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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)


Charon

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42 minutes ago, Lament said:

Enchanted shield - shows up as 0/150 health. Could you just replace the standard shield with each upgraded shield as better balance?

Shouldnt be and i think we rather want to have them manufactureable with more requirements along the line.

 

48 minutes ago, Lament said:

Pirhana hit effect  is massive – can this be made smaller Charon??

I made it this big to simulate close combat explosive action where you cant see exactly where you are flying > that hits on your skill level to fly blind. Yes the airgame tries to challenge you in every possible way, visual, tactical, strategical, tactile :).

 

The rest is either fixed or in work.

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I would ask everyone who wants to help us for some special feedback:

When you reach 200 days in the game i would like to get a complete item stock report, pics will do the job. It doesnt have to be exactly 200 days but something around that. Always write the exact number of days that have passed since you started the game.

If you want you can also hand in reports from a later date, but the full item stock count and the exact number of days are obligatory.

Thank you.

EDIT: Oh yes, and the difficulty you are playing on.

Edited by Charon
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For the sake of easier debugging would it be possible to have a xenopedia entry (even a dummy one) for each researched thing?

For example, it is hard to follow what kind of alien has been interrogated. Or is it possible to extract that info from the savefile?

Also, a kind request to make the first post a bit more readable, start with the download links.

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31 minutes ago, kubi said:

Also, a kind request to make the first post a bit more readable, start with the download links.

I agree that its a wall of text, but you dont have to read all at once, thats why there are sections. Ill try to make each section better visible. And no we dont start with the links, otherwise nobody will be reading the credits and the team member list.

32 minutes ago, kubi said:

For example, it is hard to follow what kind of alien has been interrogated. Or is it possible to extract that info from the savefile?

Every interrogation is in your Xpedia. I agree that its hard to follow which specialist you have already captured. This is why we gave the players the "Specialist List" and how they look like.analysis_ceasan_earlyspecialists.jpg

The only thing which would be easier is a golden globe above the poke ... i mean alien you have already captured when you encounter them in the field.

Writing it down is another possibility. Give us an idea.

38 minutes ago, kubi said:

For the sake of easier debugging would it be possible to have a xenopedia entry (even a dummy one) for each researched thing?

What are you requesting ? Theres an Xpedia entry for each researched thing.

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@Charon I am physically writing down which aliens I need to interrogate as there are many to keep track of. My idea would be to add a nice big green X-Division X next to each alien you have captured. The only limitation is the Operator, since you need one from each ship type. Operators are the main reason I need to write it down and keep referring to the X-Pedia to see which ship & race operators I need to capture.

Also in regards to the 200 days, I'd recommend obtaining info about Easy Air Game enabled or not. With this enabled in my previous play through, I was able to shoot down 100% of detected UFO's apart from the Terror Ship, my item stock pile was a bit higher than my new play through without Easy Air Game, as you need to live with mistakes and damaged ships.

IDEA: Is it possible to make Xenomorphs do chemical damage to all adjacent tiles when they die? To replicate the high pressure acidic blood? It feels wrong that my troops can shoot them point blank without any fear.

 

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7 minutes ago, Sectiplave said:

@Charon I am physically writing down which aliens I need to interrogate as there are many to keep track of. My idea would be to add a nice big green X-Division X next to each alien you have captured. The only limitation is the Operator, since you need one from each ship type. Operators are the main reason I need to write it down and keep referring to the X-Pedia to see which ship & race operators I need to capture.

Feels almost old school like, eh ? Pencil and paper. Well thats what i wrote and i know that it can be taxing to do something like this but right now it works exactly like i intended it.

11 minutes ago, Sectiplave said:

IDEA: Is it possible to make Xenomorphs do chemical damage to all adjacent tiles when they die? To replicate the high pressure acidic blood? It feels wrong that my troops can shoot them point blank without any fear.

Ill put it on the list.

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To no longer spam the main thread im going to move the Developers Diary here:

This will contain all helpful material about X-Division and beyond.

