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> HentaiVerse 0.5.0, Everything You Know Is Wrong

 
post Jan 30 2011, 12:13
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Tenboro

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The Monster Lab

The 0.5 series will largely be based around the Monster Lab, which is primarily a way for players to populate the HentaiVerse with new monsters. You can find it under the Bazaar menu.

Like when equipment was first added, the monster lab is far from finished. Right now, you can only list your existing monsters as well as create new monsters. For now, the options are limited to selecting a class, a primary melee attack, and (obviously) a name.

You unlock monster slots with Chaos Tokens. If you have the Gold Star or above, each "unlock" will give you two slots.

What's not done yet is:
- the main monster stat screen
- the monster skill editor
- upgrades for primary stats and elemental ratings (through crystals)
- class-specific monster upgrades (through chaos tokens)
- various other things you can do with your monsters

These things will be added in future patches. (And yes, I know that some of the monster descriptions are rather short and unsubstantial, those will be fleshed out as well.)

Note: Don't create monsters that are obviously based on people on the forums without their permission. You can, of course, make yourself. And don't be retarded. You can find some basic monster creation guidelines below.

Equipment/Inventory Management

- You can now find a padlock icon next to your equipment everywhere equipment can be selected. Clicking this padlock will toggle whether the equipment is considered "locked" or not.
-- Locked equipment will not appear in the Equipment Shop or MoogleMail. You have to unlock the equipment elsewhere to let it be displayed on these pages. Note that equipment isn't hidden until the next pageload, in case of misclicks.

- Various tweaks have been made to how equipment and items are selected. Instead of the flashy thing we used before, it now simply highlights to red.
-- Among other things, this means that stuff can remain selected while scrolling in a pane. This was not possible before, for technical reasons.

- You can now use the mouse scroll wheel to scroll the various scrollable panes.

- The current/maximum equipment count is now displayed on the equipment screen.

- The stat box for equipment stat display has been fixed in place. So it should no longer go wandering off out of bounds.

Balancing Changes

- Spark of Life granted from scrolls is no longer exempt from consuming spirit now consumes half the spirit of their non-scroll brethren.

- The effect of Deprecating Proficiency on the duration of deprecating spells has been doubled.

- The chance for failing a cast due to interference was halved.

- Pierced Armor no longer affects magical defenses.

- Poison now lasts twice as long, and also lowers the target's Shield Rating

- The hard cap on the turn count for Stun was increased from 3 to 4.

- The following tweaks will apply only for newly generated equipment. Note that these are internal raw values, using (max,min) for "bad" stats and (min,max) for "good" stats:
-- Shields: Can now drop in "of the Turtle" variants (+END)
-- Buckler Shield: reduced base Interference from (15,5) to (7,2); reduced base Burden from (15,5) to (8,4); increased base Block from (5,15) to (8,18).
-- Kite Shield: changed base Block from (10,25) to (12,22)
-- Tower Shield: increased base Block from (15,25) to (16,26); reduced Burden and Interference from (35,25) to (30,20)
-- Dagger/Wakizashi: increased +AGI bonus from (0,10) to (2,14)
-- Rapier: corrected buggy +DEX bonus from (0,6) to (2,14)
-- Clubs: increased base damage from (18,36) to (20,40); decreased base Burden from (24,16) to (22,15); increased base turn factor for stun from (1,5) to (3,6)
-- Mace/Estoc: decreased base Burden from (50,30) to (40,20); decreased base Interference from (30,10) to (24,10)
-- Mace: increased base damage from (28,44) to (30,50); increased base turn factor for stun proc from (3,7) to (5,8); increased base probability factor for stun proc from (15,25) to (16,30); increased +STR bonus from (0,14) to (5,25)
-- Estoc: increased base accuracy from (0,10) to (6,12); changed primary stat bonus to DEX/AGI; increased +DEX bonus to (5,25)
-- Scythe: increased base damage from (28,48) to (35,60); increased +STR bonus from (0,14) to (5,25); increased Bleed damage from (10,20) to (20,30)
-- Katana: removed +AGI bonus; increased +STR bonus from (2,14) to (5, 25); increased Bleed damage from (10,20) to (15,25)
-- Longsword: increased +STR from (0,14) to (3,20); increased +DEX from (0,10) to (3,20); increased Bleed damage from (10,20) to (15,25)
-- Redwood Staff: increased probability for Ether Theft from (10,20) to (15,25)
-- Willow Staff: increased deprecating proficiency bonus from (7,20) to (15,30)
-- Oak Staff: increased supportive/curative magic bonus from (7,20) to (10,25); increased magic accuracy bonus from (8,18) to (16,28)
-- Cloth Cotton: decreased Burden from (14,8) to (8,4); increased Physical Absorption from (4,14) to (10,15); increased Magical Absorption from (4,14) to (6,15); increased Physical Mitigation from (2,10) to (6,12); increased Magical Mitigation from (2,10) to (4,10)
-- Cloth Silk: increased AGI/DEX primary stat bonus from (0,10) to (1,10); no longer drops with +resist
-- Cloth Gossamer: removed AGI primary stat bonus; increased INT/WIS primary stat bonus from (0,10) to (1,10); no longer drops with +resist
-- Cloth Phase: added DEX primary stat bonus; increased AGI primary stat bonus from (1,10) to (2,12); can now drop in Cheetah, Racoon, Fox and Owl variants; no longer drops with +resist
-- Light Leather: increased physical/magical absorb from (8,24) to (12,24); increased physical/magical mitigation from (6,20) to (10,20); decreased interference from (15,10) to (12,8); increased +resist from (1,8) to (4,10)
-- Light Dragon: increased physical/magical absorb from (10,26) to (13,27); increased physical/magical mitigation from (8,22) to (11,22); decreased interference from (12,8) to (10,7); increased +resist from (3,10) to (6,12)
-- Light Kevlar: increased physical/magical absorb from (12,28) to (14,30); increased physical/magical mitigation from (8,24) to (12,24); decreased interference from (10,6) to (9,6); increased +resist from (5,12) to (8,14)
-- Heavy Chain: decreased Burden/Interference from (35,25) to (25,15); increased Physical Absorption from (12,32) to (16,32); increased Physical/Magical Mitigation from (10,24) to (12,24); increased STR/END bonus from (0,8) to (2,8); added +resist (9,15)
-- Heavy Plate: decreased Burden/Interference from (45,25) to (35,20); added +resist (10,16)

