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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 22, 2023 12:54 AM |
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RC18g released
>>> Download <<<
Dear community,
Today we release RC18g, a new maintenance patch.
The combat abilities' improved effects introduced with RC18f were very heavy on development side as every text had to be edited single-handedly. Quite some mistakes where made on that release, some effects had wrong texts and others were not shown by the game at all. We had to either revert the system or approach it in a different way.
For RC18g the system got revamped from the ground up. All effects' texts are now dynamic so they represent the value/stat/chance of the ability in real time. Some examples of abilities with description that will help the player to easier understand creature strengths and weaknesses:
retribution, offensive/defensive formations show the real time bonuses as they change between unit turns
chance based abilities show chance-to-trigger value
hero level based specializations are calculated every battle
CHANGES
Hydra Regeneration HP pool set to 15%*stack_hp from 10%*stack_hp + creature_growth_hp
Power of Speed perk grants Mass Haste spell at Expert mastery (was advanced)
Power of Stone perk grants Mass Deflect Missiles spell at Expert mastery (was advanced)
Treants get -2 defense and -10 health (were strong compared to other unupgraded tier 6 units)
ToE FIXES
Agility creature ability will now not give maximum defense bonus at start of combat when creature has not yet moved.
RC18f FIXES
Battle Elation spell effect icon was bugged
Blindness spell effect was using the original Dark School icon
Sar Issus artifact set bonus creature Spellpower was not working
Rally ability duration formula was missing the flat 2 turns value
Gold income UI from skills shown in the UI multiplied (visual issue did not affect real income) every time when hero interacts with another hero or swap artifacts in inventory
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Join our official discord channel | NCF Utility Beta
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jorko80
Adventuring Hero
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posted December 28, 2023 10:26 PM |
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Hi all, started a LAN game today vs my friend. We used the last version of the mod rc18g. In week 7 , there is a turn, where we both hit end turn and the game hangs there. We loaded several times, if we just hit end turn and do not do any fights , then we successfully get to the next turn. But still any fighting on the next turn leads to hanging again. Is this a desync in the game? Does someone know why it is happening or a workaround?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 29, 2023 12:44 AM |
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unfortunately we introduced a bug with RC18g that causes the desync.
I made a hotfix which was tested today and no desyncs happened so far.
You can download it from here.
Extract it and replace the DLLs in the bin folder.
It should be done by both players.
Load again and check. Please let me know if it fixes the issue or not, it will help us improve the mod!
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Join our official discord channel | NCF Utility Beta
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jorko80
Adventuring Hero
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posted December 29, 2023 09:58 PM |
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We tried the fix today. Loaded the game, played our fights and when we pressed end turn on both PCs , the game just hangs, showing that the other player is still playing. It was the same without the fix. My guess is that the desync happened earlier and the fix cannot undo it on this turn. And we have no earlier saves, because of multiple trying to overcome the issue yesterday. So we had to start a new game. Played for 5 weeks and so far it is good. I will tell how it develops when we continue next week.
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Ehlesgens-Art
Tavern Dweller
DoR concept art - writing
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posted December 30, 2023 02:51 PM |
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Hi !
I'm having trouble downloading the french localization for the campaigns off Moddb, it says the link has timed out, any idea what's happened ?
Oh, nevermind, it just worked !
Thank you for all the work put into the mod, it's brings a real breath of fresh air into the gameplay, I can't wait to discover everything it's got to offer !
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Tales Untold & Days of Old
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 30, 2023 09:30 PM |
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jorko80 said: We tried the fix today. Loaded the game, played our fights and when we pressed end turn on both PCs , the game just hangs, showing that the other player is still playing. It was the same without the fix. My guess is that the desync happened earlier and the fix cannot undo it on this turn. And we have no earlier saves, because of multiple trying to overcome the issue yesterday. So we had to start a new game. Played for 5 weeks and so far it is good. I will tell how it develops when we continue next week.
Thank you for the feedback.
One way to restore sync is one of the players to give his save to the other one to replace his own.
Next year I would like to fix the spell effect system so it does not cause desyncs, if you play occasionally and you don't mind I can provide a new DLL to test. If things break you can revert to the one that works + save replacement.
