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> HentaiVerse 0.80, rabble rabble repair rabble

 
post Jun 8 2014, 10:32
Post #1
Tenboro

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0.80 - 2014-06-08

- Some items in the item shop are now considered "staple" and will always be available. This includes standard potions, crystals, monster food, catalysts (for upgrades/repairs), and scrap materials (for repairs).
-- Naturally, these items can no longer be bought from the Item Shop Bot.

- Instead of degrading over time, the Item Shop will now simply not stock more than 9999 of any (non-staple) item.

- Equipment won from future lotteries (those started after the ones that are currently active) will now be bind-on-acquire and therefore cannot be traded. You can still sell it to the equipment shop, but it will be eaten immediately.

- When gaining equipment potency traits, you now have a 50% chance to increase an existing potency trait level instead of adding a new potency trait when the equipment has just one trait, and a 75% chance to do so when it has two. Equipment will no longer get more than three different potency traits, excluding the lvl 10 one for weapons.
-- (You previously had a straight 50% chance to increase an existing potency trait level and a 50% chance to get a new potency trait no matter how many different traits it already had.)

- As much fun as trolling people is, the You've Got Mail™ indicator should now also update when mooglemails are recalled. It should therefore no longer show up unless there actually is a mail in your inbox.
-- Also, note that mooglemails will soon start to get pruned after a year. Unsent (draft) mooglemails will get pruned after a month. If anything is still attached at this point, it will be lost.

- Battles will now only feature at most a single player monster from every trainer.

- Monster food was changed back to restoring 1000 hunger each.


Equipment Condition and Repair

All equipment now has a condition and a durability. Condition degrades with use, while durability determines what the "maximum" condition of an item is and therefore how often it needs to be repaired. Note that players below level 100 have no degradation, while players below level 200 have half degradation.

Equipment degrades by a fixed value for every monster you kill. Difficulty and round/turn count does not have any effect. Being defeated in battle does not currently impact condition, but this may be changed in the future.

When an equipment piece degrades below 50% condition, it will make the equipment worse by reducing its effective stats until it is repaired. The stat reduction increases as the equipment piece gets more beat up. Sell value also decreases linearly with condition.

A new section was added to the Forge where you can spend scrap materials together with a catalyst to fully restore an equipment piece to its maximum condition. Scrap can be salvaged from unwanted equipment or bought from the Item Store.

The amount of materials required to repair an item depends on its quality and percentage-wise degradation. Equipment with a high durability will therefore not only need less frequent repairs, but also need comparatively less materials over time to maintain. Repairing items will grant forge experience according to the number of materials used in the repair.

Every item class has a given range of possible durability values. Rare gear is generally more fragile than the corresponding common types, and will therefore be more expensive to maintain. The range of possible durability values is however narrower for rare gear than for common gear. Higher quality gear will generally have higher durability than lower quality ones.

Random looted gear will start out at a random wear level between 50% and 100%, while gear from Snowflake's Shrine and the Lottery will always start at 100%. Existing equipment has been assigned a random durability within the range of the item class, and start out at 100% condition.


Forge Changes

- The forge has been split from the Bazaar into its own section. This allows it to use the suitable filters for the different types of action.
-- Locked/equipped items will not show on the Salvage or Reforge page, nor will the Equipped tab be visible.
-- Items that are at full condition will not show up on the Repair page.
-- Spacebar is now the hotkey for the available action in every page.

- Upgrade material costs are now the same within the same quality range. Superior and below start out at 6 low-grade materials, Exquisite at 4 low/2 mid, Magnificent at 2 low/4 mid and Legendary+ at 6 mid.

- The first five upgrades will not increase the material cost. Every upgrade past level 5 will slightly nudge it towards higher-quality materials, but this tier increase is slower than before.

- The first five upgrades of any stat will no longer require a binding.

- Forge upgrades now require a catalyst. There are six tiers of catalyst items, all of which can be bought in the item store.
-- Superior and below will initially require a tier 1 catalyst, Exquisite tier 2, Magnificent tier 3, and Legendary+ tier 4. (Calculated from quality, not the name that happens to be attached, so legacy equipment may go up or down a tier.)
-- Upgrade levels past half the base maximum will increase the required tier by 1. Upgrade levels past the base maximum will increase the required tier by 2.
-- Catalyst items are NOT returned when an item is salvaged.

- Forge EXP is now calculated from the value of the catalyst plus a rough amount from the materials that would be lost during a salvage. Forge EXP is therefore no longer deducted when items are salvaged.

- Salvage percentage no longer relies on your forge level and is always 90%.

- Salvaging items can now yield between 1 and 50 scrap, depending on the item's sell value. (In other words, it should never make more sense to sell equipment in order to buy scrap instead of salvaging it outright.)


