Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
Added a save and load system in multiplayer and auto save at the beginning of each floor. It also allows the host to reload a game with disconnected players. See Multiplayer Save part below for more details.
Added a share items feature in multiplayer. Items in the inventory are now shared between players. The backpack is still for personal items. Be careful when you go to another level and check your inventory before leaving!
Researches are now shared between players on multiplayer
Added a new menu (top left corner or “P” shortcut) in multiplayer with the following features:
Players can give heroes to the other players
Players can check the network ping state of each player
Players can still exchange resources
The host can kick players
Added an option on multiplayer which allows the host to choose between private (only by invitation – default), friends only, and public game
Added DLCs listing in the main menu
Added more variety in the weapon impact VFXs
Improved the main menu light and VFX
Fixed the negative restore Science cost bug
Reduced the Tear Gas module damage over time
Improved the loading time when generating a new floor
Multiplayer Save
The host can save and quit the game in the same conditions as the solo mode (only during the strategic phase). Every player will be disconnected and receive the save. One of the players (and only one) must go in “Multiplayer / Load” and select the game (he/she then becomes the host). The other players can then see the loaded game in the session list (only available for players of the previously saved game).
This feature allows a disconnected player to get back into the game. If a network issue occurs, the host can save and quit, then reload the game with everybody. We’re working on small improvements to make this process simpler.
The auto saves are also available on multiplayer mode. If the host crashes or is disconnected, he/she will be able to load the game at the beginning of the current floor with the other players.
Swapping two different items will now give the correct amount for each statistics
Heroes will keep abilities given by the level, even if the player equips and unequips an item with the same abilities
Merchants no longer disappear
Fixed the buy/sale system
Fixed the Pepper Spray tooltip
BALANCING
Reduced the game difficulty:
Slightly reduced number of mobs in waves
Increased Food, Industry and Science basic incomes to 3 (used to be 2)
Reduced attack power of Hurna Hunter
Slightly increased the Wit of heroes
Increased HP and defence of Elise
“Too Easy” difficulty: reduced HP and attack power of mobs (remark: since the first easy mode appearance, the quantity of mobs is the same in the 2 modes, but weaker)
Removed the artefact in the first room of the floor
Please note that the balancing is still WIP, thanks for your feedback!
The change log is almost the same as the Branch Build one, except some little changes (with the "(new)" tag) and the list of fixes since this 0.9.22 version.
Content
Added 2 new heroes:
Mizi Kurtiz, the G2G hero and her dark companion
Kreyang, the EL Founder pack Drakken hero
Added 1 new event: the EMP, which temporarily deactivates modules of random rooms [G2G] Thanks Stealth_Hawk
Added 1 new mob: the Hurna Debuffer (and its elite form) which reduces the attack power of heroes in the room
Added “almost-HD” portraits for the heroes HUD
Improved environments by adding props, animations and FXs
Added situational dialogues (different for each heroes)
Added new tutorial (select in the menu to test it) [WIP]
(new) Added 2 special skills for prisoners and crew members
Improvements
Added a tactical map: mouse wheel down to zoom out, then click or mouse wheel up over a room to zoom in. You can move and (un)power rooms in this mode
Improved the Crystal phase:
The rooms are no longer unpowered
The Crystal can’t be put back in the first room
All the doors of the floor are opened!
You have to decide when you leave the floor: all your crew have to be in the exit, otherwise you lose them!
