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> HentaiVerse 0.85, Script-breaking day

 
post Jun 23 2017, 17:01
Post #161
Basara Nekki



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For me the PABs appear like this with the default font:

(IMG:[imgur.com] http://imgur.com/3dJvPJg.jpg)

By switching the font to, say, Arial, the problem is solved. But there appears another:

(IMG:[imgur.com] http://imgur.com/MmQTvWg.jpg)

Even doing the vertical adjustment does not improve as before. If I lift too much, what's below ends up too close to the line.

And HP my also increased: (Balance Set: 28756 ---> 30144), (Protection Set: 28762 ---> 30150). As far as I remember, that was the only thing that changed.

This post has been edited by Basara Nekki: Jun 23 2017, 17:13
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post Jun 23 2017, 17:07
Post #162
Juggernaut Santa



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QUOTE(Basara Nekki @ Jun 23 2017, 17:01) *

For me the PABs appear like this with the default font:

(IMG:[imgur.com] http://imgur.com/3dJvPJg.jpg)

By switching the font to, say, Arial, the problem is solved. But there appears another:

(IMG:[imgur.com] http://imgur.com/MmQTvWg.jpg)

Even doing the vertical adjustment does not improve as before. If I lift too much, what's below ends up too close to the line.

And my also increased: (Balance Set: 28756 ---> 30144), (Protection Set: 28762 ---> 30150). As far as I remember, that was the only thing that changed.

Try Verdana...10b tested with that.

The extra HP are the +450 base ones to help low levels.
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post Jun 23 2017, 17:10
Post #163
Scremaz



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QUOTE(Basara Nekki @ Jun 23 2017, 17:01) *

For me the PABs appear like this with the default font:

(IMG:[imgur.com] http://imgur.com/3dJvPJg.jpg)

By switching the font to, say, Arial, the problem is solved. But there appears another:

(IMG:[imgur.com] http://imgur.com/MmQTvWg.jpg)

Even doing the vertical adjustment does not improve as before. If I lift too much, what's below ends up too close to the line.

even the officially supported font (verdana 8) doesn't fix that line thing. furthermore, if you are at 90% zoom (i have to do because i'm on a laptop), some lines overlap a bit.

btw, tested the speed a bit, seems there's a tiny improvement. not sure though, since it's been a while since i last played with number keys (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jun 23 2017, 17:10
Post #164
jcullinane



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Overcharge pips are stupid. Give us a number or something. The way it looked before worked fine.
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post Jun 23 2017, 17:11
Post #165
Scremaz



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QUOTE(End Of All Hope @ Jun 23 2017, 17:07) *

Try Verdana...10b tested with that.

verdana fixes a few things (like some percentage symbols overlapping with some numbers), but not this one


[edit]: on the old bars topic: could you just provide us a legacy option? people will be switched to the current look by default, but can choose to revert to the old system if they want so. this to ensure a chance for the new system to be tested as well.

after a while, you could check how many people is using it by yourself.

This post has been edited by Scremaz: Jun 23 2017, 17:14
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post Jun 23 2017, 17:13
Post #166
Basara Nekki



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QUOTE(Scremaz @ Jun 23 2017, 12:10) *

even the officially supported font (verdana 8) doesn't fix that line thing. furthermore, if you are at 90% zoom (i have to do because i'm on a laptop), some lines overlap a bit.

btw, tested the speed a bit, seems there's a tiny improvement. not sure though, since it's been a while since i last played with number keys (IMG:[invalid] style_emoticons/default/heh.gif)


No zoom.

And... I played with number keys! (IMG:[invalid] style_emoticons/default/tongue.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 23 2017, 17:15
Post #167
Scremaz



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QUOTE(Basara Nekki @ Jun 23 2017, 17:13) *

No zoom.

i was speaking about a problem of mine (IMG:[invalid] style_emoticons/default/tongue.gif)

QUOTE(Basara Nekki @ Jun 23 2017, 17:13) *

And... I played with number keys! (IMG:[invalid] style_emoticons/default/tongue.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)

my connection as usual then. oh well. it works good for all the rest, so i'll continue to bear with it...
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post Jun 23 2017, 17:20
Post #168
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I'm NOT 100% sure about this. I would like the opinion from an othert person, but i'm fairly sure that the
"use restore" for the energy drinks used 2 energy drinks instead of one for the "Long Gone Before Daylight" perk.
Again on this one i'm not 100%. Still 90% sure i had 49 eds and now i have 47...
Or purhaps the admin can simply check my items history (if something like that exists) and if it's a problem fix it. If not, we are cool.


Ok...

This post has been edited by Epion: Jun 23 2017, 17:51
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post Jun 23 2017, 17:21
Post #169
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I am very positive about the change of monster lab, inventory, lottery prize

But..else..I want to be back again.

Quickbar Slot isn't shown

when I'm in RE..

don't know why.
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post Jun 23 2017, 17:26
Post #170
sigo8



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QUOTE(Tenboro @ Jun 22 2017, 03:49) *

- Crystal upgrades now restore morale based on the number of points the monster's power level was increased by. Primary stat upgrades restore 1000 morale per level, while elemental stat upgrades restore 2000 morale per level. (This is a straight increase over the old formula with the old capacity, assuming that monsters were kept at yellow+ morale.)

