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The Cutest World War! Let's Play SD Gundam G Generation World!

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  #421  
Old 07-22-2012, 11:49 PM
Mightyblue Mightyblue is offline
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Nah, the R2 doesn't have any special animations, and it's also a pretty nice grunt-y type unit surprisingly. The non colored 0 Gundam is probably a better combat unit than the colored one, but the colored one also evolves to the Reborn, so it's a bit of a wash.
  #422  
Old 07-23-2012, 07:40 AM
Hilene Hilene is offline
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Are you sure? I seem to recall that the two variants have the same weapons, but ACD has higher stats on everything. I'll have to pull out my PSP and check at some point later.

And yes, sticking to the Exia line makes for some great early units. Hell, even going from Exia (Basic) to Exia Repair makes for an easy early game powerhouse, same with trying to get the GN Flag. And Exia (Basic) can be gotten from an early G Gen Original evolve, so you can easily end the A ranks with one.
  #423  
Old 07-29-2012, 01:33 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!



This week's episode is Peeling Earth, the last mission of the D block!



This mission, unlike the other EX missions, is pure G Gen World Original story. This, combined with the way this mission works, means there's not actually a whole lot to this level.

In any case, the mission starts with a group of "Earth Federation" forces and a group of "Zeon" forces, from over the generations, arriving and opening fire on the GGH-001 Halphas Gundam. Even though it appears some shots hit and cause the Halphas to explode like a nuclear missile, it suddenly appears behind each fleet and destroys them handily... before causing their zombified remains to rise back up and serve it.

When the Halphas reappears, it's flanked by a pair of new models: the GGH-010 Regina, the second of the 3 mobile suits unique to G Gen World.



A neat thing about this mission is that it has the ship spawn points on opposite ends of the map, letting me pincer the Halphas between my forces. To the south, Halphas is protected by the Earth Federation, consisting of a group of RGM-79N GM Customs, a group of GAT-01 Strike Daggers, and a group of GNX-603T GN-Xs. To the north, Halphas is protected by Zeon-alikes, consisting of a group of MS-14A Gelgoogs, TMF/A-802 BuCUEs, and AMS-119 Geara Dogas.

This may not SEEM like a lot of units, but there's a trick to this mission that you'll see in just a moment.



The Break Trigger is to have a Master Unit attack Halphas. The Challenge Mission is to do so while at Super Critical Tension.



So, the first order of business is to get kills for my Masters to push their tension up. It may seem like there's not enough units for that, but in fact, what happens is that when you kill any of the enemy units, they suddenly evolve up their chain to a later version, stopping when you've killed that unit 3 times. The evolution is not always... direct, and sometimes it seems a bit awkward, though. The Strike Daggers evolve up to the GAT-02L2 Dagger L.



Which then evolve to GAT-04 Windams.



Meanwhile, GM Customs evolve to RGM-89 Jegans, which then evolve to RGM-89S Stark Jegans.



And GN-Xs evolve to GNX-609T GN-XIII, which then evolve to GNX-704T Aheads.

By the end of the first turn, almost all of the mobile suits to the south were destroyed, and I had used all of the units from the Mother Vanguard. Which isn't a thing that happens often!



To the north, the Gelgoogs evolve to MS-14J ReGelgs, which then evolve to OMS-14RF RF Gelgoogs.



About time I get to make use of this for myself. Of course, I only use it to soften up a bunch of enemies, since because MAP attacks always hit and deal a fixed amount of damage, you get no XP or money from killing enemies in this manner.
  #424  
Old 07-29-2012, 01:35 PM
Hilene Hilene is offline
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This is one where the evolution is a bit stretched. The Geara Dogas evolve to AMS-129 Geara Zulus when killed, which then evolve to MSN-03 Jagd Dogas.

Also, Gai is just on a murdering spree with that Twin Buster Rifle. Though he doesn't one-shot the Jagds. The north group also kills most of it's enemies, and uses everyone to do so on this turn. Yay!



