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> HentaiVerse 0.4.8, Next Big Thing still on the horizon

 
post Oct 28 2010, 13:41
Post #21
Alpha 7



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QUOTE(Tenboro @ Oct 28 2010, 04:47) *

New toplist rewards

- The rewards given for toplist placements on the EHG toplists have been changed. They are now as follows:
-- 1st place: Platinum Ticket (Trophy, +2500 loot quality)
-- 2nd/3rd place: Golden Ticket (Trophy, +2000 loot quality)
-- 4th/5th place: Silver Ticket (Trophy, +1500 loot quality)
-- 6th/7th place: Bronze Ticket (Trophy, +1000 loot quality)

As with other trophies, they can be offered to Snowflake for an equipment piece of your choice.


As it is not stated, can we assume this only applies to the end-of-the-month Monthly Toplists Awards, with Plat Tix replacing Flower Vases?

QUOTE(Tenboro @ Oct 28 2010, 04:47) *

Credit revamps

In other to better control and balance the amount of credits that enters the system, especially at very high levels, a number of changes have been made to how credits are obtained. The system has primarily been adjusted to reduce the potential of credit farming of high-level legandary mobs; credit rewards have instead been added for re-clearing arena challenges.

- Arenas have been modified in the following way:
-- You can now enter and re-enter arenas at no cost.
-- The clear bonus for previously cleared arenas is set to 1/10th of the bonus for the first clear, up to a maximum of 1000C.
-- The clear bonus also applies to the Ring of Blood, but you still need tokens to enter.


Ka-Ching!

This may cancel out all of the other credit nerfing for me, as I very rarely play beyond Endgame.

QUOTE(Tenboro @ Oct 28 2010, 04:47) *

Equipment

- All dropped equipment will now always have a suffix. Filler equipment generated by the store will not.


Stupid question time: Are Shrine Trophy redemptions considered "drops" (and therefore guaranteed a suffix)?

QUOTE(Tenboro @ Oct 28 2010, 04:47) *

Misc

- Draught restoratives have been removed from the loot table. Potions have been changed to be somewhere between the old draughts and the old potions, increasing the effect from 3 turns to 5 for mana/spirit and 10 for health, but reducing the restoration per turn.


Are Elixirs unchanged?

Will the new potions produce the same gain? IOW, if an old potion gave me a total of 90 MP over 30 turns, will the new ones (of the same name) give me a total of 90 MP over 5 turns?

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post Oct 28 2010, 13:43
Post #22
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QUOTE
- The price spread between selling and buying equipment was increased to 1:10.


This Patch My Wealth has gone.
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post Oct 28 2010, 13:49
Post #23
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QUOTE(Alpha 7 @ Oct 28 2010, 04:41) *

As it is not stated, can we assume this only applies to the end-of-the-month Monthly Toplists Awards, with Plat Tix replacing Flower Vases?
Ka-Ching!

This may cancel out all of the other credit nerfing for me, as I very rarely play beyond Endgame.
Stupid question time: Are Shrine Trophy redemptions considered "drops" (and therefore guaranteed a suffix)?
Are Elixirs unchanged?

Will the new potions produce the same gain? IOW, if an old potion gave me a total of 90 MP over 30 turns, will the new ones (of the same name) give me a total of 90 MP over 5 turns?


That would be my guess.

(IMG:[invalid] style_emoticons/default/sleep.gif)

I just did 20+ with the trophies I got today and all of them had suffixes. So most likely yes.

Also health elixirs suck less now, since they last for 30 turns. The other 2 are the same I believe.

Godly mana potion now: 20% over 5 turns. Godly mana draught: 7% over 12 turns.
So they're actually better now. 1/2th the strength of an elixir.

This post has been edited by Conquest101: Oct 28 2010, 13:50
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post Oct 28 2010, 14:09
Post #24
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QUOTE(purng @ Oct 28 2010, 20:43) *

This Patch My Wealth has gone.

In the same way.
The sale price of Last Elixir, 200c ...

Is this the revelation of God that I should give a street stall with WTS?

