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> HentaiVerse 0.85, Script-breaking day

 
post Jun 23 2017, 22:40
Post #212
Tgbvfr



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

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

So we don't have to feed as often. That is very nice since we can now take longer vacations away from computers/internet without having to worry about hungry monsters.
QUOTE(Tenboro @ Jun 22 2017, 09:49) *

- Battle actions/screen updates are now (finally) done with XHR rather than POSTing the entire page. This should cut down on load flashing and various browser memory leak issues. While scripts have been available to emulate this behavior, the official method selectively transfers updated panes and new log entries, and therefore also reduces the amount of data transferred.

The change to XHR works wonderfully, which means a lot of us players now have one less script to run.
QUOTE(Tenboro @ Jun 22 2017, 09:49) *

- Vitals are now fully restored when you leave combat.

The Resplendent Regeneration perk is less valuable now, but I'm sure I'm not the only player who would occasionally forget to restore vitals before entering the next Arena. So this change eliminates a potential source of user error.

I know several players aren't too keen about the health bar, but I think we'll just get use to it. For example, I put a sticky note on the monitor bezel to show when I have max overcharge pips. Overall I believe this version has made life easier for players so I wanted to thank you for all your hard work.
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post Jun 23 2017, 22:47
Post #213
piyin



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QUOTE(Basara Nekki @ Jun 23 2017, 22:21) *

8.5 (IMG:[invalid] style_emoticons/default/tongue.gif) ("8 pips" plus "1 attack" on a monster)


Thanks!

Also: Spirit shield isnt working? my HP bar is green all the time.
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post Jun 23 2017, 22:47
Post #214
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Aside from the new HP bar being vastly inferior to the old one due to both lacking the actual value and making it harder to estimate, and from the Ether Tap proc being broken on killing blows, the update seems mostly good, IMO. A few more clicks here and there, but it's easier to organise things now.

Two things, though:
  • Did you change the levels where monsters start needing different kinds of food? One of my monsters is PL300, and has been for a while now; it needed Chow before the update, but Edibles after it.
  • A minor quibble, but during battle, if I open the Skillbook and select an option (on either tab), its name no longer displays in blue instead of black.


This post has been edited by conundrum: Jun 23 2017, 22:48
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post Jun 23 2017, 22:51
Post #215
friggo



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Okay, initial impressions after a day with 0.85.

Overall: good update, will be even better when scripts start working again.

Good:

- no sidebar. I don't really miss it. The new layout of difficulty, stamina and XP seems just fine. And I appreciate making the statistics panel more easily readable.
- splitting equip/item inventory. Happy about now having categories for "one-handed", "heavy" etc. It was pretty cumbersome having all equipment in one huge non-filterable list. Also like the greying out of equipment currently assigned to sets.
- colored equipment in bazaar. I'm past the point where I need to buy stuff from the bazaar, but it's a welcome addition.
- lottery overhaul. Hurray for no more soul fragments! I've never won anything from lotteries anyway, but the new prize system (especially the "don't want main prize" option) makes a lot more sense now.
- monster lab overhaul. YES! I love everything about this. What's not to love? Increased food and morale capacity means not having to feed/drug monsters as often as before. The new "feed all" option is great (I used to have a separate script to just exactly just that). Interesting changes to the Scavenging system. And hopefully we can look forward to more creative monster names in the future (IMG:[invalid] style_emoticons/default/smile.gif)
- more items in mooglemail. I don't buy/sell bulk items that often, but being able to send more than one thing is defintely very welcome.
- no more battle screen flashing. While regular players have had this feature for as long as reloader has been available, it's a good thing for new players who don't use scripts (or aren't aware of them).
- full restoration after combat. Great. Only downside is that now I feel bad for wasting all that hath on Resplendent Regeneration.
- more health. Always good.
- more Artifacts/Tokens from REs. Always good.

No opinion / meh:

- storage. I suppose this was created mainly for storing stuff you want to sell/trade? I don't have a ton of valuable stuff, so I'll still need to play around with it more.
- font issues. I've always been using Verdana 8, so I can't really chime in since everything works fine.
- new health/mana/spirit bars. honestly, I can take 'em or leave 'em. I don't actively hate the new layout at least, but it'll take some getting used to.
- no health numbers. I don't really mind too much. Before 0.85, I had a script to display monster health in numbers, and now that it no longer works, I find that I don't actually miss it. Same with player health.
- XP bar. It's an okay addition, I guess.
- rebalance (Drain buff, melee skill chaining, Banshee/Vampire/Illithid weapons). Not sure many regular players use this stuff that often anyway.

