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HentaiVerse 0.3.1, Playing catch-up |
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Aug 13 2009, 14:11
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Tenboro

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Bazaar Grand Opening
The Equipment Shop and Item Shop are now both open for business.
Note that neither shop won't have much stock yet. Both shops basically work by reselling stuff that players have dumped on them, and while the Item Shop will soon start restocking items depending on player actions and the level of demand, the Equipment Shop will never stock items that players haven't sold there.
There is a certain amount of item decay on both shops to get the crap out of the system, but this isn't enabled yet either.
Battle Stuff
- Slightly reduced the chance of monsters using skills/magic
- For every monster that does use a skill, the chance that the remaining monsters will do so is now lowered. No more than four skills can ever be used between each player turn.
- Poison now has the additional effect of reducing a monster's mana/spirit regen by half.
- Split the old clique of Legendaries in two. Manbearbig, White Bunneh, Mithra and Dalek are now classified as "End Bosses", and is what you will face in arenas like Endgame. The remaining "Legendaries" are Konata, Mikuru, Ryouko, Yuki and Real Life. You can still meet them, but they are much more rare than before.
- Increased the base chance of gaining weapon proficiencies by about 50%. There is also now a much larger chance to increase armor proficiency when you are hit with skills instead of normal attacks.
Training
- Redesigned the training page to fit the rest of the HentaiVerse
- Added an alternative scaling function for training cost.
- Changed "Adept Learner" to use the new scaling function. This will reduce the cost for each level below around 97-ish, but increase the cost above that level.
- Uncapped the base-level bonuses on the exp gain function so Adept Learner will actually stack and increase your EXP by 1% if you are capping other bonuses as well.
- Re-capped Adept Learner to 300 levels. This is roughly equivalent to (the non-existing) level 600 on the old system if all other base-level bonuses are capped.
- Because of these changes, Adept Learner has been reset for everyone. I've temporarily reduced the train time to 5 seconds so it doesn't take forever to re-train it.
- Changed "Ability Boost" to use the new scaling function. This will reduce the cost for every level below 60-ish, but increase the cost above that level. You don't want to know what the final point will cost you. Because ability points are in use, I've decided to not reset this training.
- Added the following new trainings. These all use the new scaling function. Yes, the final points are supposed to be insanely expensive. -- Scavenger: Increases the base loot drop chance by 1%. Fully trained gives a 50% bonus to loot drop chance. -- Luck of the Draw: Increases the applied loot quality bonus by 1%. Fully trained gives a 25% increase to the loot quality bonus. -- Quartermaster: Increases the base equipment drop chance by 5%. Fully trained gives a 100% bonus to equipment drop rate. (Which isn't saying that Equipment will drop 100% of the time, but twice as often.) -- Archaeologist: Increases the base artifact drop chance by 10%. Fully trained gives a 100% bonus to artifact drop rate. (See above.) Magic
IMPORTANT: AS SEVERAL MAGIC SPELLS WERE RELOCATED AND SOME CHANGED IDENTIFIER DURING THESE CHANGES, ALL MAGIC HAS BEEN RESET. YOU NEED TO RESET YOUR SKILL TREE (for free!) TO PICK THEM UP AGAIN. - Cure is now a level 10 spell - Shield is now a lvl 30 spell - Barrier is now a lvl 50 spell - Regen is now a lvl 70 spell - Two new Divine offensive spells, Condemn and Purge, have replaced Cure and Shield at level 40. - Smite and Banish have moved to replaced Regen and Barrier at level 90. - Two new Soul Damage spells, Soul Reaper and Soul Harvest, have replaced Smite and Banish at level 100. These count as Forbidden magic for proficiencies. These two spells do about the same damage as Tier 2 elementals, however they have the chance to proc the effect "Ripened Soul" on affected mobs. Striking a mob affected with this debuff with a normal attack will drain a small amount of health from the monster and give it to you - the effect of this drain is increased with your base health and proficiency. The buff is removed when triggered. - Reduced the base mana cost and damage on AoE spells. The damage increase for the primary target has been offset against this change so it still equals the damage of the single-target spell. - Each point put into the AoE version of an offensive spell of a given Tier will now reduce the cost of the AoE spell of that Tier by 12.5% (up from 5%), and furthermore, it will also reduce the cost of the single-target spell of the same Tier by 6.25%. - Each point put into the AoE version of an offensive spell now increases the damage of the spell by 6.25% (up from 5%) - Fixed a bug that caused points put into the AoE to increase the duration of the random elemental magic procs. - Hitting a monster affected with an offensive spell proc with an opposite elemental spell will now cause the proc to explode in a burst of damage. Like the primary spell damage, the power of this explosion is affected by elemental ratings and the corresponding spell proficiency. Misc - The quality score limits for what constitutes Flimsy, Crude and Fair equipment has been tweaked slightly (i.e. it now takes a bit higher quality to qualify as Crude and Fair). Drops should now be a bit more evenly distributed between these three. The actual capabilities of the drops have not changed. - Doubled the chance for equipment drops from random mobs. - Scrolling item and equipment lists is now cooler. - Reset the ability reset counter, again.
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Aug 13 2009, 14:14
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Cumsprite
Group: Gold Star Club
Posts: 2,057
Joined: 16-August 08

