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Bini Inibitor

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  1. Mynoduesp liked a post in a topic by Bini Inibitor in Add an option to mute pings   
    If feasible of course.
    Not much to add here. I put certain people on my ignore list for a reason, either because they can't keep their mouth shut or grief the game. Unfortunately putting them on ignore doesn't disable their pings and some of them have the tendency to make obnoxious use of it. I suggest either adding such functionality to the ignore list or allow muting chat and pings separately.
  2. PrincessKenny liked a post in a topic by Bini Inibitor in Add an option to mute pings   
    If feasible of course.
    Not much to add here. I put certain people on my ignore list for a reason, either because they can't keep their mouth shut or grief the game. Unfortunately putting them on ignore doesn't disable their pings and some of them have the tendency to make obnoxious use of it. I suggest either adding such functionality to the ignore list or allow muting chat and pings separately.
  3. Zyna liked a post in a topic by Bini Inibitor in Add an option to mute pings   
    If feasible of course.
    Not much to add here. I put certain people on my ignore list for a reason, either because they can't keep their mouth shut or grief the game. Unfortunately putting them on ignore doesn't disable their pings and some of them have the tendency to make obnoxious use of it. I suggest either adding such functionality to the ignore list or allow muting chat and pings separately.
  4. Kapo liked a post in a topic by Bini Inibitor in CCC #5 - Prophecy, Prophecy, PROPHECYYY! - UNTIL 28.05.2022   
    It's been fun, could make use of my favourite cards. Lads, do it!
  5. Doomdragons liked a post in a topic by Bini Inibitor in Community Update #22 - April 23rd, 2022   
    Recorded testing footage of Wasteland Terror attacking squads on walls.
    09e23zGLg6Ok6WTiDyKsHXYFju77IjLYdmb7IawcCnh9KUfayNiiRMW6AdD0Aw1B.mp4
  6. nukie liked a post in a topic by Bini Inibitor in Community Update #22 - April 23rd, 2022   
    Recorded testing footage of Wasteland Terror attacking squads on walls.
    09e23zGLg6Ok6WTiDyKsHXYFju77IjLYdmb7IawcCnh9KUfayNiiRMW6AdD0Aw1B.mp4
  7. Metagross31 liked a post in a topic by Bini Inibitor in Community Update #22 - April 23rd, 2022   
    Recorded testing footage of Wasteland Terror attacking squads on walls.
    09e23zGLg6Ok6WTiDyKsHXYFju77IjLYdmb7IawcCnh9KUfayNiiRMW6AdD0Aw1B.mp4
  8. Majora liked a post in a topic by Bini Inibitor in Community Update #22 - April 23rd, 2022   
    Recorded testing footage of Wasteland Terror attacking squads on walls.
    09e23zGLg6Ok6WTiDyKsHXYFju77IjLYdmb7IawcCnh9KUfayNiiRMW6AdD0Aw1B.mp4
  9. Volin liked a post in a topic by Bini Inibitor in Community Update #22 - April 23rd, 2022   
    Recorded testing footage of Wasteland Terror attacking squads on walls.
    09e23zGLg6Ok6WTiDyKsHXYFju77IjLYdmb7IawcCnh9KUfayNiiRMW6AdD0Aw1B.mp4
  10. Volin liked a post in a topic by Bini Inibitor in Stonekin - Faction Discussion Thread   
    Recently I created a deck that only consisted of Elementals. T1 is fairly limited at that with only Ice Guardian. In maps with delayed T2 access, the start with the deck obviously starts to fall apart, but does reasonably well in a variety of advanced PvE maps and rPvE 9. Could've gone T4 with Gemeyes or Grinders, but wanted a decent variety and keep using my T3 units.

    In addition to what I brought up earlier, reason of bringing this suggestion up is also the current situation and alternatives around that level. I could spent 130 power for a supportive unit that deals mediocre damage and can freeze after some time attacking. Thing is, I can either wait several seconds for enemies to be frozen, keep taking damage in that time frame and leave air units unaffected, or I simply spend the power on a Cold Snap and use Stone Warrior's Shatter Lance to immediately dispose of targets, minimizing the damage I would've taken otherwise.