tl;dr: everything mentioned got buffed, except for Kite Shields and Silk/Gossamer Cloth which were slightly nerfed.

- A new rare heavy armor type, Shield Armor, has been added. Shield Armor is essentially Plate Armor that has been magically enhanced to deflect localized attacks. This makes them the only equipment piece outside of shields to give a +Block bonus.
-- Note that while Shield Armor will allow you to block without a shield, you are not able to Counter or gain shield proficiency unless you are in fact holding one.

- The percentage-based stats for elemental mitigations, evade, parry, block and resist are no longer affected by gear proficiency.

- Due to other balancing changes, the damage and health bonus that monsters get at higher difficulties has been reduced.

- A new difficulty level was added.

- Equipment now gives larger primary stat boosts at early levels. At higher levels (250-300) it should even out and scale to roughly the same as before. (This applies retroactively to old equipment.)

- Infusions now also add +50% to the weapon attack damage multiplier.

One-Handed Changes

- When equipping a shield, Counter can now also trigger on a Parry

- The number of times you can Counter in one round now depends on your Shield Proficiency. A proficiency above 100 lets you counter twice, while a proficiency above 200 lets you counter thrice.

Two-Handed Changes

- The cap for Domino Strike was increased from 70% to 80%.

- Domnio Strike can now reach up to 3 and 4 monsters away from the primary target at proficiency 100 and 200, respectively. Getting a hit on the second monster is an automatic hit on the third and fourth.

- The damage of Domino Strike has changed from 75%/50% to 75%/60%/40%/20%, increasing by one percentage point for every 10 points of proficiency, capping at 250 proficiency.

(These changes only apply when using the Two-Handed fighting style; not when using Niten.)

Dualwield Changes

- Whenever the mainhand and offhand weapons have the same proc, they are now combined in the following way:
-- The proc chance is combined multiplicatively, as (1 - ((1 - mainhand_chance) * (1 - offhand_chance)))
-- The duration and damage are the weighted average of the duration and damage on the proc of the two weapons, with a 0.75 weight on the main hand and 0.25 on the off hand.

MoogleMail

- You can now transfer Hath and Credits through Mooglemail. This works the same as attaching items/equipment, except that you cannot set a CoD. (That wouldn't make much sense.)
-- Note that you cannot attach more than one "thing" per message.

Training Changes

- The new training "Spelunker" was added. This has 10 training levels.
-- Each level of Spelunker increases the number of Item Worlds you can enter by one each day, and reduces the cooldown on individual items by one hour.

