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> HentaiVerse 0.3.8, Proof of concept

 
post Oct 6 2009, 19:48
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Tenboro

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Titles

- You can now choose from a number of Titles to display below your level on the HentaiVerse screen and on the forums. Titles are unlocked as you progress through the first hundred levels, and special unlockable titles also exist.

- Titles can be set on the settings screen.

- Most titles except for Newbie have some form of stat modifier. This is specified on the title list.

- Some unlockable titles are listed below. Note that after obtaining the title, you have to set it from the new selection describe above. If you already qualify for a title, you should have been given it, but you still need to set it.
-- You must now clear the level 100 "Endgame" challenge in order to obtain the "Ascended" title.
-- You must now clear the level 150 "Sealed Power" challenge in order to obtain the "Destined" title.
-- You must now clear the level 200 "The Trio and the Tree" challenge in order to obtain the "Godslayer" title.

Stat Tweaks

- Some of the less popular primary stats have been granted additional effects:
-- Base Evade is now increased by 1 for every 25 points of Agility
-- Base Parry is now increased by 1 for every 25 points of Dexterity
-- Base Resist is now increased by 1 for every 25 points of Wisdom
-- Effective Interference is reduced by 1% for every 25 points in Wisdom or Intelligence
-- These stats are all applied after the final equipment stats are calculated.

- Aura bonuses to the final equipment stats are now added after the stats from equipment have been calculated, and are therefore no longer reduced by the multiplicative factor.

Infusion Changes

- Infusions have undergone the following changes:
-- Infusion of Darkness and Divinity now also last 25 turns.
-- Infusion of Gaia has been changed to use its own buff that gives +25% to all ratings for 50 turns. This stacks with the other infusions.
-- Running an infusion will now also change all your melee attacks to use the corresponding element for the duration of the buff. Gaia will change your attacks to Soul damage.
-- If you run more than one infusion, the most recently used one will decide the element of your attack.

Misc

- The battle log will now only show the last 100 entries. This should improve pageload speed and reduce server-side process and browser memory usage during long battles.

- Elemental ratings are now actually taken into account for monster skills.
Note that this bug went both ways. Monsters didn't get bonus damage for skills that matched their elemental rating either.
To avoid completely screwing over the balance with the fix (unless you want Horrible Rape to do twice the previous damage), I've removed elemental bonuses for monster attacks/skills but set the elemental defense as half your rating. (So 100% rating = half damage).

- Some armor can now drop with +resist stats. This is particulary common on light armor, but can also be found on cloth except for cotton.

- Potions now work faster.

- Health restoratives have been made more powerful.

- Made some further tweaks to the loot-o-matic:
-- The overall consumable drop rate has been reduced.
-- The entry tiers for restoratives have been lowered. This means that higher restoratives should now drop more frequently compared to crude.
-- Maxing scavenger will now effectively double the drop rate.
-- The relative drop rate for equipment has been increased slightly.
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post Oct 6 2009, 19:50
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Msgr. Radixius



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You should have posted the fake patch notes that didn't reflect the changes you made, honestly :3
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post Oct 6 2009, 19:54
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Very nice, thanks for the update.
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post Oct 6 2009, 19:57
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Tenboro

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QUOTE(radixius @ Oct 6 2009, 19:50) *

You should have posted the fake patch notes that didn't reflect the changes you made, honestly :3


D'oh, I actually thought about doing that, but forgot about it. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Oct 6 2009, 19:58
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Awing01



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Good stuff
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post Oct 6 2009, 20:01
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This update is win.
You really love torturing us before giving us the good stuff don't you? (IMG:[invalid] style_emoticons/default/smile.gif)
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post Oct 6 2009, 20:02
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grumpymal



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At first, I was like "What, a versioned update in the other half of the day?" but then I was like "OMG I think I love this update."

Don't know what to think about the new item stuff yet, but those stat tweaks are nice.
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post Oct 6 2009, 20:03
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oumi11



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QUOTE(Tenboro @ Oct 6 2009, 19:48) *
- Potions now work faster.

- Health restoratives have been made more powerful.


- Made some further tweaks to the loot-o-matic:
-- The overall consumable drop rate has been reduced.
-- The entry tiers for restoratives have been lowered. This means that higher restoratives should now drop more frequently compared to crude.
-- Maxing scavenger will now effectively double the drop rate.
-- The relative drop rate for equipment has been increased slightly.


I guess the greens sort of outweigh the red so this patch is okay.
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post Oct 6 2009, 20:03
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Msgr. Radixius



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The way that Tenboro works patches is: Balance, buff, balance, buff, typically.
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post Oct 6 2009, 20:05
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marcho



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Thanks for the update.

The titles are particularly interesting. If you play with them some in the future, It'd be nice to see some variety in effect. Maybe earn titles by reaching certain proficiency levels. say 50 shield prof might unlock a title that grants +2 block or somesuch.
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post Oct 6 2009, 20:08
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Thanks Tenboro,
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post Oct 6 2009, 20:12
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QUOTE(Tenboro @ Oct 6 2009, 19:48) *

- Elemental ratings are now actually taken into account for monster skills.
Note that this bug went both ways. Monsters didn't get bonus damage for skills that matched their elemental rating either.
To avoid completely screwing over the balance with the fix (unless you want Horrible Rape to do twice the previous damage), I've removed elemental bonuses for monster attacks/skills but set the elemental defense as half your rating. (So 100% rating = half damage).

thanks for fixing and nice update (IMG:[invalid] style_emoticons/default/smile.gif)
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post Oct 6 2009, 20:15
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Sooo....what does resist do? Is it like Parry for Magic?
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post Oct 6 2009, 20:28
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Does the + Damage % from Title's only apply to melee damage or to magic and spirit as well?

