare morale-boosting items. Crystal upgrades costing more than 12k will always fill the bar.
-- To prevent empty morale bars after vacations or longer periods of inactivity, morale will not drop for more than three days after the last received gift.

- A Hunger stat was added. Having an empty hunger bar makes morale drop faster than usual.
-- Without any modifiers, the hunger bar will deplete fully in three days. There are no penalties and bonuses depending on how full it is.
-- Food drops in battles. There are three tiers of food; which of them your monster needs depends on its power level. Playing on higher difficulties drastically increases the relative amount of higher-tier food that drops.
-- While not active for this patch, in the not too distant future, monsters with an empty hunger bar will not show up in battles. Monsters above a still to be determined powerlevel will be exempt from this.

- Monsters that are juiced up with significant levels of chaos deplete morale at a lower rate.
-- Chaos level is calculated as 1 per upgrade point, which gives a current max of 240. At max, morale last twice as long.

- Added a hard limit of 100 slot unlocks. (200 with the donation doubler.)

- Gold Stars will now additionally cut morale and hunger drain by half, which means you can actually maintain the extra monsters with the same effort. This stacks multiplicatively with the chaos bonus.

- The cost for unlocking additional monster slots now scales up faster.

- Two new super-expensive trainings were added that slightly reduce the rate morale and hunger depletion for all monsters.

- Monster gifts no longer have a random element. They will always give a gift as soon as they have passed a threshold, and checking them no longer affects the timer.

- Monsters will now hold on to up to three gifts (with a chance to double to six with double gift) if you neglect to check them for a while. To pre-empt certain "exploits", the timer will reset and nothing will be given if morale has dropped to 0.

- The scaling for primary attribute stats was changed, and are now displayed as 10x what they used to be. The actual scaled stats to any given level is the same. This was primarily done to allow for more fidelity with upgrades.

- The highest starter elemental resistance is now 25.

- Every monster class now has exactly 25 upgrades per primary stat and 50 upgrades per elemental stat. The amount of points each upgrade adds depends on the base stat for the monster class.
-- For primary stats, every point increases the stat by 1/12th of the base value, but at least 4 and at most 7.
-- For elemental resistance, monsters with a base ER of 25 will add 1 point per upgrade, 0 adds 1.25 points, -25 adds 1.5, while -50 will add 1.75 points per upgrade. Max elemental resistance is 75 for base 25, 62.5 for base 0, 50 for base -25 and 37.5 for base -50.

- Upgrade calculations for powerlevel was changed:
-- For PA, the first point is worth 2 PL, the second point is worth 2.5 PL, the third point is worth 3 PL, and so on, up to 14 PL for the last point.
-- For ER, the first ten points are 1 PL each, the next ten points are worth 2 PL each, and so on, up to 5 PL each for the last 10 points.

- Celestial, Daimon and Sprite PL 400 attack changed from Soul to Void.

- Monster powerlevel no longer affects the distribution between bindings and other materials.

- Monsters can now be deleted and renamed up to PL 250. The cost for deleting a monster was also reduced to three tokens.

- Several monster classes can now toggle some or all of their skills between physical and magical type.

- Chaos upgrade for Parry/Resist was reduced from +1.0% to +0.5% per point.

- Chaos upgrade for Counter-Parry/Counter-Resist was reduced from +2.5% to +1.0% per point.

- Added Next/Previous buttons to cycle between monsters without going back to the selection screen.


Battle/Stat Balance Changes

- The Easy and Heroic difficulties were removed, and some of the difficulty scalings were tweaked. Monster health and damage increases at the highest levels is somewhat less steep.

- Monster damage scaling for Grindfest and Item World was toned down somewhat.

- Monster attack speed is no longer affected by how many monsters you are facing. This is counter-balanced by a decrease in monster damage per hit.

- Monsters now regenerate mana at twice the old rate. They are also slightly more prone to using skills.

- Penetrated Armor was reduced to -25% mitigation per stack counter, for a max of -75%.

- Monsters now get avoidance bonuses for DEX (+parry), AGI (+evade) and WIS (+resist). This is calculated as min(10, stat/100, (stat-level)/75). Effectively, this means that only monsters strong in a particular stat will see a significant bonus.
-- This replaces the old dex/100 bonus to evade.

- Previous HP increases for legendary monsters was reversed.

- Damage contribution from primary stats to attack and spell damage is now weakly logarithmic. This has little effect at the player levels, but will cut off a larger chunk of monster damage at the highest levels.
-- New formula is (don't ask): log(3330 + stat1 * 2 + stat2, 1.0003) - 27039.81

- Crit chance bonus from primary attributes was changed for both players and monsters. Additionally, monsters no longer start out with 5% base crit.
-- Attack crit from dex/25 + agi/50 to 100 * (1 - (4000 / (4000 + dex + agi / 2)))
-- Spell crit from wis/35 + int/70 to 100 * (1 - (4000 / (4000 + wis + int / 2)))

- For players, having Agility higher than your level now adds an attack speed bonus, capping at 10% when agility is twice your level.