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That is totally awesome.
I suppose that now the equipement give real bonuses?
This post has been edited by Corvo80: Aug 13 2009, 14:23
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Aug 13 2009, 14:16
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ShinoriCZ
Group: Gold Star Club
Posts: 1,352
Joined: 30-June 09

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I maybe found a little bug... I reseted abilities... I'm level 30, so if I count right, I should have 29 unasigned ability points, but I only have 26... Ignore me, I missed the aura/items slots, sorry ^^;
Anyway, really nice update =)
This post has been edited by ShinoriCZ: Aug 13 2009, 14:18
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Aug 13 2009, 14:27
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Drygone Forever
Group: Gold Star Club
Posts: 9,126
Joined: 26-August 06

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Yay!
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Aug 13 2009, 14:32
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Tenboro

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QUOTE(Corvo80 @ Aug 13 2009, 14:14)  I suppose that now the equipement give real bonuses?
If they did it would be in the patch notes, I wanted to enable the Equipment Shop before continuing with that. But you can see the inherent bonuses of the various gear in a rather non-formatted style by hovering over them. At least it gives some indication for what it will do. Do however note that those are the non-scaled, non-balanced raw stats and not what you will see in the final stat screen, but they do show relative power for the same gear class of the same level.
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Aug 13 2009, 14:34
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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Question.
Why does it say my next level for Ability Boost costs 1,252,475 credits? That can't possibly be correct.
Also, everything on the equipment inventory screen is displayed vertically now. (IE at least. Looks fine in Opera.)
This post has been edited by hitokiri84: Aug 13 2009, 14:51
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Aug 13 2009, 14:36
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Insineratehymn
Newcomer
  Group: Members
Posts: 91
Joined: 24-August 08

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Tenboro, I cannot begin to describe how much I love you for doing this.
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Aug 13 2009, 14:38
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Cumsprite
Group: Gold Star Club
Posts: 2,057
Joined: 16-August 08

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QUOTE(hitokiri84 @ Aug 13 2009, 14:34)  Question. Why does it say my next level for Ability Boost costs 1,252,475 credits? That can't possibly be correct.
QUOTE - Changed "Ability Boost" to use the new scaling function. This will reduce the cost for every level below 60-ish, but increase the cost above that level. You don't want to know what the final point will cost you. Because ability points are in use, I've decided to not reset this training. Well, it may be... (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Aug 13 2009, 14:38
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Warren
Group: Members
Posts: 1,874
Joined: 8-February 08

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Condemn and purge have no descriptions
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Aug 13 2009, 14:39
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Tenboro

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QUOTE(hitokiri84 @ Aug 13 2009, 14:34)  Why does it say my next level for Ability Boost costs 1,252,475 credits? That can't possibly be correct.
Yes, that sounds about right.
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Aug 13 2009, 14:53
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Tenboro @ Aug 13 2009, 07:39)  Yes, that sounds about right.
I don't see what the point of those additional levels is then unless you intend to add 5000% credit boosts somewhere. (IMG:[ invalid] style_emoticons/default/dry.gif)
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Aug 13 2009, 14:54
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Forth_Lancer
Group: Gold Star Club
Posts: 43,118
Joined: 11-September 08

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Wow!!! Yeah!! Alright!! Great update Tenboro!!
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Aug 13 2009, 14:57
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TheBigR
Group: Gold Star Club
Posts: 4,321
Joined: 29-October 06

