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Discussione: Patch 1.2.0 [ptr]

  1. #1
    Festonio da Trolla L'avatar di Kurtz
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    Predefinito Patch 1.2.0 [ptr]

    The PTR is ONLINE, restart your Starcraft 2 to get the game files
    Run the file Starcraft II Public Test.exe in your Starcraft II folder to launch the patcher. It is approx 100mb


    SEA Accounts with NA Access are able to test on the PTR, log into the NA server and it will patch


    Patch FAQ - READ BEFORE POSTING
    Flux vane upgrade is completely gone. The void ray speed is still 2.25, the same as unupgraded void ray on live.
    You can no longer hold down a key to perform multiple copies of the same action. You need to hit D 10 times to make 10 drones. This applies to ALL races and ALL abilities and units. eg. You can no longer hold down Z with warpgates to warp in multiple zealots, but you can press Z then shift click to warp in multiple zealots. The same applies to abilities. Shift click to cast an ability multiple times
    You can no longer block ramps with 2 pylons.

    Chat channels have a 100 person limit
    [Bug]If a worker has minerals and is told to go mine vespene gas, then the player presses the return cargo button, the worker does not add to the vespene geyser worker count.
    The Starcraft II folder in your Documents root now includes a shortcut for your accounts used (no longer cryptic guesswork of IDs


    ptr faq

    Spoiler:

    You may be familiar with the idea of public tests or a "PTR" from playing other Blizzard Entertainment games. If not, you can think of them as open beta tests where players can preview upcoming patches before they go live. Patch 1.2 marks the first time that we've performed a public test for a StarCraft II patch, but we're planning to conduct public tests for most if not all future game patches. These PTRs help us a great deal -- when you participate and submit reports, we can squash more bugs and ensure that when the patch is released it's of the highest quality possible.



    Q: What is the Public Test Region?

    A: The Public Test Region, or PTR, is a way for us to invite you to help us test upcoming patches, as well as offer feedback on proposed changes, before the patches go live. You can think of them as open beta tests for patches. We've used the PTR system for many years with World of Warcraft and have seen great success in improving patches by inviting players to come play, report bugs, and let us know what they think of the changes before they're implemented on the live game.



    Q: Who can participate on the Test Region?

    A: For the current phase of PTR, we've selected players with these criteria:

    * The player has had an active StarCraft II North America game account before 11/11/10.

    * The player's account is not a guest pass account, and is not suspended or banned.



    Q: Are there plans to allow players from other regions to participate in the PTR, and will they have their own regional PTR?

    A: We would like to eventually open PTR access to players in other regions. However, we are currently working out the details and there is no ETA for when this may happen.



    Q: How do I participate in the PTR?

    A: When the PTR is available, a retail patch will add a new executable file named “StarCraft II Public Test.exe” to the StarCraft II game directory. To access the PTR, go to the StarCraft II game directory and run the “StarCraft II Public Test.exe” executable.

    A small patch will be downloaded to install the PTR client the first time you run it. Eligible accounts will already be enabled for the PTR so there's no sign-up needed for this phase of the PTR.



    Q: Can I still play the retail game after I install the PTR version?

    A: Yes. The PTR data is stored separately from your primary game data, so you can continue to play the retail version of StarCraft II by running "StarCraft II.exe", or you can play the PTR version at any time by running "StarCraft II Public Test.exe" instead.



    Q: Where can I send bugs or feedback about the PTR?

    A: Whenever a PTR is available, this Forum will appear for you to provide us information on bugs, feedback, and/or suggestions. The forum is monitored by our QA department. Due to the nature of this forum, it will be moderated fairly heavily to ensure the information posted remains constructive and useful for testing purposes.



    Q: Can I copy my character, and does my Test Region character stay from each PTR phase to another?

    A: No, character copy is not available to the PTR.

    There may be times where we wipe all character data after or during a test period to facilitate specific testing we may need.



    Q: Do my friends list, achievements, campaign progress and ladder ranking carry over to PTR or vice versa?

    A: No, the PTR is separate from the retail regions. None of the character data will transfer from retail to PTR. Additionally chat between PTR and retail regions will not be possible.

    Q: Will the PTR also have full customer support available?

    A: No. The PTR is mainly for testing purposes, so support will be very limited. However, we will still take appropriate action if players violate the TOS and/or EULA.

    Q: Can I publish maps to the PTR? Is there a PTR editor?

    A: At this time, we are not including the StarCraft II Editor as part of the PTR process. There will be no player created maps on PTR.



    Q: How long is the Test Region going to be open?

    A: There's no predetermined period of time the PTR will be available. It will remain active until we feel the patch has been appropriately tested.