    What I didn't account for in my suggestion however was the fact, that upgrades reduce the freezing delay from 7 to 5 seconds (I simply forgot this was a thing), which definitely puts things in a better light. Hence the numbers I presented revolved around the 7 second mark (U0) with additional Rageflames reducing freezing delay to 5, 4 and 3 seconds respectively and upgrades increasing overall freeze duration.
    While it's definitely not as bad as I initially thought due to this oversight on my side, I still don't think it's a particularly great place to be in with a T3 hybrid support/offense card. I assume players want to make liberal use of their T3 cards in mid and late game, maybe transition with them into T4 and keep using them or entirely rely on a T3 army. And with its, albeit limited, offensive capabilities want to use it more than once or twice.

    From my experience after several matches and now I ask myself constantly: "Why I am hamstringing myself with this card?" It's rather costly, damage quite low for that, range is low and can only attack ground targets. It's certainly usable and looks cool at first glance, but in various situations I simply felt like exchanging it for any other card. Deepfang looks more compelling for its stats and Critters. Coldsnap is available at T2 and freezes air targets as well while having more liberty in doing so. Frost Shard basically does, what Rageflame currently tries to do; instant freeze, damage, works against structures, more liberty and at a similar, nonbound cost. Not to mention "progress" is completely reset, if Rageflame stops attacking for even a fraction of a second and Rageflames don't synergize with eachother.

    It didn't feel like a satisfying reward for slotting Rageflame in, when I can have more efficient results with cards that offer better stats for their cost or achieve a goal in a similar or better way and multiple Rageflames not really contributing much more.

    I really want to know what others think of Rageflame.

  11. SpiritAlpha liked a post in a topic by Bini Inibitor in Slavemaster - Discussion Thread   
    Something more of a bug. Left side of the map (as if anyone bothers taking that route LUL) has two Soulhunters next to a spawn building. However one dies the moment the map starts.
    Doubt it has any gameplay implications, but I thought it worth mentioning.

  12. Metagross31 liked a post in a topic by Bini Inibitor in Slavemaster - Discussion Thread   
    Something more of a bug. Left side of the map (as if anyone bothers taking that route LUL) has two Soulhunters next to a spawn building. However one dies the moment the map starts.
    Doubt it has any gameplay implications, but I thought it worth mentioning.

  13. Kapo liked a post in a topic by Bini Inibitor in Squads units with speed modifiers are reset to normal speed upon replenishing lost members   
    This bug revolves around unit cards that consist of more than one individual unit and have modifiers that affect their speed.
    Namely: Drones, Imperials, Witchclaws, Pest Creepers (Sunken Temple), Scythe Fiends, Silverwind Lancers, Strikers, Werebeasts.
    These squad units have abilities that modify their movement speed, either increasing or reducing it. If individual members of them die and get replenished by a healing source, these specific members lose their speed modifying trait. In the case of swift units, the whole squad gets crippled down to normal movement speed. Imperials on the other hand, that gain slow during the mode change will have normal movement speed.
    Phalanx are an exception. Their mode change causes them to become slow, yet they keep their trait after regaining their squad members. I'd argue this is due to them receiving Steadfast during the mode change as well and they are the only squad unit in doing so.
    It is reproducable pretty much all the time. Use Eruption to kill some members and then heal them up with Surge of Light.
    However, if they are affected by a speed modifiers again like Frost Bite or a slow caused by an attack, they will regain their speed properties. So a fix of some sort.
    I guess individual squad members don't get their speed modifiers reapplied properly.
    Example:
    https://giant.gfycat.com/TimelyDopeyKinkajou.mp4
  14. Bini Inibitor liked a post in a topic by Ggoblin in Cleaning up and updating card descriptions - Megathread   
    Rioter's Retreat says it attacks 3 targets even at U0. It only really des so at U3. 
  15. Dutchy liked a post in a topic by Bini Inibitor in Community Update #12 - October 2nd 2021   
    Given you have to cope with degenerates like me, that sounds like a lie. 🍆
  16. Metagross31 liked a post in a topic by Bini Inibitor in Blight - Discussion Thread   
    There are two camps that currently serve no purpose or rather are completely ignored during gameplay, as the player has no incentive to push these with the time pressure they are put on.
    Players rather push through to destroy the main camps or simply defend against the big wave from the second camps (mostly on Expert) if they fail to clear it.
    An idea to encourage taking the detour would be to simply grant additional instant power upon clearing it in addition to these wells. The slow power gain from these two wells doesn't counteract the time that is lost to destroy the main camps.
    Another one may be adding an Amii Device similar to those at the T4 camps, that either delays/resets the wave timer for all players for the first wave or acts as some sort of remote control for a spell to weaken incoming waves or cast a spell into one of the camps to provide a temporary edge like clearing all enemies in the first camp through a mass Eruption spell, so your two wells can actually have an impact in the long term instead of being a trap. I doubt a lot of players know these wells even exist.