- The new training "Set Collector" was added. This has 4 training levels.
-- Each level of Set Collector increases your number of usable equipment sets by one, for a total maximum of 7.

- The "Ability Boost" training was re-capped to 100. The cost function was somewhat adjusted to fit the new scaling.
-- Note that the three people who actually got above 100 will remain at the level they were at, but obviously, cannot train it further.

The Shrine

- Snowflake's Shrine now has two additional types of reward for artifacts:
-- It can drop a few rare consumables, of the types that were removed from the toplist rewards.
-- It can drop 100 of a random type of crystal.

The Item Shop

- In the Item Shop, health/mana/spirit items have been combined into the category "Restoratives".

- The category "Crystals" was added to the Item Shop.

- The store values of higher-tier scrolls have been somewhat increased. Again.

Drop Changes

- The drop rates for certain scrolls and infusions have been adjusted.

- The equipment drop chance bonus for the Arena clear bonus has been increased. The new probabilities are as such:
-- base+10% for the first five
-- base+25% for New Beginning through Killzone
-- base+50% for Endgame through Eve of Death
-- base+100% (always) for Trio and above

- Ring of Blood challenges will now always drop a piece of equipment as clear bonus.

- The threshold for when Ethereal weapons can be generated was dropped from 0.6 to 0.5, corresponding to the "Fine" weapon tier.

Misc

- The level-indicating names are no longer used at all - gear will therefore no longer be named Bronze/Iron/etc. Some of these might return in a slightly different form at some later point.

- The underscore character was added to the character map. Note that this isn't actually in the font itself, so it only works with the standard font engine.

- Generated walls of text - used primarily for Mooglemail and in new Monster Lab - should now be easier to read with the standard font engine.

- Fixed a bug on the equipment pane that could cause equipment to not show up as equipped if it was present in more than one set.

- Fixed a bug where drain-based spells, namely Lifestream and Ether Theft, worked off the tank-modified health/mana stats for calculating one of the capping values, instead of the base.

- Fixed a bug that allowed players to regenerate or gain proficiency when casting a spell with insufficient mana.

- The "Soul Fire" effect was renamed to "Burning Soul" to distinguish it from the spell with the same name.

- Added some additional checks to preserve thread safety during battles.

- Fixed a bug that would allow you to autocast spells you didn't actually have in your spellbook if you never reset your magic after a certain patch.

- Fixed some rare errors with equipping the katana/wakizashi combo.

- Innate Arcana no longer deducts mana for spell upkeep unless you actually perform an action.



MONSTER CREATION GUIDELINES

- Do not create monsters based on other people on the forum without their permission.

- You can create *one* monster based on yourself, but don't overdo it. No one cares to fight Mr. X's Left Testicle, or Mr. X's Other Kitten.

- Otherwise, your monster should preferably be based on mythology or characters/races/etc in anime, manga, games, movies, books, etc etc - something that people will recognize.
-- MAKE SURE YOU SPELL THE NAME CORRECTLY. Google it to make sure. At some point you will be able to rename monsters, but this is some ways off.
-- And for the love of Shiva, if "your" name is taken, don't put stupid padding around it to get it past the duplicate name checker.
-- When creating monsters based on characters, use the full name (first + last order). If there are monsters with similar names, usually only one of them will stay, based on name accuracy and seniority.

- "Original" creations are allowed to some extent, but keep the stupid out of it. Having forty different kinds of penis monsters is just silly. Don't be a retard.
-- Avoid profanity, explicit offensive terms and stuff that makes no sense.

- Don't use misleading names. "Bob the Dragon" better be a god damn Dragon.

Failure to stick to these guidelines can cause your monster to be de-listed. That means it will no longer spawn in battles, which will essentially waste one of your slots permanently.
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post Jan 30 2011, 12:19
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Golden Sun



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First response!
No more PA + magic anymore. (IMG:[invalid] style_emoticons/default/sad.gif)
Changes to phase isn't that great... I don't want of the Raccoon.
MONSTER CREATION sounds awesome, but now I guess elec isn't the dominant spell anymore.
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post Jan 30 2011, 12:20
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r3dd0ssal



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Oh god. Giant wall of text is giant. And a wall.
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post Jan 30 2011, 12:20
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bladejtr



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So, use our trophies now then?

Edit: also, monster lab does nothing, says to pick a class from the list, but then there's no list.