0.80.s - 2014-06-12

- Removed the random factor when salvaging items. Superior will now always yield low-grade, Exquisite will always yield mid-grade, and Magnificent+ will always yield high-grade.

- When you salvage a low/mid/high grade material, you now also get a (reduced) amount of scrap.

- Tweaked the tier ranges for repair component to change Magnificent-quality gear from tier 3 to tier 2. Tier 3 is now only for Legendary/Peerless quality.
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post Jun 8 2014, 10:34
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SPoison



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Hi.
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post Jun 8 2014, 10:34
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gc00018



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WOW!

THANK YOU for Updated! (IMG:[invalid] style_emoticons/default/laugh.gif)


A small question:
'- Battles will now only feature at most a single player monster from every trainer'

Will it encourage muti-accounts?

Or it has some hidden adventage for people to train more monsters in current account not in new spam accounts ?


This post has been edited by gc00018: Jun 8 2014, 10:48
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post Jun 8 2014, 10:35
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HNTI



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QUOTE
- Equipment won from future lotteries (those started after the ones that are currently active) will now be bind-on-acquire and therefore cannot be traded. You can still sell it to the equipment shop, but it will be eaten immediately.


Good ^^.
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post Jun 8 2014, 10:36
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lovely-Shana



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Oh, Marking and reading

This post has been edited by 小云最爱百合: Jun 8 2014, 10:36
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post Jun 8 2014, 10:36
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Dreamophobia



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Unlimited fortitude crystals now
@gc00018 congrats
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post Jun 8 2014, 10:36
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maxsnowman



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So long time!
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post Jun 8 2014, 10:37
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Shirahane Suou



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GC : END
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post Jun 8 2014, 10:37
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Kazetenshi



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QUOTE
- Battles will now only feature at most a single player monster from every trainer.


And I never got the chance to fight 10 In Memory Of monsters at the same time (IMG:[invalid] style_emoticons/default/cry.gif)
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post Jun 8 2014, 10:37
Post #10
dnbdave



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QUOTE(Tenboro @ Jun 8 2014, 04:32) *

- Equipment won from future lotteries (those started after the ones that are currently active) will now be bind-on-acquire and therefore cannot be traded. You can still sell it to the equipment shop, but it will be eaten immediately.


Cue the chorus of disapproval and butthurt. Personally I thank you since this cures my lotto addiction.
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post Jun 8 2014, 10:37
Post #11
Hahhaa



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QUOTE(gc00018 @ Jun 8 2014, 17:34) *

WOW!

THANK YOU for Updated! (IMG:[invalid] style_emoticons/default/laugh.gif)

In Memory of Multiple monsters soon (IMG:[invalid] style_emoticons/default/tongue.gif)
QUOTE
- Battles will now only feature at most a single player monster from every trainer.
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post Jun 8 2014, 10:41
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n125



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Thank you for the patch.

Since condition degrades by a fixed amount per monster kill, I'm worried how costly it will be to maintain gear. But I guess we'll see how it all sorts out.

This post has been edited by n125: Jun 8 2014, 10:42
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post Jun 8 2014, 10:41
Post #13
heshouwu



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nice updated!!!
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post Jun 8 2014, 10:42
Post #14
Cats Lover



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Wow, amazing! (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jun 8 2014, 10:43
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paramount111



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Madness!
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post Jun 8 2014, 10:44
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malkatmp



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QUOTE(n125 @ Jun 8 2014, 10:41) *

Thank you for the patch.

Since condition degrades by a fixed amount per monster kill, I'm worried how costly it will be to maintain gear. But I guess we'll see how it all sorts out.


QUOTE
- Some items in the item shop are now considered "staple" and will always be available. This includes standard potions, crystals, monster food, catalysts (for upgrades/repairs), and scrap materials (for repairs).


so many new info, need time to digest & understand. anyway, thanks for the update. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jun 8 2014, 10:46
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xiefu



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We Dwarf now?
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post Jun 8 2014, 10:48
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Rouge・



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Wow such update
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post Jun 8 2014, 10:49
Post #19
Colman



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bug (?) report
In forge -> upgrade. The button is hidden behind the text and cannot be click (IMG:[invalid] style_emoticons/default/heh.gif)
With chrome 35

edit: grammar mistake (IMG:[invalid] style_emoticons/default/cool.gif)

This post has been edited by Colman: Jun 8 2014, 10:57
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post Jun 8 2014, 10:52
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simrock87



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QUOTE(Colman @ Jun 8 2014, 10:49) *

bug (?) report
In forge -> upgrade. The button is hided behind the text and cannot be click (IMG:[invalid] style_emoticons/default/heh.gif)
With chrome 35

+1

Also Chrome 35
Font-Size in the settings does not seem to have any effect.

// edit:
onclick works when called manually

This post has been edited by simrock87: Jun 8 2014, 10:59
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