> HentaiVerse 0.85, Script-breaking day

 
post Jun 22 2017, 17:49
Post #1
Tenboro

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HV 0.85 is now live!


Equipment Management

- The Inventory page was renamed Equip Inventory, and now only lists equipment. It has new functionality where you can place equipment in storage, which will prevent it from being listed anywhere else, including on the equipment screen.

Gear cannot be placed in storage if it is equipped. If an equipment piece is equipped in any equipment set on any of your personas, it will be listed here as grayed out.

- There have been various changes and improved consistency for when equipment is displayed and selectable in various screens:

Gear is now hidden in the equipment shop and in the mooglemail and salvage screens when equipped in any equipment set on any persona. (Previously, they were only hidden if in the currently selected equipment set.)

Gear is now protected and unselectable in the equipment shop and in the mooglemail, salvage and reforge screens when locked. They are however listed and can be unlocked from the same screen.

Bound equips will still obviously not show up on the mooglemail screen, and you still cannot select equipment from your active set in the item world and reforge screen.

In all other cases, gear should be visible and selectable even when equipped and/or locked.

- A new equipment multi-selector was created for the equipment storage page, which means you can store or retrieve multiple items at a time, both by clicking to select multiple items and shift-clicking to select ranges.

- Equipment locking is now reliable, in the sense that the lock icon won't update unless the state change was saved on the server.

- UI interaction when selecting, locking and unlocking equipment should feel much better in general.

- The equipment shop now also uses the new multi-selector to enable selling and buying multiple equips at a time. Note that here, you have to control-click or shift-click to enable selecting multiple items.

- The equipment shop "Sell All" button will now select all unlocked equipment you have rather than sell it outright.

- Equipment in the equipment shop that you cannot currently equip will now be displayed in red. Non-fusable equipment at more than 100 levels over your current level will display in bright red, while fusable equipment 100 levels over or less will display in a duller red.


The Lottery

- The weapon lottery will now sometimes have shields. This will happen about half as often as the other options.

- The soul fragment prize in the lottery was replaced with the new Caffeinated Candy item, which restore 5 stamina each. These are untradeable and will disappear if sold to the item shop. Using stamina restoratives out of battle will always use Caffeinated Candy before Energy Drinks.

- The blood token prize in the lottery was replaced with more chaos tokens, by popular demand.

- You can now opt out of the lottery grand prize by clicking the new "Do Not Want" button below the equipment details. This will let you enter a lottery just for the 2nd through 5th place prizes. Opting out of the grand prize will additionally increase your win chance/effective number of tickets for the rest of the prizes by 20%. (This is applied after any increase for using a Golden Lottery Ticket, and therefore stacks multiplicatively.)


Monster Lab

- The "Feed" button on the monster stats page and the "Feed All" button on the monster slots page now operate in the exact same way, and neither will waste food. The feed quantity is always rounded down, and monsters will not be fed if they cannot eat at least one food. The single-food option was removed.

- Added a "Drug All Monsters" button to automatically use happy pills on all monsters with yellow or worse morale. This will not waste pills, but it will use more than one if it can do so without wasting any. This specifically avoids using pills on monsters that are currently on green morale, in case you want to boost them with upgrades.

- Monster food/morale capacity was increased from 12000 to 24000. This was done primarily to make no waste for extra strength happy pills possible. Drain rates or restoration amounts are not affected. The yellow thresholds is still at 6000, and the red threshold was dropped from 3000 to 2400.

- Crystal upgrades now restore morale based on the number of points the monster's power level was increased by. Primary stat upgrades restore 1000 morale per level, while elemental stat upgrades restore 2000 morale per level. (This is a straight increase over the old formula with the old capacity, assuming that monsters were kept at yellow+ morale.)

- The drain rate bonus for powerlevel was rescaled to start from PL 250 and increase linearly up to the cap at PL 2250. It now caps at x6 (i.e., the morale bar takes six times longer to drain) up from the old x4. Chaos upgrades no longer affect monster morale drain rate.

- To enable going over 100%, the monster double gift chance was changed to a fixed "gift factor" that directly modifies the number of gifts a monster gives. Every point of scavenging will increase this factor by 2.5%, while every point in any other chaos upgrade will increase it by 0.5%, for a maximum of +160%. This should somewhat shift the balance towards fully developed monsters rather than scavenge armies.

- It no longer costs anything to rename a monster. The system will soon start penalizing generic/repetitive/facerolled monster names, so if you use those, change them to something better.