Oh, and if a unit is killed during the enemy turn as a counterattack? It gets another action because the new unit is considered, well, a new unit. In any case, the BuCUE is also an amusing evolution, as it goes to the TMF/A-803 LaGOWE, which then evolves to the TMF/A-802W2 Kerberos BuCUE Hound.



Ships don't respawn when killed, thankfully. That would just drag things out.



Shinn gets to Super Critical first, but I want to clean up the initial forces a bit before I trigger the Generation Break.

So, on the third turn, I finish off the clones, and dock my guys to recharge and prepare for the next wave of enemies, letting Shinn attack the Halphas Gundam.



With his initial defenses demolished, the Halphas pulls another trick out of it's sleeve; clones of various hero mobile suits and their rivals. Here, we get the RX-78-2 Gundam, MS-06S Zaku II Commander Type, XXXG-01W Wing Gundam, OZ-00MS Tallgeese, GN-001 Gundam Exia, and GNX-704T/AC Ahead Sakigake.

While each one gives a quote from their canon pilot, each one is actually controlled by the same generic AI as the clones I already masssacred.



The next Break Trigger is to have a Master Unit once again attack Halphas.



And the Secret for attacking Halphas at Super Critical is a pair of MRX-009 Psycho Gundams.



This group of reinforcements is no real match, so I have Domon attack Halphas to trigger the second Break right away, bringing with it more clone reinforcements; this time we have the MSZ-006 Zeta Gundam, RX-178 Gundam Mk-II, F91 Gundam F91, XM-07 Vigna Ghina, GAT-X105+AQM/E-X01 Aile Strike, and GAT-X303 Aegis.



So, a thing about the Halphas, once you wake it up. It can teleport to any square on the map in order to attack. And it prefers to alternate top and bottom when attacking, strangely. I wonder if that's part of it's AI coding. Thankfully, it also focuses on ships, which means it's actually no threat at all, since my ships will recover the damage before the next attack.



Reginas are nothing all that special. They're mostly here to be an annoyance.



Oh, and these Hero/Rival mobile suits? Also evolve when you kill them. Here, the Zaku II evolves to the MSN-00100 Hyaku Shiki, as it's following Char's mobile suit lineage.



The RX-78-2 does something weird, though. I would have expected it to be a MSK-008 Dijeh or SE-DJ-1R Dijeh SE-R, to mirror the Zaku and represent Amuro's mobile suit from Zeta Gundam. Instead, it evolves to the RX-78NT-X NT-X, representing his Newtype capabilities.



Which involves wacky wire-guided beam cannons.
  #425  
Old 07-29-2012, 01:37 PM
Hilene Hilene is offline
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The Strike takes a predictable path, though, evolving to the ZGMF-X10A Freedom, and then to the ZGMF-X20A Strike Freedom.



The Aegis is the same, evolving to the ZGMF-X09A Justice, and then on to the ZGMF-X19A Infinite Justice.



The NT-X evolves to the RX-93 Nu Gundam when destroyed.



The Wing Gundam also follows a predictable path, going to the XXXG-00W0 Wing Gundam Zero and XXXG-00W0 Wing Gundam Zero (EW).



The Zeta takes the step you would think it does (though given what's in this game, I expected a different path), evolving to the MAZ-010 ZZ Gundam, before going a bit off the rails and evolving to the MSA-0011(Ext) Ex-S Gundam.



However, the Tallgeese coems back to form, evolving to the OZ-00MS2 Tallgeese II before evolving to the OZ-00MS2B Tallgeese III.



The Gundam MkII bucks the trend a slight bit, ignoring Jerrid's mobile suit progression, and instead moving up the Gundam progression line, evolving to the MSF-007 Gundam Mk-III, and then on to the ORX-012 Gundam Mk-IV.



The Ahead? The expected progression. It evolves to the GNX-U02X Masurao, and then on to the GNX-Y901TW Susanowo.
  #426  
Old 07-29-2012, 01:38 PM
Hilene Hilene is offline
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The Exia line is kind of strange, but only because it has a small step followed by a large one. It first evolves to the GN-0000 00 Gundam (without the 0 Raiser), but then it evolves to the GNT-0000 00 Qan[T].

