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HentaiVerse 0.4.7, No Time Like The Present |
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May 3 2010, 16:34
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Tenboro
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Was originally going to push these with 0.5, but it was dragging on. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) 0.4.7 - Channeling now takes precedence over Coalesced Mana. - Fixed a minor layout glitch on the Character pane when Regens reached certain values. - Fixed a minor layout glitch for equipment stat screens in Google Chrome. - Fixed ability popups going way off the screen when scrolled down. - Added the Lv. 250 ability tree -- You can now unlock Rank V auras with Focused Aura IV. -- New Spell: Soul Fire - soul damage on one enemy. The spell has a high chance of placing a lingering Soul Fire damage-over-time effect on an enemy, -- New Spell: Soul Burst - soul damage on all enemies. If the primary target is under the effect of Soul Fire, the base damage of the spell is multipled by a factor of max(1, 1 + 2 * (50 - interference)) - that is, 3 if your interference is 0, decreasing to 1 (no multiplier) passing 50. Furthermore, regardless of interference, all affected enemies gain/refresh the Soul Fire effect. -- New Spell: MagNet - a magical net ensnares the target, hindering and magically grounding it. Its action speed is lowered, and it can no longer evade attacks nor resist spells. -- New Spell: Lifestream - places a Health Tap effect on the target enemy, draining a small amount of health on the target's turn and returns it to the caster. - Tweaked the rewards for the three unlockable titles. They now have the following bonuses: -- Ascended: +6% damage, +1% evade -- Destined: +8% damage, +2% evade, -3% burden/interference -- Godslayer: +10% damage, +3% evade, -5% burden/interference - The name of the currently selected pane in Mooglemail and the shops can now be clicked to refresh the pane. - Spells now display as faded-out if you don't normally have enough MP to cast them. They are still clickable however, for those situations where a monster is affected with Coalesced Ether or when you have Channeling. - If you cast Magic Missile and you're using the Staff fighting style, you now have the same chance to gain Staff Proficiency as with normal attacks. - You will no longer obtain a new Powerup Gem while you're still holding an old one. So, Gems will no longer be overwritten. - The Experience bonus for playing on harder difficulty levels has been significantly increased.
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May 3 2010, 16:38
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07
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I love you. QUOTE(Tenboro @ May 3 2010, 07:34) -- You can now unlock Rank V auras with Focused Aura IV.
The aura page needs to be updated. Auras only show the first 4 levels. QUOTE(Tenboro @ May 3 2010, 07:34) - Added the Lv. 250 ability tree
The new soul Spells seem interesting as does Lifestream (assuming the amount isn't a pittance). QUOTE(Tenboro @ May 3 2010, 07:34) - Tweaked the rewards for the three unlockable titles
This was absolutely needed. To anyone with Ascended who complains about the worsening of the title: STFU QUOTE(Tenboro @ May 3 2010, 07:34) - The name of the currently selected pane in Mooglemail and the shops can now be clicked to refresh the pane.
I suggested this (in regards to MoogleMail), so I definitely approve. QUOTE(Tenboro @ May 3 2010, 07:34) - Spells now display as faded-out if you don't normally have enough MP to cast them. They are still clickable however, for those situations where a monster is affected with Coalesced Ether or when you have Channeling.
Interesting. Maybe extend this to the quickcast bar? QUOTE(Tenboro @ May 3 2010, 07:34) - If you cast Magic Missile and you're using the Staff fighting style, you now have the same chance to gain Staff Proficiency as with normal attacks.
Very nice. QUOTE(Tenboro @ May 3 2010, 07:34) - You will no longer obtain a new Powerup Gem while you're still holding an old one. So, Gems will no longer be overwritten.
That's not how I'd have fixed it, but I can't complain (too much). QUOTE(Tenboro @ May 3 2010, 07:34) - The Experience bonus for playing on harder difficulty levels has been significantly increased.
