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> HentaiVerse 0.6.8, Monsters need love too

 
post Jun 10 2012, 15:35
Post #81
Kaosumx



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Hooollllyyyy shit!

This is a very awesome and insane update.
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post Jun 10 2012, 15:42
Post #82
shiki1kanata



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resist resist resist resist resist
I can't see anything more
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post Jun 10 2012, 15:45
Post #83
ChosenUno



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I wonder how fucked up DwD BT/IWBTH is now.

Fus Ro Dah permanently impossible?? (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 10 2012, 15:47
Post #84
hzqr



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BT/IWBTH marathons should still be fairly easy (for mages), I would be more worried about normal arenas (To Kill a God to name one).
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post Jun 10 2012, 15:48
Post #85
Kaosumx



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YES I JUST GOT A MONSTER NAME I WANTED BUT FAILED TO GET BEFORE!
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post Jun 10 2012, 15:48
Post #86
Ser6IjVolk



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Well done on the no names for monsters until level 25 fix, I'm quite sure a lot of good names were taken by dead beats who didn't bother to level up their monsters at all. Not sure I like the halving of bazaar sales costs though — they were miniscule to begin with.
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post Jun 10 2012, 16:04
Post #87
eleeinos



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Not being able to check if a monster's name already exists before creating it is a bad idea. I now have an Unnamed Humanoid, the one I wanted to make is already taken and I don't want to make someone else of that type. If we can't check for names beforehand, we should at least be able to change the type of the monster before upgrading it to PL 25. Or at the very least be able to delete a monster of PL 0-24 without wasting any Chaos tokens...
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post Jun 10 2012, 16:09
Post #88
buktore



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Just did To Kill a God @IWBTH...

Dunno... The game seems easier to me. (IMG:[invalid] style_emoticons/default/mellow.gif) ... It's easier to survive using estoc + light armor (though still quite dangerous vs large mob), using mace in arena is a little slower than before, but it felt much more ... 'smooth' and actually quite enjoyable to play, though those steroid-pumped mobs with almost 2x HP were quite annoying if a lot of them appear at once.

I did found that my SP drain much faster than before, but I can bring more SP potions to the battle next time, no big deal. (IMG:[invalid] style_emoticons/default/cool.gif)

It also appeared to me that some enemies seems faster than before ... I don't know... Aliens?

At any rate, I don't think I will playing IW at IWBTH anymore... (IMG:[invalid] style_emoticons/default/wacko.gif)

.....

This patch is really complex and need some time to test to find out whether the 'fix' actually work as intended or not, so I can't say much yet. Also, I have a feeling that this patch have more changes than what's written in the changelog, which may complicate things even more. Nevertheless, it's a well thought out patch and I felt that great care were taken in making this patch. Nice job. (IMG:[invalid] style_emoticons/default/smile.gif)

EDIT:: Oh, I forgot: ... Thanks for the more detail description on how the attacks 'missed' its mark. (IMG:[invalid] style_emoticons/default/smile.gif)


PS. I got 2 kevlar since this patch. None of them have any +stats ... (IMG:[invalid] style_emoticons/default/dry.gif)

This post has been edited by buktore: Jun 10 2012, 16:25
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post Jun 10 2012, 16:48
Post #89
Coma



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QUOTE(buktore @ Jun 10 2012, 16:09) *

Just did To Kill a God @IWBTH...

Dunno... The game seems easier to me. (IMG:[invalid] style_emoticons/default/mellow.gif) ... It's easier to survive using estoc + light armor (though still quite dangerous vs large mob), using mace in arena is a little slower than before, but it felt much more ... 'smooth' and actually quite enjoyable to play, though those steroid-pumped mobs with almost 2x HP were quite annoying if a lot of them appear at once.


Just give it a few day to settle the dust (like the time when pony maze was introduced)

The first day seems easier for me, but I am unsure if it was because of my lucky day or did the game actually got easier. Need few days to test out.

P.S. sad about Ox and Turtle, now have to seek Protection Power with higher end/str stat rolls.

P.S.2 also sad about kevlar/shade/phase/power/shield items' bazaar value changes, now I cant make 1000 more credit by dumping Dampening/Owl/Stoneskin

This post has been edited by Coma: Jun 10 2012, 16:51
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post Jun 10 2012, 16:50
Post #90
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I need 30030 tokens for full upgrade of all my 13 monsters, 30 years to go...
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post Jun 10 2012, 17:05
Post #91
Coma



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Arena between Test of Faith and Fresh Meat now has extra rounds
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post Jun 10 2012, 17:06
Post #92
Black Dynamite



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1 on my monsters lost its name and the game won't let me rename it
powerlevel 121
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post Jun 10 2012, 17:10
Post #93
sauriu



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What cannot throw the name up even if a weak monster makes PL25 is troubled. (IMG:[invalid] style_emoticons/default/sad.gif)

It entails an unnecessary cost if I attach it again. (IMG:[invalid] style_emoticons/default/cry.gif)
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post Jun 10 2012, 17:13
Post #94
eleeinos



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The whole "naming/renaming monsters" deal has issues... (IMG:[invalid] style_emoticons/default/sleep.gif)
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post Jun 10 2012, 17:19
Post #95
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There are a lot of great changes with this patch. Monsters are gonna be much more varied and dangerous now. The Legend of Dragoon style healing effects on Defend and Focus sound interesting. What kind of action speed do you get with those?
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post Jun 10 2012, 17:24
Post #96
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I noticed my shatter strike isn't doing penetrate defense and stunning, is this working as intended or is it just me
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post Jun 10 2012, 17:25
Post #97
FarFaraway



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QUOTE(eleeinos @ Jun 10 2012, 16:04) *

Not being able to check if a monster's name already exists before creating it is a bad idea. [...]
at least be able to change the type of the monster before upgrading it to PL 25[...]

Good idea!
i think the most people have a great monster idea, create a monster type and lose the tokens+crytals just for a fail. Doesn't sound fine...

And finally - i spend all my chaos tokens, and i REALLY want a token drop. ^_^

I finished the first arena runs and survived (only hard as mage - i know, bad). The whole think feels like a mage+ update.

Thank you for the effort. I'm not absolutely sure, I admit, but i think the hentaiverse become tougher. (And more addictive ;-)
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post Jun 10 2012, 17:31
Post #98
ユカ



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monsters have resist?
so our players can retire now (IMG:[invalid] style_emoticons/default/blink.gif)
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post Jun 10 2012, 17:41
Post #99
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- The first half of the monster upgrade system was added.

Monster buffs -> Check

- Monster lab drops were increased, but bazaar value was reduced.
- Equipment drop chance was doubled, but equipment bazaar value was halved.

Credit nerf -> Check

Instead, there are now separate rolls for the various primary attribute bonuses that can be applied to an equipment piece. Since it rolls against a probability for each given stat, a given piece will usually not have every bonus it can have.

Equipment nerf -> Check

- Damage bonus from stun and sleep were removed entirely.

Mace nerf -> Check

"Way to go". (IMG:[invalid] style_emoticons/default/dry.gif)

And people laughed at Bunko's ragequit? It's pretty tempting now...

EDIT: And now I can't escape the damn ponies even when there's a freakin' 503 SERVER ERROR (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/mad.gif)

This post has been edited by jcullinane: Jun 10 2012, 17:44
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post Jun 10 2012, 17:43
Post #100
mustardpie



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Loving the new 503's (IMG:[invalid] style_emoticons/default/laugh.gif)
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