Added a Backpack in the Inventory panel: all items in this bag will be kept between floors
Added remote powering: auto-power several rooms at the same time by clicking on a remote room as long as you have enough Dust
Improved Merchants: each one now has a currency between Food, Industry, Science and Dust for sell and buy
Added a “multi-doors” bonus: get a score bonus when you open doors in an “action phase”
Added a pause button on the bottom right widget
Improved several animations on monsters & heroes
Heroes found in the dungeon can now have a higher level (with cost slightly increased)
Added hero refund: if you dismiss a hero, you get a certain amount of food based on his level
Added a special portrait when a hero dies
Improved Heroes HUD: reorganised the buttons to avoid misclicks, improved wounded feedback
Changed lighting system to improve performance (and solved the issue with black stripes visual artefact)
Improved normal map to enhance lighting surface
A lot of optimisations have been made in our animations and sprites system
Multiplayer
Added a chat in the start, transition (lift) and final screens
Differentiated in game chat from the log to improve visibility
Added a way to cancel typing text in chat: ESC to close chat or Ctrl + Delete to erase
Added a kick player button in the start screen
Added Steam friend invite feature
Steam
Added 25 achievements
Added 6 Steam Trading Cards
Added Steam badges and rewards (wallpapers / emoticons)
Added OST in the “Soundtrack” folder
Game Interface
Added HD GUI with bigger fonts (automatically activated on big resolution)
Improved the heroes and ship selection screen with 3D spaceships
Added a new victory screen with our rescued heroes
Improved loading screen
Improved game over screen
Improved the transition between floors
Floor progression is displayed
Heroes are now in a lift and randomly commenting on the situation (some lines are conditioned by events in the last floor, with the loss or recruitment of new heroes)
Globally improved the user interface
Improved the tutorial which is now interactive
Added Controls panel (in system menu) to display all the shortcuts
Improved the tactical map:
Press T or scroll up above any room close the tactical map with the camera at the same position than before the zoom out
Ctrl + click doesn't close the tactical map but power / unpower rooms
Added door steps to clarify the paths
Added animations on the Crystal (appearance, unplug, plug in, explode)
Added new icons and colours in the log
Improved exit button to finish the floor (and potentially abandon heroes!)
Improved green arrow of hero destination to be always visible
Improved Stele interaction: you can now open it without moving your hero
Changed Stele health bar colour
Added gold colour on skill unlock items description
Improved red pulse animation on the widget
Hero level is now displayed in green if you can level them up
Balancing
Tweaked heroes who are globally slightly more powerful:
Increased the power of most skills (in particular FIDS relative and heal skills)
Modified some skills to be more coherent with the heroes (Paramedic, Recycling, Red Plume, Bad Company)
Added / Modified skills to obtain more Dust (heroes with these skills: Golgy, Max, Mormish, Sara, Nanor, Hikensha)
Replaced Sara Duellist skill by Pickpocket
Tweaked heroes stats (increased in particular: Defence and Power of Hikensha; Defence of Deena, Golgy and Mizi; HP and power of Skroig; HP and defence of Warden and Joleri (a lot for her + reduced Dust penalty) and reduced Defence of Ken and Elise)
Gork is now unlocked by default instead of Opbot
Tweaked mobs (in particular reduced number of hard mobs and power of hunters, supporter and hydra)
Tweaked Spaceships:
Infirmary Pod:
Increased initial Industry and Food incomes
Reduced health cost
Drill Pod:
Increased artefacts in first floors
Armoury Pod:
Increased hero attack power
Increased items loot
Tweaked Modules:
Autodoc Shards: increased upgrade health regeneration, reduced industry cost (10->8)
Suppressive Firebot: increased power, reduced industry cost (9->8)
Dust Field Gen: increased upgrade defence, reduced industry cost (9->7)
Holohero: reduced industry cost (16->15)
Neurostun module: increased upgrade effect, increased industry cost (6->7)
Tear Gas: increased damage over time effect, reduced industry cost (9->7) and science cost, increased HP / Defence
Pepper Spray: reduced cooldown, increased duration of Troublemaker, reduced industry cost (16->12), increased speed of troubled mob
Viral Injector: increased duration and poison effect (a lot!)
KIP Cannon: increased Science bonus of first level and increased attack max of upgrades
Reduced rooms number (about 14%)
Tweaked too easy mode (slightly increased mobs power and Crystal defence)
Reduced research costs of production module first levels
Increased the amount of Artefacts (a bug reduced their number)
Increased the amount of Heroes (a bug reduced their number in first floors)
Increased the amount of Major slots
Increased Dust Factory loot
Added score modifiers on spaceships (20% for Infirmary and Armoury)
Bugfix
Fixed several graphical issues on all environments of the game
Fixed several animations (heroes and monsters)
Fixed several issues with the user interface and localisation
Fixed GUI HD option not saved
Fixed several issues with multiplayer mode
Fixed several issues with the tactical map
Fixed an issue with the unlock of spaceships
Fixed Door Opener mob and number of doors open issue
Unlocked Founder heroes by default: Josh 'Ntello (DotE Founder) and Kreyang (EL Founder/Emperor)
Added new resolution system in option panel
Added windowed mode in option panel
Added ability to rebind keys
Added Heroes groups shortcut with Ctrl + 0-9 (therefore allowing you to change your hero hotkeys)
Added first version of Auto-Save feature in case of crashes (solo mode) [WIP,doesn’tworkifacrashoccursduringelevatorphase]
Added three G2G achievements (also renamed the achievement "Unbeatable Duo" to "Members Only")
Enabled cross platform multiplayer (Windows & Mac OS). Lobbies hosted by a player with a different public folder & files (modded version, or different OS) will be shown in gold.
