Wishes ideas and proposals for the next version

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Burdon
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Postby Burdon » Jun 25 2007, 16:14

I played a map called "the Dragon Slaugther", and there's a script inside which allows the Henchmen to gain experience like the regular creatures, in addition to their own progression system.
So, it makes them more interesting to me, since they gain abilities (let's see a bone dragon henchman with double strike...).
It would strengthen low level creatures as henchmen, but would make high level (6+ I think) too powerful maybe.
I was wondering if it was possible to hardcode it though ?

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Postby rhomboidspace » Jul 31 2007, 20:30

Fnord wrote:
kuguykuguy wrote:I would like to change the screen resolution.
The only resolution is 800*600 and elements of the game are very very big on my 19" monitor :S


I'm guessing this would be completely impossible without the source code and all graphic files used in the game. Even then, I don't know how easy it would be.


similar to this i'd just like to be able to maximize the game while in windowed mode, i just don't understan why it was disabled, i always though that the stretching was a function of the os not the program, guess i could be wrong.

also this might be a long shot but how about the ability to add new maps, screens, music, and voice overs to the campaign editor

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re: Zalok

Postby doom3d » Aug 4 2007, 16:24

There is a similar script. It gives 3..5% daily growth to unbought creatures in Town dwellings, except neutral Towns, depending on game difficulty.
Values are rounded down every day, so low levels have some advantage.

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Postby Pol » Sep 9 2007, 9:27

rhomboidspace wrote:
Fnord wrote:
kuguykuguy wrote:I would like to change the screen resolution.
The only resolution is 800*600 and elements of the game are very very big on my 19" monitor :S


I'm guessing this would be completely impossible without the source code and all graphic files used in the game. Even then, I don't know how easy it would be.


similar to this i'd just like to be able to maximize the game while in windowed mode, i just don't understan why it was disabled, i always though that the stretching was a function of the os not the program, guess i could be wrong.


It's conjunction of both, if program support it OS will arrange. Because Heroes game are consisting of lots of fixed graphical elements -- cornes, lines, ets - all with fixed size -- it's impossible for OS do nothing other than just stretch the graphic to fit actuall resolution. No wonder, that's ugly.

For repairing that you would need new exe and new, high res graphics, see H4 ;)

Correct current solution is to switch game into windowed mode (F4, 16bits) and eventually put a black image behind.
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Lvl requirement for artifacts

Postby bonecollector » Dec 26 2007, 1:45

just as an idea , make artifacts lvl dependant, so u cant use (too) powerful artifacts with a low lv hero. Sometiems artifacts are gained too easy at the beginning and may spoil the balance

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Postby Burdon » Dec 26 2007, 19:57

Can't remember who already thought about it before, but he had the idea of link some artifacts with secondary skills.
So you couldn't wear Breasplate of Brimstone without being at basic wisdom level for instance. Sword of hellfire would work the same way with offense, and so on.
Add levels requirements wouldn't be so bad to me.

Something completely different, don't know how to script it at all at the moment. ;| But if someone wants to give it a try... maybe :)

A building where you could get back the army you had before the last battle.
Let's assume that you won (or even lost) a pretty hard battle against another. It's now impossible to hire forces as powerful as the one you lost (especially with stack experience enabled). In a couple of days, you will die fore sure, killed by a third player.
It would exist this building to save you.
Of course, it would cost a lot (maybe more than resources, I mean experience too...), but the battle is won and you still have your creatures.

Could change strategies a lot.

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Postby Pol » Dec 26 2007, 21:06

:D That principle sounds interesting, a divine insurance. :-D

Well, you reminded me some of roman's legions which marched into mysterious fog and never been seen again. (Famine, Void, Spell Ward from MoM get baaack! )
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Postby BAD23ro » Dec 27 2007, 1:13

Burdon wrote:Can't remember who already thought about it before, but he had the idea of link some artifacts with secondary skills.
So you couldn't wear Breasplate of Brimstone without being at basic wisdom level for instance. Sword of hellfire would work the same way with offense, and so on.
Add levels requirements wouldn't be so bad to me.


For 3.59, I have already a plan to do such a script.


Artifact Prerequirements (script111.erm)


P.S Anyway, I haven't started yet because of short time and lack of commands so far :(

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Postby Burdon » Jan 7 2008, 18:55

Something weird but...

Even with the secondary skills boost enabled, maybe someone else will agree that the navigation skill... hmm... still sucks ? :-D

Why not improve it like the artillery skill ? Before a battle on water, the hero with navigation is able to kill some enemy creatures (as if the boat got canons or something).