@Ehlesgens-Art thank you for the good words!
I hope you have a happy new year!
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Join our official discord channel | NCF Utility Beta
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E1ChuRich
Adventuring Hero
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posted January 11, 2024 10:29 AM |
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I have a small request for the next build.
It has always bothered me that Fortress T7 is called Fire/Lava/Magma "Dragon" but it looks nothing like regular dragons like Sylvan and Dungeon ones, in fact it looks like some kind of dinosaur.
So my requst is a silly one but I think it would make more sense.
To change the name from Fire/Magma/Lava "dragon" to Fire/Magma/Lava "Wyrm" or "Drake" or "Salamander" or something.
Thanks!
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mangamancer
Tavern Dweller
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posted January 15, 2024 07:44 PM |
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Is skeleton archer underpowered when compare to skeleton warrior?
Hello! I'm back again after a long time.
Truth is, throughout the years of playing undead I almost never used skeleton archer. I ended up going for skeleton warrior almost exclusively.
If one really wants SA to work it probably works.
(playing nimbus, picking Battle Frenzy, Vitality, Archery, etc)
but still nowhere near overpower despite tailor made investment.
SA is also much weaker than Gremlin Sabotuer despite having the same growth. If one says you can have more SA because of Necromancy then one can also say you can have stronger GS because of Artificer.
Being pretty much forced to secure an ammo cart by building blacksmith early game is also a big drawback.
Havaz also boosts gremlin more than Nimbus boosts skeleton.
edited:
I take back what I said.
After really trying, they are not that bad.
I still prefer skeleton warrior though.
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mangamancer
Tavern Dweller
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posted January 23, 2024 02:43 AM |
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Explosive Specialist
Who is your guy's favourite Explosive Specialist?
For me It's Nathir. He has the best staring skills for Fire Traps and
Academy has Nature Magic spells in their mage's guide.
Calid's starting skills is not the best Fire Traps wise but Sorcery and Arcane Ritual is not bad. Inferno's mage guide won't have high tier Nature Magic spells though.
Have not tried Bart since I do not play Fortress.
Really wish Necropolis has an Explosive Specialist too.
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JohnG
Tavern Dweller
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posted January 31, 2024 06:40 AM |
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Is there any plan for the next build?
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krishkrush
Tavern Dweller
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posted February 03, 2024 05:04 PM |
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What doesn't work in Utility mode? Is it only the improved AI?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted February 04, 2024 10:11 AM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted February 13, 2024 04:15 PM |
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RC18h+i+j released
>>> Download <<<
EDIT: 18h was replaced with 18i asap
:: critical hotfix: rakshasa upgrades being messed up making academy 'broken'
:: fixed ARMG no longer generating 'single stacks' for stronghold melee creatures
:: added additional melee-only army combinations for alternative upgrades to ARMG
EDIT2: 18i was replaced with 18j asap
:: critical hotfix: light and dark skills being stuck at basic level (even if you have them on expert) strength while expert summoning affected all spell schools
:: paladins no longer (stupidly) use lay hands as neutrals
:: estates skill now has following extra bonus: 'The hero also gains a one-time bonus of Wood or Ore, depending on which stock is more depleted. The amount is equal to the level of the hero.'
:: academy award now gives a one-time bonus equal to 1000 gold + 1 gem for every 2 hero levels.
:: leadership gives +4% initiative to undead per mastery level (instead of +3%)
:: stronghold tier5 unupgraded building costs -5 ore and wood, upgraded costs +5 ore and wood.
:: neutral stronghold towns on ARMG have a blacksmith pre-build so that their town level matches other towns that get 2 free MG levels
:: some (toxic) sky and earth daughters + goblin army combinations are removed from ARMG
Dear community,
Another maintenance release is out admittedly performing maintenance on the previous maintenance patch, since it introduced a desync issue in multiplayer that was hard to find. Multiplayer activity has been going up and still some balance issues remained unresolved. Mainly ballista and destructive magic remaining too dominant and balance of neutral stacks on the adventure map.