This post has been edited by bladejtr: Jan 30 2011, 12:22
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post Jan 30 2011, 12:29
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Raidy



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was sleeping , woke up went to IW , WTF!! new enemies
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post Jan 30 2011, 12:31
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Zero Angel



...
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I think the new difficulty is bugged. Whenever I try selecting it, it puts me back at Battletoads.
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post Jan 30 2011, 12:32
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Soul Shocker



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Hmm, still getting

Log Code# 35090: An error has occurred. Please try again later, or alert the staff if this error persists.

EDIT: ... Log code keeps changing

This post has been edited by Soul Shocker: Jan 30 2011, 12:38
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post Jan 30 2011, 12:33
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hitokiri84



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Overall it seems like a pretty nice update. No real complaints (yet.)

How does this new IWBTH difficulty compare to Battletoads in terms of loot quality bonuses?

Also, if you were going to add new drops for artifacts, I wish you would have added a way to disable AP drops for people that already have the ability tree maxed out.
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post Jan 30 2011, 12:34
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Golden Sun



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Where do I select the monster's class?
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post Jan 30 2011, 12:35
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r3dd0ssal



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Bestiary is gonna need major updates.

Hito should generally be happy.

A few things confuse me, I'm sure that will become MANY things over the next hour or so.

<3


QUOTE(hitokiri84 @ Jan 30 2011, 07:33) *

Overall it seems like a pretty nice update. No real complaints (yet.)

How does this new IWBTH difficulty compare to Battletoads in terms of loot quality bonuses?

Also, if you were going to add new drops for artifacts, I wish you would have added a way to disable AP drops for people that already have the ability tree maxed out.

I was actually going to suggest that the same thing with primary bonus rewards happen to AP. The closer you are to full ability trees filled in, the smaller the chance of getting them from shrine.

This post has been edited by DemonEyesBob: Jan 30 2011, 12:36
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post Jan 30 2011, 12:35
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4EverLost



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looks interesting, but now to decide how much old equipment (heavy) should be sold off because the new stuff is going to be better.
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post Jan 30 2011, 12:36
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Bunko



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Looking forward to creating a badass monster.
Overall, nice update we got here. Can't wait for monster specific menu updates.
Thanks !
==========EDIT==========

* Actually, I preferred to see weapons marked bronze and prism.
*Now that rapier doesn't lower enemy's magic resistance anymore, Poison seems somewhat useless.
My poison used to do 1000+ damage per turn, now it's around 150.
* I just offered 2 artifacts, I got crystals and soulstones. I'd prefer hath.

This post has been edited by Bunko: Jan 31 2011, 15:17
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post Jan 30 2011, 12:38
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Raidy



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crap , IW just started to:

Log Code# 35090: An error has occurred. Please try again later, or alert the staff if this error persists.
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post Jan 30 2011, 12:39
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k77



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same here.

QUOTE
Log Code# 35385: An error has occurred. Please try again later, or alert the staff if this error persists.
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post Jan 30 2011, 12:40
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Ichy



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Monster Lab does not work. I want to create a Kirino Kousaka now (IMG:[invalid] style_emoticons/default/biggrin.gif)

Update looks good (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by Ichy: Jan 30 2011, 12:40
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post Jan 30 2011, 12:41
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bladejtr



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Shouldn't wielding 2 of the same proc type weapon for dual wield give an overall increase in the effectiveness of the proc over either single weapon? otherwise why would anyone ever use the same proc instead of 2 separate ones?

When choosing between a different proc, even a bad one, and making your main hand proc worse, I'd think people would automatically choose the second type of proc.
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post Jan 30 2011, 12:41
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Eutopia



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The padlock thing doesnt show up for me, and whenever i select a equipment from inventory nothing gets highlighted i can still equp and so on but it doesnt show up as "selected".
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post Jan 30 2011, 12:43
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kingwolf



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*double post, sorry*

This post has been edited by kingwolf: Jan 30 2011, 12:46
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post Jan 30 2011, 12:45
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Gonna be a lot of shredded beef when I'm done with you
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This update is awesome, except for the PA and no magic attack thing. There goes my strategy for bosses. (IMG:[invalid] style_emoticons/default/cry.gif)

Oh my God, new monsters! I don't know what to do to them, but now Scan might be useful. Are ALL the monsters we create in the monster lab gonna be in the game? I guess you couldn't ask for more variety.

Should I maybe sell my equipment and buy new stuff? Hmm... (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Jan 30 2011, 12:46
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bladejtr



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The elemental crystals seem to have broken descriptions, dunno if it's just unimplemented or what.
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