 

Here are some new vids:

 

Check the rest out in the other thread or look them up on youtube i you want.

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Bugs

Mag Minigun – Blank research screen – you can manufacture but doesn't appear in equipping screen and therefore causes crash. 

Plasma technology – You can research it, which unlocks the ability to research Adv Plasmatechnology. However, no UFO pedia entry and didn't unlock basic plasma weapons for me.

Plasmaheavyrifle – doesn't show up on ufopedia and no ability to dissasemble

Advanced chemical grenade – ufopedia spelling wrong – also no ability to build/doesn't show up in the equip screen either

Mag pistol mk3 – shows up in research as mag pistol 2 – might also be other issues with this one

Cesean engineer – I don't believe the corpse shows up in inventory window if you go over the alien body. Can you confirm?

Balance. The more I play Charon, I think shields should just replace older models once unlocked. It is just a hassle otherwise.

Edited by Lament
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On 31.8.2016 at 10:45 AM, vasig said:

Plasma Explosive - error!

weapons_gc.xml

<GUIImage name="gui/weapons/advexplosive/plasmacharge.png"/>

<GUIImage name="gui/weapons/advexplosive/plasmachargeupg.png"/>

wut ? what happened ?

6 hours ago, Lament said:

Bugs

Mag Minigun – Blank research screen – you can manufacture but doesn't appear in equipping screen and therefore causes crash. 

 

Plasma technology – You can research it, which unlocks the ability to research Adv Plasmatechnology. However, no UFO pedia entry and didn't unlock basic plasma weapons for me.

Plasmaheavyrifle – doesn't show up on ufopedia and no ability to dissasemble

Advanced chemical grenade – ufopedia spelling wrong – also no ability to build/doesn't show up in the equip screen either

Mag pistol mk3 – shows up in research as mag pistol 2 – might also be other issues with this one

Cesean engineer – I don't believe the corpse shows up in inventory window if you go over the alien body. Can you confirm?

Balance. The more I play Charon, I think shields should just replace older models once unlocked. It is just a hassle otherwise.

most of the things you mentioned are either fixed or propably fixed.

Ive put the feedback about shields on the list.

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2 hours ago, Charon said:

wut ? what happened ?

 

01.jpg

When  <GUIImage name="gui/weapons/advexplosive/plasmacharge.png"/>

02.jpg

When   <GUIImage name="gui/weapons/advexplosive/plasmachargeupg.png"/>

03.jpg

Because   ...X-Division 0.99 Beta/gui/weapons/advexplosive/plasmachargeupg.png

I'm sorry, but my English is very bad. I will not bother you more.

 

 

Edited by vasig
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I've played A LOT of X-Division over the weekend, I'll post up the things I found when I get home and can look at my note pad.

One thing I do remember is the oddity of shields, I run two shield soldiers at all times, first soldier Enchanted shield shows 150/150 on equip screen, second soldier shows 0/150 on equip screen. Both soldiers have 150/150 when inside the battlescape though.

And yeah like Lament said, it's really annoying to deploy your troops to see one of them missing a shield, is it possible to make them require manufacture but not be consumed at the end of the mission? You don't get any pop up like in original XCOM where it would say "insufficient equipment to rearm soldiers" when you got back from a mission and were missing items to resupply the default load outs.

BUG?: attempted to attack an Alien Fortress with Phase 2 equipment.... I play Bronzeman myself (self limited loading from old save when things get glitchy or I mistake move my soldiers) but in this case I reloaded the auto save and aborted the mission. I packed some thunder weapons and high level corpses in my backpacks but none of these came with me, does this not work in Xenonauts?