    Q: How do I uninstall the PTR version of the game?

    A: There's no need to delete the files because the PTR data is separate from the retail game and won't affect your retail experience. If you want to do so anyway, you can delete the "\VersionsTest" folder in your StarCraft II game directory. Future retail patches may also automatically uninstall the PTR version of the game if the PTR is no longer active.









    patch notes

    Spoiler:

    StarCraft II Patch 1.2.0 - PTR Notes

    General

    Battle.net


    • Battle.net Chat Channels have been added:

    -- Players can now join others in both public and private channels.

    -- Added in-game chat bar command to whisper to other players. Using the /w command will pop up an auto-complete list which includes: friends, party members, chat channels, and other players within your current game.


    • Added a Battle.net option to auto-join previous private channels.

    • Added a Battle.net option to prevent chat channel text from appearing in the in-game chat display.


    Custom Maps


    • Map makers can now use custom UI layout files to create new UI or override existing game UI.


    Gameplay


    • Stalemate Detection has been added:

    -- The game will end in a tie for all remaining players if no players have income, production, or destroyed any structures for three consecutive minutes.

    -- A countdown timer will now appear when the game detects this scenario.


    • Several help dialogue and tech tree improvements have been made:

    -- In-game help is now available in Battle.net.

    -- The help dialog’s tech tree has been improved.

    -- Unit information in the help dialog now displays abilities and upgrades.


    • Selecting different units in quick succession will now fade out existing replies to play the most recent reply.

    • When selecting a Vespene Geyser, the number of current harvesters will be displayed in the info panel.



    Graphics


    • An Extreme graphics option has been added:

    -- Players can now configure screen space ambient occlusion.

    -- Unit information in the help dialog now displays abilities and upgrades.



    Interface


    • Customizable Hotkey Support has been added.

    • Mouse buttons can now be bound to the Push-To-Talk hotkey.

    • System Alert panel has been moved to the top of the screen – duration of most system alerts has been reduced.

    Added a hotkey to Pause/Resume game for both single-player and multiplayer (Pause/Break key).

    • Added a toggle button to the in-game replay panel to show or hide duration information.

    • Added a hotkey indicator option to show the primary hotkey on top of command buttons.

    • Added an option to disable any error sounds. The Response Sounds checkbox now controls whether unit-specific audio is used for error sounds instead of a generic buzz.



    Leagues and Ladders


    • A new Master League has been added.

    -- This league now represents the highest tier of ladder players.



    Replays


    • Several Save/Replay File dialogue improvements have been made:

    -- Prints current directory name above file list.

    -- Added sort order icons to Name and Date columns.

    -- Added the ability to rename.

    -- Added filters for Autosave and Unsaved.

    -- Added an option to permanently save all replays. Checking this option will mark all unsaved replays as being saved.


    • Camera following behavior for observers and replays has been improved.



    Balance

    • PROTOSS


    -- Hallucination research time decreased from 110 to 80.

    -- Observer

    Cost decreased from 50/100 to 25/75.

    -- Phoenix
    Build time decreased from 45 to 35.

    -- Void Ray

    Now deals 20% more damage to massive targets.

    Flux Vanes speed upgrade removed.


    • TERRAN


    -- Bunker

    Build time decreased from 35 to 30.

    This is only a temporary change for the patch 1.2.0 PTR.


    -- SCV

    Repairing SCVs now assume the same threat priority as the unit they’re repairing.

    SCV construction movement made more consistent.


    • ZERG


    -- Infestor

    Fungal Growth no longer affects air units.



    StarCraft II Editor

    • Map locale management has been added.

    • Further editor tips and hints have been added.

    • Copy/Paste support has been added to the upgrade editor.

    • Modifed the Locales dialog (also in the Locale sub-menu) for adding or removing text locales.

    • Locale sub-menu is now available in Map/Mod menu for changing the active text locale for the current document.

    • The game will now properly find custom imported files within mods.

    • Maps can now depend on even more mods.

    • Mod Info dialog is now available from the Mod menu for more easily changing mod name and description text.
    • Change Focus commands are now available in the Trigger module View menu for switching input focus directly to different areas.

    • Font Style Files can now be added to Mods and Maps using the FontStyleFileArray field in GameUIData. Existing styles can have their individual attributes overridden or entirely new styles can be added.

    • UI Layout files can now be added to Mods and Maps using the CustomLayoutFileArray filed in GameUIData. Most existing frames can be modified or overridden and entirely new templates can be added, which can be created from the Dialog system within the Editor.

    • Dialog Items can now be hooked up from already existing frames within a created Panel.