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QUOTE(hitokiri84 @ Aug 13 2009, 20:53)  I don't see what the point of those additional levels is then unless you intend to add 5000% credit boosts somewhere. (IMG:[ invalid] style_emoticons/default/dry.gif) What level of AB are you on?? 31 seemed high and thats only gonna cost 10,000 now??
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Aug 13 2009, 15:01
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Tenboro

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QUOTE(hitokiri84 @ Aug 13 2009, 14:53)  I don't see what the point of those additional levels is then unless you intend to add 5000% credit boosts somewhere. (IMG:[ invalid] style_emoticons/default/dry.gif) Well that's at most 13 points at level 200, and will probably be the first to go if I ever need more space.
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Aug 13 2009, 15:01
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Master_S
Group: Gold Star Club
Posts: 2,063
Joined: 18-April 09

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Absolutely great!!! I was so impatient to play the hourly battle with the new HV, that I didn't read the notes -> no spells in the fight except for the magic missile. That was interesting once, but I won't try it again (IMG:[ invalid] style_emoticons/default/smile.gif) So for everyone lazy or impatient like me: read the notes first ans reset the ability tree!!! Thanks for the reduced cost of ability boost and the added training possibilities! Really great update! Edit: and training Adept Learner is fun: 3.7 seconds for each level (IMG:[ invalid] style_emoticons/default/biggrin.gif) This post has been edited by Master_S: Aug 13 2009, 15:03
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Aug 13 2009, 15:08
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Tenboro @ Aug 13 2009, 08:01)  Well that's at most 13 points at level 200, and will probably be the first to go if I ever need more space.
What do you mean? There would be 13 excess ability points avalible if you max trained AB 200/200 and reached level 200? I'm not quite following you. I'm more concerned with where the billions of credits are going to come from to fund the rest of AB when I'm only at 115/200 and it already costs over 1.2 million for another point. This post has been edited by hitokiri84: Aug 13 2009, 15:09
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Aug 13 2009, 15:10
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Sonic
Group: Catgirl Camarilla
Posts: 4,692
Joined: 16-November 07

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I don't suppose you can give the equation out for the training cost increase. (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Aug 13 2009, 15:10
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Gregorius
Group: Gold Star Club
Posts: 2,248
Joined: 14-January 09

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I have two questions that I feel should be addressed.
Why did my rank in Adept Learner go from 25 to 0, and how did I magically gain over 15000 Credits in the process? Are these two phenomena correlated in any way?
EDIT: Oh, here's another good one: I just got Cure and Shield spells, but what the hell happened to Sleep?! Why does it now show in my Magic pane in battles?
This post has been edited by Gregorius: Aug 13 2009, 15:13
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Aug 13 2009, 15:11
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Dndestroy
Group: Members
Posts: 1,029
Joined: 30-March 09

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QUOTE(hitokiri84 @ Aug 13 2009, 15:08)  What do you mean? There would be 13 excess ability points avalible if you max trained AB 200/200 and reached level 200? I'm not quite following you. I'm more concerned with where the billions of credits are going to come from to fund the rest of AB when I'm only at 115/200 and it already costs over 1.2 million for another point.
Max train item quality and drop rate...then sell all the spirit elixirs you end up getting. I think they were ~500 each. Doesn't sound like much but it might end up being a lot considering...
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Aug 13 2009, 15:12
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Tenboro

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QUOTE(hitokiri84 @ Aug 13 2009, 15:08)  What do you mean? There would be 13 excess ability points avalible if you max trained AB 200/200 and reached level 200? I'm not quite following you. I'm more concerned with where the billions of credits are going to come from to fund the rest of AB when I'm only at 115/200 and it already costs over 1.2 million for another point.
Err no, that of all the points you can spend, at most 13 of them can be in credit bonuses. You can't max the ability tree at level 200 even if you maxed the training. And yes, getting over 100 AP from the trainer will take fucktons of credits. That was the whole point of the change. QUOTE(Sonic @ Aug 13 2009, 15:10)  I don't suppose you can give the equation out for the training cost increase. (IMG:[ invalid] style_emoticons/default/tongue.gif) This one isn't quite as evil, so you should be able to figure it out with just a few data points. (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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