Age 37 - The Age of Zen - FINAL CHANGES

Game Announcements and Updates.
 

Age 37 - The Age of Zen - FINAL CHANGES

Postby Fogtopia » 19 Dec 2017, 03:04

Age 37 - The Age of Zen - FINAL CHANGES.

Age will start on December 22th and end in March..

Game Mechanics

On the first of each month rather than 10 acres each province will receive between 1 and 15 acres, to make it hopefully a lot harder for provinces to get the same acres.

Jubilant explore size limit is 120% of start acres, down from 150%

Thievery Agility removed, replaced with +1 Stealth per hour in most cases.


Item Updates

The Rune Skull :Converts runes into gold (1 rune to 4 gold) (was 5 gold) , max gain is limited to your kingdoms networth.

Dragon Eggs: hatch with 1-40 fireballs, down from 1-100 fireballs.

Some changes to legendary items.

The Hand of Glory
Removed +30% Thievery Agility
+1 Stealth per hour

The Necronomicon
+9 Combat Gains

The Extraordinary League
+5% Build Effiecency

Snaga the Sender
+40% (was +25%) Army Credits
+20% (was +10%) Enemy Casualties

The Hammer of Thor
+12% (was +10%) Combat Gains
+6% (was +5%) Defensive Military Bonus
+6% (was +5%) Offensive Military Bonus

The Werewolf
-15% (was -10%) Attack Time
+25% (was +15%) Honour Effects
+10% Catch Thieves


The StormBringer
Immune to Fog

The Crown of Midas
+30% Income Modifier (was +25%)

The Eye of Rhynn
+12% Thievery Power (was +9%)
+12% Magic Effectiveness (was +9%)
+8% Population Bonus (was +7%)
+10 Income Modifier (was +5%)

The Gem of Thrones
+35% Building Flat Effects (was +15%)
-40% Draft Cost (was -30%)
-30% Wages Cost (was -20%)

The One Ring
+20% Draft Rate

The Armour of Achilles
+25% (was+20%) Defensive Military Bonus.

Races

Humans

+50% Wages
+25% Science Effects
Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
5/8 (was 5/7) Elite, cost 1250gc (was 1000), 9.5nw (was 8)
+1 Offensive Specialist Bonus, cost 425gc, 5nw


HUMAN ADVISORS

Witch finder:+60% Arcane Library Coverage,Spell: Clearsight
Outrider: Horses have 2 offensive points, +20% Thievery Power, Aggression,-75% losses from horse stealing
Chamberlain: +50% Hospital Coverage, Spell: Minor Restoration
Ambassador: Mercenaries fight for half cost,+30% Draft Rate, Aggression Double Strength (3-0) Soldiers. Removed +15% Thievery Agility,+1 Stealth per hour
Bailiff: Prisoners make 2gc, Work Prisoners to death (Kill prisoners to increase BE (prisoners/acres*3) (option is on military page),BE lowers at half rate). Dungeons generate 10gc day,+50% Dungeon Capacity. Spell: Quickfeet
Seer: Lose 10% books books when recycling science, -75% science learning time. Spell: Nullify


Avians

+25% Combat Deaths
-30% Attack Time
Cannot use horses
Aerial Annihilation (No attacking losses on massacres, learns or plunders against unfriendly or hostile kingdoms)
9/1 was (8/1) Elite, cost 825gc (was 750), 7.5nw (was 6.5)
+1 Defensive Specialist Bonus, cost 350gc, 6nw
+1 Offensive Specialist Bonus, cost 450gc, 4.9nw

AVIAN ADVISORS

Watchman: +60% Watch Tower Coverage, Town Watch, Ghostworkers
Envoy: Spells: Greater Protection, Fog, -20% Honour Loss
Wingrider: -10% Attack Time, Elites use their offense not their defense when ambushed.
Scout: -20% Explore Cost, +25 Credits on Attacks ,-20% offensive losses
Spotter: Automatic success with Reconnaissance attacks (you can send 1 soldier) Bomb Run: Trad marches destroy an additional (25% of gains) buildings. For example - trad for 40 acres will destroy 10 additional buildings. +%15 Increased Raze Results
Sheriff: Gain 35% thieves on failed operations from your war opponent. +40% (was +15%) Enemy Thief Casualties,+15% Catch Thieves. Life Sentence. (Prisoners fight as 5-0), +5% Income Modifier

