The Fall of the Dungeon Guardians v1.0a

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The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 01 Nov 2015, 09:02

Hello,

The Fall of the Dungeon Guardians v1.0a is released (Build 33-2015.11.01) :



New Features :
- Class : Rogue done !

Bug fixes :
- FX : Rain of Fire was taking too much CPU resources

Notes :
- Changelog of previous versions is here : topic41-23903.php
ManuTOO
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 05 Nov 2015, 14:59

SubBuild 2015.11.05 :

New Features :
- Party Creation : added 8 new Guardians, so you'll have 1 Guardian to choose for each specialization
- Localization : French & German Languages added, and English proofread ! (to change the Language, go to Options -> Interface -> Choose Language)

Bug Fixes :
- 1st Boss was dropping an useless cube, instead of a good cloak
- Animation : when loading an AutoSave, sometimes the death animation could be not triggered and thus the dead Mob was idling instead of disappearing
ManuTOO
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 10 Nov 2015, 12:35

Build 36, November 10th:

New Features :
- Video : Field of View (FOV) option
- Game : you can now turn off the auto-saving at the end of fight in Game Options
- Controls : hotkey to toggle Dps graph display (G by default)
- Menu : Interface menu now always shows a Mob Frame, so it'll make clear the use of the Upper Scale slider
- GUI : tooltip of Mob's castbar now shows the target of the ability (if it's a toon)
- GUI : added current target name in the Mob tooltip, and added the target portrait on its left
- GUI : added the possibility to highlight Items when dropped by Mobs (in Options -> Game Options -> Helpers)
- Controls : added shortcut keys for Attack & Select icons
- Map Editor : added a "New Dungeon" button in the "Load Dungeon" menu
- Party : added AutoPause ; if turned on (in Options -> Game Options -> Helpers), the game will pause when a toon used up all his queued abilities, and on enemy death if it was not the last one

Changes :
- GUI : size of bag icon when looting increased (however it's much faster to just right-click to loot ;-) )
- Dungeon : the floor of the Level 1's Boss has been upped a bit, so he'll be able to attack your Party if you're standing on the side
- Party : Ranger's Ranged Attack Power wasn't using AGI nor STR, so it wasn't raising like expected ; I slightly lowered the efficiency of the Ranger's Abilities to compensate his extra RAP, thanks to let me know if it's correctly balanced or not

Bug Fixes :
- Sound : Male Voice #4 was missing
- GUI : interface scale wasn't saved
- Game : internal state was corrupted if you were going back to the Main Menu during the Intro (which was leading to passing through doors, enemies not seeing you, etc.)
- Save : using 3 characters for the name of a saved game was giving bad result
- Map Editor : fixed the dungeon loaded when starting a new game if you had loaded & saved a hidden Dev dungeon
- Combat : fixed a game loop crash that could occur when using the Dual Shot of the Ranger
- Puzzle : the 3-urn puzzle of Level 3 now resets when removing all urns, which allow to pass it if it bugged when putting the urn
- Party : it was possible to get the portrait corrupted when creating a new character during the party creation
- Party : voices weren't reassigned after loading a saved game
- Party : game was crashing when falling while Righteous Shield was up on a toon, or when you had picked some special talent (eg: Assassin's Gone with the Wind)
- Party : projectiles' start point was incorrect after have swapped the position of 2 toons
- Achievements : Regroup was granted when on party wipe
- Linux : game couldn't start if the locale settings of the system weren't using the dot as the decimal separator for numbers
- Controls : Alternate Key wasn't assigned on game start if there was no default Alt Key
- Loot : loot should be now correctly spawned when you start a new game
- Loot : best loot wasn't spawned correctly ; the bug is still not fixed on start, but if you load your game, it'll spawn it ; ie: if you see some useless cubes, save & reload and it'll be fine ; if the cubes are in your inventory, put them on the floor 1st
- Loot : enchantments on spawned loot (ie: not dropped by mobs) were 100% random instead of being targeted for your toons, thus 50% of the spawned loot had very little value ; with this update, it'll be fixed for the following levels ; in your current level it'll be only fixed for some of the loot
- Talents : using Assassin's Mug ability while wearing a shield was creating a whole series of strange bugs
- Talents : the Assassin's Side Attack Talent was doubling then tripling the Agility instead of adding 1 then 2 points to it !
- Talents : Eternal Bloom wasn't refunding the mana correctly
ManuTOO
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 11 Nov 2015, 10:19