- Physical Mitigation now has AGI as secondary stat instead of STR

- Attack Critical Chance now has STR as secondary stat instead of AGI

- Burden above 40 will now cause a penalty to any attack speed bonus present, fully eliminating it if burden hits 90.

- Burden and Interference penalties now use a different scaling function for stat reduction - instead of linear, it's now exponential to the power of 1.5.
-- Seeing as the penalty factor is between 0 and 1, this means the first few points of burden/interference has a much smaller effect, while the max penalty is unchanged.
-- For example, evade reduction for burden starts from the first point and caps at 75. With the new scaling, 25 burden would reduce evade by ~19% (was ~33%), while 50 burden would reduce it by ~54% (was ~67%). 75 burden still reduces it by 100%.

- Playing a large number of rounds at lower difficulties will now reduce the monster drop rate for a period of time.
-- It starts kicking in after 1000 rounds and reaches max effect after 2000 rounds. The reduction caps at 75% for Normal, 50% for Hard and 25% for Nightmare. Hell and above has no drop reduction.
-- The round counter cools down at a rate of 1 per minute (out of combat only).

- The Endurance scaling factor for Physical and Magical Mitigation was changed from 1200 to 900. (That is, endurance contribution to PMI/MMI is somewhat higher now.)

- Karma no longer affects your total number of Spirit Points. The factor for primary attributes was doubled.

- The level cap has now been set to 500. At this point, you will no longer gain any EXP.

- Monsters of a class now flock together. You will never face more than four different classes in the same battle. (This does mean that less popular classes get more airtime.)

- Fixed certain stat values (e.g., mana conservation) unintentionally being rounded down before being applied.


Magic Proficiency Effects

The bonuses granted by magic proficiencies to spells of their respective schools has been revamped. Note that the list below is exhaustive for magic proficiency, it doesn't have any remaining effects from before.

All spells now have a requirement proficiency and a cap proficiency that are used to add three bonuses. These start kicking in then proficiency is higher than the requirement, and max when they reach the cap. In this case, prof_factor below is given as (prof - req) / (cap - req), capped to be between 0 and 1.

- The duration can be increased by maximum a factor of 7 (supportive/curative spells), given as: 1 + 6 * prof_factor, or 4 (everything else), given as: 1 + 3 * prof_factor

- The cast time and mana cost can both be decreased by 25% to a factor of 0.75, given as: 1 - 0.25 * prof_factor

Additionally, your proficiency is also compared to the monster's level to give two more bonuses. In this case, prof_factor is given as (prof - monsterlevel) / monsterlevel, again capped to be between 0 and 1.

- A counter-resist bonus of up to 50%, given as: 50 * prof_factor - in other words, this can potentially reduce the monster's resist stat by half (10% resist => 5% resist)

- A specific mitigation reduction of up to 25 points for the spell's element, given as: 25 * prof_factor - the effectiveness of this depends on the monster's natural specific mitigation, but it can potentitally double the spell's damage in the case of 75% to 50% specific mitigation.


Known Issues

- The auto-parser for generating human-readable ability descriptions isn't fully operational, meaning it will give you somewhat cryptic internal values until I get around to refining it.

- Most skills have a placeholder icon when placed in the quickbar.

- Many ability names still have placeholder names. I'll be taking suggestions if someone feels inspired.

- Several of the ability panes are still rather sparse. This particularly goes for the fighting style, armor, and divine/forbidden panes. More will be added in the future.


Note that all items that have been retired and no longer drop, EXCEPT for old trophies/artifacts, will soon be removed from the game. This includes retired pots and other consumables, as well as unused materials and crystals. So you may want to sell or use them before that time.

Report any bugs. There will be some.


0.76.i

- Counter-Attacks for the One-Handed fighting style now add the same amount of Overcharge as normal attacks.

- Max counter-attack chance was increased to 75%.

- Max (base) Dual-Wield offhand strike chance was increased to 75%.

- Tweaked some of the starter values and scalings for fighting style procs.

- Two upgrades for Imperil were added. These decrease an affected target's specific mitigation against Dark and Holy, respectively.

- Requirements for Spirit/Ether Theft were increased to 150 to match the initial Ripened Soul/Soul Fire upgrades.

- Spirit Theft and Ether Theft now last slightly longer.

- Fixed Paradise Lost proccing Soul Fire without upgrades.

- There is now a base equipment sale value of 100C. This is primarily intended to boost the value of vendor trash equips.

- Base credit drops from tier-1 and player-created monsters was increased by about 60%. Higher-tier non-player monsters were not changed.

- Credit drops from monsters are no longer a fixed amount per monster - instead, each monster rolls on and drops credits individually. Average credit drops over time are slightly higher than before.
-- Monsters now also drop credits in the Grindfest and Item World modes, but at 1/4th the amounts they do in arenas.
-- Monsters in random encounters now drop twice as much credits as in arenas.

- Grindfests now end after 1000 rounds.