  17. JarodDempsey liked a post in a topic by Bini Inibitor in Blight - Discussion Thread   
    There are two camps that currently serve no purpose or rather are completely ignored during gameplay, as the player has no incentive to push these with the time pressure they are put on.
    Players rather push through to destroy the main camps or simply defend against the big wave from the second camps (mostly on Expert) if they fail to clear it.
    An idea to encourage taking the detour would be to simply grant additional instant power upon clearing it in addition to these wells. The slow power gain from these two wells doesn't counteract the time that is lost to destroy the main camps.
    Another one may be adding an Amii Device similar to those at the T4 camps, that either delays/resets the wave timer for all players for the first wave or acts as some sort of remote control for a spell to weaken incoming waves or cast a spell into one of the camps to provide a temporary edge like clearing all enemies in the first camp through a mass Eruption spell, so your two wells can actually have an impact in the long term instead of being a trap. I doubt a lot of players know these wells even exist.

  18. Xamos liked a post in a topic by Bini Inibitor in Consistency - Swap affinities of Twilight Creeper and Bandit Artillery   
    Greetings,
    it's simple. Usually cards with a shadow affinity have some sort of interaction, which causes enemies to deal less damage or deal damage over time instead of instantly. Cards with Fire affinity on the other hand either cause units to take/deal more damage or deal damage instantly. On both, Twilight Creeper as well as Bandit Artillery, these aspects are flipped. My suggestion is to swap both of these affinities respectively to keep it in line with other cards.
    It is not a huge deal, but has me bugging ever since.

  19. Metagross31 liked a post in a topic by Bini Inibitor in Consistency - Swap affinities of Twilight Creeper and Bandit Artillery   
    Greetings,
    it's simple. Usually cards with a shadow affinity have some sort of interaction, which causes enemies to deal less damage or deal damage over time instead of instantly. Cards with Fire affinity on the other hand either cause units to take/deal more damage or deal damage instantly. On both, Twilight Creeper as well as Bandit Artillery, these aspects are flipped. My suggestion is to swap both of these affinities respectively to keep it in line with other cards.
    It is not a huge deal, but has me bugging ever since.

  20. Kapo liked a post in a topic by Bini Inibitor in Consistency - Swap affinities of Twilight Creeper and Bandit Artillery   
    Greetings,
    it's simple. Usually cards with a shadow affinity have some sort of interaction, which causes enemies to deal less damage or deal damage over time instead of instantly. Cards with Fire affinity on the other hand either cause units to take/deal more damage or deal damage instantly. On both, Twilight Creeper as well as Bandit Artillery, these aspects are flipped. My suggestion is to swap both of these affinities respectively to keep it in line with other cards.
    It is not a huge deal, but has me bugging ever since.