Added regional filters in the lobby
Added chat in game over and victory panels
Added module build cost in the research panel
Improved Abandon game confirmation dialog
Improved some hero / monster / module animations
Improved Merchant on the tactical map (colour shows currency)
Improved projectile heights
Improved monsters placement to reduce overlapping
Balancing
Increased self-destruction Delay of Kamikaze mobs with now a random interval
Reduced Kamikaze mobs spawn and zone damages on modules
Increased Kamikaze mobs damage zone on other monsters
Removed Keeper monster in the Library
Changed Pro Modules Stele with multiplicative effect
Changed Bad Company skill effect (addition instead of percentage)
Fixed some issues with items duplicating and Merchant
Fixed several issues with multiplayer
Fixed several issues with environments and lights (rooms too dark)
Fixed disappearance of the crystal carrier in the high score panel
Fixed typos in dialogue and localisation keys
Fixed Drill pod unlock (required to reach floor 24 and not 25)
Fixed Ken not respawning in Refreezerator
Fixed hero reappearance after dismissing them
Fixed the album resolution in 4:3 (now stretched though)
Fixed some issues with singleplayer game save: you can now retrieve it after playing a multiplayer game
Please note several known issues are still being worked on, and those include:
The multiplayer issues require a lot of testing
The auto-save feature: it's a first version for now and we plan on improving it, but it should prevent save losses in most cases. Piece of advice: remember to save and from time to time restart the game on Steam if you often get crashes. We're still working on the performance as well.
Lobbies listed in "gold": in case you want to report an issue, don't forget to mention if you were in this case (modified public folder or cross platform multiplayer)
On this day, Endless technology lights up and strange things appear in the ruins all across Auriga, and even throughout the galaxy as the Archivist, Esseb Tarosh, fulfills its duty.
IMPROVEMENTS
Improved the multiplayer mode stability: optimisation of bandwidth usage to reduce impact of bad connections (high packet loss rate) on game sync and avoid disconnections
Optimised lighting system and memory usage: the game should perform better and experience less crashes
Improved auto-save feature: it is now functional if a crash occurs during the elevator phase
Improved our save system: players with save issues should be able to save their games in this version
Added a backup system between game versions: if there is an incompatibility between your save and a new version, your save will not be lost and you’ll just have to restart your current level
Added resolution mode options: pixel perfect, border (not stretched) and no border (stretched) modes
Improved tactical map transition
Added sound effects for the Pug hero, Ayairi Whairydd
BUG FIXES
Fixed some multiplayer issues (locking players in the lobby when the host is having connection problems and variable synchronisations amongst other things)
Fixed issues with our lighting system and DX11 compatibility
Fixed achievements that were wrongly unlocked after a save
Fixed keyboard shortcut issues on Mac (Note: there is a known issue in Unity (our game engine) with special characters on the numeric keys, which prevent some foreign users to use them to select heroes for example)
Fixed Autodoc Shards tooltip values
We changed some critical assets in this version and old saves will not be compatible with this version. The new backup system will restart your current level.
Fixed an issue with the Armory and Sanitary Pod locked again for players
If you used the "-openGL" command on Steam (launch options) because you used to experience crashes/display issues, please remove it as the problem should be resolved.
Fixed a typo in the game configuration which caused this unintended extreme difficulty
Please accept our apologise for the inconvenience. We are working on fixing the other issues reported by the community at the moment. You should expect the "Hot fix" in the upcoming days, once our QA team gives us the green light for the changes we submitted.
Re-uploaded the soundtrack in the game folder (Steam > Steamapps > Common > Dungeon of the Endless > Soundtrack)
Fixed an issue with a specific room in the Jungle environment where the player could not move
Fixed issues with player usernames containing "{" or "}" characters, which resulted in a crash
The "DEEP FREEZE" DLC: due to an issue with the Steam store, if you happen to own the Emperor (or Founder, as it was called during its Early Access phase) pack of Endless Legend. Before making a purchase, make sure you don't already have the DLC; it's represented by a little shiny ice cream cone at the bottom left corner of the screen, in the main menu (it won't shine as much if you don't own the DLC).