Undead

-10% Combat Gains
-35% Honour Effects
-15% Honour Gains
No food needed
Immune to plague
Spreads plague 50% chance
Malevolent Dominion (enemy wizards can explode on failed spells, +25% enemy thief casualties)
8/4 Elite, cost 1000gc, 8nw
+2 Offensive Specialist Bonus, cost 600gc, 6nw

UNDEAD ADVISORS

Reanimator:-75% offensive losses and -35% defensive losses, Greater Animate Dead Aura - Animate Dead is recast every day. Greater Animate Dead: Slain Elites are put back into training
Necromancer: Nightmares, Warspoils, Ghostworkers, Quickfeet, Amnesia, +15% Magic Effectiveness
Mortician: Each day 5% of prisoners are trained into elites. -25% Training Time
Gravedigger: Gain 30% enemy troops killed due to nightmares,+50% success chance on Nightmares.
Revenant: 50% Resistance to incoming Nightmares.Plague Chance increased to 75%, +35% (was +25%) Magic Effectiveness, Spell: Rune Harvest, +1 Mana per hour
Corpsemaster: Gain +50% extra prisoners from attacks.

Halflings

-35% Magic Effectiveness
+5% Income
Dragon Immunity
6/6 (was 6/5) Elite, cost 800gc (was 675), 7nw (was 6)
-35% Building construction and Raze costs

HALFLING ADVISORS

Baker: -30% food consumption, +20% Mills Coverage, Operations:Torch Farms
Chef: +25% food production, Spell:Second Breakfast, Operations:Propaganda, +15% Thief Den Coverage
Ringbearer: Failed attacks are not sent (but generals are away for 1% of attack time), Ghostworkers spell,+5% offensive modifier
Shadowthief: steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) 25% Thievery Power, Spell: Invisibility. +30% Stealing Results, Removed +40% Thievery Agility, +2 Stealth per hour
Smith: -75% Defensive casualties, +100% defiance (raises 2x normal rate)
Mayor: +25% Defensive military bonus, Townwatch spell, +5% (was +4%) Building Efficiency, +15% Building Flat effect bonus

Ent

-50% Thievery Power
+100% Building Construction and Raze costs
Cannot use horses.
15% Slower Attack
Elites and Specialists take up double population space (not including queued)
16/9 (was 14/11) Elite, cost 1500 gc (was 1350), 15nw (was 13)
+6 (was +5) Offensive Specialist Bonus, cost 800gc (was 700), 10nw (was 8)
+6 (was +5) Defensive Specialist Bonus, cost 800gc (was 700), 12nw (was 10)

ENT ADVISORS

Irontrunk: 50% resistance to Nightstrike, Spell: Gloom, Clearsight, Tree of Gold
Pinebellow: Elites and specialists at home do 1 job
Firbeard:+50% enemy attacking casualties, Town Watch with double effect (Each peasant defends with 2 strength)
Gentlebeech: 50% Resistance to Nightmares, immune to plague. Each home provides +30 food
Summerwillow:Larger acre provinces take -50% honour, +25% Honour Effects
Cleverwood: +15% Combat Gains, Spell: Mind Focus

Dark Elves

-35% Birth Rate
+20% Magic Effectiveness
+15% Thievery Power
Evil Enthrall (20% (was10%) of enemy troops slain on attacks join province)
1/6 (was 2/7) Elite, cost 750gc, 5.75nw
+4 (was +2) Offensive Specialist Bonus, cost 700gc (was 400), 7 nw (was 5.6)

DARK ELF ADVISORS

Runesmith: +100% rune production, Eldritch Absorption (50% Gold from Fools Gold and Runes from Lightning are added to your province)
Sentinel: -50% losses from overpopulation, all wizards produce 1.5gc per day, Clearsight, +5% Magic Effectiveness
Oracle: Extra 50% success chance on intel ops. No runes lost on any failed spell.
Warlock: +20% Magic Effectiveness, Spells: Nightmares, Vermin, Amnesia,Fools Gold, Mind Focus, Pitfalls
Templar: -15% Combat Deaths, Claim Territory (- 15% of acres taken on traditional march are transferred to your explore pool from enemy pool.) +5% Magic Effectiveness,-20% Wages Cost
Slaver: Gains 75% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain +75% extra prisoners from attacks, +75% Dungeon Capacity, Spell: Bloodlust