This post has been edited by sauriu: Oct 28 2010, 14:16
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post Oct 28 2010, 14:31
Post #25
Tenboro

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QUOTE(Conquest101 @ Oct 28 2010, 11:26) *

The tickets as far as I can tell are like trophies. I don't think they increase ALL your drops by that amount if you just have one. That'd be pretty ridiculous. Although I have no idea how much of an increase those numbers actually are so meh. For comparison's sake what was the quality bonus for mysterious boxes?


Correct. Mysterious Boxes actually had +5000, but the Platinum Tickets match the currently highest trophy bonuses from the HV itself.

QUOTE(Conquest101 @ Oct 28 2010, 13:34) *

More like infinite scrolls of the Gods makes it stupidly easy to beat bosses and Legendaries. (IMG:[invalid] style_emoticons/default/dry.gif)


Assuming that you can find infinite rare scrolls. We'll see how that works out.

QUOTE(Alpha 7 @ Oct 28 2010, 13:41) *

As it is not stated, can we assume this only applies to the end-of-the-month Monthly Toplists Awards, with Plat Tix replacing Flower Vases?


They replace the old rewards, so yes.

QUOTE(Alpha 7 @ Oct 28 2010, 13:41) *
This may cancel out all of the other credit nerfing for me, as I very rarely play beyond Endgame.


As is the intention. The primary problem was the huge farmability of rare/legendary mobs in late-game arenas.

QUOTE(Alpha 7 @ Oct 28 2010, 13:41) *
Stupid question time: Are Shrine Trophy redemptions considered "drops" (and therefore guaranteed a suffix)?


Yes. It's actually only equipment generated by the equipment store that's restricted to not have them.

QUOTE(Alpha 7 @ Oct 28 2010, 13:41) *
Will the new potions produce the same gain? IOW, if an old potion gave me a total of 90 MP over 30 turns, will the new ones (of the same name) give me a total of 90 MP over 5 turns?


Pretty sure they give more in every case. Health potions in particular received a major buff.
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post Oct 28 2010, 15:00
Post #26
sauriu



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Was a boss' trophy used up by the thing which I possibly and surely obtained though I beat MBP in the item world now?

I am sorry if I mistake and understand contents of renewal.
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post Oct 28 2010, 15:01
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Do these Chaos Tokens have an actual use now, or are they for still-to-be-added stuff?
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post Oct 28 2010, 15:22
Post #28
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QUOTE
Misc

- Crude items have now been removed from the game. (They stopped dropping like half a year ago, if you forgot.)

I still had those! Can I get a refund on them? (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by Sonic: Oct 28 2010, 15:25
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post Oct 28 2010, 15:34
Post #29
Tenboro

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QUOTE(Sonic @ Oct 28 2010, 15:22) *

I still had those! Can I get a refund on them? (IMG:[invalid] style_emoticons/default/tongue.gif)


No. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Oct 28 2010, 16:45
Post #30
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While there are some things I like with this change, you bent us over and gave it us hard this update.

QUOTE(Tenboro @ Oct 28 2010, 05:31) *

Correct. Mysterious Boxes actually had +5000, but the Platinum Tickets match the currently highest trophy bonuses from the HV itself.

So the platinum ticket is the equivalent of a Noodly Appendage I can live with that. (I was going to kill you if it was anywhere close to the Box)

QUOTE(Tenboro @ Oct 28 2010, 01:47) *

Scroll/Infusion slot changes

So the multiple slots is so you can use multiple ones indefinitely. Meh on that.

QUOTE(Tenboro @ Oct 28 2010, 01:47) *

- Spark of Life now grants the effect "Cloak of the Fallen" when it's triggered. This effect grants immunity to all damage for a short period of time.

Yes.

QUOTE(Tenboro @ Oct 28 2010, 01:47) *

- Lifestream was modified from draining at most 5% of the target's max HP to draining at most 5% of the target's current HP. Enemies can no longer die from Lifestream alone.

No.

QUOTE(Tenboro @ Oct 28 2010, 01:47) *

Scan

- A new innate skill "Scan" has been added. This skill will allow you to see basic information about a target, including its strong and weak elementals.

Someone go through and fix the wiki.

QUOTE(Tenboro @ Oct 28 2010, 01:47) *

- Trophy drop rules have changed as follows:
-- Trophy-dropping monsters are now only guaranteed to drop a trophy in the Ring of Blood, as well as in the last round of Arena challenges.
-- Outside of those, the trophy droprate is 10%.
-- Low- and mid-end trophies now give larger bonuses towards the equipment quality.

