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HentaiVerse 0.5.1, It won't ever be over 9000 |
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Mar 12 2011, 11:56
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Tenboro

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0.5.1
Monster Lab Additions
- Crystal Fusion has now been added. You can use Crystals to power up the monster's primary stats and elemental defenses in order to boost its effectiveness in battle. -- The cost for fusing a stat increases both with fusing that particular stat and (to a lesser degree) with fusing other stats of the same type. -- Primary Stats can be increased to a maximum of 25, if you ever get that many crystals. -- Elemental Defense can be increased to a maximum of 75, but each stat can only be increased 50 times.
- The concept of monster Power Level is now active. Power Level increases when monsters are upgraded. You will not face monsters with a Power Level higher than your own character level. -- Each point put into a Primary Stat increases PL by 3. Each point put into Elemental Defense increases PL by 1.
- The Celestial divine resistance and the Daimon/Undead dark resistance was lowered from 100% to 75%. Existing monsters have been reduced to this as well.
- Monster Class and Power Level for user-created monsters now appear in scans instead of lumping all of them together as "common".
- You can now rename monsters. Correcting capitalization is free, but otherwise it costs three Chaos Tokens to do so. Renaming a monster will also implicitly reactivate it if it was previously disabled.
- Monsters can now be deleted in order to free up a slot. Deleting a monster costs five Chaos Tokens.
- Two counters have been added to the monster screen. "Battles Won" shows how many winning battles the monster has participated in, while "Killing Blows" shows the number of times the monster landed the final blow.
Balancing Changes
- Flower Vase now lasts for 20 turns, up from 7.
- Infusion of Darkness/Divinity now adds a +75% damage multiplier, up from +50%.
- Infusion of Gaia now adds a +100% damage multiplier, up from +50%.
- Soul Stone now also grants a five turn 20% Spririt Regeneration effect. -- (Note that the primary effect of Soul Stones will also be changed in a not too distant future patch.)
- Out-of-battle regeneration has been changed as follows: -- The base is no longer affected by regen bonuses. -- Base health regeneration was increased from 5 to 20. (Effective +10 with full regen bonus.) -- Base mana regeneration was increased from 1 to 5. (Effective +3 with full regen bonus.) -- Base spirit regeneration was increased from 0.1 to 1. (Effective +0.8 with full regen bonus.)
- In-battle regeneration has been changed as follows: -- Health regeneration has been removed. -- Mana regeneration has been doubled.
- Like player attacks, monster attacks now always do at least one point of damage.
- The chance to obtain Ability Points from the Shrine now also depends on how many stat-ups you've gotten from it. -- The chance caps at today's value with max stat-ups, but is up to five times larger for people who don't have any. -- (Yes, it would make more sense to actually count the number of AP received, but this way took way less effort.)
- Base turn duration was increased from 300 to 500 and is now capped to (100,500). Which means that the effects of Haste will no longer start degrading around level 200, nor eventually disappear.
Armor
- Cotton and Leather armor now has a lower drop chance. Implictly, this means other stuff has a higher chance of dropping.
- Drop rates for Shields was decreased somewhat.
- The effect of the "Protection" and "Warding" suffix has been increased for the absorption stats. This should particularly be noticeable for Heavy Armor.
- Made some changes to Shield Armor: -- Crushing/Slashing resistance was fixed to be consistent with Plate Armor (crush was too high, slash was too low) -- Increased chance for dropping in the "Barrier" form -- Removed elemental resistance variants
- Power Armor, another new rare Heavy Armor variant, was added. -- Power Armors are carefully restored artifacts from an ancient civilization that contains powered servors and actuators that help increase the power and accuracy of physical blows. -- While still providing good protection, Power Armor has somewhat lower physical mitigations compared to Plate/Shield Armor. -- The mechanical servos that assist with movement reduce the movement penalty compared to traditional Heavy Armor, but cause a higher degree of interference with the mystical powers.
Weapons
- Three new semi-rare weapon suffixes, "of the" Vampire, Illithid and Banshee, were added. These add a life, mana and spirit tap proc to the weapon, respectively. -- The stat range for how much will be drained is 2/3rd higher for two-handers than for one-handers. Probability is the same. -- Unlike Lifestream/Ether Theft, this effect is instant.
- Estoc no longer drops as Ox, and can now drop as Raccoon and Cheetah.
One-Handed Fighting Style
- When countering an enemy, there is now a chance to briefly stun the monster you countered. -- This chance is equal to the chance of countering the monster in the first place. -- Wielding a weapon with a stun proc will add the stun probability for the weapon to the counter probability for this roll. -- Triggering the stun will consume one counter, but can always trigger on the first counter. In other words, below 100 prof you can counter or counter/stun, at 100-200 you can counter+counter or counter/stun, and at 200+ you can counter+counter+counter or counter+counter/stun.
- Shortswords, Axes, Clubs and Rapiers can now drop in the new Vampire, Illithid and Banshee variants.
Two-Handed Fighting Style
- Longswords, Maces, Estocs and Scythes can now drop in the new Vampire, Illithid and Banshee variants.
Monster Lab
- You can now use hyphens in monster names.
- Fixed a bug that prevented Elemental Crystals from being awarded at the Shrine.
- The droprate for Healing/Blood/Chaos tokens was changed from 70/20/10 to 60/30/10.
Misc
- The equipment screen no longer claims that you'll be able to Counter-Attack when you wear Shield Armor without a shield.
- Yggdrasil will no longer try to target MISSINGNO with Healing Roots when all the norns are dead.
- You no longer gain regen/proficiency when hitting dead monsters or when using skills (scan).
- Lifestream is now correctly classified as Deprecating instead of Forbidden. -- The base duration of Lifestream was decreased to compensate for the larger duration you get from Deprecating spells.
- If you run out of an item set to restock automatically, the restock flag will now be cleared until you manually refill the slot. (This prevents the "insufficient items" message at the end of each battle/series.)
- Fixed a minor display glitch in the confirmation dialog for Snowflake's Shrine and the Item Shop for items that contain the ' character
- The health bar now turns silver when you're under the Spark of Life effect.
- The shortcut for Powerup Gems has been changed to G. (Although P still works.)
- A "Sell All" button was added to the equipment shop. This will sell all unlocked and unequipped equipment in the currently selected pane. (Use with caution. I won't recover your Legendary Spork of Awesomeness if you sell it by accident.) -- Note that if you lock some equipment before selling, I recommend that you reload the page to make absolutely sure that the lock was properly acquired.
- The color indicator for selected items has been changed to blue, for all those color blind people out there.
Report any errors, etc etc.
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Mar 12 2011, 11:58
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Bunko
Group: Members
Posts: 1,262
Joined: 19-September 10

