Patch Notes 21/02

Patch-Notes-transp.png

 

Adventures

  • World 9 Quest 7: Lenaëlle is in danger and there is only our Hero who can save her, it’s time to Chaaargee to her rescue! Save the virgin, save the world!

 

Arena

  • Introduction of the new feature: Daily Challenges
  • Every day, as the usual time (5 am on UTC +1), are generated daily challenges for the player that can be done in the Arena
  • The challenge will be generated only if the previous one has been completed
  • The rewards for the daily challenge will be distributed at 3 thresholds (25% of the challenge, 50%, and 100%)
  • Current objectives for the daily challenge: Get [x] wins
  • The reward is scalled on the level of the player when the challenge is generated

 

Daily Challenge EN.png

*Note: The screenshot comes from hentaiheroes.com, it may look different in Nutaku version.

  • From now on, when losing a battle, the post-battle screen will display the amount of Mojo you lost
  • Clicking on the logo of your class will redirect you directly to the profile page in which you can change your class

 

Tower of Fame

  • Clicking on the logo of your class will redirect you directly to the profile page in which you can change your class

 

Market

  • The price of all the equipment in the market will be slightly lowered
  • The prices for the following booster is changed :
    Nutaku version:
  • From 7 kobans to 2 for the common boosters
  • From 15 kobans to 5 for the rare boosters
  • From 40 kobans to 10 for the epic boosters
    Hentai Heroes.com version:
  • From 42 kobans to 12 for the common boosters
  • From 90 kobans to 30 for the rare boosters
  • From 240 kobans to 60 for the epic boosters
  • We disabled the ability for equipment to appear with a Koban price

 

Great Pachinko

  • The price of the Great Pachinko will be slightly lowered for all level

 

Energy

Nutaku version:

  • Now the price in koban for refilling energy will be dynamic, based on 0.06 kobans by minute

Hentai Heroes version:

  • Now the price in koban for refilling energy will be dynamic, based on 0.36 kobans by minute

 

Combativity

Nutaku version:

  • Now the price in koban for refilling combativity will be dynamic, based on 0.06 kobans by minute

HentaiHeroes.com version:

  • Now the price in koban for refilling combativity will be dynamic, based on 0.36 kobans by minute

Daily Mission

Nutaku version:

  • Now the price in koban to finish mission will be dynamic, based on 0.5 kobans by minute

HentaiHeroes.com version:

  • Now the price in koban to finish mission will be dynamic, based on 3 kobans by minute

 

Activities

  • When a contest or a mission will be finished a pellet on their respective tab will appear within the activities pages

13 COMMENTS

  1. See we are stuck with bosses that level up, how about making all them level up at the same rate & all have the same max level? Sure someone could keep just fighting the Dark Lord, but at the end of the day, you get very little points for the Eternal Rivalry contest. Think the level cap thing will help those of us, who end up grinding on the Dark Lord every single special event, to have a chance at a new Girl.

  2. Well, price rise: now it costs no matter what 25 Kobans to refill combativity, tomorrow 20 combats will cost 36 Kobans on nutaku.
    Same goes with energy: rise from 40 to 45.
    Hence here the per minute calculation sounds more fair since I cannot always go down to 0 energy before refill is wanted.

  3. Dear devs. Your latest change to the competitive system is not what we players want. Losing points when fighting other players is a bad change to the game. You see, we players like to have a feeling that we’re always progressing in the game, even if we’re not. Adding negative points when a player loses a fight against another is a turn down. It’s bad for the players and for the game. I would kindly advise you to find an alternative to the rankings system. We appreciate your work. It’s been fabulous and it’s okay to make some mistakes. We the active community are glad to offer some help anytime you need. Please change the negative points. Keep up the good work.

    🙂

  4. Loosing mojo while loosing against a player with 15 higher levels is ridiculous.
    Loosing it anyway is stupid because there is no determinism what a critical hit triggers – because these decide wether an ego-equivalent oppenent wins or loose.

  5. If you keep losing mojo you better remove it at all.
    Before update: if Top1 stops playing, a new player would overtake him in a year or two.
    Now: the new player might never overtake him. Instead of gaining 8-9 mojo each win, he will try every 30 min all fights – as you cannot calculate them deterministically – and e.g. get +1 +1 -32

  6. Funfact: I could have won 1 mojo – but I lost. -32 mojo.

    Thing is: mojo is the ranking unit, it is the only longlasting penis enlargement for the players to compare themselves in an ordered list.

    I play games where I can calculate if I win a duel or lose. Here I can`t. To many probabilities, no deterministic formula. So I ever have to try my luck as 30 min later there is a new round.

  7. And the winning a girl system is even worse then it was before. Take Dark lord from level start level to a full day of hammering after his level cap & still not event girl. I do enjoy a time killer like this, but if my time is wasted with no reward, it might just be time to move along.

  8. same as Chuck, every previous event i manage to beat the trolls and get the girls before the event end, this time, i got dark lord to min level to max level and keep going and no girl when the event end (and i spent all my battle points on him, i didn’t even had enough time to try the 2nd boss for the 2nd girl…)

    so it’s worst than before…

    regarding the battle system i agree with the previous comments…

  9. i lucked out, had edwarda drop her event girl quick less then 40 battles, then went onto the darklord. he dropped a regular girl pretty quick, maybe 20 battles but then after days of play, no event girl drop.

    still trying to get a drop from finalmecia. start level 97, current level 161, 250 plus battles. finally started losing fights to her, but not enough in a row for a level drop, still no girl.

    i have yet to figure out the battle system, i tend to only win if i outclass my opponent by a good margin in all three stats. even having the opponent be better in just one stat results in a loss.

  10. quick update, arena.
    just lost an arena battle my level 114, ego 30650, hc 3014, charm 2561, know 2779
    opponent level 124, ego 28237, hc 2089, charm 2370, know 1843

    how do you properly judge if you can win a fight, now that there is a penalty for losing, this seems like an important part of the arena’s tactics and strategy.

  11. Getting different numbers it looks currently that way: it I could win 1 mojo – I might loose 31. if I could win 4 mojo – I might loose 28. if I could win 32 mojo – often I don’t loose anything.

    Annoying is that a 1 mojo win often comes with highlevel opponents.

Comments are closed.