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I really like starting with armorsmith + enchant, but maybe that's why I'm getting killed. Boots of running are too fun!
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# ? Sep 12, 2013 15:59 |
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# ? Apr 24, 2024 08:20 |
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Thanks for this, will have a proper read later, I have read the combat section of the manual several times, but it doesn't summarise very well. Re: smithing, I only picked Sil up recently, but my understanding is that smithing used to be very powerful (but still risky) because forge generation was totally random - you had a decent chance of finding like 3 forges on an early floor. This meant you could bolster your terrible skills with powerful gear. With 1.1.1 it became pseudo random, so now you're extremely unlikely to find lots of forges earlier on. Because of this change, you won't get nearly as much out of your exp investment, and it is much more optimally spent increasing survivability skills early instead. A heavy investment in smithing is essentially wasted until you can make some kick-rear end gear, which will take a lot of forges and resources, leaving you desperately under-powered in the early game.
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# ? Sep 12, 2013 16:26 |
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Occult Chronicles: I love the game but the above-house sections are far more entertaining than below the house, a ton more quests and things to do and a lot of expertise to pick up. This character stayed above ground until the 8th story token, then popped a Crystal Ball to reveal the final room and beelined for it. Finished with everything off my character cards bought and 23(!) tokens left over, not to mention an ever-loving ton of equipment... which I guess you don't get to look up after the game? Only edges. Huh. Edges: - Adaptive Intellect 4/4 - Hero Of The Three Kingdoms 1/1 - Water Attuned 2/5 - Iron Stomach 2/5 - Grace Under Pressure 2/2 - Chameleon 1/1 - Talismanic 2/2 - Fire Attuned 3/5 - Planetouched 1/1 - Water Affinity 1/4 - Sneaky 1/1 - Master Scrubber 1/1 - Mental Toughness 1/1 - Torque Sense 1/4 - Never Gives Up 1/4 - Fire Affinity 1/4 - Mumbled Wisdom 1/1 - Martial Arts Expert 2/4 - Tower of Willpower 1/4
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# ? Sep 12, 2013 16:27 |
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Ibram Gaunt posted:Ah, I see. Thanks. I've never had a character survive redrock yet so I don't know much about the mechanics admittedly. Some things I find helpful for starting out, regardless of your build, in no particlar order, including some midgame stuff for tinkers since that's my favorite build:
Tempora Mutantur fucked around with this message at 21:01 on Sep 12, 2013 |
# ? Sep 12, 2013 20:49 |
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coyo7e posted:Play the console version of Spelunky and learn to be properly terrified of even upsetting the shopkeepers because traps and poo poo are still active offscreen. Yeah I just got the new version and am having to unlearn my old habit of always killing the first shopkeeper I see for his shotgun + guaranteed body in the form of the level guard whenever the Kali altar shows up. Aside from it being generally harder to kill them with the new bombing system, shotgun battles are way way harder now that you can't snype shopkeepers from offscreen. In the original the level guards were a joke,
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# ? Sep 12, 2013 21:25 |
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You can hit shopkeepers that are offscreen. In fact that's pretty much the way to handle them in the jungle, especially if you have a compass and have a better idea of where the shopkeeper is standing.
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# ? Sep 12, 2013 21:27 |
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I really wish there were an adequate Caves of Qud wiki. I've never liked spoiler-based gameplay in roguelikes, I'd rather know exactly how the system works and focus on finding ways to break it than have to learn how it works by blind experimentation.
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# ? Sep 12, 2013 21:36 |
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Tuxedo Catfish posted:I really wish there were an adequate Caves of Qud wiki. I've never liked spoiler-based gameplay in roguelikes, I'd rather know exactly how the system works and focus on finding ways to break it than have to learn how it works by blind experimentation. The http://cavesofqud.wikia.com/ wiki someone made is abysmally out of date, yeah. I didn't think about it till you mentioned it but even though the game is about as clear using in-game cues and clues as Crawl or ToME, both of those games have robust wikis that help you out a lot. For example, Water Merchant has a "bug" where if you talk to the Grit Gate intercom and use the Quest option first, instead of the Water Merchant option, the Water Merchant option disappears after you enter the city. I thought that meant the quest option limited my access to the city and that I'd have had more access to the city if I used the Water Merchant option first, so I remade and tested it out: nope, same exact thing, no bug. I had no knowledge around it and had to test it myself. If there was something like the Crawl/ToME wiki, that would have been absolutely clear to me on the Water Merchant page. Unormal, do you have any 'official' wiki or anything? Did you make http://cavesofqud.wikia.com/ or is that someone else? I want Qud to succeed, so I might as well start editing some wiki with all the stubs that it has right now to make it easier for new players to get into it since there likely won't be any huge changes for a while. E: goddamn I hate wikia, so many ads Tempora Mutantur fucked around with this message at 22:49 on Sep 12, 2013 |
# ? Sep 12, 2013 22:45 |
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S.T.C.A. posted:The http://cavesofqud.wikia.com/ wiki someone made is abysmally out of date, yeah. I didn't think about it till you mentioned it but even though the game is about as clear using in-game cues and clues as Crawl or ToME, both of those games have robust wikis that help you out a lot. No official wiki. Someone, at some point, wrote an automatic data converter for blueprints.xml that output all the values in human readable form, which was cool for at least browsing all the items/creatures/etc. I dunno what happened to it though.