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Postby obelisk v2.0 » Feb 11 2008, 14:08

Hey people, obelisk is back... back with his crazy and not-so-crazy ideas... if curious, scroll to pages 5&6 to read them.
i think i'll begin with a question - how is 3.59 doing? is it still going or what?
okay, question part solved, now to suggestions...
neutral stack size/bonuses/experience (one of them, i dont know which) sets all monsters to savage... kinda sucks if you ask me... i think that was a part which should not be altered... neutral stack bonuses increases neutral creature health, so i think you should get correspondingly more experience (like, i've seen neutral azure dragons with ~5000 health instead of 1000, so i should get 5000 experience/dragon, shouldn't i?).
enhanced war machines III - pls remove catapults from non-siege combat, they don't do any proper damage anyway and just clutter up the screen. sometimes they even block chain lightning (i target a stack that stands between the catapult and tent, the spell destroys stack and tent, and, when it should hit the catapult, it just stops for no reason...)
when i suggested that non-direct damage spells should be dependent on sp, not just magic skills, it was pointed out that haste would make little difference for fast creatures and slow could reduce speed below zero. that's a good point, just make it this way - for expert haste, for instance, the bonus is the greater of +5(standard bonus) or SP/10, for slow - the greater reduction of 1/2 speed or SP/10 (change the divider for better balance - that's for all spells), and set a minimum spell of 1 or 2. btw, golem type damage reduction would also reduce non-direct damage spell effects.
for direct damage spells, magic skill should be able to change the multiplier for damage. for example, implosion damage should be SP*75 + something for no skill/basic, SP*100 + something for advanced, SP*120-150 +something for expert. that way skill expertise would really mean something for direct damage sorcerers.
next - creatures-spellcasters (santa gremlin,lich,everyone who casts a spell on strike,faerie dragon). the damage done should be dependent on numbers (that's for gremlins/liches) and stack experience should set at which skill level the spell is cast.
next - creature balancing. i read an opinion that ghost behemoth speed should be set to 5 or so - crap, actually. as i said before, remove partial deflect ability given with stack experience, remove strike and return from everything except harpies. i might add more on this later.
commanders. keep soul eater's animate dead spell, that's the best spell for a commander, give paladin prayer or bless spell, change succubus ability from charm (useless) to fly from the start. remove complete block (recently saw a case where an enemy commander who had ~800 HP, blocked 5-6 hits each over 2k damage, and therefore i lost the entire fight), or if you keep it, at least change its animation form the original one to the one dracolich uses.
artifacts. perhaps an old idea i read somewhere wasn't that bad - creatures could equip other artifacts, not just a banner, like brimstone breastplate (creature gets constant fire shield) or another cuirass to get extra defense, sword of hellfire to do extra fire damage, a weapon to get extra attack, angel wings to be able to fly, etc. commander artifacts (with enhanced commander artifacts script enabled) to be always known by their real names (hardened shield, mithril mail, etc.) not +1 mail of eagle eye (to make it easy to find them via the living skull.
more coming up later, gotta go now.

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Postby Pol » Feb 11 2008, 15:49

how is 3.59 doing? is it still going or what?

You will perhaps not believe me but it still going! ;)
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Postby obelisk v2.0 » Feb 12 2008, 12:42

glad to hear it. and when could it be ready (assuming people don't bombard you all with questions and suggestions so you don't have time for making it)?

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Postby SantaGremlin » Feb 13 2008, 0:16

First, thank you all for your work!

I'm a programmer and play H3 since the beginning. Now I'm starting to learn ERM because I'd like to have the the following included into WOG.

- A "sell-everything"-button to the market (maybe right-click on something and question).

- In Hero-Meeting-Screen: A "Transfer everything"-button (the best armies go to the desired hero)

- Flagged Windmill, water wheel,... (Like H4 they should give the resources at start of the week instead of running around with useless Heroes)

- Possibility to alter terrain, for example build garrissons, cut trees for wood, ...

- I heard caravans is deleloped already. Is it still so?

- Upgrade or Downgrade creatures in upgraded dwellings.

- Will the new_upgrades skripts be in 3.59?


- Why isn't it possible to have no armies within the heroes' stack? Can it be changed?

- Can there be more slots for armies in the hero/town stack? (Maybe they are somewhere hidden. And while fighting they apear if another stack was dying?)

So, please answer my questions:
Are these ideas possible? Are some of them they developed actively ? Can you suggest a start-off tip for each of my ideas?