SubBuild 2015.11.11 :

New Features :
- Party : added a "!" next to damage/healing numbers in the toon portraits when the result is critical

Changes :
- Talents : Smooth Criminal now lowers Sweeping Blow & Deep Cut's threat by 95% instead of 90%

Bug Fixes :
- Talents: Etheric Energy chance was 8% on 1st rank instead of 4%
- Party : the party could move even if all toons were stunned if one of them was unconscious
- Party : the party could get stuck in combat mode when a toon was unconscious (and if it happens in other cases, now saving & reloading will fix it)
- Talents : Druid's Tree Form didn't boost the healing except for the direct healing on the Druid
- Talents : Druid's Acute Persistence wasn't activating the critical chance for the HoT
- Boss : fixed a crash happening during final boss fight
ManuTOO
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 12 Nov 2015, 09:54

SubBuild 2015.11.12 :

New Features :
- Loot : item highlighting now also happens in the cell in front of you every time you move around
- Loot : added a few bows, crossbows & daggers laying around to give a chance at respeccing between the Assassin & the Ranger during the adventure

Changes :
- Boss : final boss fight slightly tuned
- Loot : when a mob drops a key and some other gear at the same time, the key will have now more chance to be on the top
- Ability : Playing Possum now makes the attackers change instantly of target so their current attack won't land on the Ranger

Bug Fixes :
- Dungeon : it was possible to get the Thorough achievement using an exploit
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 15 Nov 2015, 16:28

SubBuild 2015.11.15 :

New Features :
- Loot: Added the Legendary boots, so it'll be possible to get the linked achievement (and yes, Ted could totally pull them off ;-) )
- Party : Toons' portrait is now highlighted in Yellow before Orange, to show the aggro level earlier (respective levels are 80% & 90%)

Changes :
- Rendering : changed Camera's near clip plane with high FOV (ie: higher than 80°) so the draining spell Fx won't be clipped on the screen anymore
- Talents : Elementalist's Ignition DoT damage increased to 60% of initial damage from 45%
- Boss : Witch Curse Damage raised by 10%

Bug Fixes :
- AI : when you were fleeing with a mob group behind you till the mob group gave up and went back to roam mode, if the group was out of its roam zone then it wasn't moving anymore but just turning around like an idiot ; now the group will go back to roaming more or less normally, trying to get back to its roam zone :-)
- Linux : Text Input should now be working for some Linux users (at the price of a dark rectangle in the big name button when creating a new character)
- Dialog : pausing the game exactly when a dialog was starting (eg: when a boss died) was freezing the game with no chance to resume it
- Boss : Level boss room's door was closing when approaching it even after the boss was dead
- Difficulty : the main difficulty level could be wrongly applied and thus leading to a higher difficulty than the one shown (the Difficulty value & HP & Damage sliders were giving the correct level, though)
- Talent : Assassin's Now or Never talent wasn't granting the Streak points right away, which means using it during a Pause followed by Killing Spree wasn't working correctly
- Map Editor : the tool-tip was disappearing after have saved the dungeon or a level
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 18 Nov 2015, 10:54

Build 37, November 18th:

New Features :
- GUI : added Threat in the Dps Graph
- GUI : can choose to always have the tooltip next to the mouse cursor, in Interface Options (except for items, because of the comparison tooltips)
- GUI : added owner name to the tooltip of the DOTs affecting the enemies
- GUI : when hovering on a Toon portrait & ability bar, his DOTs on the targeted enemy & HOT on the Toons blink
- GUI : Long Cooldown Abilities (ie: more than 60 seconds) are briefly highlighted when their CD has finished to recharge
- GUI : added the possibility to scale all the game font sizes (except menus) within the .ini (HowTo => http://steamcommunity.com/app/409450/di ... 925569961/ )
- Gameplay : added Auto-Pause for Out of Mana for Healer, Out of Mana for Damage Dealers, Toon Knocked out, Long Cooldown Ability (ie: more than 60 seconds) recharged, Enemy Group attacking
- Gameplay : all different kinds of Auto-Pause can be separately turned on/off
- Localization : Polish localization done by Kamil Tajs
- Auto-Pause : added an option to auto-pause every time an enemy starts to attack a Toon which is not the tank (nor have a tank specialization)