Misha Cherny, a heavy guy with a heavy weapon. And a sandvish.
Dell Bradford, an engineer who is not afraid to repair under fire!
Kaspar Herab, a medic with some useful knowledge
Pat Bates, an innocent pyromaniac with a burning love
Added 5 new items with passive skills (Sandvish, Gas Mask, Dove, jPad, Tower of Hats)
Improved memory use
Fixed an issue where the operator lost his bonus during an attack in multiplayer
Fixed an issue where the floor could not be finished
In Single-player, you might have to restart at the beginning of your floor. In Multiplayer, you might have to restart the whole pod. If you want to finish your game in MP, we suggest you to use a previous version of the game. To access that version, you will have to select in the Steam properties of Dungeon of the Endless, the 'Betas' tab, then select the [1.0.63] version.
Added 3 new Heroes, with a really refreshing gameplay:
Wes Davoun, the radio operator:
He's a very good operator and one of the best support characters of the game. Thanks to his radio skills he can buff all heroes on the floor.
Special Transmission (passive skill): operating a resource module raised to an art form. Depending on which resource module you are operating, it will provide a different buff to all heroes on the floor:
When operating a Food module, provides health regeneration to all heroes on the floor.
When operating an Industry module, provides attack power to all heroes on the floor.
When operating a Science module, provides attack power to all minor modules on the floor.
Good Morning Auriga (active skill): movement speed buff for all heroes on the floor. When the whole team has to rock and roll!
Urgent Call (active skill): make an urgent phone call to change what will happen in the next room you’ll open, and force a positive event to happen. When you want anything but trouble behind the next door.
Zugma Walker, the bulldozer operator:
Zugma, driving her bulldozer, is the first übermassivetanky operator!
Recycling Beast (active skill): transform every monster killed into a random resource (except Dust). Not everybody can turn roadkill into resources!
Steamroller (passive skill): reduces the movement speed penalty when carrying the Crystal. Zugma Walker is a very slow character but when she's carrying the Crystal she becomes one of the fastest characters in the game.
Secret Compartment (passive skill): she can keep a part of the Dust from a floor to another. That little place where cops and customs officers never look.
Sasha Chokyo, the trainer:
With Sasha you gotta grab’em all! Indeed, you can train any monsters of the game! When you’ve got a monster as a pet, it can deal damage to other monsters. Moreover, it can even level up by killing other monsters! Take care of your pet by feeding them Food.
Heel! (active skill): tames the most powerful monster in the room. An order even monsters will obey.
Table Scraps (passive skill): share a part of your Food when healing Sasha with the tamed monster. One way to keep your pet healthy.
Attack Dawg (passive skill): share a part of the hero’s attack power with the trained monster. Your pet is every bit as vicious as you are.
Added 2 new Hurnas monsters, from the Endless Legend’s universe:
The Hunter: always stalking the weakest hero of your group, it’s an archer that attacks slowly but deals heavy damages. Take care of your operators!
The Warden: a crazy spinning zone damage dealer. Don’t keep all your heroes in one place, or lower your head to dodge his club!
Added 1 new Major Module, the Field Medic:
It reduces healing costs on the floor,
It increases heroes and NPC’s defence on the floor.
Added 4 new items:
Heavy Engine: provides attack power, reduces movement speed and grants the Steamroller passive skill.
Secret Pocket: provides defence and gives the Secret Compartment passive skill.
Rescue Kit: provides attack power, wit and health regeneration.
Training Kit: provides attack power, and gives the ability to operate.
[ADDITIONS] All versions – G2G content
Added a new spaceship, the Organic Pod: [G2G]
This pod is an intellectual living creature, so take care of her like a member of your crew. Remember, she likes red wine, boiled shrimp with sauce, classical music and pictures of kittens.
Gameplay effects:
Creatures are faster.
Modules can’t be repaired.
Powered rooms:
Can’t be unpowered,
Deal damage to modules and artefacts at every turn,
Reduce monsters’ defence by 100%,
Provide +0.5 Food per turn.
Added a new Hero, Rosetta QV1819: [G2G]
Egocentric passive gameplay: attack power and defence bonus per mob in the room, so bring it!
Tower of Babble (active skill): within a limited period of time, all monsters with less than 25% health points explode instantly dealing zone damages to all the surrounding monsters. An uninterrupted flow of multi-syllabic words would confuse even the most enraged enemy.