  21. Bini Inibitor liked a post in a topic by Cocofang in Skylords unique relationship to speedrunning   
    So I think Skylords has a very unique relation to speedrunning that you usually never see in other games.
    To illustrate my point, imagine this situation:
    In some ego-shooter there is a very difficult room you have a shootout in and enemies come from all sides, there is little cover and ammo. Now imagine someone is searching for advice online and asks a community for help. What you can expect (aside from some "gitgud" replies) is probably people explaining where enemies come from, where to take cover at what moment and which enemies to focus on to get through. You know, normal gameplay stuff. Now imagine there is also someone that comes in and goes "lol this room is SO EASY, all you have to do is jump on the crate in the corner and shoot it with your revolver. the recoil makes it fall through the floor and you with it. now you are on the ground level. ezpz". What sort of reception do you think this sort of advice would get? Definitely not a positive one.
    That's because speedrunning and regularly playing the game are usually kept as two very distinct and separate ways to interact with a game.
    In Skylords, it's different. It has blurred together. Meta-gaming (approaching the game in a way that directly interfers with mechanics or uses hidden information of the game to gain advantages, playing outside the rules of the game) became part of normal gameplay.
    You see it expressed in sentiments and advice like:
    "the map is easy, just build Mark of the Keeper to mess with the ranged AI. if you keep them alive then scripted waves stop spawning"
    "yeah, it's pretty easy with Nightguard. that absurdly strong unit can be take over by her on this map, so just do that"
    "the timer doesn't matter. just block Jorne with buildings so he cannot follow his intended path"
    Many people have accepted this as the norm, the regular way to play Skylords. I don't know any other game where meta-gaming and exploit-strats from speedrunning are normalized to the point where when anyone asks for advice for specific maps the very first reply will most likely be something along those lines. Even the ambitious guide to all Expert maps lists known exploits as possible solutions.
    Some issues that come with this unique environment are:
    People start to completely and utterly depend on meta-gaming. Not only does it seem that many have never even played some maps without it, I regularly see people argue that exploits are downright necessary to beat some maps.
    Playing regularly gets looked upon unfavorably in multiplayer. If you don't do "whatever it takes" to win (as in, use the common exploits), you wasted everyone's time.
    It warps perceived power levels. Completely overpowered cards may be looked upon as - and I have fallen into this trap myself - "not so bad" because after all, there is this speedrunning exploit that's way more powerful.
    It warps perceived difficulty. Many Expert maps are extraordinarily difficult and require many tries and adjustments to deck and strategy if you attempt to solve them from scratch. But if you simply break the game, many hurdles downright vanish.
    You can perceive campaign PvE as "done" much sooner. Meta-gaming makes many maps much easier and quicker. You can tick them off, probably never revisiting them again because they are "solved".

    What I don't intend is to discredit speedrunning as a way to interact with the game and enjoy it. There is a lot of planning, learning, trial and error going into each speedrunning strat and many solutions people come up with are really clever. Trying to strain the games mechanics to their limits until they break and finding quirks to exploit for that one additional advantage that shaves another minute off your time is an impressive process. Not to mention some speedrunning strategies are very high-execution.
    What I am talking about is the various ways this game is affected by the blurred line between speedrunning and regular gameplay. The various exploits and meta-game strats that are commonplace in this approach across all video games do affect this game in very unique ways.
    What are some thoughts and experiences with this special environment?
  22. Dallarian liked a post in a topic by Bini Inibitor in Cleaning up and updating card descriptions - Megathread   
    Greetings,
    cutting straight to the chase. Some cards in the game either have very vague or confusing card descriptions, that make understating attacks or abilities hard to understand or leave out important details. Some statements are also simply wrong.

    Church of Negation
    Disintegration values.
    Commandos
    States they attack each second, which should be every 2s.
    Curse of Oink
    Doesn't state radius of 15m. Change debuff description to avoid confusion with Twilight Transformation.
    Dryad
    Wrong attack time - 2.5s instead of 2s.
    Emberstrike
    List radius for Fiery Birth (15m).
    Energy Parasite
    Change description to "enemy power well".
    Fire Stalker
    Attack time is 4s instead of 5s.
    Fire Worm
    List radius for Percussive Birth (15m).
    Frost Shard
    Show number of targets affected (currently 7).
    Giant Slayer
    Change "Stalwart" to "Steadfast" for consistency (identical functionality).
    Hammerfall
    Doesn't state at which rate it refills the Shield/Healing Pool. Max capacity is stated only for Nature affinity. Also Typo: "Last" instead of "Lasts" for blessed affinity.
    Healing Well
    Doesn't state that it has 0 initial healing pool, neither does it state at which rate it refills.
    Hurricane
    Knocks units off walls. Isn't stated.
    Lifestream
    Has unlisted damage mitigation cap.
    Lost Evocation
    Show units stats.
    Lost Grigori
    Disintegration values.
    Lost Launcher
    Change description from unit to building on "Infused Rage".
    Mindweaver
    Doesn't state post mind control immunity of 10s.
    Neutral Cards
    State in the description that only one can be played per team.
    Promise of Life
    Typo in description. Ressurect instead of resurrect.
    Protector's Seal
    Clear up, whether it absorbs incoming damage on affected targets or prevents damage dealt by affected enemy targets.
    Rage
    Show values for Fire Dragon, Rageclaws, Giant Slayer, Lost Launcher (Fire), Blaster Cannon (Fire), Flame Crystal, Abyssal Warder (Fire), Volcano (Fire).
    Revenant's Blessing
    Typo: "Last" instead of "Lasts
    Revenge
    Has an unlisted damage mitigation cap.
    Rioter's Retreat
    States it attacks 3 targets as baseline, even though this is only true for upgrade level 3.
    Bandit faction trait: Lifestealer
    German description has a typo: "Gebäute" instead of "Gebäude".
    Second Chance
    Doesn't state that revived units have an immunity to revival, which lasts for 30s.
    Shadow Worm
    Disintegration values.
    Shrine of War
    Global buff description shows wrong values.
    Snapjaws
    German description for the debuff of "Infused Dilution" on opponents wrongfully states that they take less instead of more damage.
    Soulshatter
    Doesn't list a maximum limit of 10 targets marked for explosion.
    Soul Splicer
    Consumption on infused affinity.
    Stormsinger
    German description for ability doesn't state it has to be an enemy flying unit.
    Time Vortex
    Void Power thresholds.
    Voodoo Shack
    Show average damage.
    Volcano
    State that Lava Sea only affects ground units.
    White Rangers
    State ability attack time.
    Wrathgazer
    Disintegration values, fix value or state it is premitigation damage on "Pain Link".