    • Attributes and values can now be hidden in the game lobby, configured through Game Variants.

    • Editor Tips dialog in the Help menu (and optionally on start up) improved with tips for using the editor effectively.

    • Created a new type of Dialog Item called Panel. Panels are containers for other dialog items to help with grouping and hierarchy.

    • The water editor layout has been improved.

    • The mouse wheel now scrolls the control under the cursor.

    • Copied doodads now retain their height offset.

    • Effect offsets can now optionally contain a Z component.

    • Attribute and Veterancy behaviors now normalize vitals when new levels are applied.

    • Mouse clicks and highlights are now allowed while in relative camera mode.

    • Edit boxes are now available for trigger dialogs.

    • Right clicking an item in an inventory will now have the icon appear immediately next to the cursor.

    • Behaviors can now be replaced by either the shortest duration (the original method) or by farthest distance.

    • Behavior abilities can now properly charge the player using the ability instead of always charging the owner.

    • New trigger action have been added:

    -- Set Visibility Type Of Text Tag, used to control whether fog or black mask hides the tag.

    -- Remove Inventory Item, used to instantly remove a requested item from an inventory.

    -- Bank Option, used to change options for banks including adding a signature

    • New unit properties have been added:

    -- Carried Minerals, Carried Vespene, Carried Terrazine, and Carried Custom Resource.

    -- Bounty (XP), used to grant experience when a unit is killed.

    • New trigger function: Verify Bank, used to verify that a bank’s signature is intact.

    • New trigger event: Mouse Moved, sent in response to the mouse being moved in the game world.

    • New Effect Used event property: Life, Shields, and Energy changed.

    • Added new UI to insert text tags for data references, unit info, and hotkeys.

    • Added an effect range to the effect ability to restrict how far away the effect can be placed. This will allow effects to behave like the Stalker Blink effect.

    • Added a behavior flag to suppress fidgeting.

    • Added a new stalemate melee option to determine whether the stalemate detection checking is enforced.

    • Added a new “Creator” player to effects. It will be set to the player issuing an order if available.

    • Added a new type of item that can use an effect ability.

    • Added a validator that checks to see if a unit can path to a point.

    • Added a validator that checks if there is a cliff between two points.

    • Added MinimapRenderPriority to CActorUnit and MinimapRenderPriorityList to CActorGlobalConfig. This allows custom map makers to define the render priorities of units on the minimap.


    Bug Fixes

    General


    • Harvest orders will no longer end if an order is queued while waiting to return cargo.

    • Harvesting units no longer avoid enemy units.

    • Fixed an issue with units trying to get out of the way so buildings can be constructed.

    • Hold position units no longer automatically move out of the way when placing a building.

    • Fixed an issue with harvesting units bypassing force fields.

    • Fixed an issue where melee units were unable to attack a colossus when it was on a cliff.

    • Fixed an issue where larva would not wander around.

    • Fixed an issue where loading a saved challenge could improperly overwrite the best score.

    • Fixed an issue where animation stutters when flying units are separating.

    • Added “Detector” text to the info panel for units which can detect cloaked or burrowed units.

    • Added combat reveal tinting to help show that combat reveal units cannot be hit. All diagonal ramps are now the same with regards to unbuildable locations at the bottom of the ramps.

    • Enemy units no longer show passive buttons in the command card.

    • Critter health bars are now hidden unless highlighted or selected (if status bars are set to show when units are selected).

    • Orders can no longer be canceled by clicking on the info panel in challenges before the challenge begins.

    • Missiles are no longer affected by Vortex.

    • Autocast repair will now charge the player requesting autocast functionality.

    • Autocast state for abilities is reset to the default state when unit ownership is permanently changed.

    • Repair will now clear its autocast state if the owning player leaves the game.

    • Actors with a large number of create events no longer crash the map.

    • Text tags are now paused when the game is paused.


    Protoss


    • Protoss structures can no longer be powered without a power source if constructed while powered by a Warp Prism under the effects of Neural Parasite.

    • Mass Recall can no longer target larva or eggs.

    • Fixed an issue where units that were picked up by a Graviton Beam would still block pathing on the ground.

    • Fixed an issue where a Zealot could burn his Charge cooldown without actually moving.


    Terran


    • Changed the position of the Select Builder button on Terran buildings, and changed the hotkey to Q.

    • Fixed nuke dot not being visible all the time.

    • Fixed an issue where you could see an enemy MULE drop pod in some cases where you didn’t have vision of the target location.

    • Fixed an issue where a Medivac would be able to continue healing a unit that was stuck in a Graviton Beam if the Medivac had started healing the unit before it was picked up by the Graviton Beam.