- Monsters now have default skills they will set if none have been created.


Mooglemail

- You can now attach up to ten items per message.

When composing a message, you are able to add or remove items individually. When receiving a message, you have to remove all items at once. If a message has a CoD fee set, it applies for all attached items.

Note that if you have an old message still being drafted, attaching more items to this message will not work.

- Removing the attachments no longer resets CoD when drafting a message. Obviously, it will still not send with a CoD if no messages are attached at this time.


Combat/Balance

- Battle actions/screen updates are now (finally) done with XHR rather than POSTing the entire page. This should cut down on load flashing and various browser memory leak issues. While scripts have been available to emulate this behavior, the official method selectively transfers updated panes and new log entries, and therefore also reduces the amount of data transferred. (This is a first pass, and will be further improved in the future.)

- Vitals are now fully restored when you leave combat. The vitals are also no longer displayed out of battle, and the consumable usage except for stamina restoratives has been removed as it was no longer necessary.

- New player vital bars were added to replace the old sidebar bars. Note that spark protection is now indicated with a dark green bar health bar instead of a gray/silver one.

- Overcharge is now represented in pips on the health bar, where one pip is equivalent to 25% in the old system. The way charges are gained or spent has not been changed at this point, except that all skills have been updated to use an exact number of pips, that is, 25% increments. Defend now restores 25% health for 1 pip rather than 10% for 10% overcharge.

- A new level experience progress bar was added to the bottom of the screen. (To show level progress outside of battle, you can hover or click the Level readout.)

- Melee skill chaining requirements were removed. One-Handed, Two-Handed and Dual-Wield skills therefore no longer have to be be used in a certain order, but there are still natural interactions based on the effects procced.

- Drain is now twice as effective for HP, but the cooldown was increased.

- The MP/SP drain augment has been changed, mainly due to an internal change for how monster MP/SP is represented. It is no longer limited to a fraction of the monster's current MP/SP - instead, it will prevent monster MP/SP regeneration and zap up to 10% of the monster's max MP/SP per turn to restore up to 5% of the player's base MP/SP, as long as the monster has any MP/SP left.

- The drain effect on Banshee and Illithid weapons was also changed, and is now based on a new percentage base drain potential of the weapon (derived from the old value) and the base vitals of the player, multiplied by the current percentage of MP/SP on the monster. For example, proccing a Banshee weapon with 2% base spirit drain would restore an amount equal to 2% of the player's base spirit if the monster is at 100% spirit, or half that if the monster is at 50% spirit.

- Vampire weapons are still based on a fixed number of points drained, but the level scaling for this was increased slightly.

- Starting an Item World or a Grindfest now costs 1 point of stamina, equivalent to 50 rounds. Starting an Item World will consume the stamina for all rounds up front. This is done primarily to prevent abusing the instant full regen when leaving combat.

- The day of week now has a moderate effect on elemental damage, where attacks and magic of a given element will do increased damage on specific days. (This is implemented as a reduction in effective elemental resistance for both players and monsters on the day in question.)

- Players now start at 500 health (up from 50). Monster exp scaling at lower levels has also been tweaked slightly; the very earliest levels could literally have a level-up for every round in a Grindfest, which may have been just a little bit much.

- Monster health scaling was changed. Above level 100 it will shift more from difficulty to monster level, scaling up from 1x at level 100 to 4x at level 500. Max difficulty modifier was reduced from 8x to a 2x. Base health from endurance was reduced from 6 per point to 5 per point.

- The global loot penalty for playing many rounds on lower difficulties was removed. Instead, only when doing Grindfest and Item World, a fixed rare drop modifier is applied to artifact and token drop chances, decreasing the drop rate for these two types of items at lower difficulties.

- The artifact/token drop rate for random encounters was increased by 2.5x. Arena drop chances are the same as before. Low difficulty no longer penalizes drop chances in these battle modes.


Misc

- RIP sidebar.
-- Stamina, level and difficulty readout as well as equipment repair and other various warnings were moved to the top bar.
-- If stamina is below 99 or there is an active warning, you can hover/click the stamina readout to view it and restore stamina; if a warning is active, a link to the page you can fix it on will be provided.
-- Hovering/clicking the level/difficulty readout will display the total current and next-level experience as well as the required experience until the next level.

- Significant DOM/CSS reworks and improvements affecting basically everything except the Forge, as well as a lot of internal refactoring that makes it easier to add new stuff in the future.

- Message popups can now be closed by clicking anywhere on the message rather than trying to hit the X.