Again, thanx!

BAD23ro

Postby BAD23ro » Feb 13 2008, 0:23

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Last edited by BAD23ro on Oct 19 2010, 23:15, edited 1 time in total.

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Postby obelisk v2.0 » Feb 19 2008, 6:08

Several bugfixes:
1) Enhanced commander artifacts do indeed give stats to the hero who equips them, but these stats tend to go away after some time, so that when i remove them, the given stats are subtracted from my actual stats. not very important if i keep an artifact that gives +1, but not when i once had slava's ring of power that gave me +5 or even +6 to all stats, and i lost them... could be nice if you could fix that.
2) War machines sometimes disappear. if anything, i use a combination of warfare, all war machine skill enhancements and enhanced war machines III.
3) First aid tents sometimes get buggy, so that instead of casting mass cure and resurrection on the target stack (again, warfare, war machine skill enhancements and enhanced war machines III), it doesn't cast anything and heals 0 or -1 HP on the target (understandably, not resurrecting anything). moreover, once this bug occurs (and sometimes i manage to play out XL random maps without it occurring) the tent works like that until the end of the game, and game and/or system restart is no help.
4) A bug occurs sometimes when using enhanced war machines III and hero specialization boost. namely, if a hero is a direct damage spell specialist and casts it randomly prior to the catapult's attack on a stack, wiping the target stack out, i get a ton of error messages. the game itself doesn't crash, it just gives me a huge temptation to kick something (which i don't think is the healthiest possible activity).


Now on to new ideas:
1) An option should be possible to disable covers of darkness as map structures AND buildings in necro towns. perhaps as a map rule.
2) Change conflux grail effects - instead of permanently giving any visitor all spells, it could work as something that gives all spells to visiting/garrison heroes regardless of their wisdom level ONLY AS LONG AS THEY REMAIN IN THE TOWN. if that is done the map rule 'all towns have a grail structure' could be enabled even if there ARE confluxes on the map (as then conflux grail would not be so unbalancing).
3) The map rule that makes all creatures twice cheaper on day 7 should, on my opinion, also work on non-gold resources (dracoliches, azure/crystal/faerie/rust dragons simply aren't worth that much)
4) There was some time ago an unofficial script for plundering your opponents' treasuries when you take their cities (like, if your opponent has 7 cities and you take 1 of them, you get 1/7th of all their resources, including mithril. this needs some slight tweaking (the size of the taken city, measured in terms of city hall and fort development, could affect exactly what part of the opponent's resources you get (i think it makes sense that you get more resources in your opponent's capitol rather than in a small village that doesn't even have a fort). in addition, ramparts with dwarven treasuries could count as larger than they actually are.
Perhaps other buildings could also increase or decrease the treasury size. So, this is, in my mind, how buildings could affect this:
Village Hall +1 (it is, after all, a government office)
Town Hall +1 (a slightly more significant office)
City Hall +2 (quite an influential office)
Capitol +5 (this is the capital city, where all the decisions are made)

Fort +3 (provides a lot of security for the treasures within)
Citadel +2 (improved security measures)
Castle +2 (even more improved measures)

Grail +10 (the grail host town is likely to be the best defended place in your kingdom) - disable this if the map rule 'all towns have grail' is enabled

Marketplace +2 (more resources encourages trade)
Resource Silo +2 (this is where you store resources)
Artifact Merchants +2 (you have to provide wealth and protection to attract them)

Dwarven Treasury (Rampart) +3 (you can trust dwarves to guard your riches well)
Escape Tunnel (Stronghold) +2 (possibly could be used to take the treasure out of the town should it fall into enemy hands)

Creature dwellings:

Castle:
Halberdiers/Marksmen/Crusaders +1 each (they are loyal as guards)
Zealots/Champions +2 each (loyal and powerful - the best qualities for guards)
Archangels +3 (they are almost perfect as guard duty)

Rampart:
Grand Elves +1 (they don't care for the riches, what they care for is doing everything to the best of their ability)
Gold Dragons +3 (if there is someone who will rather die than hand over treasures that are not their own, it's Dragons)

Tower:
Gremlins -1 (not really ones you normally trust with your wealth), but Master Gremlins negate this
Naga Queens +2 (thir golden pavilion is, after all, golden (meaning expensive and lavish))

Inferno:
Imps/Familiars -1 each (i don't know about you but i would never trust my posessions to an imp)
Cerberi +1 (guarding something is their job)

