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HentaiVerse 0.85, Script-breaking day |
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Jun 22 2017, 19:49
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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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Jun 23 2017, 11:42
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Honeycat
Group: Catgirl Camarilla
Posts: 61,527
Joined: 26-February 07
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Chippy, we're testing HV together. I like how the green health bar moves in and out while the yellow bars inside it get bigger. Rawr~
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Jun 23 2017, 12:31
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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Certain things should get bigger.
Also, is there a gem icon now? I never got one as a drop yet
This post has been edited by skillchip: Jun 23 2017, 12:50
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My wiki contribution: Equipment Ranges Updated as of 12/14/2017, contribute gear that falls out of the wiki ranges here If you really want to help download the script in this topic: Equipment Parser and help contribute to the database! or download the script here: [ dl.dropboxusercontent.com] ScriptHit me up in the IRC or through PM for specific HV related questions. Fun Quotes from IRC <~tenboro> because I just finished revising my log analyzing tool to work with the new battle log, aand.. it would seem that mages kinda got screwed <~tenboro> panic achieved. tenboro away! <Jenga> Evil-Skillchap, through HV.. I understand why distribution of wealth doesn't work, I think its slowly turning me republican <~tenboro> I don't even remember anything about equipment generation <~tenboro> and it will soon be moot anyway <@Maximum_Joe> That's rather ominous <Mika_Kurogane> ohoho <viperit> O.o <~tenboro> DARK DAYS AHEAD <Jenga> ominous in a good way :X <~tenboro> but srsly I'm changing it <Jenga> Evil-Skillchap, you and I have some work to do in the future
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Jun 23 2017, 12:40
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Fire32
Newcomer
Group: Members
Posts: 88
Joined: 17-June 14
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On OC notches: Perhaps just have the notches change color at maximum OC?
On HP bar: Perhaps add HP as a number like it currently shows MP/SP in addition to their bars? That would allow for the monster-damage based tactics mentioned earlier. Also, putting a little red triangle in the top middle of the HP bar would fit the aesthetics of the image, I think, while also making it easier to tell where the exact middle of the bar is (which in turn helps guesstimating %s).
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Writer for GrimFC
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Jun 23 2017, 12:47
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Grahf
Group: Gold Star Club
Posts: 4,222
Joined: 24-February 07
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Any changes being made to the Resplendent Regeneration perk in light of restore to maximum at the end of every fight?
I know that it also affects in battle regeneration, but the out of battle regen was really the larger draw to take it.
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Jun 23 2017, 12:50
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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QUOTE(Fire32 @ Jun 23 2017, 02:40) On OC notches: Perhaps just have the notches change color at maximum OC?
On HP bar: Perhaps add HP as a number like it currently shows MP/SP in addition to their bars? That would allow for the monster-damage based tactics mentioned earlier. Also, putting a little red triangle in the top middle of the HP bar would fit the aesthetics of the image, I think, while also making it easier to tell where the exact middle of the bar is (which in turn helps guesstimating %s).
We shouldn't have to guestimate Maybe an option for "Legacy" HP Bars?
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My wiki contribution: Equipment Ranges Updated as of 12/14/2017, contribute gear that falls out of the wiki ranges here If you really want to help download the script in this topic: Equipment Parser and help contribute to the database! or download the script here: [ dl.dropboxusercontent.com] ScriptHit me up in the IRC or through PM for specific HV related questions. Fun Quotes from IRC <~tenboro> because I just finished revising my log analyzing tool to work with the new battle log, aand.. it would seem that mages kinda got screwed <~tenboro> panic achieved. tenboro away! <Jenga> Evil-Skillchap, through HV.. I understand why distribution of wealth doesn't work, I think its slowly turning me republican <~tenboro> I don't even remember anything about equipment generation <~tenboro> and it will soon be moot anyway <@Maximum_Joe> That's rather ominous <Mika_Kurogane> ohoho <viperit> O.o <~tenboro> DARK DAYS AHEAD <Jenga> ominous in a good way :X <~tenboro> but srsly I'm changing it <Jenga> Evil-Skillchap, you and I have some work to do in the future
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Jun 23 2017, 13:41
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karyl123
Group: Gold Star Club
Posts: 1,659
Joined: 9-January 11
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QUOTE(LOL50015 @ Jun 22 2017, 20:36) From what I see its ~4.2kb Entire HTML elements are still being sent.
oh noooo. only 50%. i though it will only send/receive json. less than 1 kb. just like FB like/comment This post has been edited by karyl123: Jun 23 2017, 13:42
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Jun 23 2017, 14:41
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234hentai
Group: Members
Posts: 121
Joined: 17-December 15
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Adding indicator for full overcharge will help, but I think numeric representation is better. 1. When you see overcharge is full, it's highly possible that some overcharge has already been wasted. 2. To use fighting skills with Spirit Stance on, (10 + cost_of_fighting_skill) OC is needed. Take OFC as an example. It needs 210 OC, so I have to wait for 9 pips (225 OC), which is about 1~2 turns later and hard to see.
