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HentaiVerse 0.85, Script-breaking day |
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Jun 27 2017, 11:41
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nekolor
Group: Members
Posts: 123
Joined: 16-June 14

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It would be nice if you finally spent a minute to fix Random Encounter link to HTTPS for consistency.
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Jun 27 2017, 13:25
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Shine-Addict
Group: Gold Star Club
Posts: 728
Joined: 16-July 13

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@tenboro Gifts are now not limited to 6 max, what is the new max?
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Jun 27 2017, 16:27
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RoadShoe
Group: Catgirl Camarilla
Posts: 3,241
Joined: 9-August 15

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QUOTE(Ckyc @ Jun 27 2017, 04:25)  @tenboro Gifts are now not limited to 6 max, what is the new max?
From what I'm seeing, it's 5. And it seems much rarer in achieving that max of 5. This is from just a few days of observation though. Edit: There's also the point that the majority aren't playing as much due to the temporary loss of scripts. Hence.. not as many "flee from combats" happening, and triggering the gifts. This post has been edited by RoadShoe: Jun 27 2017, 16:31
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Jun 27 2017, 16:44
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Tenboro

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QUOTE(nekolor @ Jun 27 2017, 11:41)  It would be nice if you finally spent a minute to fix Random Encounter link to HTTPS for consistency.
Should be linking to HTTPS everywhere now. QUOTE(Ckyc @ Jun 27 2017, 13:25)  @tenboro Gifts are now not limited to 6 max, what is the new max?
There is no cap on the "final" number of gifts, but the base factor is still limited to 3. With maxed gift factor you would have 3 * 2.6 = 7.8, so you could see up to 8 due to the random tie-breaker.
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Jun 27 2017, 19:05
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sssss2
Group: Gold Star Club
Posts: 3,955
Joined: 11-April 14

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QUOTE(Tenboro @ Jun 27 2017, 23:44)  There is no cap on the "final" number of gifts, but the base factor is still limited to 3. With maxed gift factor you would have 3 * 2.6 = 7.8, so you could see up to 8 due to the random tie-breaker.
Yesterday, one of my monsters gave me 10 gifts.
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Jun 27 2017, 20:22
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Zerozero204
Group: Members
Posts: 148
Joined: 2-September 14

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The utility bars are better. It's a good step to getting the player info to the way any sensible Non-Candyland system would have them. We've got the HP numbers back and that's good. The overcharge changes will take a while to get used to- or decide if they're unworkable... Clearly the numbers are off, or there's a misplaced decimal point. We next need the "selection confirmed" highlight around the options in the skillbook in the combat menu. Turn numbers have come in handy a few times when trying to figure out "how long is this taking and how long will this take? Will I have enough turns left in the spell?" The "back to full strength" change after an encounter is over is very useful. There's less limits on going all-out, now.
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Jun 27 2017, 20:55
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Tenboro

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QUOTE(sssss2 @ Jun 27 2017, 19:05)  Yesterday, one of my monsters gave me 10 gifts.
Hmm. Yeah you're right, the tie-breaker isn't quite how it should be, it's multiplying the final number by 0.5-1.5 instead of adding +/- 0.5 as was intended. Wouldn't affect how many gifts you get on average, but it does make it more volatile, so I'll probably fix that.
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Jun 27 2017, 23:14
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rinshantsumo
Group: Catgirl Camarilla
Posts: 277
Joined: 31-May 16

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if you're making changes, can I propose one? change the pony riddle thing from a/b/c to 1/2/3
that should just be a minor edit? or allow for both? I use the riddlemaster addon normally but it broke during the last update.
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Jun 28 2017, 00:10
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09

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On chrome with https it gets really laggy, switching to http it goes away.
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Jun 28 2017, 01:54
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Gambit126
Group: Members
Posts: 301
Joined: 27-September 15

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I don't know if it's caused by the new patch or the scripts I am now using, but all the monsters displayed now show the same level as I do. Is this happening to anyone else? Is it supposed to happen?
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Jun 28 2017, 02:10
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Tgbvfr
Group: Members
Posts: 269
Joined: 13-February 08

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QUOTE(Gambit126 @ Jun 27 2017, 23:54)  I don't know if it's caused by the new patch or the scripts I am now using, but all the monsters displayed now show the same level as I do. Is this happening to anyone else? Is it supposed to happen?
Monster levels are independent of scripts. One of the changes of this update is apparently that we now only battle monsters at the same level. This is most likely related to the monster health scaling which is now based more on level than difficulty. This post has been edited by Tgbvfr: Jun 28 2017, 02:13
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Jun 28 2017, 02:16
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Gambit126
Group: Members
Posts: 301
Joined: 27-September 15

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Thanks. Just started noticing it. Good to know it is a new feature.
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Jun 28 2017, 02:39
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RoadShoe
Group: Catgirl Camarilla
Posts: 3,241
Joined: 9-August 15

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QUOTE(Tenboro @ Jun 27 2017, 11:55)  but it does make it more volatile, so I'll probably fix that.
Nah. Too much on your plate. I'd just let this little deflection slide until you forget about it you have time to handle little insignificant things like that. (IMG:[ invalid] style_emoticons/default/cool2.gif)
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Jun 28 2017, 03:30
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sssss2
Group: Gold Star Club
Posts: 3,955
Joined: 11-April 14