    Long term goal
    Show correct DP20 values for ranged units.
  23. Bini Inibitor liked a post in a topic by Weak1ings in Expert Campaign - Missions Briefing - Among the Old Gods achievement   
    Thanks for the shoutout, I reckon it took me 4-5 days to complete so to any new players out there, you don't need an expensive deck to finish these missions, the real key is friends to do it quickly but most players are just as capable!

  24. Demiron liked a post in a topic by Bini Inibitor in Cleaning up and updating card descriptions - Megathread   
    Greetings,
    cutting straight to the chase. Some cards in the game either have very vague or confusing card descriptions, that make understating attacks or abilities hard to understand or leave out important details. Some statements are also simply wrong.

    Church of Negation
    Disintegration values.
    Commandos
    States they attack each second, which should be every 2s.
    Curse of Oink
    Doesn't state radius of 15m. Change debuff description to avoid confusion with Twilight Transformation.
    Dryad
    Wrong attack time - 2.5s instead of 2s.
    Emberstrike
    List radius for Fiery Birth (15m).
    Energy Parasite
    Change description to "enemy power well".
    Fire Stalker
    Attack time is 4s instead of 5s.
    Fire Worm
    List radius for Percussive Birth (15m).
    Frost Shard
    Show number of targets affected (currently 7).
    Giant Slayer
    Change "Stalwart" to "Steadfast" for consistency (identical functionality).
    Hammerfall
    Doesn't state at which rate it refills the Shield/Healing Pool. Max capacity is stated only for Nature affinity. Also Typo: "Last" instead of "Lasts" for blessed affinity.
    Healing Well
    Doesn't state that it has 0 initial healing pool, neither does it state at which rate it refills.
    Hurricane
    Knocks units off walls. Isn't stated.
    Lifestream
    Has unlisted damage mitigation cap.
    Lost Evocation
    Show units stats.
    Lost Grigori
    Disintegration values.
    Lost Launcher
    Change description from unit to building on "Infused Rage".
    Mindweaver
    Doesn't state post mind control immunity of 10s.
    Neutral Cards
    State in the description that only one can be played per team.
    Promise of Life
    Typo in description. Ressurect instead of resurrect.
    Protector's Seal
    Clear up, whether it absorbs incoming damage on affected targets or prevents damage dealt by affected enemy targets.
    Rage
    Show values for Fire Dragon, Rageclaws, Giant Slayer, Lost Launcher (Fire), Blaster Cannon (Fire), Flame Crystal, Abyssal Warder (Fire), Volcano (Fire).
    Revenant's Blessing
    Typo: "Last" instead of "Lasts
    Revenge
    Has an unlisted damage mitigation cap.
    Rioter's Retreat
    States it attacks 3 targets as baseline, even though this is only true for upgrade level 3.
    Bandit faction trait: Lifestealer
    German description has a typo: "Gebäute" instead of "Gebäude".
    Second Chance
    Doesn't state that revived units have an immunity to revival, which lasts for 30s.
    Shadow Worm
    Disintegration values.
    Shrine of War
    Global buff description shows wrong values.
    Snapjaws
    German description for the debuff of "Infused Dilution" on opponents wrongfully states that they take less instead of more damage.
    Soulshatter
    Doesn't list a maximum limit of 10 targets marked for explosion.
    Soul Splicer
    Consumption on infused affinity.
    Stormsinger
    German description for ability doesn't state it has to be an enemy flying unit.
    Time Vortex
    Void Power thresholds.
    Voodoo Shack
    Show average damage.
    Volcano
    State that Lava Sea only affects ground units.
    White Rangers
    State ability attack time.
    Wrathgazer
    Disintegration values, fix value or state it is premitigation damage on "Pain Link".