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# ? Sep 13, 2013 02:15 |
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Woulda responded to this earlier but I was at work, thanks a ton for the info. It's very much appreciated. I looked around and some people suggested going straight to red rock after getting the quest which probably explains why I kept getting splatted, haha.
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# ? Sep 13, 2013 02:20 |
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I like to play really random characters in my roguelikes. Would a mutant with 4 levels of Unstable Genome be the best way to do this in CoQ?
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# ? Sep 13, 2013 19:10 |
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You can press F1 at the stat and mutation-selection screens to get random stats or mutations, I believe. Unstable Genome isn't totally random, anyways: it gives you a list of three mutations and you can pick one of them, the same as if you had spent 4 mutation points in-game to buy a new one.
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# ? Sep 13, 2013 19:21 |
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A new Brogue version was released. No more allies gaining experience by exploring, no more recharging scrolls working on wands, and more.quote:New with v1.7.3: Jeffrey of YOSPOS fucked around with this message at 21:39 on Sep 13, 2013 |
# ? Sep 13, 2013 21:37 |
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Farquar posted:I like to play really random characters in my roguelikes. Would a mutant with 4 levels of Unstable Genome be the best way to do this in CoQ? Yeah, you can also hit F1 in any other screen to make random selections. F1+Unstable Genomes is personally my favorite way to play the game.
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# ? Sep 13, 2013 22:34 |
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Jeffrey posted:A new Brogue version was released. No more allies gaining experience by exploring, no more recharging scrolls working on wands, and more. Just as I was getting halfway used to this version, too. Oh well, on to a new high score sheet!
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# ? Sep 14, 2013 05:50 |
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Does Brogue let you name your characters yet? It seems like such a minor thing, but it adds so much more personality when it's Doug the Donkeyheart that gets chased into a pit trap by a flaming zombie instead of just my next nameless character. Makes the high score list much more interesting to reminisce about, too.
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# ? Sep 14, 2013 20:02 |
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Jeffrey posted:A new Brogue version was released. No more allies gaining experience by exploring, no more recharging scrolls working on wands, and more. Glad he's nerfed allies significantly, and those other changes look mostly good too. I'm not sure how the stealth will work out, but the axe of multiplicity build should be fun...
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# ? Sep 14, 2013 20:37 |
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The stealth changes are somewhat interesting, from the few games I've played so far. I mainly like the way armour is a factor now (there's actually a reason to wear light armour, in other words). And using rings to get a stealth radius of 1 is pretty funny, but it's hampered a bit by it being hard to tell which squares are lit (the biggest flaw of the system, I think). For the most part, stuff just can't detect you at all when it's outside your stealth range, so it's very powerful. Just don't expect to fight stuff. Also, even though plate armour makes you extremely visible to enemies, I think a ring of stealth could still be very useful, since taking off your armour only takes 1 turn, and monsters lose "hunting" status if they are far enough out of your stealth range. Re-equipping takes time now, but this still seems like it should be a good escape tactic. It's like having a weak version of invisibility that you can use whenever you want. The stealth radius display only informs you when you step into the light... it can be useful still, but I prefer to play with it off. Seems kind of fiddly because of this, but it could probably still be improved.
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# ? Sep 14, 2013 21:17 |
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The basement in Occult Chronicles really has some nice gently caress you traps. Also for others playing OC one thing I'd missed is that if you have any item/feat/spell cards you can right click them to discard them in exchange for experience tokens.
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# ? Sep 15, 2013 01:40 |
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From a couple pages ago, I bought into the Desktop Dungeons beta 2 years ago and while I'm getting impatient for the offline release, it is very good and incredibly feature rich at this point (and allegedly for-real almost done). It's an odd sort of board/strategy roguelike that has the "easy to learn, very hard to master" down to a goddamn science with a difficulty curve that ensures you always have several goals at your skill level so you don't really brick wall. It takes a long, long time to get to the "endgame content" (at a rough guess I'd say at least 100 hours!) and the endgame stuff adds another 50-100 hours worth of challenge. And on the way there you are pretty much constantly gaining access to new toys/dungeons/etc. I would have a hard time imagining many people would find it not worth the price. The devs are really cool people too. Buy it! And yeah it probably could do with a thread if someone wants to tackle that.
