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> HentaiVerse 0.85, Script-breaking day

 
post Jun 23 2017, 15:46
Post #132
piyin



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Just played 1 Random encounter: the speed is GREAT!
But... when i checked the ML, all my monsters had rained their morale and the hunger bar was very low:

(IMG:[i.imgur.com] https://i.imgur.com/I8pXx3Q.jpg)
(pic AFTER feed all of them)

And the drug all button... doesnt work? (not sure is not yellow, but in every single monster it looks to work).

(IMG:[i.imgur.com] https://i.imgur.com/cwd9rKS.jpg)

Any reason?
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post Jun 23 2017, 15:48
Post #133
Thick Meat Maniac



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QUOTE(Waifu Maniac @ Jun 23 2017, 14:51) *

Extra Strength Formula
Happy Pills now fully restore a monster's morale.

this perk needs a fix. (IMG:[invalid] style_emoticons/default/ph34r.gif)

it dont restore 100% aka the new 24000 moral.


CODE
Extra Strength Formula    

Happy Pills are twice as effective at improving monster morale.



haha, i see what you did. (IMG:[invalid] style_emoticons/default/laugh.gif)

fixed the text not the effect. (IMG:[invalid] style_emoticons/default/duck.gif)
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post Jun 23 2017, 15:48
Post #134
GermanPlasma



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QUOTE(piyin @ Jun 23 2017, 15:46) *

But... when i checked the ML, all my monsters had rained their morale and the hunger bar was very low:
Any reason?


Same for me, actually
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post Jun 23 2017, 15:52
Post #135
piyin



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QUOTE(Tenboro @ Jun 23 2017, 15:12) *

Only if you want Better Pots to work, but you only have reassign one of them. Thanks for the reminder.


Just to avoid any "possible scenario".. do we have to reset all out abilities? or only the General ones?

Also, reseting them now cost 1 soul fragment... good but does it scalates everytime we reset it? and whats the formula?

This post has been edited by piyin: Jun 23 2017, 15:54
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post Jun 23 2017, 15:53
Post #136
Juggernaut Santa



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QUOTE(Waifu Maniac @ Jun 23 2017, 15:48) *

CODE
Extra Strength Formula    

Happy Pills are twice as effective at improving monster morale.

haha, i see what you did. (IMG:[invalid] style_emoticons/default/laugh.gif)

fixed the text not the effect. (IMG:[invalid] style_emoticons/default/duck.gif)

where's the matter?
Before they restored 12k morale with the perk and 6k without.
Now they restore 12k with the perk and 6k without.
They work the same as intended (IMG:[invalid] style_emoticons/default/wink.gif)
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post Jun 23 2017, 15:54
Post #137
morineko



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QUOTE(GePlasm @ Jun 23 2017, 13:48) *

Same for me, actually


maybe this?

QUOTE(Tenboro @ Jun 22 2017, 09:49) *

- Monster food/morale capacity was increased from 12000 to 24000. This was done primarily to make no waste for extra strength happy pills possible. Drain rates or restoration amounts are not affected. The yellow thresholds is still at 6000, and the red threshold was dropped from 3000 to 2400.

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post Jun 23 2017, 15:55
Post #138
piyin



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QUOTE(morineko @ Jun 23 2017, 15:54) *

maybe this?


and the button?
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post Jun 23 2017, 15:55
Post #139
sigo8



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QUOTE(piyin @ Jun 23 2017, 07:46) *

Just played 1 Random encounter: the speed is GREAT!
But... when i checked the ML, all my monsters had rained their morale and the hunger bar was very low:
QUOTE(GePlasm @ Jun 23 2017, 07:48) *

Same for me, actually

The cap was doubled, they hunger and morale are the same as before, it's just a smaller percentage of the max.

QUOTE(piyin @ Jun 23 2017, 07:46) *

And the drug all button... doesnt work? (not sure is not yellow, but in every single monster it looks to work).

Drug all only does monster in the yellow, so it doesn't wast pills on monster you want to use crystals on.
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post Jun 23 2017, 15:55
Post #140
tecche



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I guess people are just not reading the changelog

QUOTE
- Monster food/morale capacity was increased from 12000 to 24000.


So our monsters haven't lost anything, they just double in capacity (drain remains the same)

QUOTE
- Players now start at 500 health (up from 50).


So everybody has 450 HP extra, right?


One thing I can't wrap my head around is the new Overcharge pips, I haven't played mage so I don't know how it affects that playstyle, but for Melee you could guess what was going on with your attacks by how much Overcharge you actually gained, considering that now it only goes up in 25% increments I'm assuming that's to be considered a nerf.
Personally I really cannot agree with taking away information from a text-based RPG, same goes for the health bar.
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post Jun 23 2017, 15:55
Post #141
Jack Tekila



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On the equipment shop, the accept button doesn't appear when I'm with a custom font. Even with default font, it appears really low on the screen...

With custom:
(IMG:[i.imgur.com] http://i.imgur.com/1LInyGW.jpg)

With default:
(IMG:[i.imgur.com] http://i.imgur.com/DXRt0eL.jpg)
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post Jun 23 2017, 15:57
Post #142
Invalid Name.