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I found an inventory cache bug. (dynjs_equip)
I salvaged a mag staff, then it got to be 'Untradeable'. But, in the equipment shop, a hover-box says it is 'Tradeable'. So I visited the equip shop in other pc and saw 'Untradeable'.
I think it is due to a lazy update of 'equip-USER.js' cache.
This post has been edited by sssss2: Jun 28 2017, 03:33
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Jun 28 2017, 04:28
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE - Better wording for monster activation conditions. Some of my monster names are like these: CODE Forgotten Clymene Forgotten Coeus Forgotten Crius Forgotten Cronus Forgotten Curetes CODE Ancient Ghoul Ancient Hecate Ancient Ifrit Ancient Jinn Ancient Kobal Ancient Lucifer Do names like these fall under that name penalty category? (IMG:[ invalid] style_emoticons/default/huh.gif) P.S. - Since I don't play anymore, I'm pretty damn satisfied with the Monster Lab changes. (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jun 28 2017, 06:05
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diodo
Group: Catgirl Camarilla
Posts: 515
Joined: 2-September 11

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In x20 Grindfest the stamina is cost way a lot for people who like me can barely finish about 150 rounds. (IMG:[ invalid] style_emoticons/default/sad.gif) Would this patch just encourage people playing grindfest in low difficulty ? This post has been edited by diodo: Jun 28 2017, 06:07
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Jun 28 2017, 06:14
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Kinights
Group: Gold Star Club
Posts: 988
Joined: 25-July 12

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QUOTE(diodo @ Jun 28 2017, 01:05)  In x20 Grindfest the stamina is cost way a lot for people who like me can barely finish about 150 rounds. (IMG:[ invalid] style_emoticons/default/sad.gif) Would this patch just encourage people playing grindfest in low difficulty ? Same opinion. I can finish 200+ rounds if I'm paying attention to HV, but if not, then it's -200. I don't really enjoy having to be mindfull of when I have to flee(around turn n49 or n99) to save stamina, so couldn't the rule be updated to consume 1 stamina from the get go only on the first 50 or 100 rounds? As it is, Grindfest became quite punishable to people who don't go all the way to the end. Just using that rule for the 50~100 initial rounds already gets rid of the exploitation to get full health/mana/spirit, instead of needing the whole grindfest having to bear such restrictions. In truth, I'd like the stamina consumption rule to be completely eliminated, as I still have the opinion of my previous post, that's it's an interesting and pratical feature to have, but it's not worth having such restrictions placed on playmodes that grinders mostly play due to an exploit that isn't even that much pratical other than when grinding proficiencies. This post has been edited by Kinights: Jun 28 2017, 06:16
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Jun 28 2017, 06:34
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Jack Tekila
Group: Members
Posts: 174
Joined: 17-November 09

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QUOTE(Kinights @ Jun 28 2017, 01:14)  Same opinion.
I can finish 200+ rounds if I'm paying attention to HV, but if not, then it's -200.
I don't really enjoy having to be mindfull of when I have to flee(around turn n49 or n99) to save stamina, so couldn't the rule be updated to consume 1 stamina from the get go only on the first 50 or 100 rounds?
As it is, Grindfest became quite punishable to people who don't go all the way to the end.
Just using that rule for the 50~100 initial rounds already gets rid of the exploitation to get full health/mana/spirit, instead of needing the whole grindfest having to bear such restrictions.
In truth, I'd like the stamina consumption rule to be completely eliminated, as I still have the opinion of my previous post, that's it's an interesting and pratical feature to have, but it's not worth having such restrictions placed on playmodes that grinders mostly play due to an exploit that isn't even that much pratical other than when grinding proficiencies.
I really don't understand what are you talking about, so I'll just explain the way I understand this new grindfest and you can correct me if it's not what you are talking about (or if I misunderstood the notes): - You start grindfest: lose 1 stamina; - You beat the 50 initial rounds: you don't lose any stamina, essentially making you lose the same stamina as before; - You keep going deeper: you lose the stamina you used to lose before. So I see no penalty to run grindfest the way you are used to, unless you do less than 50 rounds. (sorry if I made any English mistakes)
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Jun 28 2017, 07:41
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morineko
Group: Gold Star Club
Posts: 2,347
Joined: 1-April 14

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QUOTE(Tenboro @ Jun 22 2017, 09:49)  - Starting a Grindfest now costs 1 point of stamina, equivalent to 50 rounds.
Is this means now it will cost 21 stamina for a complete grindfest run? (IMG:[ invalid] style_emoticons/default/mellow.gif)
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Jun 28 2017, 07:50
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Kinights
Group: Gold Star Club
Posts: 988
Joined: 25-July 12

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QUOTE(Jack Tekila @ Jun 28 2017, 01:34)  I really don't understand what are you talking about, so I'll just explain the way I understand this new grindfest and you can correct me if it's not what you are talking about (or if I misunderstood the notes):
- You start grindfest: lose 1 stamina; - You beat the 50 initial rounds: you don't lose any stamina, essentially making you lose the same stamina as before; - You keep going deeper: you lose the stamina you used to lose before.
So I see no penalty to run grindfest the way you are used to, unless you do less than 50 rounds.
(sorry if I made any English mistakes)
Welp. I saw a request on the initial pages to change the rule to work only for the first 50 rounds, so I thout it took 1 stamina every 50 rounds. (IMG:[ invalid] style_emoticons/default/tongue.gif) If it's like this, then no issues after all.
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