Changes :
- Ability : Over My Dead Body can't miss the target anymore
- Controls : forced auto-recenter when looking down has been adjusted when the FOV is very low so it is now possible to take a small object which is exactly in the center of a cell
- Auto-pause : auto-pause won't trigger anymore on Game Over
- GUI : Tooltip font size now scales up with Bottom or Center GUI Scale, whichever is bigger
- GUI : now the menu button's font scales with the display resolution, so if you play in Ultra-HD the font size won't be ridiculously small anymore ; the font will be also smaller in lower resolutions (eg: 1024x768)

Bug Fixes :
- Render : fixed a clipping issue when looking down in a hole and turning at the same time
- Dungeon : can't click anymore a lever under a bridge when standing on the bridge
- Talent : Cauterize wasn't healing the Elementalist
- Talent : Druid's Dance of the Stars healing amount was incorrect for all party members except the Druid
- GUI : clicking on the map icon while the Central GUI is scaled up doesn't put a note on the mark anymore
- Loot : loot could be duplicated in your current & previous levels
- Camera : couldn't look down on a trap door if it was opened
- Combat : couldn't fight in melee when standing on a bridge
- Difficulty : difficulty level wasn't correctly set after installing the game, thus choosing "Current Settings" for the Difficulty when starting a new game was showing "Adventurer" while actually having the settings for the Mercenary level
ManuTOO
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 20 Nov 2015, 09:09

SubBuild 2015.11.20 :

New Features :
- GUI : current Global CD is now displayed in the Haste tooltip
- GUI : added an option to hide the Global Icon Bar (Attack, Potions, etc...)
- GUI : added the "Decimal Cooldown" option to display with numbers the remaining CD of each ability, directly in the ability bar (so no need to check each ability tooltip anymore)
- Map Editor : added Undo/Redo for each trigger target

Changes :
- Party : Haste was too strong ; it was especially noticeable for the Global Cooldown ; the Base GCD is 6 seconds, and now it goes down to 5s if you get 20% haste, instead of 4.8s before
- Enchantment : Haste enchantments slightly buffed, so having only a few Haste enchantments will give about the same speed increase than before, and the speed bonus will be noticeably reduced only for high total value of Haste (ie: above 20%)
- Talent : Druid's Eternal Bloom can't be critical anymore
- Talent : Man At Arms' Titan Fist now also applies to 1H weapons (ie: you can equip a Main Hand weapon in your off-hand)

Bug Fixes :
- Talent : fixed a small crash that could happen when a Toon was leveling up while he was unconscious and the dead mob bringing the XP was killed by the Necromancer's Soul Sucking while having the talent Soul Feast (that's what I call an extreme case ! :-p )
- AI : if a sleeping/hiding mob group was losing aggro, it was trying to go back to sleep/hide mode even if it couldn't do that, and then it was doing silly things
- Animation : walking animation of the 2nd boss was corrupted (you can see it only if he kills you ;-) )
- Loading : current running buffs/debuffs weren't applied when loading a saved game
- Loading : load a saved game in which a sound was running on a dead enemy, and then saving again before many new sounds have played was corrupting the newly saved game
- Boss : Boss 13 didn't open the door you came from when dying, and he was actually opening both doors of his room at start of the fight ! This behavior will be fixed in new games and if you still didn't reach the Level 13
- Talent : Arcanist's Mind Focus description was giving a wrong length for the effect on the Arcanist
ManuTOO
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 24 Nov 2015, 06:00

SubBuild 2015.11.24 :

New Features :
- Helpers : Auto-attack next Mob on Target Death

Changes :
- Ability : Paladin's Divine Punishment's Cast Time lowered to 1.5s from 2s
- Ability : changed the calculation for DOT & HOT damage shown in the ability tooltip, so it'll be more accurate
- Auto-Pause : Auto-Pause on Long Ability CD won't trigger anymore for combat abilities if the party isn't in combat, and vice versa
- Boss : Elven Witch's Heal costs a bit less mana
- Mobs : Barbarians got some Armor defense
- AI : mobs won't lose aggro anymore if they're blocked by another group currently fighting your party