In any case, that cleans up all the ones to the south, so those guys dock to get ready for the Psycho Gundams and for Halphas. Also, to just obliterate the Reginas and get them out of my way.



Back to the north, the Vigna Ghina evolves to the XM-07G Vigna Zirah, and then on to the XM-07R Vigna Ronah.



Meanwhile, the F91 evolves to the XM-X1 Crossbone Gundam X-1, and then evolves to the XM-X1 Crossbone Gundam Kai Kai "Skull Heart" Full Cloth.



And the last evolution of the Break forces is that the Hyaku Shiki evolves up to the MSN-04 Sazabi, finishing Char's unit progression.



Oh, hey. In showing that they're good sports too, the Psycho Gundams also evolve when destroyed, first changing to the MRX-010 Psycho Gundam Mark II, and then to the GFAS-X1 Destroy. Because that's LIKE a Psycho Gundam, right?

I let the Mother Vanguard take care of one Psycho, while the Soleil takes care of the other. With the Secrets down, that just leaves Halphas!



I totally didn't expect this attack to kill Halphas, but hey. I'll take it.



Apparently defeating Halphas here has broken the world so much that it reveals that it's actually the Matrix, as Aphrodia Neuro, the girl we've been seeing every now and then, reveals the big deal. Which is something to do with testing us to make sure we have the power to fix the REAL problem, the Generation System.




Which is what we'll be getting right to in the next update, as we assault Block Final!
  #427  
Old 08-05-2012, 01:40 PM
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Welcome back to Let's Play SD Gundam G Gen World!



This time, in the mission named after Aphrodia, we're assaulting the heart of the Generation System, the source of all the problems plaguing the Gundam universe!



In this mission, Aphrodia herself is controlling the GGH-001 Halphas Gundam (still with some boss boosted stats), as you work to defeat the defenses protecting the Generation System.



The Break Trigger is to defeat a Guarder Version II (which is those massive cannons) with either a Master Unit or Halphas Gundam. The Challenge Mission is to defeat the Guarder with Halphas Gundam. Also, Halphas is a green NPC, which means you can't control him. Fun!

You also have only 15 turns to clear the mission. Which is actually a lot of time.



So, the base guarders. Long time players of the G Gen series would recognize these turrets as being based quite heavily on the ones from G Gen F. In that game, there was basically two types of mission: There was missions that acted like the ones in World where you had your warships deployed in some part of the map, and there was missions where you have a sort of "base" that you deploy your ships and mobile suits from. In the second type of mission, the base was also a unit, and you lost the mission if the base was destroyed. As a result, you had a number of Base Guarder units that you could upgrade to help protect it. It wasn't really that often that bases were really subject to enemy attack, though, in my play experience.

In any case, the Version 1 Guarders here have an interesting effect on their beam cannons. While the weapon type image suggests that it's a Piercing Beam attack, it actually has the property of a Shock weapon, in that it always deals 4000 damage unless Shielded, and ignores most defenses.

Anyway, my first order of business is to wipe out as many of the GGH-010 Reginas and Guarder Version 1s as possible in the first turn, before softening up the Guarder Version 2 for Halphas.



Other then the Shock Beam, Guarder V1s also have a pretty standard vulcan. Besides the fact that it's 4000 base rating.



Though it's bigger, the Guarder V2 has the same basic weapons as the V1, but it also has a powerful scattering beam cannon.



The Shock Beam was also replaced with a standard large beam cannon.



Oh, and as a special surprise? The Guarder V2s even actually have a skill, to go with their good pilot stats. And not just any skill, the "Chance to Super Crit" one. AND their tension is always in High. It's not something that at this point I would be in trouble against, but it is something that needs to be taken into consideration.



Of course, the Guarder V2 also has a MAP. Why wouldn't it with a cannon that large? Thankfully it wastes almost all it's EN hitting just Halphas for 5000 damage. Halphas has an inherent 5% HP regen, on top of being a Master, so it can repair that almost right away.