Holy crap that is awesome. This post has been edited by Boggyb: May 3 2010, 17:41
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May 3 2010, 16:48
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bladejtr
Group: Gold Star Club
Posts: 10,969
Joined: 9-April 07
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Bawwwww nothing that helps me, bawwwwww.
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May 3 2010, 17:33
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gurumao
Newcomer
Group: Members
Posts: 69
Joined: 27-December 09
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Though I'm waaaaay out of league to benefit, Thanks for the new version of HV!
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May 3 2010, 18:02
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MasakiLHW
Group: Members
Posts: 2,136
Joined: 10-October 09
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QUOTE(Tenboro @ May 3 2010, 11:34) - Spells now display as faded-out if you don't normally have enough MP to cast them. They are still clickable however, for those situations where a monster is affected with Coalesced Ether or when you have Channeling.
I liked that. There's a way to make the same to the hotkey spell images? Thanks.
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May 3 2010, 18:23
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Honeycat
Group: Catgirl Camarilla
Posts: 61,355
Joined: 25-February 07
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Yes! New auras and abilities and I love that Battletoads EXP bonus! Thanks. (IMG:[ invalid] style_emoticons/default/happy.gif)
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May 3 2010, 18:59
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09
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So many awesome things in this update!
But then I saw the one about gems, and was sad. After some testing, I've discovered that gems no longer don't drop while you've got on in your inventory. That means that you have to use every single gem that drops, as soon as you get it, if you want a chance to get gems that are actually worth something. And this is even worse for mages, because they have no control over how many monsters drop gems at one time. If one of the "first" monsters to die from an AOE drops an elemental shield gem, and one of the later ones would have dropped a Mana Gem, there's no way to get that Mana Gem, because now it never dropped.
If you're intent on keeping this system, could you please let players opt out of getting certain types of gems? In the old system, the elemental shield gems and the soul gems were worthless 99% of the time. With the new system they're actively detrimental, because they prevent you from getting Mana, Health, and Mystic Gems while you've got one.
My suggestion to fix this would be to simply add a second gem slot in the inventory, and go back to the old gem drop system. That would prevent the vast majority of annoyances regarding gem overwriting. If you feel that it would be too abusable, then prevent specific gems from dropping if the player already has one. You couldn't get 2 Mana Gems, or 2 Mystic Gems, for instance.
Just please, don't continue using this new system. Having gems the player doesn't want preventing them from getting get gems they do want is just awful.
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May 3 2010, 19:04
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HybridGuardian
Group: Members
Posts: 2,627
Joined: 27-March 10
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I totally agree with coredumperror ,that new gem rule is awful, if you play a mage... I already experienced, that it makes longer trips to the IWĀ“s like ten times harder, due to a lack of mana gems... (I just canĀ“t use every shitty gem I stumble upon, thatĀ“s a ridiculous waste of turns).
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May 3 2010, 19:14
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08
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QUOTE(coredumperror @ May 3 2010, 17:59) And this is even worse for mages, because they have no control over how many monsters drop gems at one time. If one of the "first" monsters to die from an AOE drops an elemental shield gem, and one of the later ones would have dropped a Mana Gem, there's no way to get that Mana Gem, because now it never dropped.
Irrelevant, because it works both ways. A Mana Gem will no longer be overwritten by another gem that would have dropped later in the same turn.
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May 3 2010, 19:20
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HybridGuardian
Group: Members
Posts: 2,627
Joined: 27-March 10
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I just tried a round in the IW with using every gem I got (Ok they donĀ“t take much turn time, but a lot more clicking effort)... but it is a pain in the ass to have to use them all. How about an automatic use all gems you get in an instance feature (on choice of course), since you canĀ“t wait for a better one to appear anymore? (That would half the clicking effort)
By the way I love that new staff/magic missile rule.