Added 3 new monsters, the Vultus: these 3 new monsters are quite insignificant damages dealers, but they are nasty gameplay breakers!
Trash: they spread into the dungeon and slow minor modules’ attack speed.
Debuffer: slows a hero’s attack and movement speed.
Vultu: it has a chance to spawn in a random unpowered room at the beginning of a turn. Kill it before it vanishes at the end of the timer and you’ll be rewarded with a Dust loot. So hurry up! [G2G]
Added 2 new minor modules:
Biomass Factory: a minor module that converts dead monsters into Industry.
Biomass Cannery: a minor module that converts dead monsters into Food.
Added 8 new items from the Endless Legend universe:
Executive's Armband: % odds to trouble the targeted monster.
Cheater's Armband: % odds to poison the targeted monster.
Antigrav Trinket: boosts the movement speed but lowers defence, useful for Crystal carrying.
Self-Help Buds: boosts wit, defence and attack power.
Shanty Singer: boosts defence of all heroes in the room.
Brainwave Bracers: boosts health regeneration depending on number of mobs in the room.
Fred's Fixer: adds wit, boosts repair speed.
Drug-o-matic: boosts health regeneration and defence.
Added controller support
Added a new ending sequence: finish the game to actually watch it!
FIXES
Fixed several desynchronisation issues: the multiplayer mode should now be more stable
Fixed a bug that occurred upon finding a new item: the inventory now properly opens if you click on the notification
Fixed an issue with the visual effects on monsters or heroes, which are now hidden when the room is affected by the EMP event
The Keeper can now attack unrecruited heroes
The game is now paused when opening the Album by clicking on a notification
Fixed the tactical map main background animation
Fixed an issue with the item “Time of Sands” which was duplicated in some situations after loading a multiplayer save
Removed the merchant’s health regeneration
Player names are now visible during a multiplayer game
All impact VFXs are now displayed both on the client and server side during a multiplayer game
The Crystal is now displayed on the tactical view while it’s carried by a hero
The option menu can now be closed using the Escape key
Fixed several animations on heroes and monsters
Fixed an issue with DX9 and the lighting system that turned rooms very dark despite powering them
"Urgent Call" skill has been reconsidered. The skill now makes a hero appear in the next opened room. The cooldown has been lowered. It can only rarely make an artefact appear. Spawned heroes can’t be recruited in both Armory and Refreezerator pods.
"Radio Tower" is divided into 3 skill levels, accessible at levels 4/9/15. This makes Wes’ progression more interesting and dynamic. Also, the skill is more powerful than before when Wes reaches level 15.
Because he’s an interesting early game operator, to make him more fair compared to other operators:
-1 general Wit.
"Knowledge Is Good" is unlocked a bit later.
The Zoner can now hit the crystal, a part of his zone damages are converted into direct damages.
The Silic Supporter, Silic Bulldozer and Elite Flying Necrophage monsters don’t hit the player’s modules anymore. However, Kamikazes monsters and Chimera Keepers can still damage it.
The Silic Supporter now buffs the player’s team when tamed.
The tamed Chimera Keeper normally doesn’t need a hero to be in the same room he’s in to be active anymore.
The Death Merchant can’t spawn in the very first rooms of each floor anymore.
"Paramedic" (Deena, Opbot, Kaspar) heal skill is now a lot more efficient.
Deena unlocks level 2 "Paramedic" earlier during her progression.
"Sandvitch" (Misha) heal skill is now more efficient.
Biomass Factory module isn't available in the Armory Pod anymore.
Biomass Modules, "Recycling" and "Soylent Green" passive skills don’t generate resources during crystal waves anymore.
"Recycling" and "Soylent Green" now produce more resources.
Minor modules attack general rebalancing: AoE modules are lowered, single target modules are increased. The new computation rationale is more realistic in the way we take more into account the number of monsters that compose waves. AoE are still the best choice to kill waves, they just need bigger waves to be as profitable as before.
Prisoner Prod is slightly more powerful.
KIP cannon requires less Science to reach its attack power limit, but the limit is unchanged.
Tesla module is more powerful.
Machine Gun does more damages but heats up a little more faster.
Claymore & Seblaster are less powerful.
Fixed an issue with the Xbox One controller on Windows 10.
Fixed an issue with the "Researcher" achievement which wasn't unlocking properly for players who didn't own the Rescue Team content pack.
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