In any case, on my second turn, I finish off destroying the Guarder V1s, and also beat down the Guarder V2 a bit. And I dock away as many dudes as I can to repair and recharge.



Oh, and since the Halphas is piloted this time, that means it has a pilot cut-in for Aphrodia. Unfortunately, she doesn't destroy the Guarder V2 this turn, so I get another turn to dock the rest of my guys, and move my ships into a better position to break through the opening.



On the next turn, Aphrodia shows off the Halphas' version of GGF-001 Phoenix Gundam's Burning Fire attack, destroying the Guarder V2 and triggering the Generation Break.



The Break is... literally nothing special, though. All it does is spawn in 10 more Reginas in the opening we were heading for anyway.



Which gives me the next Break Trigger: Destroy the second Guarder V2 with Halphas or a Master Unit.



The secret, though? The secret is not something to scoff at. This special Black History version of the SYSTEM ∀-99 ∀ Gundam was the final boss of G Gen Spirits, and is representative of the Turn A before the events of the anime, wherein it was a force of destruction.
  #428  
Old 08-05-2012, 01:43 PM
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Anyway, since the AI is dumb, Halphas decides to use it's Chance Step from killing the Guarder to dash forward and get it's face beat in. It's a good thing it has those boss stats.



It's also a good thing that the Black History Turn A decided to use it's range 15 teleport and 7500 hissatsu-class beam saber to attack the Soleil instead of Halphas. Because that could have been bad.

Neadless to say, the Black History Turn A is bad news, and I need to take care of it fast. Oh, and the Reginas and Guarder V1s, but they're less dangerous overall.



I mean, it may only have two weapons, but look at them! It also has MAP Stealth (can't be hit by MAP attacks), an I-Field, and about 25% HP Regen.



So I decide to burn Prayer's Super Critical Tension to funnel the Black History Turn A, punching it for 20k damage. Of course, Prayer gets punched right back in the face, but at least it was a 100% chance to hit the Turn A. Most of my guys with their power attacks were only seeing about 50~70% chances.



In retrospect, it would have been more appropriate if I had Laura finish off the Black History Turn A. But this works out fine too.

On my next turn, I get rid of the last of the Reginas, and blow up a bunch of the Guarder V1s.



Music: SD Gundam G Generation World: Love In Gundam

Finally, Shinn blows up the last Guarder V2, opening up the path and triggering the Generation Break. To the rear, another group of Reginas appears, but to the front is what's more worrysome: The gate that leads to the Generation System itself is protected by a group of three more, superlarge Guarder Version 3s.



Seeing the goal so close, Aphrodia releases the "power" of the Halphas Gundam, releasing it to my control and also giving EVERYONE Super Critical Tension. And I mean everyone. Even the dudes in my ships are boosted, unlike the Tension drain from Angel Halo. Which is pretty sweet~.

But it's also almost necessary. The Guarder V3s have impressive defenses and damage output. My group here is not as strong as my PSP group, so while I can still get through the V3s easily, it's not a cakewalk.

In addition, the linked song becomes the theme of all the units on my team for the remainder of the mission.



Weapon-wise, the V3s are basically the same as the V2s. Their main difference is just that they have more HP and higher stats. A Super Crit funnel from Prayer only does about 25k damage to their 60k HP. And, of course, since it doesn't kill, it drops Prayer out of Super Crit.



I'm so glad that negating damage via I-Field doesn't count as being "hit" for purposes of losing Super Crit.

Graham finishes off the first Guarder with a nice 22k Super Crit.



That "eye" is there for more then just looking goofy. It's the beam cannon "barrel" for the V3. Meanwhile, Sven and Shinn finish off the Reginas, and then Sven loses his Super Crit attacking one Guarder, while Shinn loses his attacking the other. Both end up being really badly damaged, though, allowing Graham to finish off a second one, but surprisingly can't finish off the other with the Susanowo's Trans-Am.

Sergei and Graham team up to finish off the last Guarder V3 on my next turn, though. Which apparently ends the mission before I can destroy the last group of Reginas. Oh well!