Dwarves

60% Food Consumption
30% Spell Rune cost
+25% Building Efficiency
7/2, cost 800gc, 6.75nw
+1 Defensive Specialist Bonus, cost 450gc, 6nw

DWARF ADVISORS

Pathfinder: -50% time for reconnaissance attacks, -5% Attack Time, +5% Offensive Military Bonus,-15% Ambush acre losses.
Miner: Spells: Miners Mystique, Dwarven Ambush (Can ambush any province in opposing kingdom in war, requires 3 generals) Dwarven Ambush has no 25% ambush speed reduction, each bank provides 3 runes. 15% Resistance to Night Strikes
Crafter: Ghostworkers spell, +25% (was +15%) Training Grounds Coverage Bonus
Loremaster:Dragon Lore (+30% damage to dragon with military, +30% gold value with dragon payment), Spell: Fools Gold, Spell: Holy Vortex, Double Effects from Fools Gold & Inspire Army. (+50% success chance on Inspire Army and Fools Gold, Inspire Army +50% duration and Fools Gold +%50 Damage.)
Mason: -75% Building construction and Raze costs, +15% (was +10%) Fort Coverage, +5% Population Bonus
Berzerker: +25% Enemy Casualties, Berzerk Rage +3% Military Efficiency when successfully hit by trad march) Spell: Bloodlust

Elves

-5% Population
-5% Building Efficiency
+15% Magic Effectiveness
8/2 elite, 1050 gc, 8.25 nw
+3 (was +2) Defensive Specialist Bonus, cost 950gc (was 800), 8.25nw (was 7)

ELF ADVISORS

Healer: Spells: **Elven Healing (Major Restoration - if cast during war (half effect on larger acre provinces) this spell also restores 2% of targets slain troops, thieves and wizards back to the military queues if applicable. This cannot exceed the totals the target had on entry to the war. This is an instant spell that is cast on others in your kingdom, success is based on your guild coverage, Clear Sight
Bard: +15% Birth Rate, peasants work 1.5 jobs Spell: Invisibility
Wizard:+15% Magic effectiveness, +15% Honour Gains, Spells: Wizards Wrath (Enhanced Land Lust - target loses twice the land you gain - extra acres are placed in your kingdom pool), Tree of Gold , Amnesia, Reflect Magic, Town Watch
Noble: Double Peasants taken on attacks. Elven Healing/Restoration takes only 2 mana Spell: Warspoils, Quickfeet.
Farmer: +45% food production, No food decay, Spell: Second Breakfast
Guildmaster: +25% Wizard Recruitment, +50% random events

Faery

-35% gold income
Reflect Magic Aura
2/9 (was 3/8) Elite, cost 1250gc (was 1100), 9nw (was 8)
+1 Offensive Specialist Bonus, cost 500gc, 4.8 nw

FAERY ADVISORS

Alchemist: Spells: Mind focus, Tree of Gold, Miners Mystique, +20% Spell Effect
Agent: +1 Stealth per hour, -25% thief cost, +25% Thief Den Coverage, +15% Catch Thieves
Spellweaver: +10% Magic Efficiency, Fireball has twice the success chance
Tinker: +15% gold income, ,+20% Home Coverage
Diviner: -50% honour loss against provinces with more honour,Spell: Blessing, +10% (was +5%) Science Effects, +20% (was +10%) Honour Effects
Enchantress: +25% Operation or Spell Duration Bonus, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, Clearsight, War Spoils, Town Watch, Reflect Magic, Meteor Showers, Pitfalls, Amnesia, Nightmares

Orcs

-40% Learn Results
-25% Science Effectiveness
+35% Build Time
+15% Combat Gains
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
10/2 Elite (was 9/3), cost 975gc (was 800), 9.5nw (was 8)
-1 Deffensive Specialist, cost 300 gc, 4.5nw
+3 Offensive Specialist Bonus, cost 550gc, 6.2nw