This post has been edited by Boggyb: Oct 6 2009, 20:29
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post Oct 6 2009, 20:30
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QUOTE(oumi11 @ Oct 6 2009, 20:03) *

I guess the greens sort of outweigh the red so this patch is okay.

You're mistaken, the red one is also a bonus. A lower chance for consumables means a higher chance for everything else, and seeing as we get a lot of consumables (I sell over 200 a week just in crude and lesser sometimes) it's an overall benefit. Remember what I said about getting nerfed before buffed? (IMG:[invalid] style_emoticons/default/happy.gif)

Edit: Boggy, look at your equipment screen, it's both.

This post has been edited by Dndestroy: Oct 6 2009, 20:30
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post Oct 6 2009, 20:37
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hen_Z



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QUOTE
The overall consumable drop rate has been reduced.
Nooooooooooo!!1111 How could you?! This change just ruined everything! Now HV is unplayable!!! Arghhhhh...


Now, when we done with obligatory whining, question time:
QUOTE
- Elemental ratings are now actually taken into account for monster skills.
Note that this bug went both ways. Monsters didn't get bonus damage for skills that matched their elemental rating either.
To avoid completely screwing over the balance with the fix (unless you want Horrible Rape to do twice the previous damage), I've removed elemental bonuses for monster attacks/skills but set the elemental defense as half your rating. (So 100% rating = half damage).
Ehh... Someone, can you explain this to me in the most simple terms and with examples?

Also, does the Rating affect the melee damage infused with corresponding element?
And while we on this, a way to clear the "melee damage type change" effect early, is there one? If not, maybe we could have Infusion of Physical, with returns melee damage type to weapon's (and grant some bonus damage and protection), or even Infusions of Cut/Impale/Bulgeon, changing melee damage type to slash/priece/crush and granting bonus damage and mitigation for corresponded "element"?

QUOTE
-- Base Resist is now increased by 1 for every 25 points of Wisdom
-- Effective Interference is reduced by 1% for every 25 points in Wisdom or Intelligence
SO, one got -1 Interference AND +1 Resist for every 25 points in Wisdom AND another -1 Interference (and no resist) for every 25 points in Intelligence?
Huurraayyy for Refrigerator Mages! (IMG:[invalid] style_emoticons/default/laugh.gif)

Also is it flat point subtraction (as you had 200 Interference on your equipment screen and 25 Int before the update. Now you get only 199 interference), or decrease of whole summary Interference by so percents (as you had 200 Interference and 25 Int before the update. Now you get only 198 interference)? Seems like latter if I read the wording right, but I want to make sure.
Or, you are talking about reducing chances for one's spell to fail due to Interference, not the Interference itself?


Thank you very much for the speedy update. And my eternal gratitude for creation of this awesome HentaiVerse. With straightening the equipment from previous update and this improve stats and consumables, it becomes a better and better place to live.
You rules.

This post has been edited by hen_Z: Oct 6 2009, 21:00
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post Oct 6 2009, 20:38
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Well dang, I just realized it, but the battle log being truncated now totally kills Battle Buddy's stat tracking functions and borks the monster HP readout (since it reads their HP every page reload from the battle init lines of the log).

Editing in a question:
For the new Stat-based buffs, are they whole points or do we get a fraction for not having the full 25 for the full point? It looks like the latter, but I want to make sure.

This post has been edited by cmal: Oct 6 2009, 20:47
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post Oct 6 2009, 20:46
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hen_Z



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QUOTE(cmal @ Oct 7 2009, 00:38) *

Well dang, I just realized it, but the battle log being truncated now totally kills Battle Buddy's stat tracking functions and borks the monster HP readout (since it reads their HP every page reload from the battle init lines of the log).
Caching every little thing on every page refresh will be the solution! I think...
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post Oct 6 2009, 20:50
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Dndestroy



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This is odd, before this cockatrices were doing 0 and now they do anywhere between 0-9...did you possibly give them the equivalent of a title for damage increase cause it does seem to be around 3.5% more damage. I thought it was me having the title at first cause initially it seemed as though it increased everything's damage by that much but when I turned it off I was still seeing the slight increase. Other than that everything else is fine though.
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post Oct 6 2009, 20:51
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Tenboro

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QUOTE(cmal @ Oct 6 2009, 20:38) *

Well dang, I just realized it, but the battle log being truncated now totally kills Battle Buddy's stat tracking functions and borks the monster HP readout (since it reads their HP every page reload from the battle init lines of the log).


Well, if it parses the entire log every relog then yeah, it's gonna be screwy. But it should be easy enough to parse at onload, it does say where it's at in the log for every line.

QUOTE
For the new Stat-based buffs, are they whole points or do we get a fraction for not having the full 25 for the full point? It looks like the latter, but I want to make sure.


Yea you get the fraction, but "0.04 per point" sounds a bit.. meh.
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