    • Fixed an issue where a Thor would continue to channel 250mm Strike Cannons on an uplifted terran building if it lifted off at just the right time.

    • Fixed an issue where a Thor could get stuck channeling if a player queued up multiple targets for 250mm Strike Cannons.


    Zerg


    • The Ultralisk’s arc-shaped damage area is now centered at the front of the Ultralisk instead of at its center.

    • Fixed an issue with the Ultralisk being unable to attack a row of sensor towers.

    • The Burrow and Cancel Neural Parasite buttons have been moved on the command card.

    • Creep will now spread evenly in all directions.

    • Fixed an issue where Larva could produce units by holding down hotkeys.


    StarCraft II Editor


    • The "For Each Real" and "For Each Integer" actions will now correctly execute once when the starting and ending bounds are equal while the increment is also zero.

    • Standard dependencies can no longer be modified in the Dependencies dialog (only added or removed).

    • Publish dialog now updates storage information after removing a published file in the Managed Published window.

    • The View Script command will now view library scripts if the library list has focus.

    • Dropdowns now correctly select items as you type using partial matching.

    • Fixed an issue with editing stylized text values when using system locales other than English.

    • Fixed an issue when editing mover data where values were not being saved correctly.

    • Fixed an issue that prevented certain changes to angle values.

    • Fixed an issue where the scroll bar for tree views could disappear.

    • Fixed an issue where triggers setting the mouse relative could result in the mouse being stuck in relative move mode.

    • Fixed an issue where setting the color of a dialog item of type label wasn’t working.

    • Fixed text truncation with Set Text actor message.

    • Fixed a crash that could occur while editing upgrade values.

    • Fixed display of ability command links in the Overview Manager.

    • Fixed many areas where English text was displayed instead of localized text.

    • Fixed an issue where selection circles would drop when a flying unit was over a cliff.

    • Veterancy experience share filters have been fixed.

    • Carried and equipped item behaviors and weapons are now restored properly when a unit is revived.

    • Items dropped from an inventory will now use their default height when dropped.

    • Fixed a crash when destroying a persistent effect.

    • Camera following can no longer be disabled via hotkeys if it was requested via triggers

    Repairing SCVs now assume the same threat priority as the unit they’re repairing.

    SCV construction movement made more consistent.

    Fungal Growth no longer affects air units.




    Harvesting units no longer avoid enemy units.
    Fixed an issue where a Zealot could burn his Charge cooldown without actually moving
    Fixed an issue where you could see an enemy MULE drop pod in some cases where you didn’t have vision of the target location.
    Creep will now spread evenly in all directions.


  2. #2
    Festonio da Trolla L'avatar di Kurtz
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    omiodio, hanno tolto la possibilità di spawnare unità tenendo premuto il tasto

  3. #3
    Festonio da Trolla L'avatar di Kurtz
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    huge protoss buff, molto huge

  4. #4

    Predefinito Riferimento: Patch 1.2.0 [ptr]

    wall of text

    vabbè come al solito privilegiano NA

    e solo 100 persone per channel??? ma che fail.....

  5. #5
    Il Nonno L'avatar di Kralizek
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Citazione Originariamente Scritto da Cloverfield Visualizza Messaggio
    wall of text

    vabbè come al solito privilegiano NA

    e solo 100 persone per channel??? ma che fail.....
    credo che anche i vecchi SC-ITA1 e TFT-ITA1 avevano 100 char max

    (hence the "1")

  6. #6
    Lo Zio L'avatar di Ingro
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    i canali di warcraft 3 credo non arrivassero a più di 30-40, quindi yay 100 non mi sembrano proprio poche, anzi sarà un casino immenso

    cmq ottimi i buff ai Toss anche se mi aspettavo qualche cambiamento più sostanziale nel bilanciamento di tutte e 3 le razze... vedremo cosa viene fuori cmq mi sembra una discreta patch, finalmente anche le hotkey personalizzabili!

  7. #7

    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Tanta roba effettivamente...
    Mi spiace che il fungal non sarà più vs. air... peccato.

    Sarebbe carino anche inserire nelle info gli apm correnti insieme agli fps...

    Vedremo!