Necropolis:
+1 per every upgraded dwelling (the undead don't care for riches, they simply obey blindly. if told to guard their master's riches, they will, not taking a single coin for themselves)

Dungeon:
Black Dragon +3 (see Gold Dragons)

Stronghold:
Goblins/Hobgoblins/Wolf Riders/Wolf Raiders/Orcs/Orc Chieftains -1 each (never trust goblins or orcs if you can avoid it)

Fortress:
Gnoll Marauders -1 (they are thugs by definition)

Conflux:
Storm/Ice/Energy/Magma/Magic Elementals +1 each (see necropolis, replacing 'undead' with 'elementals')


Of course, balancing might be necessary, for while castle and rampart can have 40 points, stronghold only gets 26.

I also got an idea about an adventure map location which could be called "treasury" or whatever, and would help treasure distribution. it should be an object that can be flagged and functions, for its current owner, as a town with, say, 20 treasure points (its functionality being limited to resource distribution). guards would be assigned, and, should any other player visit it, they would have the option of fighting the guards. if the attacker wins, he/she gets the resources stored within. after then the attacker can choose to take the treasury for themselves and store a part of their own resources there, or to let it stand empty and unowned.

Suggestions for the New Upgrades mod, which could be included in wog 3.59:
1) Move the upgrades from towns to the Hill fort. The creatures look good, but personally i think they would fit in better if there were no changes in towns;
2) Remove the graphical changes of the blood dragon. the new one looks weird to say the least.
3) Replace the ancient basilisk graphics. the current one looks nothing like a basilisk. a good one, and quite suitable for heroes, would be the one from age of wonders. the basilisk there is certainly basilisk-like and intimidating enough.
4) Give us back arctic and lava sharpshooters. if you need slots for the new creatures, use boring creatures instead (boring means peasants, halflings, nomads and werewolves). i absolutely don't mind you using the messengers
6) I suggest you to work more on the following upgrades : halberdier -> nomad (if possible, another infantry unit would be better), silver pegasus -> sorceress (the two have absolutely no connection, perhaps dendroid soldier -> treant would be better) and horned demon -> werewolf (personally i consider werewolves to be absolutely pointless, and in fact inferno units are supposed to look as fearsome as possible, but even the common demon looks more dangerous than the werewolf).

Misc suggestions:
1) Resize emissary dwellings so that they fit in and can replace other map objects, and include them in the list of objects that can be randomly placed on the map during wogification.
2) Improve emissary dwelling guardians so that they are at minimum 5 times harder than a dragon utopia which has been respawned twice through the creature bank growth script. this will most likely mean replacing messengers with other types of creatures (as messengers in nearly all quantities are harmless)
3) If the previous points are implemented, change the way emissaries work - instead of placing them as creatures, place them as something like sphinx blessings/curses - so that they don't take up any slots, but still give bonuses as long as the hero remains on the map. perhaps it could be done so that, should this hero be dismissed (things happen, don't they?), the emissary returns to his dwelling, respawning its guardians for the next adventurer brave enough to venture there. however, if the hero is defeated in battle or he/she retreats or surrenders, it is checked how much the emissary has contributed to the hero's stats. if he has given over, say, 20 to a stat, the emissary passes to the one who defeated the hero in combat (if the hero loses to neutral monsters, the emissary returns to its dwelling), but if less than 20, the emissary returns to its dwelling. moreover, all players should receive a message telling if an emissary has joined a hero, specifying which emissary has done so, and which player is its new owner, or when an emissary has left someone (specifying the emissary, the player who lost an emissary and, if there is one, the player who obtained one). logically, no hero (perhaps even no player) would be able to control more than 1 emissary at a time - if a player controls an emissary, their heroes would be unable to enter any emissary dwellings, and, should such a player defeat another emissary controller, the defeated player's emissary unconditionally returns to its dwelling.

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Postby obelisk v2.0 » Feb 29 2008, 8:15

I just got another idea - similar to replacing map objects with wog objects, it would be excellent to have options that replace them with non-wog objects (necessary in random maps) such as dragon utopia, library of enlightenment, trees of knowledge etc.
I also had an idea to balance Tower grail a bit - revealing all the map just isn't fun anymore. it should be reduced to reveal, at most, the layer the town in question is and even then perhaps not all the map but just a huge area around it (a radius of 40-50 tiles would be nice enough)

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Postby oqix » Apr 1 2008, 13:49

I like HoMaM 3 and I like wog it is perfect comeback for this game.
I have only one wish and it is increase stability of this mod, separately
problem with playing against AI.