Bad:

- all scripts are borked. I know this should eventually fix itself, but I can still grumble about having to do everything "old-school".
- overcharge. I find myself using OFC far less since it's much harder to determine when I have enough OC and I don't really like having to count pips mid-combat. The percentage bar was far superior.
- reduced Artifact/Token drop rates for hellfests. (IMG:[invalid] style_emoticons/default/sad.gif)


Anyway, thanks for all the great work, Tenboro (IMG:[invalid] style_emoticons/default/happy.gif)
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post Jun 23 2017, 22:54
Post #216
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Bug: My under level 300 monster is now eating Edibles instead of chow.

Checked and it is still chow until level 300 on the Wiki.
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post Jun 23 2017, 23:01
Post #217
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Love a lot if the changes. Makes it SO much easier on a mobile (IMG:[invalid] style_emoticons/default/smile.gif)

Hate the health/overpower bars in battle though. Please re-add numbers to these bars.
I keep getting confused and having to manually re-count the pips to see whether I'm at 9 or 10 pips, etc.

Also, the health bar being align centre looks weird to me. I think I prefer an align left look (ie, healtg bar shrinks from the right when health comes off, instead of the current cutting off of a little health from both ends of the bar) but this is just preference.
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post Jun 23 2017, 23:08
Post #218
MSimm1



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Might we go back to selected spell or skill highlighted

Several times during arena runs and RE's, the action / spell was listed under health / mana / spirit bars, but didn't work when used
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post Jun 23 2017, 23:21
Post #219
Basara Nekki



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QUOTE(piyin @ Jun 23 2017, 17:47) *

Also: Spirit shield isnt working? my HP bar is green all the time.


Did you mean Spark of Life, right?

It works. Light green (without Spark of Life) and dark green (with Spark of Life).
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post Jun 23 2017, 23:25
Post #220
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So high level players are stuck with a permanent monster HP modifier now?

Pretty much takes away the choice of speeding through Hell without a care in life, even more with the new artifact/token nerf in Hell difficulty as well.

Encouraging players to play on higher difficulties is nice, but I don't enjoy the idea of being forced to play on Nintendo+ now, even more when the biggest health modifier comes from level instead of the difficulty setting.

-----------------

Other than the point above, why does it cost Stamina just to start a Grindfest and Item World?

The reason seems to be not to exploit full regeneration when leaving battle, but other than using the system for grinding proficiencies, I don't think anyone would use it in their normal playing schedule, as the starting rounds of GFs and IWs have less monsters per turn, so a lower overall income in the end.

It feels like exagerating a minor issue and giving a too big punishment for it, as someone who goes until round 200 in a grindfest and leaves will end up spending 4 more stamina than someone who goes all the way to the end, even more with this new change of how monster health works.

-----------------

To sum it up, if all this was intended to make higher level players play arenas more often, then maybe working on the arenas' cooldowns and rewards would be a good point.

Now the arena page shows the cooldown until the next Dawn of a New Day, but it feels like a cluster of repeated info and looks quite ugly.

If it's going to show the cooldown for each Arena, maybe then each Arena could have different cooldowns, allowing players to play more arenas daily as well if Grindfests and Item Worlds are being nerfed.

-----------------

If this instant full regeneration after exiting battle isn't just a small reason to implement a Stamina sink on Grindfests, then I'd like to suggest it to consume draugths to regenerate everything when leaving battle, removing the stamina entrance costs and adding an option to disable this feature in the Settings page as well.

I think the old style that lets the player choose to use some restoratives after battle is much better and less punishing for GF players than just having a stamina entry fee for a feature that's pratical but not worth the cost at all.

+Edit

Or maybe, together with the credit reward when completing a grindfest, the player could get a Caffeinated Candy as well. :3

Then it wouldn't be a big problem fleeing some grindfests if at least one is fully completed, and also gives another reason for going until the end other than 5k credits. :3

This post has been edited by Kinights: Jun 23 2017, 23:33
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post Jun 23 2017, 23:25
Post #221
blue penguin



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QUOTE(MSimm1 @ Jun 23 2017, 22:08) *
Might we go back to selected spell or skill highlighted

Several times during arena runs and RE's, the action / spell was listed under health / mana / spirit bars, but didn't work when used
That didn't change, the selected spell is still below the quickbar if you select it. Perhaps you were using a script to highlight it in another way?
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post Jun 23 2017, 23:34
Post #222
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3rd Prize: 3 Caffeinated Candies
Winner: kainord

Uhmm, where can i find them? or its not live yet?
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post Jun 23 2017, 23:55
Post #223
Uncle Stu



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QUOTE(kainord @ Jun 23 2017, 23:34) *

3rd Prize: 3 Caffeinated Candies
Winner: kainord

Uhmm, where can i find them? or its not live yet?