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i decided to try the charon patch, and aliens seems to be more ...i dont know how to explain it....more AGGRESIVE but in a kind of bad way....they tend to rush point blank my soldiers, abandoning their cover and just trying to shoot in point black (most of the time failing because they dont have enough TU's), and because of this, sometimes they have the possibility of (maybe) killing someone if they decide to shoot to soldiers standing in a open field...instead as i said they decide to run over me, losing all their TU's and loosing their oportunity, dying most of the time...this is just me, or is happening to others also?,

also found a couple of odd bugs i dont think is caused by x-division PER SE, but mostly because map errors or something:

i attatched both save games, in one is a floor texture mising(if you look closely this mission, i managed to finish the with only 5 soldiers because aliens seems to RUSH all over my troops, btw this happened both with caesans and sebs). In the other i have vision of the scout ufo , the problem with this is that it appears really ramdonly (it doesnt seems to be in all ufos, or in any specific direction, it happens mostly arbitrary, maybe cause for problems in the mapp itself).

PS: about lore writing....i notice all reapers bulls entries reffers to them as you have encountered reapers before...how about if you decide to twist this ?, instead, BULL REAPERS are the normal and standar version, you find this and all your reports are just based in the first encounter...and when you found the later (the vainilla ones) with the zombify attack all your scientist became histerical , because the surprise this priorly "harmless" species all of sudden start to became A REAL THREAT and develops such a bizarre and strange attack, just imagine the scenario in the battleground:

soldiers being like: "hey they are just the silly normal reapers but with an odd coloration, dont worry fellas izi pizi...wait a sec..what THE FU...HOLY SH*T they are killing our guys..warping them into those piles of flesh and rage"

and then the lead scientist being horrorized about the fact aliens decide to "UPGRADE" their biological weapons this way....maybe even take it further, both xenomorphs and reapers are both "the same specie" (remember xenomorphes are just a giant parasyte with a biology based mostly in their host victim)....this explain why reapers regenerate hp, because they used sebillians as host(?), and normal drones are just caesans hosted xenomorphs....and alphas are using humans instead (or something like that), this could be a nice plot twist, specially if you think that invaders are willing to use their own ranks to "breed" xenomorphs aggainst us ....idk, what do you think about this :)?

-floor missing-.sav

-vision outside-.sav




edit: btw, i told you once  that maybe defenders could be resized a little...so i notice there is already apc light tanks in the tiles props, i think they were named WARRIORS before get dropped during development, but there is still assets found inside the game, do you think is too hard to re-utilize this assest instead of resizing the hunter sprite we already have :)? .
anyway thanks for your work bro.


 

Hunter.png

Warrior_apc_se.png

Edited by blackwolf
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I like the probability functions in the research tree. This makes the game a bit unpredictable, however not too much. There is also a side effect of it that may look strange:

I have all laser weapon technologies researched from basic to MK-3, but the laser riffle mk-3 is missing while I have all other MK-3 stuff.

It might be because I have caesan data hack 1 and 2 only (from sebillian 2,3,4, but no 1?)

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10 hours ago, vasig said:

01.jpg

When  <GUIImage name="gui/weapons/advexplosive/plasmacharge.png"/>

02.jpg

When   <GUIImage name="gui/weapons/advexplosive/plasmachargeupg.png"/>

03.jpg

Because   ...X-Division 0.99 Beta/gui/weapons/advexplosive/plasmachargeupg.png

I'm sorry, but my English is very bad. I will not bother you more.

 

 

fixed.

Its ok, just give always all the available information.

The fix is to copy the vanilla charge over into the gui/weapons/advexplosive folder.

10 hours ago, Sectiplave said:

BUG?: attempted to attack an Alien Fortress with Phase 2 equipment.... I play Bronzeman myself (self limited loading from old save when things get glitchy or I mistake move my soldiers) but in this case I reloaded the auto save and aborted the mission. I packed some thunder weapons and high level corpses in my backpacks but none of these came with me, does this not work in Xenonauts?

AFAIK it works ... and nothing is known how.

I think to take loot you have to put it into your extraction zone, not in the backback (if you abort), because ... the game somehow resets what soldiers carry to what they originally had. You can easily see that when you go from mission to mission without visiting the base and see that the soldiers always have full equipment. You can also throw a charge in an alien base assault, abort and reengage and see that the soldier has teh charge again. MAGIC ! The only thing which is saved is hp drops i think.