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Hooray for monster specific menus. Another hooray for Mana Tapping weapons. Big hooray to - "Sell All" button was added to the equipment shop
This post has been edited by Bunko: Mar 12 2011, 12:08
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Mar 12 2011, 12:05
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Mar 12 2011, 12:05
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dkplee
Group: Members
Posts: 1,540
Joined: 13-May 10

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dang, I gained so many stats during 0.5.0, that works against me if I want more AP, right?
edit:talking about artifacts of course
edit2: Oh wow, the increased mana regen is very nice!
This post has been edited by dkplee: Mar 12 2011, 12:09
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Mar 12 2011, 12:06
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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All awesome changes. I can't see anything that people could possibly complain about for this patch. QUOTE(Tenboro @ Mar 12 2011, 17:56)  - Cotton and Leather armor now has a lower drop chance. Implictly, this means other stuff has a higher chance of dropping.
Does this mean we also get less of these when we convert Trophies at the Shrine?
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Mar 12 2011, 12:11
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eovcoo5
Group: Members
Posts: 2,583
Joined: 16-September 10

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shield can't absorb monster attack even with high support proficiency
monster still hurting me 1 point damage
i think this is not good could you fix it please
This post has been edited by teeeen: Mar 12 2011, 12:20
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Mar 12 2011, 12:12
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Koshinator
Group: Gold Star Club
Posts: 290
Joined: 9-November 10

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double mana-regen.. .nice new procs suffixes sound interesting... now off to the monster lab i go!
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Mar 12 2011, 12:12
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Tenboro

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QUOTE(Rei-Tenshi @ Mar 12 2011, 11:06)  Does this mean we also get less of these when we convert Trophies at the Shrine?
Yes.
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Mar 12 2011, 12:13
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Thanks for the new keywords, ma'am.
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Mar 12 2011, 12:17
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shizukuxii
Group: Gold Star Club
Posts: 1,604
Joined: 30-May 10

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Will player get benefit from the created monster in the future? As for now, it doesn't return anything.
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Mar 12 2011, 12:19
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vampirial sin
Group: Members
Posts: 165
Joined: 18-July 06

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the counter-stun thing should have a switch so you can turn it off when i get to lvl 100 and have 100 shield prof i will rather have a chance at 2 counter hits everytime even if it means i cant stun
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Mar 12 2011, 12:20
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Raidy
Group: Members
Posts: 12,814
Joined: 8-July 08

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- Elemental Defense can be increased to a maximum of 75, but each stat can only be increased 50 times.
so this means that one stat can be +50 , another stat +25 to make a total of 75?
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Mar 12 2011, 12:20
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Koshinator
Group: Gold Star Club
Posts: 290
Joined: 9-November 10

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Are those stat changes to equipment (namely the armor) applied retroactively? Or just what drops from now on?
@Raidy - some monsters already come with a +25% resistance to certain types of damage, so 25% + 50% = 75%
This post has been edited by Koshinator: Mar 12 2011, 12:22
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Mar 12 2011, 12:25
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Tenboro

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QUOTE(Koshinator @ Mar 12 2011, 11:20)  Are those stat changes to equipment (namely the armor) applied retroactively? Or just what drops from now on?
Equipment changes are hardly ever retroactive. If they are, I'll make sure to specify it. (IMG:[ invalid] style_emoticons/default/smile.gif)
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Mar 12 2011, 12:35
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Uchiha Madara 5
Group: Members
Posts: 1,852
Joined: 14-September 10

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Good update
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Mar 12 2011, 12:44
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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Something got broken with the staffs. Ether theft chance now displays as "Ethealther Thealtheft" SampleEdit: Something broke with Rapiers/Estocs too. Penetrated Armor is now "Penetrated Armagicor" Sample...I'd say they sound somewhat cool (IMG:[ invalid] style_emoticons/default/biggrin.gif) This post has been edited by Rei-Tenshi: Mar 12 2011, 12:52
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Mar 12 2011, 12:58
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Raidy
Group: Members
Posts: 12,814
Joined: 8-July 08

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increased regeneration rate is a welcomed change
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Mar 12 2011, 13:07
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Tenboro

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QUOTE(Rei-Tenshi @ Mar 12 2011, 11:44)  ...I'd say they sound somewhat cool (IMG:[ invalid] style_emoticons/default/biggrin.gif) Uhm, yeah! I meant to do that. But since people seem to be confused, I changed it back.
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Mar 12 2011, 13:15
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Does economic perks work with monster training? Same for Demon Duality (IMG:[ invalid] style_emoticons/default/ph34r.gif) This post has been edited by Ichy: Mar 12 2011, 13:21
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