ORC ADVISORS

Slaughterer: Gain 100 food from each battle casualty, +40% Enemy Casualties,+15% Massacre Results
Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties
Destroyer: -50% Draft costs and wages,+5% Combat Gains
Overseer: Peasants produce 4gc,+50% Birth Rate
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic, 15% Magic Resistance
Tactician: -10% Attack Time in WAR, Trade Balance Decay +50%

Gnomes

+35% (was +30%) Population Bonus
+50% Explore Cost
+10% Attack Time
Quell Riots (Intra kingdom incite riots cancels existing riots)
3/7 (was 3/6) Elite, cost 700gc (was 550), 7.25nw (was 6)

GNOME ADVISORS

Prophet: +20% Thievery Power, Spells: Vermin, Town Watch, War Spoils, Mystic Aura
Hermit: -90% food consumption,-90% Birth Rate, -25% Honour Loss
Artificer: -60% accelerated training cost, can send thieves against a dragon (5 damage per thief sent) 10% magic resistance,-25% Build Time, Spell: Greater Protection
Trickster: +20% Thievery Power, Spell: Fog,Pitfalls, Bloodlust,+10% Combat Gains
Brigand: Operations: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, -20% Thief Casualties
Benefactor: -10% explore cost, Failed attacks return 75% quicker. +25% (was +15%) Bank Coverage, Spell: Miners Mystique





PERSONALITIES

Artisan

Stoneworks (Enemies have half success with Tornadoes on you.)
+10% Building Efficiency
Kingdom Influence: +5% Building Efficiency

ARTISAN ADVISORS

Builder: +25% Build speed, +15% Build Credits
Artificer: +40% (was +25%) Building Flat effect bonus
Architect: Buildings only employ 20 peasants.
Inventor: Each home provides +25 food, +25% (was +15%) Home Coverage, 0.1 books generated per acre per tick
Judge: -15% Training Time, 10% Honour Gains, +10% Catch Thieves
Engineer:+20% Armoury coverage, -30% Building construction and Raze costs

Champion

Rampage (Ignores Minor and Greater Protection.)
+6% population
Kingdom Influence: +3% population

CHAMPION ADVISORS

Cavalier: +3% Defensive Military Bonus, +3% Offensive Military Bonus, -3% Attack time, +20% Enemy Casualties
Defender:-35% damage from enemy raze attacks, 50% of troops killed from Nightstrike go back into training queue, Spell: Greater Protection
Knight: Can increase wage rate to 250%, -30% honour loss from attacks and ops, +10% Plunder Results,+25% Enemy Casualties
Expert: -20% Combat Deaths, +25% (was +10%) Enemy Casualties
Master:Alms for the Poor - 15% of land gained from attacks goes to the smallest province in the kingdom. Province gains the remaining 85%,+15% Defiance Bonus
Stabler:+300% Stable Production, +35% Stable Capacity, Double speed bonus from horses

Freak

Lunatic (Deal and Take %50 Fireball Damage)
Double chance of random event (normal have 1% chance, freak have 2% chance each tick)
Kingdom Influence: 50% more chance of random events

FREAK ADVISORS

Gambler: Daily Income has a 10% chance of being 300% more and a 10% chance of being nothing, -25% Thief Cost, +15% Income Modifier
Zealot: Immune to Plague, +10% defensive military bonus, Fanaticism has double effect (+8% OME, -6% DME), -20% Combat Deaths
Speculator: Explore, Build and Train have a 10% chance of being done for free (out of protection)
Wanderer: Attacks have a 35% chance of taking 1-100% less time
Oddball: 20% chance of not losing stealth with an operation, +25% (was +10%) Magic Effectiveness
Fanatic: 20% chance of not losing mana when casting a spell, +25% (was +10%) Thievery Power


Merchant

Trade Convoy (Enemy Plunders take %200 Casualties)
+20% Income Modifier
Kingdom Influence: +10% Income Modifier