FIXES
RC18g bug: fixed cause of LAN desync
ARMG
Single shooter stacks are no longer generated on map
Unupgraded stacks will no longer randomly add upgraded stack in combat
Shooters and casters will always appear in mixed stacks. This also applies for Fortress Flame Lords.
Guards for ARMG Primary Skill buff buildings have their strength lowered
With this changes included default creature generation is now optimized for competitive play. If neutrals on an ARMG map are regenerated with mapmixer or by activating scripted regeneration then this no longer applies and the result depends on the settings of those methods.
ARTIFACTS
Wands spellpower increased from 8 to 20
Staff of Sar-Issus magic resistance reduction from 100% to 50%.
Air/Earth/Water/Fire orbs bonus elemental spell damage from 30% to 25%.
Trident of Titans/Emberstone Necklace/Evercold Icecicle/Emerald Slippers bonus elemental spell dmg from 20% to 15%
Garments of the Saint set artifacts for tiers (1/2/3/4/5/6/7) resurrection mana cost reduced from (6/8/10/12/14/16/18) to (6/7/8/10/12/14/16)
Necromancy amulet cost discount reduced to 10% and the artifact is lowered to minor level
Necromancy amulet makes all friendly creatures in the hero's army immune to decay spell, because the artifact is minor it is more widely available
SKILLS
Engineering perk initiative bonus to war machines from 3 to 2
Runic Attunement perk morale bonus from 3 to 2.
Swift Mind perk hero ATB bonus reduced from 0.25 to 0.2.
Corrupt Soil perk dmg per hero level reduced from 10 to 8, since dungeon and stronghold were unfairly affected
Necromancy skill gives +50 more dark energy
Lord of the Undead perk Knowledge bonus from 1 to 2.
Ignite perk burn damage damage over 2 turns reduced from 100% to 66%.
Power of Deflection perk also give hero the Magical Immunity spell and allows casting it at expert level
Silver City Magistrate perk gives 33% more djinns
SPELLS
Vampirism cost lowered from 25 to 20
Regeneration cost lowered from 15 to 12
Armageddon spell now uses same dmg formula as fireball now 12/14/17/20*(Spellpower + 1) from 15/17/21/25*(Spellpower + 1)
Hypnotize spell initiative can be shattered more
Banshee Howl lowers morale and luck by 1 instead of 2
CREATURES
Rakshasa Raja added Dash ability, -2 initiative
Rakshasa Ksatri, removed Dash ability, -2 min dmg, -5HP, +3 initiative, (previously had too much of the good abilities)
unupgraded djinns +4 max dmg
Battle Griffins -5HP, +2 min dmg
Blood Mistresses -1A, -1D, -2 max dmg
Lich Masters +1 max dmg
neutral Pit Spawns can cast less Rupture spells when split in 3 or 4
HEROES
Spectral Dragon specialization no longer has 'no enemy retaliation' ability and level requirements for other abilities are slightly higher
Erling specialization also increases the mana pools of Rune Priests/Patriarchs/Keepers
Vidomina starts with Drain Soul perk
Naadir starts with Eternal Servitude perk
Godric description text is cleaned up
For more details read the article on moddb!
We have a few news to share today!
1. Translations for Rc18j
Italian
Polish
Russian + extended and improved campaign dialogues and subtitles
Spanish
They were made possible by the effort of zel86, millenary_fater, deintegroo, devr!
2. Skillwheel app is now available for RC18j including additional language support for Russian, Italian, Polish and a few fixes.
3. The first official PvP guide is here! Providing PvP competitive experience, which will help to know 5.5 mod closer from this side! Project made by our active PvP members: lead by @kalich with the (first) aid of @gendbend and @maxiknumbers!
4. Last but not least, we would like to announce the first official MMH5.5 PvP tournament! More info about it will be posted soon.
Round of applause to all community members whose work makes the majority of this post and helps to boost the quality of the mod experience!
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Join our official discord channel | NCF Utility Beta
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 15, 2024 10:09 AM |
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RC19b released
(Note RC19 was skipped due to critical issues)
>>> Download <<<
>>> Skillwheel app <<<
Note: App is currently available in English. More languages will be added as translations get updated.