10%? That's just stupid.
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post Oct 28 2010, 17:00
Post #31
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QUOTE(Tenboro @ Oct 28 2010, 09:47) *

- Physical resistance is now properly applied to mitigate against attacks with Crushing/Piercing/Slashing damage type, both for base resistance and equipment bonuses.

Wait, what? What was wrong with it?
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post Oct 28 2010, 17:03
Post #32
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QUOTE(Tenboro @ Oct 28 2010, 04:47) *


- Trophy drop rules have changed as follows:
-- Trophy-dropping monsters are now only guaranteed to drop a trophy in the Ring of Blood, as well as in the last round of Arena challenges.
-- Outside of those, the trophy droprate is 10%.
-- Low- and mid-end trophies now give larger bonuses towards the equipment quality.

- The price spread between selling and buying equipment was increased to 1:10.

Isn't this a bit excessive for the Trophy drop change combined with equipment and item sell spread?

The issue with credits obtained through equipment sales is that each trophy would be an amount from 500-1K if one primarily focused on certain equipment (heavy armour, staves) due to the average value of those equipment pieces. If one refunded a week's worth, they would earn quite a bit.

Reducing the trophy drop-rate to 10%, reduces that profit to 1/10th of what it was.
Reducing the sale to 1:10 further pushes it back lower to a less than a 10th.

It feels like the hit across multiple levels for sell and trophy drop rates to address an overflooding of credits and equipment is too much. Personally I feel that the trophy drop reduction is a bit steep, but to make equipment (and items) sell for a very small fraction hurts everyone's attempt to earn more credits. With training prices the way they are and hath being around 5000c each, it slows things down dramatically. On an entertainment level, usually people enjoy having their base abilities and caps raised instead of their loot to be reduced, although I understand that something was desired to be done to balance.

Although Arena focus was the idea, the offset is too huge still and the 1000 credits is a very small offset with both factors in place. If there are desired trends to push players in actions to do to earn credits, there are probably better ways to alter credit changes, ranging from changing grindfest credit limit caps to slowly performing changes to see how the community adjusts.

Also it makes the economic Hath perks less useful, as some items sold are so low that the varied small % points per level don't register for some items. Maybe a different effect should be had, seeing as this benefit is dependent upon the sell value of items. Maybe reduce the drop rate value to a better number each level?

I guess I spend a lot of time thinking of game balance when I play games, so that's my opinion on things.
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post Oct 28 2010, 17:13
Post #33
Tenboro

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QUOTE(Sayo Aisaka @ Oct 28 2010, 17:00) *

Wait, what? What was wrong with it?


It, uhm, didn't.
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post Oct 28 2010, 17:19
Post #34
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QUOTE(Boggyb @ Oct 28 2010, 10:45) *
Someone go through and fix the wiki.
Legendaries are complete. Resistances added for Common and Uncommon monsters, but what to do with the Minor/Major weaknesses? (Was left untouched)
Need "Boss", "Gods" (or if another class name is given) as well as the Trio and the Tree "Fates" info.

Scanning Amphibious Sperm Whale...
Monster Class: Common
Melee Attack: Crushing
Weak against: Fire, Holy
Resistant to: Wind, Dark
Impervious to: Nothing

Scanning Blue Slime...
Monster Class: Common
Melee Attack: Crushing
Weak against: Wind, Dark
Resistant to: Fire, Elec
Impervious to: Nothing

Scanning Cockatrice...
Monster Class: Common
Melee Attack: Piercing
Weak against: Holy, Dark
Resistant to: Cold, Elec
Impervious to: Nothing

Scanning Cookie Monster...
Monster Class: Common
Melee Attack: Slashing
Weak against: Wind
Resistant to: Cold, Holy
Impervious to: Nothing

Scanning Fire Fox...
Monster Class: Common
Melee Attack: Slashing
Weak against: Cold, Holy
Resistant to: Fire, Dark
Impervious to: Nothing

Scanning Giant Panda...
Monster Class: Common
Melee Attack: Slashing
Weak against: Fire, Dark
Resistant to: Cold, Wind
Impervious to: Nothing