MERCHANT ADVISORS

Trafficker: Can aid horses - Target cannot exceed max pop. +175% dungeon capacity, +50% (was +25%) Stable Capacity.
Banker: +10% Income, +25% Banks Coverage
Accountant: -30% stealing losses +5% income, +20% Catch Thieves
Marketer: 50% Economy Resistance. (Enemies have half success with Riot and Greed on you.) Spell: Gloom
1% Interest on food/runes and gold interest added on runes/food/gold up to a maximum of 10% of current stockpile (rune or food or gold) income. For example, if you had 100k income and a minimum 1 million gold, you would gain 10k extra each tick.
Auditor: +100% faster trade balance decay.
Economist: Gain 150 gc per enemy slain,+30% Army Credits on attacks

Mystic

+5% Magic Effectiveness
+1 Mana per hour
Kingdom Influence:All provinces gain +15% wizard power

MYSTIC ADVISORS

Magician: Double Guild Coverage
Illusionist: -35% enemy arcane libraries effect, +30% Wizard Recruitment
Conjurer: +50% (was +35%) Rune production , no rune decay
Archmage: -35% rune cost, +5% Science Effectiveness
Sorceror: +35% Spell Effect, Lightning takes only 1 mana.
Elementalist: Meteor Showers, +25% (was +5%) Magic Effectiveness

Rogue

+10% Thievery power
+1 Stealth per hour
Kingdom Influence: All provinces gain +20% thievery power

THIEF ADVISORS

Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility, +10% Thief Dens Coverage
Bandit: -35% Effect for enemy Watch Towers, Removed +40% Thievery Agility, +1 Stealth per hour.
Swindler: +15% Thief Stealing Results, +15% Thief Den Coverage
Embezzler: -40% thief cost
Cheat: -40% Thief Casualties
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, +20% (was +10%) Thievery Power

Sage

Gifted Child (Start with extra 950 Honour.)
+30% Learn Protection
Kingdom Influence: -15% Science Cost

SAGE ADVISORS

Scientist: Double School Effectiveness (Can not conduct learn attacks while advisor is active.)
Instructor: Spells:Mind Focus, Reflect Magic
Scholar:: +15% Increased Learn Results, +50% (was +25%) Enemy Thief Casualties, +15% (was +10%) Catch Thieves.
Professor: +10% Science Effects, Operations: Propaganda, +75% random events, Random events give +50% results
Librarian: 0.6 books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available:, +20% Arcane Library Coverage, +1 Mana per hour
Researcher: -20% science cost,-50% science learning time

War Hero

+75%Honour Effects
+10% Honour Gains
Kingdom Influence: Gain 15% more honour

WAR HERO ADVISORS

Guardian: 35% (was 25%) Resistance to Night Strikes, +50% Guard Station Coverage
Pilgrim: Spells:Mystic Aura, Clearsight, Mystic Vortex takes only 1 mana, +15% Honour Gains
Swashbuckler: +15% offensive modifier, +15% Massacre Results
Fortune Hunter:+50% Credits on attacks, Random events give +150% (was +100%) results, Removed +15% Thievery Agility
Adventurer: Can encounter random events when exploring. (Chance is equal to percentage of extra land explored, and does not occur in protection. If you are 1000 acres and explore 200 acres the chance is 20%), +15% gains when hitting larger acre provinces, -35% Defensive Combat Deaths
Traveller: -35% Exploration time, +25% (was +15%) Barracks Coverage,+50% Random Events.


Warrior

Logistics (-1% Attack Time in Unfriendly, -3% Attack Time in Hostile, -%5 Attack Time in War)
-10% Attack time
Kingdom Influence: +5% Combat Gains

WARRIOR ADVISORS

Soldier: +50% Draft Rate, -25% Food Consumption
Militant: -30% Ambush acre losses, -25% offensive losses, +25% Birth Rate
Warlord: -50% Draft Cost, -50% Wages Cost
Duelist:+15% gains on the last province that successfully attacked you, -30% Ambush Attack Time
Captain: +%25 Increased Raze Results, -5% (was -10%) Attack Time
Jouster: Gain honour from conquest attacks (about a quarter of traditonal march),Conquest is 15% quicker,+5% Combat Gains, -10% Attack Time