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Jun 23 2017, 14:56
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Basara Nekki
Group: Gold Star Club
Posts: 7,419
Joined: 14-September 12
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QUOTE(Tenboro @ Jun 22 2017, 06:49) - 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.
If a piece of equipment is in storage, I'll be able to do Item World (or Repair, Upgrade, Soulfuse) directly, or I'll have to pull it out first? QUOTE(Tenboro @ Jun 22 2017, 06:49) - 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.
It would not be simpler to do this: - Equipment that can be used directly (up to the player level): Green- Equipment that can not be used directly, but can be soulfused (up to 100 levels above): Yellow or Orange- Equipment that can not be used, nor soulfused (more than 100 levels above): RedQUOTE(Tenboro @ Jun 22 2017, 06:49) - 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.
Will you still create the criteria to define what kind of name can and can not be used? Will this issue still be debated? I know that the main targets of complaints are those monsters whose only difference in names are numbers in sequence. But if I give names like the example below, would they also be considered repetitive (and would be penalized)? QUOTE Examples:
Team Penske Simon Pagenaud Team Penske Helio Castroneves Team Penske Will Power Team Penske Josef Newgarden Team Penske Juan Pablo Montoya
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[WTB] Peerless Shielding Gauntlets Protection Hath Perks: Postage Paid, Vigorous Vitality, Effluent Ether, Resplendent Regeneration, Enigma Energizer, Extra Strength Formula, That's Good Eatin', Coupon Clipper, Long Gone Before Daylight, Dark Descent, Evil Enchantress, Force of Nature, Manehattan Project, Cybernetic Implants, Innate Arcana V, Crystarium V, Tokenizer III, Dæmon Duality IX Trainings: Adept Learner 300/300; Assimilator 25/25; Ability Boost 200/500; Scavenger 50/50; Quartermaster 20/20; Luck of the Draw 25/25; Archaeologist 10/10; Scholar of War 5/5; Pack Rat 10/10; Set Collector 4/4 Monster Lab: 200 Monsters
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Jun 23 2017, 17:11
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cs987987
Group: Gold Star Club
Posts: 7,142
Joined: 12-March 12
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QUOTE(Tenboro @ Jun 22 2017, 17:49) - 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.
do it mean like these example will be penalizing A: cs987987 A, cs987987 B, cs987987 C, b: cs987987 001, cs987987 002, cs987987 003, C: gegh54gh3h4, wpkkpokoc, fwetgth, If player A has a monster named "elizabeth liones", player B has a monster named "elizabeth liones 2", player c has a monster named "elizabeth liones god", Do these three monsters will start penalizing? Or only the same player has the generic/repetitive/facerolled monster names will start penalizing. This post has been edited by cs987987: Jun 23 2017, 17:13
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Jun 23 2017, 17:22
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Noni
Group: Catgirl Camarilla
Posts: 12,771
Joined: 19-February 16
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QUOTE(cs987987 @ Jun 23 2017, 09:11) do it mean like these example will be penalizing A: cs987987 A, cs987987 B, cs987987 C,
b: cs987987 001, cs987987 002, cs987987 003,
C: gegh54gh3h4, wpkkpokoc, fwetgth,
Those monster names clearly suck, to my humble opinion. Because they have no meaning, they are no real names that you could give a pet for instance, they don't refer to any manga character, they are no words, and most of all they aren't in the least funny. If a monster name is funny, you can be sure it's a good name.
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Jun 23 2017, 17:49
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cs987987
Group: Gold Star Club
Posts: 7,142
Joined: 12-March 12
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QUOTE(DJNoni @ Jun 23 2017, 15:22) Those monster names clearly suck, to my humble opinion. Because they have no meaning, they are no real names that you could give a pet for instance, they don't refer to any manga character, they are no words, and most of all they aren't in the least funny. If a monster name is funny, you can be sure it's a good name.
I just want to know the standard of monster name. I don't care that monster name is funny or not.
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Jun 23 2017, 18:10
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Noni
Group: Catgirl Camarilla
Posts: 12,771
Joined: 19-February 16
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QUOTE(Tenboro @ Jun 22 2017, 11:49)
- 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.)