It is live but it was not live during this specific lottery. The name of the prices are general changed. As it can be clearly seen when you just look at the previous lotteries.
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post Jun 23 2017, 23:56
Post #224
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I just finished an IW battle but only received half of the PXP that I had been getting. The item was soulfused. Is this a bug or has the PXP modifier been changed for soulfused items.

C
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post Jun 23 2017, 23:57
Post #225
kainord



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Ok
Not really participated in lotteries until now, just tried it and first time "won" for me.
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post Jun 24 2017, 00:07
Post #226
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I haven't been playing much but I went to the monster lab and saw all but one of my monster *is unnamed*. Only my first monster still retains their name. I basically lost the names of 50 monsters and a quick skim of the wiki doesn't seem to give a reason. Just hoping I can get help getting those names back and a reason for why it happened.


EDIT: My wording gave the wrong impression of what happened, fixed now.

This post has been edited by SPoison: Jun 24 2017, 00:47
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post Jun 24 2017, 00:10
Post #227
Tenboro

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QUOTE
rabble rabble center health bar rabble


#vbh>div{text-align:left !important}

Place in Stylish or whatever. FTFY.
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post Jun 24 2017, 00:46
Post #228
piyin



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QUOTE(abc12345678901 @ Jun 23 2017, 23:06) *

Really sorry but I'm going to have to close shop for a while until a Crackling cast like script comes out seeing how I can't really farm without it (each round is taking me nearly 10 times longer).



QUOTE(Maharid @ Jun 23 2017, 22:52) *

I'm taking an indefinite hiatus from hentaiverse due to the new update.

I was playing using a lot of script, some outdated, to have an experience the most near as what i liked but with the current breakage of scripts this is no possible anymore.

I will keep a look to see i new script that function as i like will be released and in that case i will resume playing, until that i will go only with some forum posts and Dawn bonuses.

Goodbye to all.

P.S.

If you need to talk to me send me a PM, it will be the fastest way to contact me, i will reply when i'll pass.


2 down! (IMG:[invalid] style_emoticons/default/anime_cry.gif)
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post Jun 24 2017, 00:47
Post #229
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QUOTE(Kinights @ Jun 24 2017, 07:55) *

why does it cost Stamina just to start a Grindfest and Item World?

The reason seems to be not to exploit full regeneration when leaving battle, but other than using the system for grinding proficiencies, I don't think anyone would use it in their normal playing schedule, as the starting rounds of GFs and IWs have less monsters per turn, so a lower overall income in the end.


I don't believe this is how it works, but I could be mistaken.

The way I read it:

GF:
Old system: stamina cost is paid at the start of each round:
New system: stamina cost for first 50 rounds of GF is paid at the start of round 1, then paid per round from round 51 onwards

All this means is if you start a GF and do less than 50 rounds, you gen penalised.

For IW:
Old system: stamina cost is paid and the start of each round
New system: stamina for entire IW run is paid at the start of round 1

This is important, because otherwise peeps could play until nearly dead, then leave IW and still get PXP, the re-enter straight away with full health and no stamina punishment.
This is also a bonus for casual players like me. I very rarely go under 97 stamina, so this means I CAN use the IW jump in jump out tactic to heal up, because I have shit tons of stamina that I never otherwise use.
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post Jun 24 2017, 00:52
Post #230
Kinights



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QUOTE(The Original Zeo @ Jun 23 2017, 19:47) *

I don't believe this is how it works, but I could be mistaken.

The way I read it:

GF:
Old system: stamina cost is paid at the start of each round:
New system: stamina cost for first 50 rounds of GF is paid at the start of round 1, then paid per round from round 51 onwards

All this means is if you start a GF and do less than 50 rounds, you gen penalised.

For IW:
Old system: stamina cost is paid and the start of each round
New system: stamina for entire IW run is paid at the start of round 1

This is important, because otherwise peeps could play until nearly dead, then leave IW and still get PXP, the re-enter straight away with full health and no stamina punishment.
This is also a bonus for casual players like me. I very rarely go under 97 stamina, so this means I CAN use the IW jump in jump out tactic to heal up, because I have shit tons of stamina that I never otherwise use.

Ohh, if it's like this then I guess it's not a problem.
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post Jun 24 2017, 00:53
Post #231
piyin



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Also confirmed: Spark of life doesnt work (i was killed with 1 strike and cloack of the fallen didnt activated). (IMG:[invalid] style_emoticons/default/mad.gif)
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