Cleric

Harmony (In Peace+5% Building Efficiency, in War -5% Building Efficiency)
-10% Enemy Gains from combat
Kingdom Influence: -5% Enemy Gains from combat


CLERIC ADVISORS

Cardinal: Spell: Blessing,+100% (double) success for guild based spells (self spells and bless/restore),+15% Magic Effectiveness
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, -25% Ambush Attack Time, -15% Training Cost, +20% Watch Tower Coverage
Preacher: -25% magic resistance, -25% science learning time, Spell: Mind Focus, -20% Draft costs and wages
Monk: -1 stealth, +2 (was +1) mana per hour, +50% (was +30%) Guild Coverage, +5% Defensive Military Bonus.
Bishop: +30% Guard Station coverage, +15% Fort Coverage, +35% Birth Rate
Priestess: Spell: Restoration, Holy Vortex, +30% (was +15%) Rune Production, +35% (was +20%) Operation or Spell Duration Bonus, -5% Enemy Gains from combat

Druid

Each land provides +2 food
-35% Combat Deaths
Kingdom Influence:-20% Combat Deaths

DRUID ADVISORS

Elder: Spells:Nullify, Mystic Aura, Meteor Showers, Removed Immune to Fog, +25% (was +10%) Building Flat Effects,+25% Spell Effect
Ranger: -50% Exploration time, -25% explore soldier cost, +2 (was +1) Stealth, -1 Mana per hour, +25% Training Grounds Coverage, -%5 Attack Time
Soothsayer: +50% success on Tornado and +50% damage,+50% success on Lightning and +50% damage, +50% success on Drought or Storms and +50% duration, +35% success on Meteor Showers and +35% duration.
Shepherd : +400% Stable Capacity, capture 25% enemy horses when attacked, +35% food production
Ovate:Rune Harvest Spell, 25% (was 20%) minimum success on spells and thief ops.
Shapeshifter: 0.5% specialists trained into elites each day, +10% Catch Thieves


Finally

Thats all so far, I will get back to coding. Sorry for letting anyone down again. I hope some of you like the change ideas.

Th
T
Fogtopia
Game Developer
Game Developer
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Posts: 363
Joined: 02 Feb 2011, 01:32
 

 

Re: Age 37 - The Age of Zen - FINAL CHANGES

Postby Sunju » 20 Dec 2017, 03:27

Noice!
Sunju
 
 

 

Re: Age 37 - The Age of Zen - FINAL CHANGES

Postby Guest » 21 Feb 2018, 12:37

Where is the game?????!!!!!!!!!
Guest
 
 

 

Re: Age 37 - The Age of Zen - FINAL CHANGES

Postby Guest » 21 Feb 2018, 17:22

I cannot login. What happened to the game?
Guest
 
 

 

Re: Age 37 - The Age of Zen - FINAL CHANGES

Postby Drango » 22 Feb 2018, 07:53

Guest wrote:I cannot login. What happened to the game?

is game down..cannot get in
Drango
 
 

 

Re: Age 37 - The Age of Zen - FINAL CHANGES

Postby Jared170 » 22 Feb 2018, 16:12

Phew! I thought it was just me. Probably ran into a glitch, I’m sure he’s on it.
Jared170
 
 

 

WHERE IS THE NEW AGE?

Postby Master » 28 Jun 2018, 09:46

NUF SAID!!
Master
 
Posts: 12
Joined: 15 Jan 2015, 19:47
 

 

Age 37 The Age of Zen FINAL CHANGES

Postby Arinawenup » 10 Aug 2019, 07:57

I am am excited too with this question. Tell to me please - where I can read about it?
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Posts: 4
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Age 37 The Age of Zen FINAL CHANGES

Postby AlekceuBat » 11 Aug 2019, 17:22

What changes? Just a second while I check out the index page ... hmm, ok, Tech Discussion down there, Cisco Certs there ... yeah well, looks nice, but I guess Im in the 3rd category

Aubrey
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Posts: 3
Joined: 03 Aug 2019, 19:20
 

 

Age 37 The Age of Zen FINAL CHANGES

Postby ArcoNab » 23 Aug 2019, 20:25

a few changes where made yesterday,

I was thinking it would be better to have the most active sections at the top.

if you have an opinion, let me know what you think?
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