Scanning Green Slime...
Monster Class: Common
Melee Attack: Crushing
Weak against: Fire, Cold
Resistant to: Wind, Holy
Impervious to: Nothing

Scanning Mantitcore...
Monster Class: Common
Melee Attack: Piercing
Weak against: Cold, Elec
Resistant to: Fire, Holy
Impervious to: Nothing

Scanning Mutant Peacock...
Monster Class: Common
Melee Attack: Piercing
Weak against: Wind, Dark
Resistant to: Fire, Holy
Impervious to: Nothing

Scanning Rabid Hamster...
Monster Class: Common
Melee Attack: Piercing
Weak against: Elec, Holy
Resistant to: Fire, Cold
Impervious to: Nothing

Scanning Scary Ghost...
Monster Class: Common
Melee Attack: Physical
Weak against: Fire, Holy
Resistant to: Wind, Dark
Impervious to: Nothing

Scanning Tentacle Monster...
Monster Class: Common
Melee Attack: Piercing
Weak against: Fire, Elec
Resistant to: Holy, Dark
Impervious to: Nothing


Scanning Apathetic Canuck...
Monster Class: Uncommon
Melee Attack: Piercing
Weak against: Fire, Holy
Resistant to: Cold, Dark
Impervious to: Nothing

Scanning Blue Hedgehog...
Monster Class: Uncommon
Melee Attack: Crushing
Weak against: Elec, Dark
Resistant to: Cold, Holy
Impervious to: Nothing

Scanning Manthra...
Monster Class: Uncommon
Melee Attack: Slashing
Weak against: Dark
Resistant to: Fire, Elec, Holy
Impervious to: Nothing

Scanning Mind Raper...
Monster Class: Uncommon
Melee Attack: Crushing
Weak against: Fire, Holy
Resistant to: Elec, Dark
Impervious to: Nothing

Scanning Zombie Cow...
Monster Class: Uncommon
Melee Attack: Slashing
Weak against: Cold, Elec
Resistant to: Fire, Wind
Impervious to: Nothing


Scanning Konata...
Monster Class: Legendary
Melee Attack: Crushing
Weak against: Wind
Resistant to: Fire, Cold, Elec, Holy, Dark
Impervious to: Nothing

Scanning Mikuru Asahina...
Monster Class: Legendary
Melee Attack: Piercing
Weak against: Holy, Dark, Piercing
Resistant to: Physical, Fire, Cold, Elec, Wind, Crushing, Slashing
Impervious to: Nothing

Scanning Ryouko Asakura...
Monster Class: Legendary
Melee Attack: Slashing
Weak against: Holy, Dark, Slashing
Resistant to: Physical, Fire, Cold, Elec, Wind, Crushing, Piercing
Impervious to: Nothing

Scanning Yuki Nagato...
Monster Class: Legendary
Melee Attack: Crushing
Weak against: Holy, Dark, Crushing
Resistant to: Physical, Fire, Cold, Elec, Wind, Slashing, Piercing
Impervious to: Nothing


EDIT: The above was all from End of Days (about halfway through the Arena challenge)

This post has been edited by EvolutionKing: Oct 28 2010, 17:20
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post Oct 28 2010, 17:20
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Now there's no reward for taking down a random IW boss either. Bad luck to run into one now as it just screws your run.

And I agree with most of what Boggy and Lezard said. (and again, even pre-nerf, everything earned from HV was simply being put back in - It was a working credit sink).

Even for me at a low level: pretty much all my earnings from galleries and H@H get pumped into HV.
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post Oct 28 2010, 17:38
Post #36
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QUOTE(Boggyb @ Oct 28 2010, 23:45) *

10%? That's just stupid.

I saw this res, and noticed that I was mistaken.
They don't drop it. (IMG:[invalid] style_emoticons/default/sad.gif)
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post Oct 28 2010, 17:40
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Thanks for the update Tenboro, but you've made it damned hard to earn credits. Especially for those with high training costs (IMG:[invalid] style_emoticons/default/huh.gif)
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post Oct 28 2010, 17:52
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Blessed are the poor, woe to the rich. (IMG:[invalid] style_emoticons/default/biggrin.gif)

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

QUOTE(Tenboro @ Oct 28 2010, 22:13) *

It, uhm, didn't.