With the last Guarder V3 destroyed, the lock on the gate EXPLODES, opening the door to allow my forces entry into the inner sanctum. And also ending the mission!

So, this was sure a shorter level, and the next one will be even shorter. But I'll throw in something extra with it to close things out, as next time we head into Block Final-2, the last (story) mission in the game! See you then!
  #429  
Old 08-12-2012, 01:19 PM
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Welcome back to Let's Play SD Gundam G Gen World!



It's time for A New Future, the final mission of SD Gundam G Gen World!



This is it, the core of the Generation System. Here, Aphrodia can shut down the system and stop all the problems that have been plaguing the world.



Unfortunately, the guardian of the Generation System, the GGV-000 Barbatos disagrees with this course of action, and blows up the Halphas Gundam instantly, leaving me to sort out the mess!

This mission is pretty hard. Especially since it only allows you to bring one ship into it. I've restarted this one a few times before I finally got a run that I agreed with. So let's get started!



The Break Trigger is to defeat all the copies. The Challenge Mission is to do so in 3 turns. The overall objective is to defeat Barbatos.

"Wait, copies?", you might be asking.



The rings around Barbatos both block me from being able to move towards him at all, and also house some kind of duplication device that copies my units, superpowers them, and then throws them at me. Each clone has roughly 20k HP, and 35 unit attack, 30 unit defense, and 30 unit mobility, and all of their normal special features. Which makes some of them SUPER FATAL, especially the ones with brutal MAPs.

Thankfully I got a good set of units, as they cloned the ZGMF-X42S Destiny (twice), RGZ-91B Re-GZ Custom, RX-93-v2 Hi-Nu Gundam (twice), RX-0 Unicorn Gundam, F90 Gundam F90 (Full Equipment Type), and GNX-Y901TW Susanowo.



Thankfully, Barbatos won't move, but he does have a MAP with a range that can just barely reach to where I can stand. See that very bottom point just above my own Destiny? That's basically the only spot you can stand (down here) where Barbatos can attack you. All other sections are blocked off by invisible walls. So as long as you don't stand there, you should be fine as you wear down the clones!

The enemies are not shy about using their MAPs, so it's important to keep your guys out of the way. Especially since hero units tend to have some brutal MAPs. Like F90's 12000 damage All Out Attack.



It's also VERY important to be very defensive with your units. The enemy pilots are all like the Guarder V2 and higher AIs from last mission, in that they also have the Super Critical skill, as well as pretty good pilot stats in general. Losing a unit in general is pretty bad because you need to repurchase them and then lose all the levels, but this still isn't a stage where you will get far by sacrificing or making bad play.

My PSP team, on the other hand, was pretty monsterous on this stage.



After killing all of the clones, I activate the Generation Break, which... just gives me more clones. This time, I get: Another Re-GZ Custom (x2), another Susanowo, another Hi-Nu Gundam (x2), another Unicorn Gundam (x2), and a XM-X1 Crossbone Gundam X-1 Kai Kai "Skull Heart" Full Cloth.



Here is where the dickery of this level reaches a new height, though. The Secret is 4 Guarder Version 3s (I must have misread the ones from the last level, as they must be Version 4s), set in a square covering the middle. Like the other Guarders, they have a 5000 damage MAP, but the arc of fire for them overlaps in the middle, where your forces are likely to be. In addition, each one has a TON of HP, and huge defenses. So you need to bring most of your guys to bear just to destroy ONE, and that's on top of being harassed by the clones.



Thankfully I managed to get Prayer up to Super Critical Tension, who is now able to one-shot a clone.



Yeah, this happening is bad.



Not all of these guys were attacking the Guarder, but you can get the idea. Maneuvering around these and their weapons is pretty rough.



Oh, and I somehow woke up Barbatos. Well, this is going to make things more difficult.



But one down, 3 to go.
  #430  
Old 08-12-2012, 01:21 PM
Hilene Hilene is offline
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Prayer then destroys the last clone, triggering the final Generation Break. Which is, of course, more clones. This time, I get: Another Unicorn Gundam, another Susanowo (x3), another Re-GZ Custom (x2), another F90 (Full Equip), and another Hi-Nu Gundam. An easy group for Prayer to clean up.