This post has been edited by HybridGuardian: May 3 2010, 19:24
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May 3 2010, 19:26
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MasakiLHW
Group: Members
Posts: 2,136
Joined: 10-October 09
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QUOTE(coredumperror @ May 3 2010, 13:59) My suggestion to fix this would be to simply add a second gem slot in the inventory, and go back to the old gem drop system. That would prevent the vast majority of annoyances regarding gem overwriting. If you feel that it would be too abusable, then prevent specific gems from dropping if the player already has one. You couldn't get 2 Mana Gems, or 2 Mystic Gems, for instance.
Just please, don't continue using this new system. Having gems the player doesn't want preventing them from getting get gems they do want is just awful.
Wow... a second gem slot will be nice, or get rid of the elemental shield gems, or at least reduce the drop rate of elemental shield and soul gems. The new drop system makes me lose a lot of supportive spell turns and prolong the time of a battle.
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May 3 2010, 19:28
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Honeycat
Group: Catgirl Camarilla
Posts: 61,355
Joined: 25-February 07
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Uh-oh, I just thought of something. Hitokiri might rouse from his slumber with this update.
Nobody wake the Hitobeast!!!!
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May 3 2010, 19:28
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07
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QUOTE(Sayo Aisaka @ May 3 2010, 10:14) A Mana Gem will no longer be overwritten by another gem that would have dropped later in the same turn.
And it is for this reason that it is a stomachable change. When a mana gem dropped after you used a draught, you had to either override the draught, defend until the draughts effects expired, or kill the enemies and risk losing the gem. I'd prefer to be able to stack gems and draughts/potions, but I'll take what I can get. QUOTE(HybridGuardian @ May 3 2010, 10:20) I just tried a round in the IW with using every gem I got (Ok they donĀ“t take much turn time, but a lot more clicking effort)...
Just hit "P". QUOTE(Tenseigamoon @ May 3 2010, 10:28) Uh-oh, I just thought of something. Hitokiri might rouse from his slumber with this update.
Nobody wake the Hitobeast!!!!
Didn't he say for someone to PM him once Tenboro added a 250 skill tree? This post has been edited by Boggyb: May 3 2010, 19:29
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May 3 2010, 21:48
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Black Dynamite
Group: Gold Star Club
Posts: 15,038
Joined: 14-October 09
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i love this update now more people will actually use the godslayer and destined titles
on another note, can you increase the amount of Hath you get from artifacts, getting 2 hath from an artifact is just saddening
This post has been edited by mr daniels: May 3 2010, 21:53
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May 3 2010, 22:29
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Golden Sun
Group: Members
Posts: 2,079
Joined: 9-April 10
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I love updates. Can't wait for .5 Hopefully it'll have more lower level goodies. QUOTE - The Experience bonus for playing on harder difficulty levels has been significantly increased.
Does that mean that experience for lower difficulties has been decreased?
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May 3 2010, 22:34
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mkonji
Group: Members
Posts: 296
Joined: 23-August 09
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Loving the EXP boost. Guess I better restructure my play habit to include some more Heroic Arenas in there.
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May 3 2010, 22:36
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hgbdd
Group: Gold Star Club
Posts: 8,364
Joined: 8-December 08
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QUOTE(mr daniels @ May 3 2010, 20:48) i love this update now more people will actually use the godslayer and destined titles
I totally agree with you (IMG:[ invalid] style_emoticons/default/cool.gif) For the ones that miss the +2 evade bonus, bear with it, it's just for 50 levels (IMG:[ invalid] style_emoticons/default/tongue.gif) QUOTE on another note, can you increase the amount of Hath you get from artifacts, getting 2 hath from an artifact is just saddening
Sorry but that shouldn't happen, because it will lead to 1 of 2 situations if not the 2: -People will not sell artifacts anymore, since they can sell the hath instead without loosing C -Hath's price rate will increase QUOTE(Golden Sun @ May 3 2010, 21:29) I love updates. Can't wait for .5 Hopefully it'll have more lower level goodies. Does that mean that experience for lower difficulties has been decreased?
No, you can check in the settings page.
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