What?
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post Oct 28 2010, 18:30
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QUOTE(Tenboro @ Oct 28 2010, 04:47) *


Scroll/Infusion slot changes




Excellent, now they may be useful (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(Tenboro @ Oct 28 2010, 04:47) *


- The Spike Shield effects from the spell and the elemental gems now have a chance of affecting the attacking enemy with the corresponding elemental debuff. (Searing Skin/Deep Burns/Turbulent Air/Freezing Limbs)



Ditto!

QUOTE(Tenboro @ Oct 28 2010, 04:47) *


New toplist rewards

- The rewards given for toplist placements on the EHG toplists have been changed. They are now as follows:
-- 1st place: Platinum Ticket (Trophy, +2500 loot quality)
-- 2nd/3rd place: Golden Ticket (Trophy, +2000 loot quality)
-- 4th/5th place: Silver Ticket (Trophy, +1500 loot quality)
-- 6th/7th place: Bronze Ticket (Trophy, +1000 loot quality)

As with other trophies, they can be offered to Snowflake for an equipment piece of your choice.



Great. Are they for monthly rewards only? What about yearly, and all-time? It would be nice to make those worthwhile, too.

Giving anything for dailies, of course, would be broken, so I will not even ask... (found the answer)

QUOTE(Tenboro @ Oct 28 2010, 04:47) *


- Trophy drop rules have changed as follows:
-- Trophy-dropping monsters are now only guaranteed to drop a trophy in the Ring of Blood, as well as in the last round of Arena challenges.
-- Outside of those, the trophy droprate is 10%.
-- Low- and mid-end trophies now give larger bonuses towards the equipment quality.



Interesting. What about increasing the drop chances in hourlies/IW? They appear very rarely there anyway, so they cannot be farmed, but they can be a challenge, and consume resources one was not prepare for, so now the incentive to stay and fight them there will be much lower.

QUOTE(Tenboro @ Oct 28 2010, 04:47) *


- "Flimsy" gear has been combined into the "Crude" quality quantifier. Mostly because, being on the ass end of the scale, Flimsy gear was dropping quite rarely. And because people mostly throw away both.



It does seem that some people liked high level flimsy for apparent ease of IWorthing for loot. Never really was sure if it made sense (wouldn't negative bonus from Flimsy compensate for round number / difficulty increases, anyway?

QUOTE(Tenboro @ Oct 28 2010, 04:47) *


- There is now a soft limit of having 1000 equipment pieces.


Ok, but why? (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(Tenboro @ Oct 28 2010, 04:47) *


- Draught restoratives have been removed from the loot table. Potions have been changed to be somewhere between the old draughts and the old potions, increasing the effect from 3 turns to 5 for mana/spirit and 10 for health, but reducing the restoration per turn.



Ditto - why?

QUOTE(cmdct @ Oct 28 2010, 05:24) *
There's some nice changes.

- I think I lost a ability point, is possible for you to confirm? (I lost the last EXP Bonus point)



I know I didn't lose the last one I spent, but I might have had one more unspent. Not sure, though, didn't pay that much attention...

QUOTE(Conquest101 @ Oct 28 2010, 05:26) *


The tickets as far as I can tell are like trophies. I don't think they increase ALL your drops by that amount if you just have one. That'd be pretty ridiculous. Although I have no idea how much of an increase those numbers actually are so meh. For comparison's sake what was the quality bonus for mysterious boxes?


And what are the bonuses on normal trophies?

I certainly hope that the tickets have better bonuses than low-end trophies. I mean, even the FSM trophy is can give you crap, right?

I actually think that it wouldn't be bad for the Platinium one to approach the Mystery Box - it's not like many of those will be given out anyway. Or, at the very least, have a chance of doing so, and guarantee that the reward will not suck (so make it impossible to get something less than Fine out of top tickets).

It would be nice to see some changes to the training levels, indeed.

This post has been edited by Red_Piotrus: Oct 28 2010, 18:39
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post Oct 28 2010, 19:27
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Yay for the new changes... especially the arena (IMG:[invalid] style_emoticons/default/biggrin.gif)

Same goes for scrolls / infusion slots
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