Which he does, for delicious XP.



That is a hurtful MAP. Good thing it costs half it's EN, and Barbatos doesn't regen much each turn.



The second Guarder goes down easier, since Sergei was deployed and ready to add ~7000 damage to Bernie, Graham, and Mu's damage. Which was also ~7000 to ~9000.

Prayer then kills 4 of the clones, before I get everyone into the ship to repair and recharge, as I get ready to fight the next Guarders.



On my next turn, Prayer kills off the last of the clones, leaving just the Guarders and Barbatos left to deal with.



Of course, with only the Mother Vanguard on the map, it makes for an easy target and gets a bit of a pounding.



3 down. Almost there...!



And 4. That just leaves Barbatos. Also, I was an idiot, and I kept forgetting that the Qan[T] can heal. Graham was really badly damaged destroying the last Guarder, which is going to bite me later on.



So this was that attack from the beginning of the mission, except not as a MAP.



Yep, my Susanowo gets destroyed, and I lose that L23 powerhouse. Graham is fine, of course, but I will need to rebuy and relevel a Susanowo. Which is sad.

Barbatos gets a Chance Step from it as well, but manages to miss Shinn. Phew.



but eventually, Barbatos' reign is over, and the world is saved!



And with basically no fanfare, it tosses you right into the credits after the Generation System explodes.

That's the end of story content for SD Gundam G Generation World! Though that's not really the end of the game, per-say. My final profile percentage was about 83%, so I would still have a bunch of units I need to evolve to to finish that up, which would give me 3 more special pilots. Also...!



Your reward for beating the game is unlocking HELL Mode. Which lets you play through all the stages again, except they're HARDER. The only reason to play a level on Hell is to unlock more, much more powerful Option Parts, as the enemies in the stages give the same amount of XP and money, even though they're way harder! Thankfully you can switch between Hell and Normal, in case you just want to grind easy missions for XP.



In addition, beating the game adds Halphas Gundam to the unit store.



This is useful because Halphas is necessary to evolve to the Regina and Barbatos. And evolving to Barbatos opens up evolving to the Black History Turn A Gundam. And once you get all of these, the stuff you can combine to unlock more things goes straight up. I actually didn't check, but I bet I could have unlocked a few more units through combining after I bought the Halphas.
  #431  
Old 08-12-2012, 01:23 PM
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In addition, there's also one last stage, but I'm not going to play that one. Final 3 is basically a survival mode, where you have a certain number of turns to either retreat to a target location, or kill all of the almost-infinite spawning enemies. If you kill all of the enemies, the game awards you with max money. Because you sure need more money by the time you're able to properly defeat Final 3.



But before I end this Let's Play, I have just one last thing to show off. And that's an example of a Hell Mode stage.



So here we are, back in good old A-1. And as you can see, Char and his Zaku have been pretty beefed up.



Heck, the faceless grunt pilot even has (mostly) real stats, too!



Thankfully the Guests are boosted up as well, to match the increased threat from the enemy units.

Oh, and the WORST thing? If you manage to capture a unit from a Hell stage, they revert back to their default stats.



But as said, at least it unlocks new parts for playing in Hell Mode. This time I unlocked Memories of Black History, which is a consumable item that can be used to instantly put the pilot into Super Critical Tension.

And that's the end of this LP! If there's anything specific that someone would like to see, I'll try to accommodate, but other then that, thank you for sticking around for the last year, and I hope you enjoyed the ride!




This is going to be the last time I do a screenshot LP.
  #432  
Old 08-12-2012, 06:06 PM
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Nice job on the LP, Umbaglo!

Quote:
Originally Posted by Umbaglo View Post
This is going to be the last time I do a screenshot LP.
Heh, I don't blame you. I don't mind the work, but I'll admit it can be a pain in the ass sometimes.
  #433  
Old 08-12-2012, 06:40 PM
Hilene Hilene is offline
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Oh, and since I was terrible about updating it along the way, the table of contents should now actually be useful.
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