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Postby FunBun » Apr 24 2008, 23:24

Here are some changes I would like in the new WOG version (if possible of course).

Add quest border gates. Normal quest guards just vanish which isn't always what you want. Also, give the quests from quest huts and borders and guards more options than they have currently.

Do something about the bug that occurs when you exceed 32,000 creatures in one stack (it's a bit mroe than 32,000 though). It really sucks to not be able to transfer creatures from one spot to another without having to split them. Also, the gold bug should also be fixed (like when you exceed something like 2.1 billion gold you suddenly have an negative amount of gold). That would be more useful for AI than for players, because as a player you ca just destroy the dwarven treasury at a certain amount of gold, but the AI can't, which results in them not having any gold to spend).

Heroes that have a creature specialty, should also have that specialty when using similar creatures. Like Kilgor has the specialty to give a bonus to Behemoths and Ancient Behemoths, but that bonus doesn't apply to Ghost Behemoths. Another example is Ingham. This Cleric has the specialy to give monks and zealots a bonus, but it doesn't give war zealots a bonus.

Possibilty to prohibit skill from advancing. Like you can learn basic water magic, but can't learn adanced and expert. Or you can't learn expert logistics but can learn basic and advanced for example.

Also, it should be possible to view the skills taught at a university placed on the map by right-clicking on it (like with witch huts). The condition is that it has to be already visited.

Am I just missing out or don't war machines get stack xp? I can view the stack xp when in battle, but I never get stack xp. If this option isn't already available, I would like it to be created.

Creature banks...I like creature banks, but fighting 2 million royal griffins isn't my idea of creature bank growth. I mean, creatures grow way to fast. I like the heroes 4 creature bank regrowth idea. Maybe it should be tougher than that, but fighting huge armies of creatures is really annoying and frustrating. it should be balanced imo.

The option Artifacts Boost and the option Extended artifacts should be split. Not all changes to artifacts are wanted in certain occasions. That is why I would like to be able to select/deselect every single change, in stead of disabling or allowing them all at once.

Maybe some new creatures should be added. I was thinking about a creature with something like 1-100 damage, but it is immune to bless and curse. Maybe it shouldn't be as absurd as 1-100 damage, but I like the idea of it :)

Creatures should have alternative stack xp abilities. Like there should be an option to select (a max of) 5 out of 8 abilties for example. This gives creatures a great diversity and you decide how you would like creatures to act.

To stay with creatures. Is it possible to change the way you buy 8th level creatures in your town? I mean, when you select the option that you would like 8th level creatures to appear in your twon as an extension of your upgraded level 7 dwelling, you can only buy them one by one. So if you have 10 external level 8 creature dwellings, you should buy ten times 1 creature. Is it possible to change this to buy them all at once?

Make chosing between commander classes harder by changing the speed skill. I never ever choose this skill, because I think it's the worst skill

A mithrill mine would be awesome. There should be a lot of restrictions and boundaries to it.

That's all for now. Off to bed I go

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Postby Corbon » Sep 23 2008, 1:30

Some suggestions for new combo artifacts (can't think of names, just the effect).

Emblem of Cognicanze + Stoic Watchman + Bird of Perception = 100% chance to learn enemy spell immediately.

Endless Purse + Endless Bag + Endless Sack of Gold = Daily income is doubled.

Ambassador's Sash + Diplomat's Ring + Stateman's Medal = No surrendering cost. In addition, the AI should be able to surrender a battle, if possible (instead of just fleeing).

Necklace of Swiftness + Ring of the Wayfarer + Cape of Velocity = Casts Expert Haste at start of battle and makes your troops immune vs Slow.


Edit: Oh, and I see some potential for a Leg artifact slot.

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Postby Storm-giant » Oct 3 2008, 17:19

Concerning the script that makes creature dwellings acumulates creatures I suggest to make all lvl8+ monsters not being able to acumulate from week to week->being able to buy 10 dracolichs/azure dragons seems very overpowered

About the option 039(script 39) which is the hero specialization boost I suggest to apply to campaing heroes too(for example, mutare drake will add +1 attack and +1 defense each two levels and with the start of +5+5).
Campaign heroes are mean to be stronger than regular heroes(for example, mutare drake will add +1 attack and +1 defense each two levels and with the start of +5+5)

Edit:Another idea that comes to my mind it's to be able to put a range on the creatures on the map editor(like min range=35,max range=70. that means that you will fight to a stack between 35 and 70 units). I don't know if it's possible, I think it would be a good addition.


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