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Hi, can we get the sidebar as an optional setting?

Here's some of my constructive criticism.

I'll be honest. I don't really like the lack of information this new HUD provides. The new bars are much harder to read than the sidebar. I don't know how much HP I have. The fact that the HP bar decreases from both left and right makes it so much harder to estimate my current HP compared to a HP bar that decreases only from the right. There's a reason why games still have a left-aligned HP bar instead of the Skyrim-style one. I have personally tried it before on Unreal Engine 4. It's harder to read and approximate HP. Top left is always the best and the most instinctive for gamers.

I have no idea what my overcharge is, therefore much harder to control my overcharge properly. The numbers and values for HP/MP/SP are now all isolated from one another, meaning you can't just take one glance and capture all info. It takes longer to read all your numbers because they're at different places around the screen. The EXP bar is also very isolated from everything else now but that's not an issue.

IMO, I feel like the game has been dumbed down in this aspect. With proper numbers and information, you have better control on exactly how you would like to battle. With arbitrary and difficult to read bars, we actually have less control. Mana and SP control now feels more like a guesswork rather than properly controlling your recovery by looking at your exact HP numbers.

Also, some people enjoy these games by watching their numbers get bigger and bigger over time. The grinding RPG players. The new updates make these numbers less obvious and obscure and therefore could potentially be reducing the appeal of the ever-increasing stats.

I feel like this is an update to make it look less overwhelming and easier to navigate on a mobile browser but then why make the PC version suffer as a result? There should be an option to toggle between the two.

As for monster naming, there could be a feature for players to vote on a monster they fought. Godville is a game that did this(I just posted this on a naming thread), but they had to pass the voting before the monsters are even approved into the game. The results are absolutely excellent: [wiki.godvillegame.com] List of Monsters. This list is pretty much entirely community-named monsters. Could be a decent model of reference for any future mechanics implementations.
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post Jun 23 2017, 15:59
Post #143
Juggernaut Santa



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To anyone asking about the lab:

QUOTE(End Of All Hope @ Jun 23 2017, 15:48) *

I'll explain it again in another way then.

The max morale and hunger doubled.
Though, the rest is the same.
The base decrease is the same, so twice the bar, twice the time to empty those bars.
They're now half empty because they passed from X/12000 to X/24000. Tenboro does not gift anything (IMG:[invalid] style_emoticons/default/wink.gif)
Happy pills restore still 6000 and 12000 with the perk. This explains the name change in it.
Yellow and red are now 5999/24000 and 2399/24000 instead of 5999/12000 and 2999/12000
Morale and hunger drain reduction is improved with pl scaling. Lower pl are the same, higher pl are healtier




Also, this is the general feedback in the ponyverse thread for the new ui


QUOTE(bensalenkkari @ Jun 23 2017, 15:54) *

After trying out the new bars, all I can say is they seem quite bad. Why would less information given in a messy way be better than more information given in a nice and clear way? Hp bar draining from both ends makes it messy, OC pips are awful to keep track of, and for some reason the numeric health value is hidden. Although I do admit that some might find the new bars to look better, the functionality seems way worse.

Credits are also hidden, dunno why.


I have to agree: this new ui is HORRIBLE.
I know it costed a lot of work but it's just a no go (IMG:[invalid] style_emoticons/default/sad.gif)

This post has been edited by End Of All Hope: Jun 23 2017, 16:07
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post Jun 23 2017, 16:01
Post #144
Epion



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Gift factor 220%... ok...
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post Jun 23 2017, 16:03
Post #145
Juggernaut Santa



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QUOTE(tecche @ Jun 23 2017, 15:55) *

So everybody has 450 HP extra, right?

Way more than that.
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post Jun 23 2017, 16:04
Post #146
moonflow



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Interesting changes. I think I like them.

To be able to say "Do not want" the equipment in the lottery is a nice thing. Often, I wished I could do that but wasn't aware that there were other people thinking the same.

Now I need to come up with some re-names. I don't wish to suffer any penalities just because of being too lazy. Thanks for the warning.
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post Jun 23 2017, 16:04
Post #147
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The visual interface is irretrievably broken...

Can't see my credits until I go into Bazaar? Playable but utterly undesirable.

Overcharge = "pips"? Unplayable.

The bar system for magic/HP/spirit during battle? I can't even.

Grindfest consumes stamina just for starting it? Oh God. Beyond unplayable. I use Grindfest to test stuff out. Not anymore!

I can't even see the difficulty level during battle, or my EXP progress. Unplayable.

I wish I'd stayed in bed...
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post Jun 23 2017, 16:10
Post #148
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yep. people didn't accept the new bars.
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post Jun 23 2017, 16:11
Post #149
blue penguin



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Monster Lab Bug: the plus signs next to the chaos tokes upgrades are always "on", even that I have 0 tokens.
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post Jun 23 2017, 16:12
Post #150
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QUOTE(End Of All Hope @ Jun 23 2017, 16:03) *

Way more than that.

because i guess it's multiplied by all the side factors like hp tank, armor abilities, juggernaut etc. base should be +450
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post Jun 23 2017, 16:13
Post #151
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Can someone else confirm if they're getting Ether Tap off of kills? I think something's wrong.
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