- Added a new system based on dynamically generated cachable javascript files that prevent having to constantly redownload certain kinds of semi-persistent data. This is currently used for player equipment and consumables.

- Battle Items was renamed Item Inventory, and the UI interaction was improved somewhat. Non-consumable items are now also shown here, mostly to avoid needing a separate screen for it.

- Arenas now show their cooldown timer. (The time will be the same for all arenas, since they reset at 00:00 UTC.)

Note: The Better Pots abilities will be buggy until your character's ability list is rebuilt, remove and then reslot any ability to do this.


2017-06-26 Update

- HV was split off into its own database cluster. This should theoretically speed things up somewhat, but as this is the first time we use this particular database version in production, let me know if you encounter any issues.

- An alternative utilitarian (and easier skinnable) left-to-right vital bar with numeric overcharge readout was added. This can be chosen under Settings.

- The normal vital bar now shows a numerical readout for the current health if it can fit within the bar (>6% health - missing numbers should be read as "heal plz").

- The vital bar charge pips were moved above the health bar, and visually tweaked somewhat. A final faded-out pip will now be displayed if you have between 10 and 24 points towards the next pip. The pips will also change color if you are at max charges.

- Corrected a bug in the forge where gear what was at less than 1 condition point of wear was calculated in the "Repair All" cost but still unlisted.

- Better wording for monster activation conditions.


HV 0.85 does not support older browsers. Some things we now use was not added until Chrome 21 / Firefox 22 / IE 11, and thus is known to render incorrectly or not at all in older versions. Do not report problems with older browsers as bugs.
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post Jun 22 2017, 18:17
Post #2
hidecookiesandchees



Where is a Legendary drop? where is my cookie?
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nvm my mistake

This post has been edited by altcoin: Jun 22 2017, 18:20


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post Jun 22 2017, 18:47
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Sapo84



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QUOTE(Tenboro @ Jun 22 2017, 11:49) *

- Starting an Item World or a Grindfest now costs 1 point of stamina, equivalent to 50 rounds. This is done primarily to prevent abusing the instant full regen when leaving combat.

Doesn't that only applies when switching persona/set? (since you would be always at full vitals otherwise)
It doesn't honestly seems like a big issue (while it doubles IW cost of some equips).
Is it possible to have the first 50 rounds free of stamina cost to balance it out?
So, something like:
round 1 => 1 stamina cost
...
round 50 => 1 stamina cost
round 51 => 1.02 stamina cost
etc etc


QUOTE(Tenboro @ Jun 22 2017, 11:49) *
- The global loot penalty for playing many rounds on lower difficulties was removed. Instead, only when doing Grindfest and Item World, a fixed rare drop modifier is applied to artifact and token drop chances, decreasing the drop rate for these two types of items at lower difficulties.

Are the lower difficulties the same as the old ones (so normal, hard and nightmare)?.

Anyway, it seems a very good update from the patch notes wink.gif
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post Jun 22 2017, 19:01
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blue penguin



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QUOTE(Tenboro @ Jun 22 2017, 10:49) *
- Battle actions/screen updates are now (finally) done with XHR rather than POSTing the entire page. This should cut down on load flashing and various browser memory leak issues. While scripts have been available to emulate this behavior, the official method selectively transfers updated panes and new log entries, and therefore also reduces the amount of data transferred. (This is a first pass, and will be further improved in the future.)
That's awesome.

Can I just ask you one thing? How are you performing throttling of the game (i.e. making the turns per second)? Is it with something like the old mod_throttle?

I'm asking because I am currently looking into bypassing throttles with multiple IPs and managing a full DDoS using just a limited number of IPs. I can't help testing the game itself because I probably do not have enough time for it but I can test the API robustness against attacks (to some theoretical extent at least).

P.S. And I'm curious too.
P.S.P.S. It will probably be better if you answer by PM, just in case. Thanks smile.gif


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QUOTE(blue penguin @ Jun 21 2021, 17:24)
For 10 years of my life I have refused to add if-else blocks in order to support internet explorer idiocy, am not going to start doing it now in order to support google chrome's idiocy. Sorry folks. As harsh as the advice sounds my advice will be: use a browser that follows IETF standards.
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post Jun 22 2017, 19:02
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fatemoe



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Sad.

This patch does not change battle system much.

The way of playing is almost the same.