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# ? Sep 15, 2013 02:11 |
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It's an excellent game, but it's more of a puzzler with some rpg-lite added. At least it was when I bought in a couple of years ago.
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# ? Sep 15, 2013 02:16 |
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Klaus Kinski posted:It's an excellent game, but it's more of a puzzler with some rpg-lite added. At least it was when I bought in a couple of years ago. Yes, it's somewhat hard to classify, though the strategy level has increased significantly with the revamped spells/gods/monsters. Certainly not a traditional roguelike, but close enough to the genre to satisfy most fans I think.
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# ? Sep 15, 2013 02:35 |
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Jeffrey posted:⁃ Grappling monsters have more health. Everything looks great except that. Screw that change.
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# ? Sep 15, 2013 02:54 |
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Geokinesis posted:Also for others playing OC one thing I'd missed is that if you have any item/feat/spell cards you can right click them to discard them in exchange for experience tokens. Man, I wish I'd known on my win, I was rolling with items. And yeah, the basement traps are something else. Entire rooms of acid traps with a very real possibility of an 'Instant Death' card attached. Spending most of your time farming quests in the floors above seems like the best way to play, then hunting down the 'reveal final room' item.
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# ? Sep 15, 2013 03:34 |
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Desktop Dungeons looks pretty cool. I watched a couple videos but I'm having a hard time understanding how the combat works exactly and why this game is like a puzzler? I'm on my phone so I can't just download the alpha and try it out.
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# ? Sep 15, 2013 14:31 |
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Bob NewSCART posted:Desktop Dungeons looks pretty cool. I watched a couple videos but I'm having a hard time understanding how the combat works exactly and why this game is like a puzzler? I'm on my phone so I can't just download the alpha and try it out. It's a puzzler because every damage value and health value is known and your resources are finite. You and the enemies only regenerate health when you uncover new tiles on the board, so the goal becomes finding the optimal way to gather enough health, xp and power to kill the boss before you've got simply no way out. Usually this means finding ways to safely take on higher level enemies, or else augment your regeneration while nulling or slowing the boss'.
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# ? Sep 15, 2013 14:37 |
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Also, the alpha version has drastically fewer features and strategy, though it does give you the rough idea. Once you progress and start unlocking Gods and different options for changing the dungeon composition and items there are many ways to tackle each "board" - unlike traditional roguelikes, each run is made up of just one screen (and a small random subdungeon or two). Once you get used to it the math becomes second nature, though at first it can be a little daunting.
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# ? Sep 15, 2013 14:50 |
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I just found this old ADOM screenshot and man do I regret not savescumming to see what would've happened if I made it Jharod. (Low level mindcrafters are not good at dealing with a Writhing Mass of Primal Carpentry.)
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# ? Sep 15, 2013 17:26 |
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How did Yggrius become a WMoPC?
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# ? Sep 15, 2013 17:50 |
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Lots of chaos traps, probably. That is pretty hilarious and I wish you'd taken him back to Jharod, too. You could probably get the same thing just by wizarding in a lot of chaos potions and chucking them at him in the wilderness.
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# ? Sep 15, 2013 18:03 |
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Man, I'm really sick of getting one-shot by the very first random encounter every time I go more than four world map tiles away from Joppa in Caves of Qud. I had a pretty good Marauder going, ran into a chain turret, and died before I could even decide whether to retreat or try to rush the thing.
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# ? Sep 15, 2013 21:50 |
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Tuxedo Catfish posted:Man, I'm really sick of getting one-shot by the very first random encounter every time I go more than four world map tiles away from Joppa in Caves of Qud. I had a pretty good Marauder going, ran into a chain turret, and died before I could even decide whether to retreat or try to rush the thing. Go into the swamps surrounding joppa (don't go to the world map) and get a few easy levels off crocs before you start the game in earnest. You won't get any loot so mutants benefit from this more than true men but extra levels of HP and skills make the early game easier.
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# ? Sep 15, 2013 23:30 |
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andrew smash posted:Go into the swamps surrounding joppa (don't go to the world map) and get a few easy levels off crocs before you start the game in earnest. You won't get any loot so mutants benefit from this more than true men but extra levels of HP and skills make the early game easier. I wasn't brand new -- the character was level ~10 or so, he'd explored the tunnels connecting Red Rock and Joppa and got a decent amount of experience off the critters there. I guess the lesson here is more "don't explore ruins" which isn't much fun but whatever.