Bug Fixes :
- Party : the Party could get stuck in combat (when fleeing?) ; in worst case, it should be fixed by saving & reloading the game
- Boss : Boss Archer's Avatars' Rains' Arrows were invisible
- Boss : when a boss had minions, it could have a possibility to lose aggro if you were to run away and the boss ran into one of his minions
- Boss : Elven Witch & Hunter had male voices instead of female ones
- Talent : Duelist's Riposte was applied on his attacker instead of himself
- Talent : Priest's Divine Grace was applied twice instead of once per Twin Heal cast
- Talent : Necromancer's Open Buffet was also raising the damage of Eat My Flesh
- Combat : both your toons & mobs couldn't attack in melee while standing under a bridge
- Controls : cleared alternate Key wasn't saved in the settings, so on next game launch, the Alt Key was assigned again
- Ability : queuing abilities then attacking a new target was removing from the queue the abilities directed to the previous target
- Ability : Paladin's Crusader Assault range was too small
- AI : if a group of 2 mobs wanted to merge with a group of 3 mobs (or something like that), the game was crashing
- AI : fleeing mobs could be spinning endlessly if they couldn't get away from your party while still being a couple of cells away
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 28 Nov 2015, 08:32

Build 38, November 28th:

New Features :
- Modding : Full Modding Support ! Including custom Portrait loading (Modding SDK => http://steamcommunity.com/app/409450/di ... 378228784/ )

Changes :
- Boss : Elven Witch's Sniper Shot wasn't in sync with her teleportation
- Ability : projectile based abilities will now aim a bit higher when the target is down a stair, so the projectile will have less chance to hit the floor
- Ability : Necromancer's Soul Sucking's Heal doesn't scale with damage bonus anymore
- Talent : Duelist's SleightOfHand chance to trigger raised to 25% from 5%, and lasts 18s instead of 12s
- Talent : Warlock's Drain Dry now also lowers all threat by 5/10% (if you already have this talent, you'll need to reroll all your talents to get the lowering effect, or put a 2nd point in it)
- Talent : Ranger's Hunter Tracking now also lowers all threat by 5% (if you already have this talent, you'll need to reroll all your talents to get the lowering effect)
- Enchantment : Tempest Enchantment was Sta/Agi/Hit, now Hit has been replaced by Haste because another enchantment was identical

Bug Fixes :
- Talent : Necromancer's Open Buffet was raising the damage of Eat my Flesh
- Talent : low mana with Mana Addict was scaling down the whole damage instead of only the bonus damage
- Rendering : bad clipping was occurring when there was very high ceiling and/or very low floor in the distance and looking a bit down/up
- Boss : Elven Witch's minions were stopping to spawn after 2 waves
- Auto-Pause : Auto-Pause on Battle Start was causing the game to hangs if a dialog started at the same time
- Mob : Fixed a small crash when the party was standing on a cell where some mobs were supposed to spawn
- Linux : fixed map note input
- Loot : if you put a non-healer specialization toon in your party's healer slot, then now you'll get the correct gear for that specialization
- Save : now the Streak Points are correctly saved & loaded
- AI : mobs don't let themselves killed anymore when standing on an upper bridge
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 29 Nov 2015, 09:38

SubBuild 2015.11.29 :

Changes :
- Ability : Protector's Kick and Duelist's Pommel threat raised a bit
- Boss : Elven Witch Curse Mana Cost Lowered
- Mob : Ratkin Shaman's Curse damage raised a bit
- Modding : Ini/Spec* files' extension changed to .ini
- Camera : now the camera will also look forward when standing on a grid and looking into a gap next to it

Bug Fixes :
- Modding : fixed crash when removing enchantments and setting no role for an enchantment
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 01 Dec 2015, 08:21

SubBuild 2015.12.01 :

New Features :
- Localization : Hungarian localization done by Brechler Zsolt

Changes :
- AI : mobs will now flee if your party attacks them from under a bridge
- Boss : Nightshade (and other spell casters) can now turn around when casting a ranged spell that prevents them from moving
- Gear : mages & healers cannot dual wield anymore
- Ability : added "High threat" to Protector's Rend description