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post Jun 22 2017, 19:05
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sssss2



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QUOTE(Tenboro @ Jun 22 2017, 18:49) *

- Starting an Item World or a Grindfest now costs 1 point of stamina, equivalent to 50 rounds. This is done primarily to prevent abusing the instant full regen when leaving combat.


Due to this, it is hard to test and develope a battle userscript sad.gif


QUOTE(Tenboro @ Jun 22 2017, 18:49) *

- Players now start at 500 health (up from 50).
- ... Base health from endurance was reduced from 6 per point to 5 per point.


Found a bug.

My END is 613 (563+50) and HP is 25237.

rounddown( (500 (base) + 5000 (level) + 613*6) * 1.1 (hath perk) ) * 2.5 (ability and juggernaut) = 25237.5

This post has been edited by sssss2: Jun 22 2017, 19:08
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post Jun 22 2017, 19:09
Post #7
Tenboro

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QUOTE(Sapo84 @ Jun 22 2017, 12:47) *

It doesn't honestly seems like a big issue (while it doubles IW cost of some equips).


I may still tweak item world a bit, but I don't think grindfest is a concern.

QUOTE(Sapo84 @ Jun 22 2017, 12:47) *

Are the lower difficulties the same as the old ones (so normal, hard and nightmare)?.


It caps at Nintendo, but Hell still gives 80%.

QUOTE(blue penguin @ Jun 22 2017, 13:01) *

Can I just ask you one thing? How are you performing throttling of the game (i.e. making the turns per second)? Is it with something like the old mod_throttle?


Database exclusive lock and internal timer. Multiple IPs won't do you any good.

QUOTE(sssss2 @ Jun 22 2017, 13:05) *

My END is 613 (563+50) and HP is 25237.


Monster END HP was reduced, not player END.
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post Jun 22 2017, 19:20
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Receptors



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Found something that might not be a bug. If I start a battle in 0.84 or 0.85 and then go to the other edition, battle automatically will disappear.
Nevermind, it mentioned in the signup page.
And the lay-out of character page goes abnormal, as the numbers in Specific Mitigation and Spell Damage Bonus cover the %.

This post has been edited by huang2000: Jun 22 2017, 19:24


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post Jun 22 2017, 19:23
Post #9
Tenboro

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Changed item world to not use any extra stamina, but instead zap all the stamina at the start instead of for every round.

QUOTE(huang2000 @ Jun 22 2017, 13:20) *

Found something that might not be a bug. If I start a battle in 0.84 or 0.85 and then go to the other edition, battle automatically will disappear. And the lay-out of character page goes abnormal, as the numbers in Specific Mitigation and Spell Damage Bonus cover the %.


As I said in the test signup thread;

QUOTE
Note: it is not recommended to repeatedly switch back and forth between live and testlive. For one, it will instantly end your current battle. There may be other interactions as well.
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post Jun 22 2017, 19:30
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blue penguin



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QUOTE(Tenboro @ Jun 22 2017, 12:09) *
Database exclusive lock and internal timer. Multiple IPs won't do you any good.
Damn, I forgot that for HV every player *must* be logged all the time, stupid me. Solid work there Tenb btw. Will definitely have a look when it is on full live.


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QUOTE(blue penguin @ Jun 21 2021, 17:24)
For 10 years of my life I have refused to add if-else blocks in order to support internet explorer idiocy, am not going to start doing it now in order to support google chrome's idiocy. Sorry folks. As harsh as the advice sounds my advice will be: use a browser that follows IETF standards.
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post Jun 22 2017, 19:32
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Scremaz



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QUOTE(fatemoe @ Jun 22 2017, 13:02) *

Sad.

This patch does not change battle system much.

The way of playing is almost the same.

it has been clearly hinted these past days.

rather, seems to me that admin tried to improve overall melee experience and to make some of the less useful suffixes a bit more interesting... maybe newbies could actually take advantage of siphoning processes now


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post Jun 22 2017, 19:42
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Receptors



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Now,
[imgur.com] http://imgur.com/a/z3jyJ
Before,
[imgur.com] http://imgur.com/a/1rEzr


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post Jun 22 2017, 20:13
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Tenboro

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QUOTE(huang2000 @ Jun 22 2017, 13:42) *

Now,
[imgur.com] http://imgur.com/a/z3jyJ
Before,
[imgur.com] http://imgur.com/a/1rEzr


Random custom fonts aren't really supported. I only test it on Verdana 8pt, and supporting that is hard enough.
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post Jun 22 2017, 20:15
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Usagi =



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Oh, it looks like a lot of the stuff we want and need are implemented.
Most of the changes seem to be good.