In this version a new level of tactical depth will be introduced by having the option to show the precise atb values of creatures in combat, the numbers can be switched on and off in the options menu. The combat camera also allows more pitch and zooming.
We are still planning to do our first H55 tournament. For this there will be 2 significant balance changes in this release to make competitive play less random and more skill-based. Hero initiative will be increased to 11 from 10 (notice that ATB reset values and sorcery will therefore have lower numbers to keep them equal in strength). Luck and morale will increase dmg/atb by a little less, since they were still overpowered with all the additional items that increase/decrease them compared to vanilla. After the tournament we will evaluate if people prefer things to stay this way. Also heads-up in this release artificer doesn't work on heroes that don't have the skill.
There will be a lot of balance improvements to the ARMG, additional army combinations, a bit less shooters, a bit more unguarded chests and for balancing reasons all wood and ore mines will always be generated with 2 piles next to them.
UI changes are also inbound that allow visualizing creature ATB values in combat, option to autosave before combat and borderless window mode configuration and making combat camera modifiable.
UI ENHANCEMENTS
creatures atb value can be shown in combat UI (enabled in game options)
pre-combat autosave (enabled in game options)
borderless window mode (enabled in game options)
combat camera has extended pitch and zoom (customize with this guide)
NEW CREATURE FRAMEWORK
Integrated seamlessly into the engine but no creatures are currently added. Submodders and content creators can now add new creatures by drag-drop in usermods folder. Please consider IDs from 180 to 249 reserved by MMH55 Team. Content creators please use IDs from 250 onwards!
FIXES
in Hotseat mode the red player could not access hero inventory on day 1
multiple bugs with heroes receiving mana on the adventure map
description errors for Vampirism, Blood Mistress, Gargoyles, Chosen of Sylanna, Coliseum, Power of Deflection and Haste, Kunyak specialization text
Sar Issus artifact set 2-piece mana bonus was 100% instead of 50% which is the correct value
Wheel of Fortune creature ability bug where visual effect was negative(red-) instead of positive(green+)
Retribution perk combat effect tooltip damage text calculation was not capped at 5 morale
Rage Of the Forest ability combat effect tooltip text showed -attack/+defense instead of +attack/-defense
Creature artifact guide was not updated to latest values (heath, attack, defense)
HoF campaign map "Negotiations" Game goes into a freeze when Freyda visits the Fortress castle to move the questline and any of the 3 Dragon guard stacks were already defeated
HoF campaign map "The Decoupling" End cutscene plays itself twice in a row
Scenario map "Thunder Cup" Initial Dialogue scene had Kunyak model swapped with Kujin
Scenario map "Temptations" game does end with victory after Markal is killed
3x3 Chess mode Garuna and Haggash wrongly represented by Quorog and Gorshak icons on the Jogwheel
BALANCE
heroes default initiative increased to 11 from 10. That change is followed by lowering the ATB resets below to adjust for the new hero initiative therefore they are not actually nerf
for Sorcery decreased to 0.08/0.16/0.24 from 0.11/0.22/0.33
for skills and mass spells decreased to 0.24 from 0.33
for skills that were previously 0.15 are now 0.1
for Retaliation Strike perk decreased to 0.1 from 0.15
for Chain Attack perk decreased to 0.4 from 0.45
for Avenging Strike decreased to 0.2 from 0.3
for Spirit Link and Refresh rune are still 0.5
Luck bonus damage on positive trigger decreased from 66% to 50%.
Luck bonus damage on positive trigger with Critical Hit perk decreased from 83% to 66%.