Bug Fixes :
- Puzzle : Level 5 puzzle's arrows were spawning only once
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 12 Dec 2015, 11:33

Build 40, December 12th:

New Features :
- GUI : option to keep GUI shown when looting an item, so can equip it right away, through Dungeon.ini (HowTo => http://steamcommunity.com/app/409450/di ... 925569961/ )
- GUI : Mob's tooltip shows the threat level of all Toons
- Map Editor : XP Scale per level, which will allow you to create smaller or bigger levels, with more or less enemies, while still leveling at the rate of 1 toon level per 1 dungeon level
- Map Editor : option to test only the current edited level, to avoid the long loading time needed for big dungeons
- Enchantments : added a couple of Willpower enchantments for the tanks, which is really useful only if the tank is wearing a shield

Changes :
- Environment : Secret Door Indicator in Mossy Wall Set changed ; now it's a missing stone corner, like other environments (instead of a broken stone corner looking too much like a button)
- Animation : now Mobs do a run animation when repositioning in their cell after a mob have been killed
- Ability : Soul Eater self-healing can't crit anymore (ie: it'll scale up only if the damage crits)
- Mac OSX : Fullscreen mode is now without Dock & Bar (if it gives you any issue, let me know!)
- Modding : fixed the size & position of the scrolling portrait window shown when there's a lot of portraits (ie: more than 16 per gender)
- Talent : Protector's 1st talent now also adds 15% Block chance (to compensate the fixed bug about the Block mitigation as explained below)
- Talent : Duelist's 1st talent adds 7% Parry & Dodge instead of 5% (to compensate the fixed bug about the Block mitigation as explained below)
- Difficulty : lowered the Adventurer Difficulty enemy damage to 70%, from 75%
- GUI : map note colors position changed when the GUI is scaled up
- GUI : tooltip ring order is inverted, so left tooltip is for ring on the left of Character Sheet
- GUI : when selecting a new target, and having the mouse cursor over a Toon with a different target, now both the current Toon target and the selected Target will be shown instead of only the Toon target ; in such case, new queued abilities will still be applied to the selected Target, not the current Toon target (it'll probably still be confusing, but hopefully, a bit less than before :-) )
- Attributes : now Willpower regenerates more Mana in Combat, and Stamina less
- Attributes : now Willpower adds 1 point of Mana and Awaress 4 instead of 5

Bug Fixes :
- GUI : dialogs were changing the Dps Graph buttons' text size
- GUI : Tooltip was invisible if the Global Icons were turned off
- Loot : if different groups of mobs were merging together, less random loot was generated
- Ability : Ranger's Volley of Arrows extra damage from Streak Point was applied only on the 1st tick
- Combat : Block was lowering melee hit damage by 65-80% (depending of the armor level) instead of 30%
- Environment : clicking on a fake wall in the Palace & Crypt environments were producing the usual tap sound instead of silence
ManuTOO
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 17 Dec 2015, 06:24

SubBuild 2015.12.17 :

New Features :
- Loot : added a tank weapon a bit hidden in the Level 8
- Controls : added a key to loot all the items in the current cell (Backspace by default)

Bug Fixes :
- Loot : mobs killed from telefragging were not dropping their loot
- Boss : Level 5 Boss' Rain of Arrows had its arrows visually misplaced
- Boss : Level 5 Boss' Light Avatar was going out of combat forever if you hid behind the wall under him
- Animation : critically hit animations of Skeletons & Raktin Warlord were slightly off
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Re: The Fall of the Dungeon Guardians v1.0a

Postby manutoo » 01 Jan 2016, 11:08

SubBuild 2016.01.01 :

New Features :
- Autopause : prevent resume for 0.25s after auto-pause triggered (it'll avoid resuming the game when you want to pause it right after an autopause triggered)

Changes :
- GUI : notifications are now displayed a bit higher when the Dps Graph is displayed
- Difficulty : custom difficulty sliders go down to 1% instead of 25%
- Visual Fx: slightly modified arrow impact Fx

Bug Fixes :
- Ability : reapplying Priest's Shield before it was over was making it end too early
- Map : secret doors could be missing on the auto-map
- Visual FX : some AoE Attack FX were spawning on the attacker instead of the target
- Controls : key modifiers weren't saved correctly in some cases
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