But even if you put the items in the extraction zone i think its more or less random what gets taken. I know for sure reaper corpses work for chinooks, but maybe the game only checks for items the vanilla gamne knows. We have a similar problem with ammo not getting looted at the end of the mission. Its all pretty messy, even the vanilla doesnt have it straight i guess.

9 hours ago, blackwolf said:

i decided to try the charon patch, and aliens seems to be more ...i dont know how to explain it....more AGGRESIVE but in a kind of bad way....they tend to rush point blank my soldiers, abandoning their cover and just trying to shoot in point black (most of the time failing because they dont have enough TU's), and because of this, sometimes they have the possibility of (maybe) killing someone if they decide to shoot to soldiers standing in a open field...instead as i said they decide to run over me, losing all their TU's and loosing their oportunity, dying most of the time...this is just me, or is happening to others also?,

Dito, my oppinion as well.

9 hours ago, blackwolf said:

i attatched both save games, in one is a floor texture mising(if you look closely this mission, i managed to finish the with only 5 soldiers because aliens seems to RUSH all over my troops, btw this happened both with caesans and sebs). In the other i have vision of the scout ufo , the problem with this is that it appears really ramdonly (it doesnt seems to be in all ufos, or in any specific direction, it happens mostly arbitrary, maybe cause for problems in the mapp itself).

floors missing is some missing referals at our side.

this goes to > Draku

9 hours ago, blackwolf said:

PS: about lore writing....i notice all reapers bulls entries reffers to them as you have encountered reapers before...how about if you decide to twist this ?, instead, BULL REAPERS are the normal and standar version, you find this and all your reports are just based in the first encounter...and when you found the later (the vainilla ones) with the zombify attack all your scientist became histerical , because the surprise this priorly "harmless" species all of sudden start to became A REAL THREAT and develops such a bizarre and strange attack, just imagine the scenario in the battleground:

soldiers being like: "hey they are just the silly normal reapers but with an odd coloration, dont worry fellas izi pizi...wait a sec..what THE FU...HOLY SH*T they are killing our guys..warping them into those piles of flesh and rage"

and then the lead scientist being horrorized about the fact aliens decide to "UPGRADE" their biological weapons this way....maybe even take it further, both xenomorphs and reapers are both "the same specie" (remember xenomorphes are just a giant parasyte with a biology based mostly in their host victim)....this explain why reapers regenerate hp, because they used sebillians as host(?), and normal drones are just caesans hosted xenomorphs....and alphas are using humans instead (or something like that), this could be a nice plot twist, specially if you think that invaders are willing to use their own ranks to "breed" xenomorphs aggainst us ....idk, what do you think about this :)?

-floor missing-.sav

-vision outside-.sav

>> lore team

9 hours ago, blackwolf said:

edit: btw, i told you once  that maybe defenders could be resized a little...so i notice there is already apc light tanks in the tiles props, i think they were named WARRIORS before get dropped during development, but there is still assets found inside the game, do you think is too hard to re-utilize this assest instead of resizing the hunter sprite we already have :)? .
anyway thanks for your work bro.

>> Drages

2 hours ago, kubi said:

I like the probability functions in the research tree. This makes the game a bit unpredictable, however not too much. There is also a side effect of it that may look strange:

I have all laser weapon technologies researched from basic to MK-3, but the laser riffle mk-3 is missing while I have all other MK-3 stuff.

It might be because I have caesan data hack 1 and 2 only (from sebillian 2,3,4, but no 1?)

I guess you are missing Data hack 3 for Caesan.

And i think its exactly the indended effect that you dont have all the ultimate weapons available and thuse have to adapt your playstyle to the weapons you have.

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I agree with use of the existing apc lights tanks assets and with a little  resize of the Defender.

Really like also the "Reaper" plot twist as a parasitized Sebillian!

Anyway i don't know if it's already pointed out yet but "Enchanted Shield" should be ENHANCED.  Unless you mean it has a magical spell of sort on it :)

Edited by YaK
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1 hour ago, YaK said:

Anyway i don't know if it's already pointed out yet but "Enchanted Shield" should be ENHANCED.  Unless you mean it has a magical spell of sort on it :)

We have all sorts of wizards working in the background, this must  have spilled over ... 

:rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes:

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hey, does anybody else think you get the medpack upgrade WAY too easy?, they look like something more appropiate for late phase 1/early phase 2 imo, it should require some sebilian medics plus maybe some other sebs investigations (warrior at least?), if you are lucky and got sebs you'll get the upgrade even before first month...again, whats your opinion about his?

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1 hour ago, blackwolf said:

hey, does anybody else think you get the medpack upgrade WAY too easy?, they look like something more appropiate for late phase 1/early phase 2 imo, it should require some sebilian medics plus maybe some other sebs investigations (warrior at least?), if you are lucky and got sebs you'll get the upgrade even before first month...again, whats your opinion about his?

Ill put it on the list.

The medipack was before my time and we dont have a dedicated medic tree or anything but this could be an idea. The First Aid needs a buff too.

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well, this is just my way of playing but i use a medic specialist, he carries 2 medikits and just a pistol so he/she is useless in combat, and restrict all my other soldiers of using medikits (they only have the small med-patch to stop bleeding if they got hurt...just like intended)...maybe i do this for roleplaying, to make the game more hard or just more "logical"...but yes , imo medpacks should be buffed but also HEAVIER to stimulate the creation of a more "healer" class, of course you can restrict it because then you'll cut a lot of decision making , i mean, trying to explaining myself, having a light armed healer soldier in your platoon shouldnt be mandatory but at least quite usefull....also if you increase the weight and make it a one hand item again, you could get rid of the med duplication bug (i guess you changed this in order to nerf the overly "tank" hability of having a meatshield just healing himself over and over....or to restric the abuse of too mobile medics having a medpack in one hand and a weapon in the other shooting and healing basically at the same time right?).

Maybe you should buff the heal in the early medpacks, but increase the weight so having two packs in your back and one pistol without spare ammo (or with just one or two clips) is a pretty eficient loadout...and having everyone carrying one should restrict them of having more ammo/grenades....so this would create a gamewise desition:

1) having a doctor running around trying to heal people letting everyone else being more armed with nades and ammo. (Increasing firepower at the price of maybe not being able to heal everyone)
or
2)having everyone carry a medpack and letting everyone heal themself/their closer soldier . (Reducing the ammo and thus the posibilitie of using spray and pray tactic , being oriented to manage your ammo and grenades more wisely.

so in resumee you should decide between MORE firepower (because you have more goodies to shoot and throw) or MORE survability (derived from the hability of healing).

again TL;DR: increase the weight of medpacks and make it one handed again :)

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@blackwolf They already greatly increased the med pack weight, it's already very difficult for new soldiers to hold a gun and medkit with any phase 2 armors, increasing medkit even further would be good if there was some incentive to have a medic class, but I'd say increasing the weight without balancing the items and making a need for this role would be a PITA for trying to setup newbie soldiers when you are in phase 2.

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Here's an idea.  Not sure how this would affect the balance.

 

Mk 1 weapons always require parts from enemy weapons.  (No alien alloy needed) just the energy or ballistic cores.  LORE: the disassembled weapons give you enough alloy to make the new weapons without the need for other alien alloy.

Mk 2 weapons require Mk 1 weapons and an additional energy or ballistic core.

Mk 3 and above require previous Mk weapons and alienious (the power stuff).

 

Have an Mk2 stun weapon (grenade/rocket) that is made from new researched Mk 2 stun gas.  Not sure how to limit this item but would be more plentiful than capturing enemy stun grenades.