The forum community will figure this out in one week after release, but I would like to make an educated guess: Sunday - Holy Saturday - ? Friday - Frya, god of fertility, so that's hot! - Fire. Thursday - Electric, because Thur refers to Thor, god of thunder Wednesday - Dark, Wodan, god of the dead, master of Fenrir Tuesday - Twin, but what element? Most be Wind then. Monday - Cold, refers to the moon and that's a damn cold place. And no wind on the moon. And hey, we're one element short! Or is Void the missing element? Would be very suiting. Okay, Saturday - Void. This post has been edited by DJNoni: Jun 23 2017, 18:19
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Jun 23 2017, 18:12
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tazmanian devil
Group: Catgirl Camarilla
Posts: 3,015
Joined: 25-October 12
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Hm, does this mean that my critters, which are a play on the title of a certain song (and a robot from a certain 80's movie), will need to be renamed to not get degraded? This post has been edited by tazmanian devil: Jun 23 2017, 18:16
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Jun 23 2017, 18:53
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youshi1
Group: Gold Star Club
Posts: 197
Joined: 31-May 16
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I find a bug that I can cast skills(like cure or protection) from the quickbar when the "You are victorious" popup is on.
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Jun 23 2017, 19:32
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Tenboro
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Not going to do any redesigning of the health bars at this point. The OC readout may get some tweaks eventually, but until then, people can make whatever they want. QUOTE(Grahf @ Jun 23 2017, 04:47) Any changes being made to the Resplendent Regeneration perk in light of restore to maximum at the end of every fight?
Probably not outside of updating the description. QUOTE(cs987987 @ Jun 23 2017, 09:11) do it mean like these example will be penalizing A: cs987987 A, cs987987 B, cs987987 C,
b: cs987987 001, cs987987 002, cs987987 003,
C: gegh54gh3h4, wpkkpokoc, fwetgth,
It's not finalized yet, it would be in the next release whenever that is, but those would almost certainly qualify. QUOTE(youshi1 @ Jun 23 2017, 10:53) I find a bug that I can cast skills(like cure or protection) from the quickbar when the "You are victorious" popup is on.
Thanks, should be fixed now if you force-refresh the page.
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Jun 23 2017, 19:42
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Noni
Group: Catgirl Camarilla
Posts: 12,771
Joined: 19-February 16
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QUOTE(Tenboro @ Jun 23 2017, 11:32)
It's not finalized yet, it would be in the next release whenever that is, but those would almost certainly qualify.
Would you be needing a Vigilante for monster names? I volunteer.
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Jun 23 2017, 21:14
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Scremaz
Group: Gold Star Club
Posts: 24,299
Joined: 18-January 07
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QUOTE(Tenboro @ Jun 23 2017, 11:32) Not going to do any redesigning of the health bars at this point. The OC readout may get some tweaks eventually, but until then, people can make whatever they want.
Hmm... if this is your answer, guess it took you a bit of effort. Well, while we're at it and in hv chat we're discussing about it, is there something thay shouldn't be scripted, apart for the usual restrictions? Are we safe into assuming that what was legit till now will continue to remain legit after this patch? QUOTE(DJNoni @ Jun 23 2017, 11:42) Would you be needing a Vigilante for monster names? I volunteer.
Aiming for the title of 'monster mod'?
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Jun 23 2017, 21:15
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F A E
Group: Gold Star Club
Posts: 1,321
Joined: 22-December 12
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QUOTE(Tenboro @ Jun 23 2017, 05:32) Not going to do any redesigning of the health bars at this point. That's too bad, my thoughts on it mirror Scremaz. I'd like to add that the bars are less practical than previous, especially the health bar which doesn't easily tell you what fraction of health you have. [--[------]--] compared to [------]----] Credits on the character page, please. I'd like to know how much is in my wallet before even going into a shop. Issue: Gems don't have a power-up box? Have to view the items menu just to see if one is there.
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Jun 23 2017, 21:33
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Sapo84
Group: Gold Star Club
Posts: 3,331
Joined: 14-June 09
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QUOTE(Scremaz @ Jun 23 2017, 13:14) Well, while we're at it and in hv chat we're discussing about it, is there something thay shouldn't be scripted, apart for the usual restrictions? Are we safe into assuming that what was legit till now will continue to remain legit after this patch?
Script are "legit until banned", no pretty much nothing has been officially made legit. Discussion here since I don't want to copypaste.
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Jun 23 2017, 21:38
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ohmightycat
Group: Gold Star Club
Posts: 11,368
Joined: 13-December 09
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Possible bug: OC Bar was fine yesterday but today, on full charge, instead of one line of ten pips, I'm getting a line of eight and then two underneath the first two of the line above: 11111111 11
The second pip is appearing under the first: 1 1
Then it occurs on the seventh pip: 11111 11
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