    Long term goal
    Show correct DP20 values for ranged units.
  25. Chibiterasu liked a post in a topic by Bini Inibitor in Cleaning up and updating card descriptions - Megathread   
    Greetings,
    cutting straight to the chase. Some cards in the game either have very vague or confusing card descriptions, that make understating attacks or abilities hard to understand or leave out important details. Some statements are also simply wrong.

    Church of Negation
    Disintegration values.
    Commandos
    States they attack each second, which should be every 2s.
    Curse of Oink
    Doesn't state radius of 15m. Change debuff description to avoid confusion with Twilight Transformation.
    Dryad
    Wrong attack time - 2.5s instead of 2s.
    Emberstrike
    List radius for Fiery Birth (15m).
    Energy Parasite
    Change description to "enemy power well".
    Fire Stalker
    Attack time is 4s instead of 5s.
    Fire Worm
    List radius for Percussive Birth (15m).
    Frost Shard
    Show number of targets affected (currently 7).
    Giant Slayer
    Change "Stalwart" to "Steadfast" for consistency (identical functionality).
    Hammerfall
    Doesn't state at which rate it refills the Shield/Healing Pool. Max capacity is stated only for Nature affinity. Also Typo: "Last" instead of "Lasts" for blessed affinity.
    Healing Well
    Doesn't state that it has 0 initial healing pool, neither does it state at which rate it refills.
    Hurricane
    Knocks units off walls. Isn't stated.
    Lifestream
    Has unlisted damage mitigation cap.
    Lost Evocation
    Show units stats.
    Lost Grigori
    Disintegration values.
    Lost Launcher
    Change description from unit to building on "Infused Rage".
    Mindweaver
    Doesn't state post mind control immunity of 10s.
    Neutral Cards
    State in the description that only one can be played per team.
    Promise of Life
    Typo in description. Ressurect instead of resurrect.
    Protector's Seal
    Clear up, whether it absorbs incoming damage on affected targets or prevents damage dealt by affected enemy targets.
    Rage
    Show values for Fire Dragon, Rageclaws, Giant Slayer, Lost Launcher (Fire), Blaster Cannon (Fire), Flame Crystal, Abyssal Warder (Fire), Volcano (Fire).
    Revenant's Blessing
    Typo: "Last" instead of "Lasts
    Revenge
    Has an unlisted damage mitigation cap.
    Rioter's Retreat
    States it attacks 3 targets as baseline, even though this is only true for upgrade level 3.
    Bandit faction trait: Lifestealer
    German description has a typo: "Gebäute" instead of "Gebäude".
    Second Chance
    Doesn't state that revived units have an immunity to revival, which lasts for 30s.
    Shadow Worm
    Disintegration values.
    Shrine of War
    Global buff description shows wrong values.
    Snapjaws
    German description for the debuff of "Infused Dilution" on opponents wrongfully states that they take less instead of more damage.
    Soulshatter
    Doesn't list a maximum limit of 10 targets marked for explosion.
    Soul Splicer
    Consumption on infused affinity.
    Stormsinger
    German description for ability doesn't state it has to be an enemy flying unit.
    Time Vortex
    Void Power thresholds.
    Voodoo Shack
    Show average damage.
    Volcano
    State that Lava Sea only affects ground units.
    White Rangers
    State ability attack time.
    Wrathgazer
    Disintegration values, fix value or state it is premitigation damage on "Pain Link".


    Long term goal
    Show correct DP20 values for ranged units.
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