Luck damage reduction on negative trigger decreased from 40% to 33%
Morale ATB reset on positive trigger decreased from 0.4 to 0.33
Morale ATB reset on negative trigger decreased to 0.75 from 0.7
Rune Of Battlerage reduces creature attack by 50%
Creature Artifacts no longer work if the leading hero does not have Artificer skill
Creature Artifacts now work also on Neutral units (so Arcane Phoenix can be equipped)
Arcane Ritual hero ability movement cost increased to 14/12/10 from 12/10/8
Consume Artifact hero ability now costs less atb (0.33) and heals twice more
Hypnotize spell duration scales less with Spellpower, but shattering is more effective
Summon Hive spell mana cost reduced from 20 to 12 and health scales better with Spellpower
Onslaught warcry mana cost reduced from 12 to 10 and attack scales better with hero level
Fear my Roar warcry mana cost increased from 15 to 18
Sacrifice Goblin(Sky/Earth daughters) creature ability attack/defense bonus increased from 1 to 2 but it no longer increases morale (was 1)
Channeling(High Druid) creature ability bonus Spellpower is cap based on hero Knowledge decreased to 66% from 100%
Stronghold Daughters Level 3 Rage SP bonus multiplier decreased to 2x from 2.5x
all Academy T6 have -10HP and all Academy T7 have +20HP
Rakshasa Ksatri -6 maxdmg (still needs a strong nerf for PvP)
Rakshasa(unupgraded) +1 mindmg, -1 maxdmg (synced with Ksatri)
Treants animation speed increased by 80%
Venom(Foul Wyvern) creature ability damage per creature increased from 6 to 8
Wyverns(unupgraded) +5HP
Resurrect Allies(Angels) creature ability HP heal per creature reduced from 100 to 80.
Tazar hero starts with Vitality perk
ARMG
More melee-only stacks and new combinations that didn't exist previously will be generated
unguarded chests density increased
Template 2p-ladder xl Lowered difficulty of 3rd zone
For more details read the article on moddb!
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Join our official discord channel | NCF Utility Beta
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lokiseto
Hired Hero
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posted May 19, 2024 09:16 AM |
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Quantomas AI integration
With the improvements in chatgpt code analysis is very easily doable - i am not sure about the latest decisions, but is his AI part of the mod? Else i could invest some time to help with integration.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 19, 2024 09:30 AM |
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Long time no see Loksieto!
MMH55_64.exe and MMH55.exe are Quantomas 3.1j exe from long time ago.
We are not using his latest AI which is a complete rewrite.
How would you do the integration? we dont have access to any of the code.
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Join our official discord channel | NCF Utility Beta
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lokiseto
Hired Hero
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posted May 21, 2024 01:17 PM |
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Damn source code
Oh well, that is regrettable. I thought he might have uploaded the source code with the exe files some time ago - that would have been optimal.
I see that he has a point but tbh - nobody will reimburse him
for what is a fan project.
As of now - twiddling with the code would be the best i can offer.
I havent run any larger dissassembler on both processes but the smaller exe returns already around 400 to 700 objects and thousands of LoC.
Well, lets hope his ai process could be made working with the modd in the future.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted June 09, 2024 10:18 PM |
bonus applied by Galaad on 27 Aug 2024. |
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Today we announce our first tournament with prize pool. Please refer to our discord server for signing up and more details
REGISTRATION ENDS IN 2 WEEKS STARTING FROM 09.06.2024
We have also released RC19c (the version used for the tournament), this fixes a few bugs left in RC19b, mainly the arcane eagle icons being messed up and the Mapmixer not working properly with the new creatures framework extension.
RC19c Patch notes
fixed Arcane Eagle icon R19b bugged icon
fixed multiple texts using "Raise Dead" spell name instead of "Reanimation"
MapMixer update:
more varied outcomes, both in terms of creature type combinations and army stack count will be produced when mixing adventure map armies
NCF creatures are now correctly included
fixed some corner case errors
RC19d Patch notes
>> Download <<
This patch is mostly for improving the campaigns and game play on random maps. There are a few balance changes included as well
Campaign
fixed instant travel being available in many missions where it wasn't supposed to, if the spell was learned on a save file, it cannot be unlearned, therefore this change will only be effective when starting a new chapter, unless a main hero had not learned it yet.
restored 'destroy magic wall with catapult' fight sequence in C6M5, which was omitted in older H55 releases because related files were missing or broken in Tribes of the East. Also reverted some buffs to the boss battles that existed in rc19c to compensate for having to win less battles in total.
fixed an enemy hero in C1M3 sometimes spawning with only one imp.
changed weekly spawning sylvan stacks in C2M3 to grow in size at a less insane pace on higher difficulties.
removed a 'die without town for 7 days' trigger on necroboss hero in C5M3.
fixed a timer activating on a shadow dragon fight in C5M5.
fixed Nikolai sometimes receiving less experience than his secondary heroes in C5M5.
removed bonus creatures from necro town in C6M1 that can make modified AI very overpowered.
fixed Zehir getting a +2 spellpower bonus at the start of C6M1.