  8. #8
    Antares
    ospite

    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Mi garba sta patch

  9. #9
    Il Nonno L'avatar di okazaky
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    non c'è tutto il malloppo dei cambiamenti in italiano
    è troppo per me da tradurre

  10. #10

    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Citazione Originariamente Scritto da Kralizek Visualizza Messaggio
    credo che anche i vecchi SC-ITA1 e TFT-ITA1 avevano 100 char max

    (hence the "1")
    nn giocavo a sc1 quindi non ho idea, ma le chat sugli ultimi c&c tenevano fino a 300/400 persone per lobby ed erano Irc based (come penso pure quelle di sc2)

  11. #11
    Il Nonno L'avatar di Kralizek
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Citazione Originariamente Scritto da Cloverfield Visualizza Messaggio
    nn giocavo a sc1 quindi non ho idea, ma le chat sugli ultimi c&c tenevano fino a 300/400 persone per lobby ed erano Irc based (come penso pure quelle di sc2)
    credo che 100 sia un buon numero perchè:

    se ne hai di più alla fine è solo caotico.
    se hai amici, anche se non entrano nel chattone della morte, comunque ci si vede in un canale privato

  12. #12
    Suprema Borga Imperiale L'avatar di Kemper Boyd
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    CENTO? Non entrerei mai in un canale con tutta quella gente per carita'!

    Lettoniente poi guardo bene.

  13. #13
    Il Nonno L'avatar di Hatsu
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Buffissimo ai toss

  14. #14
    Festonio da Trolla L'avatar di Kurtz
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    ma praticamente stanno dicendo che l'hold down key per spawnare unità con gli zerg, era un BUG ?

    ma per piacere, se non torna come prima switcho istant perchè non sarei mai in grado di avere gli apm necessari per giocare più gli zerg. Nè voglio procurarmi un tunnel carpale.
    Ultima modifica di Kurtz; 04-12-10 alle 16:46:07

  15. #15

    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Beh, mica solo con gli zerg, anche con le strutture toss e terran per mettere in cosa bastava hold down key. Infatti non capisco a che serve toglierle questa funzione, ai pro non cambia nulla, a noi comuni mortali è solo una scocciatura in più, ma niente di insormontabile. Questa è una cazzata...

  16. #16
    Suprema Borga Imperiale L'avatar di Kemper Boyd
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Versione TL;DR
    Protoss
    • Banshees? LOL

  17. #17
    Suprema Borga Imperiale L'avatar di DagonCultist
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Banshee

    - added AA attack
    - Now banshee has 450 hp and starts with full energy at 700
    - Questa creatura ha, travolgere, rapidità, legame vitale, battibaleno, tocco letale, non può essere bersaglio di magie o abilità.

  18. #18

    Predefinito Riferimento: Patch 1.2.0 [ptr]

    ma funzia la patch? leggevo che ci son problemi con la lingua

  19. #19
    Festonio da Trolla L'avatar di Kurtz
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Citazione Originariamente Scritto da DevilmanVegeta155 Visualizza Messaggio
    Beh, mica solo con gli zerg, anche con le strutture toss e terran per mettere in cosa bastava hold down key. Infatti non capisco a che serve toglierle questa funzione, ai pro non cambia nulla, a noi comuni mortali è solo una scocciatura in più, ma niente di insormontabile. Questa è una cazzata...

    c'è una leggera differenza che mi sa non hai colto

  20. #20
    Il Puppies L'avatar di Raky[pd]
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    noi creiamo quando possiamo crare, voi tenendo premuto andate a fare oscene code di produzione

  21. #21
    Il Niubbi
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Ma quindi noi Zerg ora dobbiamo selezionare una larva per volta e creare l'unità, oppure possiamo selezionare 10 larve e premere 10 volte per creare 10 unità?

    Non ho mica capito e non ho Sc2 sotto mano

  22. #22

    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Kurtz, la differenza che non ho colto è che noi con 6 hatch possiamo sfornare 40 idra in meno di un min, ok... E i terran/toss possono metterne in coda x5 per ogni edificio.
    Lo svantaggio nostro è che dobbiamo ricordarci di far lavorare le queen...

    Oppure non ho capito un razzo neanche questa volta?

  23. #23
    Festonio da Trolla L'avatar di Kurtz
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    no la differenza sarà che d'ora in poi per fare 60 zergling non terrai premuto Z a scatafascio (o l'hotkey del caso) ma dovrai premere 30 volte z

    z z z z z z z z z z z z z z z z z z z z z z z z z z z z z etc.

    Ogni 40 secondi, questo in mid/late game.

    Tanti auguri.

  24. #24
    Il Niubbi
    Data Registrazione
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    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Ah....





  25. #25

    Predefinito Riferimento: Patch 1.2.0 [ptr]

    Citazione Originariamente Scritto da Kurtz Visualizza Messaggio
    no...CUT
    Tanti auguri.
    Aaaaaaaaaaaaaaaaargh!!!

    Arriverò a 300 apm allora



    ..azzopuorco...

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