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i aprove this except in two aspects:

first i would prefer weapons stay like they are now, with the change only in mk3 truly advanced weapons:

mk1 requires alien alloys:
mk2 requires cores and AA.
mk3 requires mk2 and alenium.

why i say this?, i dont know you, but i would dislike a lot the micro to proude all three variants just to produce one, mk1 and mk2 in my experience becomes the "standar" equipment for your troops(specially true with mk1), so you always needs like a dozen of mk1 weapons for my newbies/replacement guys....but with mk2 i use them with my more experienced troops like officer or more "specialized troops (engineers, a guy with c4 and explosive to breaching ufos,the rocketeer, etc). Why i say this...because having to manufacture a lot of stuff in order to get more stuff becomes tedious and a kind of struggle.....Mk3 are fairly scarce and most a commodity than anything else, so most of the time the guys who use mk2, also ends using mk3, so its seems INTUITIVE to destroy one to get the others. Proportionally i tend to use like 20 mk1 as STANDAR EQUIPTMENT and a mixture of 5-10 mk2 and mk3 AS ADVANCED/ELITE EQUIPMENT (what i means is , if you use  a mk2 to a mk3..the numbers of ADVANCED weapons you have keeps the same , they still are 10...while using mk1 to make mk2 and then mk3, you sustract weapons for one "tier" to another "tier" efectively getting rid of this proportion and having you make more mk1 weapons every few days is a hassle...right now i just make 20 mk1 weapons and forget about them , then my focus on weapon manufacture is only in mk2 and mk3 versions)

i dont know if i explain myself right, but what i mean is in every tier, mk1 should not be touched or being material for more manufacture because they tend to became the standar weapon of that tier, so having to need then for another stuff is like needing mag weapons to produce rail...if there is the tme you lost a rail rifle because something happened...then you have to scroll up and search for the older weapon manufacture it and then continue step by step....and this is essentially a innesesary hassle (because as i said, most of the time your mk2 bearers finish using mk3 versions anyway).

sorry if i repeat myself a lot times, but i struggle to explain myself without my native language xD.



Btw this is more to solver than a Xdivision petition...is there any way to "fix"/"attach" a number to every production or item in the xenopaedia?

what i mean for this is for example light scout is number 1398 entry and normal scout is 1399......so no matter if i spend three monts capturing scouts and even corvettes after you find a light scout it "updates" the xpedia and automatically "sorts" itself.


So if xpedia looks like this:                                                                                                                                                                              
 

Quote

 

UFOS:    
scout                                                      

corvettes

ALIENS:
sebillian soldier

sebillian warrior
sebillian elite

then change to something like this

UFOS:

light scout

scout

corvettes

ALIENS:

sebillian guard

sebillian soldier

sebillian warrior
sebillian elite.


instead of the actual system where it change to something like this:

 

UFOS:
scout

corvettes
light scout

ALIENS:
sebillian soldier

sebillian warrior
sebillian elite
sebillian guard

 

with the actual way, it looks messy and baffling......this is specially true in manufacture windows....where they finish looking something like this:

 

Quote

 

alien ballistic rifle

alien ballistic pistol

division rifle mk1

division shotgun mk1

division sniper rifle mk1

division pitol mk1

alien lighting rifle

division cannon mk1

alien phaser pistol

alien phaser rifle

human laser pistol mk1

division smg mk1

human laser scatter mk1

 

 

and so on...you get what im saying right?
 

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23 hours ago, YaK said:

Anyway i don't know if it's already pointed out yet but "Enchanted Shield" should be ENHANCED.  Unless you mean it has a magical spell of sort on it :)

22 hours ago, Charon said:

We have all sorts of wizards working in the background, this must  have spilled over ... 

:rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes:

We've discussed this and "enchanted" is going to stay.

You can see part of the reason if you read its research description ;) 

On 9/4/2016 at 1:01 AM, blackwolf said:

PS: about lore writing....i notice all reapers bulls entries reffers to them as you have encountered reapers before...how about if you decide to twist this ?, instead, BULL REAPERS are the normal and standar version, you find this and all your reports are just based in the first encounter...and when you found the later (the vainilla ones) with the zombify attack all your scientist became histerical , because the surprise this priorly "harmless" species all of sudden start to became A REAL THREAT and develops such a bizarre and strange attack, just imagine the scenario in the battleground:

Agreed, we'll change texts accordingly, although pedia entries will have to wait until all descriptions are completed.

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