ARMG and adventure map
fixed graves and wagon type objects always assuming a minimum guard growth of 8 days passed.
dimension doors refund movement points lost when cancelling an active visit of a town by revisiting the door.
the chance for a win in Casinos is now equal to 47% + 3% per luck of the hero instead of always 47%.
added many new army combinations with larger tier gaps that previously could not spawn like t5+t1 or t6+t2 or t7+t3.
Balance
hero combat damage against tier 1,2 and 3 is ~5% higher
ballista damage is ~5% lower (-2 Attack)
increased mana cost of arcane crystal to 12
neutral mages start with 12 mana instead of 17 (or less when split)
neutral battlemages start with 13 mana instead of 12 (or less when split)
Lava Dragons +2 Attack
Texts
clarified descriptions of mass spell effect in skillwheel
fixed descriptions of shadow image and slave market
added explanation for new players in ATB value tooltip
removed a handholding text from the original game from the battle frenzy perk
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Join our official discord channel | NCF Utility Beta
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E1ChuRich
Adventuring Hero
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posted October 25, 2024 06:19 PM |
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Is it possible to add alternative creatures in H5? If not maybe as alternative for "alternative" upgrades to make things more interesting
Here are some of my ideas:
Heaven
Squire/Sentinel - something like h6 T1 unit, armored guy with spear or polearm
Paladin/landsknecht - big guy with bigger sword
Academy
Cabir - t1 from h7, little fire throwing lizzard
Juggernout - I would add golem model from H7, scale it up and use it as alternative T7, something like T7 from H3 Factory. Big and tanky with possible aoe attack.
Sylvan
Pegasus riders. - enough said
Golden stags from h7?
Inferno
Gogs as alternative T2
Efreet as alternative T5 or 6
Necropolis
DEATH KNIGHTS- my fav unit from all heroes games. Them missing from H5 necro is a sin. Make them alternative to Wraths. More speed and nerfed version of death strike.
Ebon spiders?
Spider lady from h6?
Dungeon
Troglodytes as alt T1
Evil eyes as alt t2
Manticores as alt T6
Fortress
Valkyrs as alt T4 maybe
Battle boars? Magma boars? xD
Stronghold
Rocs/thunderbirds as alt T5 or 6 also one of my favorites. I really miss them in H5. Maybe father sky aka Sylath chose orcs since humans abandoned him and sent them these mighty birds as reward
Behemoths - as alt T7
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E1ChuRich
Adventuring Hero
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posted October 25, 2024 06:21 PM |
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Is it possible to add alternative creatures in H5? If not maybe as alternative for "alternative" upgrades to make things more interesting
Here are some of my ideas:
Heaven
Squire/Sentinel - something like h6 T1 unit, armored guy with spear or polearm
Paladin/landsknecht - big guy with bigger sword
Academy
Cabir - t1 from h7, little fire throwing lizzard
Juggernout - I would add golem model from H7, scale it up and use it as alternative T7, something like T7 from H3 Factory. Big and tanky with possible aoe attack.
Sylvan
Pegasus riders. - enough said
Golden stags from h7?
Inferno
Gogs as alternative T2
Efreet as alternative T5 or 6
Necropolis
DEATH KNIGHTS- my fav unit from all heroes games. Them missing from H5 necro is a sin. Make them alternative to Wraths. More speed and nerfed version of death strike.
Ebon spiders?
Spider lady from h6?
Dungeon
Troglodytes as alt T1
Evil eyes as alt t2
Manticores as alt T6
Fortress
Valkyrs as alt T4 maybe
Battle boars? Magma boars? xD
Stronghold
Rocs/thunderbirds as alt T5 or 6 also one of my favorites. I really miss them in H5. Maybe father sky aka Sylath chose orcs since humans abandoned him and sent them these mighty birds as reward
Behemoths - as alt T7
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