- Monster morale gain for crystal upgrades was increased.

- Monster morale decay is now reduced for higher-PL monsters. The inverse reduction rate is increased by a factor of 1.5 for PL 200+, 2.0 for PL 400+, 3.0 at PL 700+, and 4.0 for PL 1000+. (i.e., at 1000+, morale lasts four times as long.)

- Giant specific mitigation against Slashing decreased from +25 to 0.

- Avion specific mitigation against Piercing increased from 0 to +25.

- Two new hath perks were added.

- Minimum proficiency requirements for supportive/curative spells were removed.
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post May 18 2013, 12:32
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Autocorrelator



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noooooooooooo...
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post May 18 2013, 12:32
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lltt013



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There are really many big changes. (IMG:[invalid] style_emoticons/default/ohmy.gif)
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post May 18 2013, 12:33
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Receptors



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Ooops, Finally released.
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post May 18 2013, 12:33
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hentai_fusion



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argh... now i got to redo all the AP, equipment, quickbar slots...
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post May 18 2013, 12:36
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SoraNoAki



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Yea first page comment! Let's see the rage! (IMG:[invalid] style_emoticons/default/tongue.gif)

- Kevlar Armor has been retired and rolled into Leather Armor, which now essentially has the strong points of both armors in one, except with slightly lower resist/crushing mitigation, and slightly higher interference.
-- Existing Kevlar can now be upgraded without the special component, which also no longer drops.

HAHAHHAHAHAAHAH

- Celestial, Daimon and Sprite PL 400 attack changed from Soul to Void.
(IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by SoraNoAki: May 18 2013, 12:44
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post May 18 2013, 12:37
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VriskaSerket



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.) yay. big one.

This post has been edited by VriskaSerket: May 18 2013, 12:39
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post May 18 2013, 12:38
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eleeinos



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The default window size needs some fixing...

(IMG:[i43.tinypic.com] http://i43.tinypic.com/30vp5pf.jpg)
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post May 18 2013, 12:44
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tsobicily



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This is a whole new world right now!!
(IMG:[invalid] style_emoticons/default/cool.gif) Let's check out
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post May 18 2013, 12:45
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VriskaSerket



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QUOTE(eleeinos @ May 18 2013, 10:38) *

The default window size needs some fixing...

(IMG:[i43.tinypic.com] http://i43.tinypic.com/30vp5pf.jpg)

same story with chrome.
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post May 18 2013, 12:47
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prettynwpu



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So afert my dinner
HV become a new game again?
So many change...
Fantasy!
It's not 0.76,I think it can be called 0.80
I'll take a long time to learn it...So many new things I don't know....
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post May 18 2013, 12:48
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VriskaSerket



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All AP from artifacts are gone (IMG:[invalid] style_emoticons/default/cry.gif)
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post May 18 2013, 12:49
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wr4st3r



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Holy tornado, this is just massive!

@ Tenboro:

The tooltip for Light HP/MP bonus is the same as the Speed one

[www.imagebanana.com] (IMG:[i.imagebanana.com] http://i.imagebanana.com/img/hy05b2hv/thumb/LightHPMP.jpg)



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post May 18 2013, 12:50
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Tenboro

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QUOTE(eleeinos @ May 18 2013, 12:38) *
The default window size needs some fixing...


Fixed.
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post May 18 2013, 12:52
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SoraNoAki



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I'm dumb, items.

This post has been edited by SoraNoAki: May 18 2013, 12:53
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post May 18 2013, 12:53
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eleeinos



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QUOTE(Tenboro @ May 18 2013, 13:50) *

Fixed.

Thank you. Now any chance you can also fix that 3.7% Evade that I lost with this patch? (IMG:[invalid] style_emoticons/default/tongue.gif) T_T

Also, when you have nothing equipped, the "Equipped" tab in the Forge lists ALL available gear.

This post has been edited by eleeinos: May 18 2013, 13:30
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post May 18 2013, 12:53
Post #17
quazkov



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QUOTE
- HV is now widescreen! That's exactly 256 pixels wider. Minimum recommended resolution is 1280x768.


Can't there be an option for non-widescreen? My resolution is 1024 x 768, old monitor.
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post May 18 2013, 12:54
Post #18
pidey



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This seems poorly thought out regarding lower levels.

I am level 76, and I currently have 31 spare ability points, and there is LITERALLY nowhere that I can place them that would be beneficial.

I feel as though I was across the board nerfed, when I was already struggling to complete arena challenges at normal difficulty.

This drastically increases the need for consumable items.

Which brings me to my next point. I can only carry four of them now, and I see NO way to get the ability to hold scrolls or infusions.
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post May 18 2013, 12:55
Post #19
FlyingMon



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So let's call this HV 1.0 as it's a completely new game (IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)
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post May 18 2013, 12:55
Post #20
Azru



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Huge update and so much math and I didn't understand any of it, haha!

Anyway looking forward to getting into it. (IMG:[invalid] style_emoticons/default/smile.gif)
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