====

Still......my 2 cents:

With the lack of difficulty reading in battle, bad things may happen when people enter Random Encounters.

I find the old readout on the monster lab that shows how many chaos tokens I have to be convenient.
If there's no space for more text, I think changing it to "Need X Chaos Token More" would be more useful.

I also think it would be great for credits to be shown at the character screen too. See how much I earn immediately after battle. Anyhow, considering its placement, I don't think it'll be an issue to just have it just appear on every page like the old one.

Having the right pane use the same font size as the main pane makes the whole look more consistent while only sacrificing a few rows of defense info.

This post has been edited by LOL50015: Jun 22 2017, 20:22


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post Jun 22 2017, 20:16
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sssss2



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Some numbers have gone from the battle log...

As a userscript coder, can I get more battle data (current round and turn) from a response of XHR?

It needs to check the continuity of the battle, track drops and calculate the cooldown of items etc.

* and I want to see the stamina on battle

This post has been edited by sssss2: Jun 22 2017, 20:18
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post Jun 22 2017, 20:23
Post #16
Tenboro

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QUOTE(sssss2 @ Jun 22 2017, 14:16) *

As a userscript coder, can I get more battle data (current round and turn) from a response of XHR?

It needs to check the continuity of the battle, track drops and calculate the cooldown of items etc.


The XHR response only has the log text from the last action, no historic logs are resent.

QUOTE(LOL50015 @ Jun 22 2017, 14:15) *

With the lack of difficulty reading in battle, bad things may happen when people enter Random Encounters.


At that time it's too late to change it anyway.

QUOTE(LOL50015 @ Jun 22 2017, 14:15) *

I find the old readout on the monster lab that shows how many chaos tokens I have to be convenient.
If there's no space for more text, I think changing it to "Need X Chaos Token More" would be more useful.


Did that even change? I think it shows the same info as it used to, if not please point at where it's missing.

QUOTE(LOL50015 @ Jun 22 2017, 14:15) *
I also think it would be great for credits to be shown at the character screen too. See how much I earn immediately after battle. Anyhow, considering its placement, I don't think it'll be an issue to just have it just appear on every page like the old one.


I'm not entirely satisfied with the credit display popup, but the idea is it only shows up on places where you spent credits.
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post Jun 22 2017, 20:29
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QUOTE(Tenboro @ Jun 22 2017, 04:49) *

Starting an Item World will consume the stamina for all rounds up front.

So if someone were to die midway through, then half of the total stamina would be essentially lost?

1) The restoratives, infusions, scrolls, crystals, and materials tabs don't display anything.

2) Stamina isn't shown during battle, which makes it difficult to know when to use an energy drink.

3) Selling equipment is now a hassle. You need to scroll past all your locked gear just to see if the piece you're selling is worth keeping. An easy fix would be to display all the unlocked gear at the top and all the locked ones at the bottom instead of separating them by category.
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post Jun 22 2017, 20:32
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Tenboro

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QUOTE(Sushilicious @ Jun 22 2017, 14:29) *

So if someone were to die midway through, then half of the total stamina would be essentially lost?


Yes. Don't die.

QUOTE(Sushilicious @ Jun 22 2017, 14:29) *

1) The restoratives, infusions, scrolls, crystals, and materials tabs don't display anything.


I'll look into that. Edit: Fixed.

QUOTE(Sushilicious @ Jun 22 2017, 14:29) *
2) Stamina isn't shown during battle, which makes it difficult to know when to use an energy drink.


Hmm. Guess I don't expect people to do in-battle stamina recovery a lot, but I'll see if I can indicate that somehow.

QUOTE(Sushilicious @ Jun 22 2017, 14:29) *
3) Selling equipment is now a hassle. You need to scroll past all your locked gear just to see if the piece you're selling is worth keeping. An easy fix would be to display all the unlocked gear at the top and all the locked ones at the bottom instead of separating them by category.


Or use the new storage function, as was intended.
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post Jun 22 2017, 20:35
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QUOTE(Tenboro @ Jun 22 2017, 20:23) *

At that time it's too late to change it anyway.


But we can still run away instead of trying to fight laugh.gif

QUOTE(Tenboro @ Jun 22 2017, 20:23) *

Did that even change? I think it shows the same info as it used to, if not please point at where it's missing.


The token stock reading.




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post Jun 22 2017, 20:42
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I don't know if I've missed something but is anyone else unable to access random encounters?


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