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# ? Sep 16, 2013 00:40 |
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Tuxedo Catfish posted:I wasn't brand new -- the character was level ~10 or so, he'd explored the tunnels connecting Red Rock and Joppa and got a decent amount of experience off the critters there. I guess the lesson here is more "don't explore ruins" which isn't much fun but whatever. ... or bring an EMP grenade when exploring ruins.
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# ? Sep 16, 2013 00:57 |
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Unormal posted:... or bring an EMP grenade when exploring ruins. I hadn't been anywhere that sold EMP grenades yet. I was, in fact, traveling through the wilderness so I could get to somewhere that did sell half-decent equipment. Anyways, I'm back to experimenting with new character builds; I tried combining Phasing with Burrowing Claws thinking I'd be able to phase into a wall, dig out a cubby, and then use it as a bolt-hole. Unfortunately it looks like phasing disables your ability to attack tiles. I might try Disintegration as a substitute, but it just doesn't have the same moleman allure. Does equipping a shield to your third or fourth arm give you the full shield bonus? Can I combine this with the ambidexterity tree to have a dual-wielding character who can also shield block? Do the ambidexterity skills affect the third and fourth arms at all?
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# ? Sep 16, 2013 01:32 |
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Tuxedo Catfish posted:I hadn't been anywhere that sold EMP grenades yet. I was, in fact, traveling through the wilderness so I could get to somewhere that did sell half-decent equipment. Acid gas is surprisingly good for mole-men. Space-time vortex is another digging ability worth a look. Sheild defense procs only use your best shield AV, so with generic shields wearing more than a one is typically a waste, except for unusual corner-cases. Having ambidexterity affect shield use as well is an interesting idea, though. The third and fourth arms are controlled purely by the mutation bonus, the dual-wield tree/agility bonuses apply to your "normal" off-hand only.
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# ? Sep 16, 2013 01:44 |
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Unormal posted:Sheild defense procs only use your best shield AV, so with generic shields wearing more than a one is typically a waste, except for unusual corner-cases. Having ambidexterity affect shield use as well is an interesting idea, though. I wasn't even thinking of equipping multiple shields, I just read something on an old forum post to the effect of "multiple arms isn't worth the points, it doesn't count shields equipped to the extra limbs." Trying to make a room in the wall using disintegration gave me a Pauli Exclusion Principle mortem, but I'll try your suggestions and see which works best! EDIT: Corrosive gas doesn't work fast enough either, although maybe it or disintegration would with more levels; I'll try debug mode in a bit. Space-time vortex seems more promising but the random trajectory and the long cooldown kind of sink it for practical purposes. Tuxedo Catfish fucked around with this message at 01:59 on Sep 16, 2013 |
# ? Sep 16, 2013 01:50 |
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Tuxedo Catfish posted:I wasn't even thinking of equipping multiple shields, I just read something on an old forum post to the effect of "multiple arms isn't worth the points, it doesn't count shields equipped to the extra limbs." Oh, bad reading comprehension; a shield on any additional arm/hand will work fine, it'll count as long as it's equipped on any body part except thrown. Spice-time vortex can be dangerous, but it eats anything at all, so it has it's upsides.
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# ? Sep 16, 2013 02:05 |
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The trick about mental mutations is to have a bunch of them and use them alternatingly. You get a bunch of free ranks just for having high... Ego, I think. Get that ability boost mutation, which lets you raise any ability to your Ego modifier and you don't need hard points in any of the others. When you can shoot off cryokinesis, then pyrokinesis, then the vortex, then the laser beam, then disintegration, the cooldown times stop mattering so much. I really hate cooldowns on principle, though, and I wish mutations were balanced around anything else whatsoever. Being told at which pace I can play my game annoys the hell out of me. I kind of miss the old kind system where mana was limited, but at least you could use everything as often as you wanted to while it lasted.
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# ? Sep 16, 2013 02:19 |
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# ? Apr 24, 2024 08:20 |
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I actually prefer cooldown management to mana management. It gives you an reason to use sub-optimal skills from time to time, constantly mixes up the value of attacking vs. retreating -- it promotes thoughtful play in so many different ways. Although I'd like it even better if, once you're in total safety, your abilities automatically reset their cooldowns instead of making you mash "wait 100" over and over. Even a "wait until healed and all abilities reset" button would be a huge upgrade. Tuxedo Catfish fucked around with this message at 02:41 on Sep 16, 2013 |
# ? Sep 16, 2013 02:38 |