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HentaiVerse 0.5.0, Everything You Know Is Wrong |
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Feb 4 2011, 15:59
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Tenboro

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QUOTE(cmdct @ Feb 4 2011, 13:10)  If I use the set 1, only the cap and gloves "magically" appears, perhaps because they're also equipped in set 4.
This *really* shouldn't matter, but.. can you see them now?
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Feb 4 2011, 16:08
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Tenboro @ Feb 4 2011, 13:59)  This *really* shouldn't matter, but.. can you see them now?
Yes, it's fixed now (IMG:[ invalid] style_emoticons/default/smile.gif) Edit: Spoked too soon. They appear, but I can't enter them: QUOTE Cannot fight in equipped items This post has been edited by cmdct: Feb 4 2011, 16:11
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Feb 4 2011, 16:53
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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Suggestion:
Can you change the in-battle colors of the Lab monsters to differentiate them from the Classic monsters? I know its not necessary, but I think it would be nice if the classic set of monsters have their own color now. (Call it "seniority". They may be weak normal mobs, but they were still there way before the crapload of new lab monsters started spawning)
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Feb 4 2011, 17:06
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(Tenboro @ Feb 4 2011, 07:12)  "Supposed to" is such a strong word. I had to change the cap for two-handed weapons to allow the new stun caps.
I love how you respond to these things. I really should make a compilation. Does this mean you're not going to change it? Some 30% two-handers would be nice.
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Feb 4 2011, 18:39
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Tenboro

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QUOTE(cmdct @ Feb 4 2011, 15:08)  Yes, it's fixed now (IMG:[ invalid] style_emoticons/default/smile.gif) Edit: Spoked too soon. They appear, but I can't enter them: Yeah, that's what I figured. Just wanted to know if they appeared. I see why it fails, but that still doesn't explain why it works for me (and apparently most other people) but not for you. It seems to basically be PHP failing to juggle dynamic data types correctly. Regardless, I've applied the workaround globally, so it should work for you now.
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Feb 4 2011, 21:13
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(hitokiri84 @ Feb 3 2011, 14:45)  This has got to go
Arena Clear Bonus! [Crystal of Devotion]
Battletoads Eve of Death, and a lot of others I didn't copy down. 2c for a high end BT clear bonus. As if potions weren't bad enough.
Tenboro, can you remove crystals from the Arena Clear Bonuses? It's really annoying to get a crystal for a clear bonus on BT or IWBTH. Or, since they will be used to upgrade our monsters, only allow them to drop from custom mobs. I think it makes perfect sense, as long as it's not too difficult to code. Defeat someone else's monster, and yours gets stronger.
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Feb 4 2011, 21:47
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Tenboro

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I might, but that's not a trivial change.
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Feb 4 2011, 21:53
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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Thanks for considering it, at least.
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Feb 4 2011, 23:47
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Tenboro @ Feb 4 2011, 16:39)  Yeah, that's what I figured. Just wanted to know if they appeared. I see why it fails, but that still doesn't explain why it works for me (and apparently most other people) but not for you. It seems to basically be PHP failing to juggle dynamic data types correctly.
Regardless, I've applied the workaround globally, so it should work for you now.
Now it's really fixed, thanks (IMG:[ invalid] style_emoticons/default/smile.gif)
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Feb 5 2011, 06:25
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Bloodthirster18
Group: Gold Star Club
Posts: 1,388
Joined: 16-December 09

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Just wondering, how many characters can a custom monster's name be, before it's too long and gets cut off or something?
This post has been edited by bloodthirster18: Feb 5 2011, 06:25
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Feb 5 2011, 07:39
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Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

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QUOTE(bloodthirster18 @ Feb 5 2011, 05:25)  Just wondering, how many characters can a custom monster's name be, before it's too long and gets cut off or something?
QUOTE(Tenboro @ Jan 31 2011, 16:47)  QUOTE(cmdct @ Jan 30 2011, 23:59)  Q: What's the max name's length we can give to monsters?
35 chars. Read thread answers most questions. This post has been edited by Eutopia: Feb 5 2011, 07:39
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Feb 5 2011, 08:06
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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@Tenboro: Would you mind telling us what the range for Block on Shield Armor is? Is it like getting a Nimble/Fleet suffix on a Buckler or less?
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Feb 5 2011, 08:48
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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Definitely more. A Gauntlets can had up to 5 base block. No nimble/fleet buckler had that much base parry/evade.
It would be reasonable to think that other part can have more, though I can't really be sure about this.
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Feb 5 2011, 13:03
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esaar
Newcomer
 Group: Members
Posts: 35
Joined: 8-July 09