It appears that both primary and elemental restore 2000 morale per level.
I gave a monster an Int upgrade that raised it's level by 7 and the morale bar increased by 70px, and another monster a Holy upgrade that raised it's level by 2 and it's morale bar increased by 20px.
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post Jun 23 2017, 17:30
Post #171
Melez



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i would like to comment on the health bar as well, as i said way before it would be nice (and better) to be able to tell how much HP do you have exactly

also the overcharge pips, personally i'm not that bothered by them (even though i'm a melee) but it is true that sometimes you use very specific amounts of OC and now you don't even know how much you have...

another thing.. ever since you made those draughts and potions, some pack rat levels became completely useless, some sort of refund would be nice, specially for poor players like myself (i don't know if this was already discussed, if so i apologize)
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post Jun 23 2017, 17:38
Post #172
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Poor Wiki. Many things have to be changed now. (IMG:[invalid] style_emoticons/default/blink.gif)


None of my skripts works anymore. So back to the roots and use the keyboard again. (IMG:[invalid] style_emoticons/default/sad.gif)
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post Jun 23 2017, 17:41
Post #173
Beya



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well, I can't check my overcharge instantly now
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post Jun 23 2017, 17:49
Post #174
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You should have an option in the settings to revert back to the old layout. Don't really like the new HP/MP/SP bars.
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post Jun 23 2017, 17:53
Post #175
GermanPlasma



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QUOTE(Kippers @ Jun 23 2017, 17:49) *

You should have an option in the settings to revert back to the old layout. Don't really like the new HP/MP/SP bars.


If possible, this sounds good imo.
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post Jun 23 2017, 18:17
Post #176
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QUOTE(Invalid Name. @ Jun 23 2017, 14:57) *

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.


Agree with all of this. Especially the less control part. No text in an entirely text-based RPG = lol.

QUOTE(skillchip @ Jun 23 2017, 02:29) *

Also can you make "R" for a casted spell on a freshly defeated mob go back to how I may be misremembering it but just priming the spell to be redirected to a mob you click or type the number of instead of beating dead ponies?


This so much. At the very least, it shouldn't take a turn away from you just by pressing R after defeating a mob (a turn during which you take damage I might add). It should do nothing instead of saying "Stop beating dead ponies" and counting that as your action for that turn. (Sad that "nothing" would be an upgrade at this point but alas). Hey, at least that glitch was finally fixed where if you clicked twice on a quickbar spell and tried attacking a monster with that spell, it would hit it with your weapon instead of the spell. Now the spell is actually turned off if you click on it twice (which is what it was originally, except now we can see that it's turned off whereas before, it would just stay lit regardless of how many times you clicked the spell).

QUOTE(jacquelope @ Jun 23 2017, 15:04) *

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.


Pretty much this as well. Also, would it be so much to ask that I see what round I'm in AT ALL TIMES while in battle as opposed to just 1 text line at the start of the round which disappears after 2 casts? Seriously. I can't tell you how many times I've asked myself "what round is this again?" when I shouldn't have to.
I think somebody mentioned gem notifications as well (or something like it) which would have been a much-needed improvement as well.
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post Jun 23 2017, 18:17
Post #177
tatarime



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Isn't this working now? or a bug? (IMG:[invalid] style_emoticons/default/huh.gif)
QUOTE
Ether Tap: You are absorbing magicks from shattering the Coalesced Mana surrounding a target.

Restores mana equal to 2% of the player's base MP per turn.
The restoration effect can be stacked once for double amount of MP restored.
Proc chance is based on the staff used.
Duration capped at 4 turns.
This removes the effects of Coalesced Mana from the target.
A killing blow to a target that has Coalesced Mana with Arcane Blow will always trigger Ether Tap.
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post Jun 23 2017, 18:24
Post #178
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QUOTE(tatarime @ Jun 23 2017, 11:17) *

Isn't this working now? or a bug? (IMG:[invalid] style_emoticons/default/huh.gif)

I'm pretty sure it's acting like the opposite now. a killing blow now never activates Ether Tap. Not sure if it's intended though.

This post has been edited by tbarim: Jun 23 2017, 18:28
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post Jun 23 2017, 18:35
Post #179
Juggernaut Santa



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Main menu buttons of menu no longer redirect to the main function on that button.
You have to always hover and select what you want.

Utterly annoying since I can't get back to the character page or the equipment shop with a single click.
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post Jun 23 2017, 18:39
Post #180
Selvaria Bles



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QUOTE(Epion @ Jun 23 2017, 22:16) *

Also rip collectors.
Before, you would lock an equip and it was out from your equip shop, so no harm done.
Now in order not to have to view all of our gear we need to go to the equip store and store them all.
1000 pointless clicks... INCOMING....

You can select all the equipments and then transfer them all at once. No need to transfer one by one.
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