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Is it just me or from today monsters have more resistance to magic they are resistant to? And i'm encountering many monsters impervious to holy on low arena challenges. (even on first five challenges (IMG:[ invalid] style_emoticons/default/sad.gif) ). Like this one: 4 2 Scanning King Of All Cosmos... HP: 1120/1122 MP: 96/180 SP: 26/51 Monster Class: Common Melee Attack: Crushing Weak against: Soul, Dark, Crushing, Slashing, Piercing Resistant to: Nothing Impervious to: Holy 4 1 You use Scan. I can't do any one-shots on hard anymore (IMG:[ invalid] style_emoticons/default/sad.gif) This post has been edited by esaar: Feb 5 2011, 13:41
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Feb 5 2011, 13:13
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hyl
Group: Gold Star Club
Posts: 3,381
Joined: 11-January 07

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the resistances of monsters have been "fixed"
This post has been edited by hyl: Feb 5 2011, 13:13
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Feb 5 2011, 13:41
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esaar
Newcomer
 Group: Members
Posts: 35
Joined: 8-July 09

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Sry for wrong thread, didn't seen second one before. Btw, after last changes - like much harder gaining stats/abilities with artifacts, and much harder level upping (tougher monsters), i decided to stop playing hv. It's just too hard for new players in comparison to players that started playing few months (or more) ago (and level/stat upped).
This post has been edited by esaar: Feb 5 2011, 14:28
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Feb 5 2011, 16:31
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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QUOTE -- Mace/Estoc: decreased base Burden from (50,30) to (40,20); decreased base Interference from (30,10) to (24,10) -- Mace: increased base damage from (28,44) to (30,50); increased base turn factor for stun proc from (3,7) to (5,8); increased base probability factor for stun proc from (15,25) to (16,30); increased +STR bonus from (0,14) to (5,25) -- Estoc: increased base accuracy from (0,10) to (6,12); changed primary stat bonus to DEX/AGI; increased +DEX bonus to (5,25) -- Scythe: increased base damage from (28,48) to (35,60); increased +STR bonus from (0,14) to (5,25); increased Bleed damage from (10,20) to (20,30) -- Katana: removed +AGI bonus; increased +STR bonus from (2,14) to (5, 25); increased Bleed damage from (10,20) to (15,25) -- Longsword: increased +STR from (0,14) to (3,20); increased +DEX from (0,10) to (3,20); increased Bleed damage from (10,20) to (15,25)
According to the patch notes, only maces were supposed to have increase proc chance. I see katanas and estocs now that have 30% proc chance, is that a bug?
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Feb 5 2011, 16:34
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(sushi0 @ Feb 5 2011, 14:31)  According to the patch notes, only maces were supposed to have increase proc chance. I see katanas and estocs now that have 30% proc chance, is that a bug?
QUOTE(Tenboro @ Feb 4 2011, 10:12)  QUOTE(cmdct @ Feb 4 2011, 00:45)  Btw this was supposed to happen? CODE Hit Proc: 30% chance for Penetrated Armor Duration: 7 turns "Supposed to" is such a strong word. I had to change the cap for two-handed weapons to allow the new stun caps.
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Feb 5 2011, 16:47
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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Okay then, modify my question a bit. QUOTE I had to change the cap for two-handed weapons to allow the new stun caps.
What two-handed weapons did you change exactly? I only see katanas, estocs, and maces with the new cap, longswords and scythes still seem to have the previous cap of 25%.
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Feb 5 2011, 17:59
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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PA: 3 1 You unleash Holy Bell on Scary Ghost for 35982 soul damage. Without PA: 1 1 You unleash Holy Bell on Scary Ghost for 45148 soul damage.
I honestly wasn't expecting this, I mean sure a reduction on PA+SA damage, but not that much. @Tenb: I have no problem the new rules of PA, but since the spirit attack is only a desperate attack, and now with the current rules it's worthless, can you make the spirit attack much stronger?
This post has been edited by cmdct: Feb 5 2011, 18:00
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