Final Fantasy Tactics - The Lion War ReMixed [PSX]

Patch 1.2.50
- Adjusted White Chocobo stats, decreasing their SP and PA but buffing their HP.

- Replaced the redundant Dispatch Mission "Unlearning" with "Training". Training allows your units to gain up to 3 levels at a time (and 50 JP per level) as long as they don't go over your current highest party level.

- Steal Gil now calculates the amount of gil as "(Caster SP + LV) * Target LV" instead of "Caster SP * Caster LV".

- The Delita battle at the Ruins of Zeltennia Castle's church will now have its rare items available. The common items will no longer be duplicates of the rare items.

- The height of Bervenia Volcano has been raised in order to give depth to the lava. (Almost never matters, unless someone without lava-walking capability is pushed into it...)

- The bug of being able to see the previous status infliction chance in black text on the ability preview when first switching to a non-infliction ability should now be resolved.

- Filled in the status infliction number graphics with a background so they won't be indiscernable at certain times - such as when over the sands of Zeklaus Desert.

- Fixed a rare bug with corpses still blocking ranged attacks until after the unit first prepares a valid attack.

- Fixed a bug with Ashley's recruitment event in NG+ if he's somewhere in the roster or Bench that caused the new Ashley to have a Join prompt that couldn't be seen.

- Allowed the player to deploy five units to the Ashley Riot fight instead of four.

- Removed the redundant save prompt before using the Preparation Menu to go to the Formation screen (as there's a save prompt after leaving that screen).

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20775
 
Patch 1.2.51
- Chocobo riding has been further improved. Now, after mounting a Chocobo, you can make a second move with them.
-- Mounting can be canceled as long as you haven't taken an Action or used Two Moves first.
-- If you Move after mounting the Chocobo, cancelling it will only undo the Chocobo's Move. You will no longer be able to cancel your mounting.
-- You will not be able to manually dismount the Chocobo on the same turn you mounted it. "Stop ride" is completely removed from the menu for that turn.

- Monster menus will now display the number of turns an ability would take to resolve if it had a CT cost. Most monsters have innate Non-Charge, so this won't affect Blue Magic abilities - it's mostly a fix for the Lamia's Monster Skill ability, Midgar Swarm. As well as... something that isn't out yet.

- The Aim ability's code has been fixed so it won't claim it can hit 100% against Blade Grasp targets when it can't.

- New Extra Options added for JP and EXP gain, allowing you to drastically reduce how much you get per action in game while granting you a battle completion bonus instead.

- Fixed a bug with the new Training mission that could cause you to go up by negative levels due to some shenanigans with not actually considering Dispatched units to be considered for the Highest Party Level, and your units on Training therefore being considered higher than the Highest Party Level.

- The Holy Dragon's MP Growth has been made much better, after hearing that the new Matra Magic ability was wrecking it at the end of the Goland battles.

- The Byblos and Apanda formation sprites have been returned to normal after an apparent bad import of a different Formation sprite.

- The "[] : STATUS" graphic on the Deployment Screen no longer has mild corruption around the ":" character.

- Pressing X to preview a unit's Movement range will now account for the mount's movement range rather than the rider's, if the unit is mounted.

- Zalbag's Chocobo in Chapter 4 has been changed to a White Chocobo.

Patch Link: https://ffhacktics.com/smf/index.ph...msvbgvl4a1f7e551&action=dlattach;attach=20786
 
Excellent. I'm always glad to update this incredible hack. Is save compatibility preserved?
 
Nyzer didn't mention that but I'd assume so.
Thanks. Not that I'm that far in (finished Dorter) but I thought I'd ask. Again, nothing comes close to this hack, best FFT experience hands down.
 
Patch 1.2.51.2
- Added human animations for the Choco abilities available through Mounted Actions. Can't believe I forgot to do that for so long!

- Ironed out some bugs with the recent enhancements to mounting.

- Actually applied my EXP reduction code to the game itself and not just my test states, so that the setting for reduced EXP in battle, but a level up bonus at the end, is finally in the game as intended.

- Added a new Extra Option to the JP/EXP gain section which allows for 1x JP and EXP gain AND a bonus to both at the end.

- Fixed an issue with Performances not being removed in between rounds of certain Rendezvous battles.

- Fixed an issue with Female Dark Knights and Bards potentially causing the equipment of one of their party members to get corrupted after beating a battle with one of the victory bonus JP options enabled.

- Fixed an issue with generic human sprites in the Depths of Murond showing up as Mimes instead of their actual jobs.

- Talcall should have fixed an issue with Preserve Performance when using Non-Charge to cast spells during performances.

- Fixed an issue with the AT List incorrectly showing the coordinates of only the first spell if the caster used two casts of the same spell and the player is trying to check the second spell's location.

- Despite a previous changelog claiming I removed Can't Enter Water from Bombs and restored the Float movement so they can hover over lava, that did not actually happen. Fixed now!

- The Lamia's Slap attack should no longer have visual glitches when attacking low.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20793
 
Patch 1.2.52
- Added the option to play a new side chapter: Chapter 1-A. You must either beat Chapter 1 with fewer than 14 permanent units in the party (Guests and the Bench do not count) and then choose to play Chapter 1-A, or name yourself "Agrias" at the start of the game. If the former, your Chapter 1 units will be returned to you at the end of the chapter.
-- DISCLAIMER: There are plenty of choices to make in Chapter 1-A, but they don't impact Brave or Faith, and rarely have any impact on the story. I mostly just put them in there because I could, not because I had any grand plan for them.
-- The rare Move-Find Items have been disabled for all combat maps that can be experienced during later chapters. This still leaves two maps unique to Chapter 1-A that rare items can be found on: Weapon Storage of Yardow, and the new Con Man's Bridge map. It is DEFINITELY worth your time to do MFI hunting on these maps...

- Two Moves has been replaced with First Move, which doubles your move during your first turn in the battle.

- A new Movement ability has been added to the Knight: Momentum, which causes any attack you make after moving to always deal a critical hit with no extra damage but guaranteed knockback.

- Banditry will no longer work for abilities that don't use an Attack formula (or Mug). That means no more Holy Sword guaranteed crits, sorry.

- Mid-battle events should no longer cause your camera angle or zoom distance to be returned to the default.

- The Change Music option in the Preparation Menu now allows you to access Track 99. (There was always a track there, but I incorrectly prevented players from selecting it. There may be a custom track in there now, but don't think this was an addition. I don't think THAT would even be possible!)

- The Train + Pass combination will no longer allow you to mount Chocobos that are already mounted.

- Multiple formulas that were not compatible with the Power Alteration Extra Options have been made compatible.

- Goblin Punch now has a base 100% hit chance, but is subject to Physical Evasion.

- Dance and Sing's HP & MP formulas have changed. They now do "[PA or MA] * Ability Y / 8", rather than the previous "[PA or MA] + Ability Y" (or vanilla's Dance weapon-based damage), allowing for better scaling as the unit's stats increase.

- Dance and Sing can now show their effects in ability previews.

- Disrupt will no longer show a 19% chance to interrupt if a Magic Gun or spell-proc weapon like the Ice Brand or Holy Lance is equipped.

- The Darkness (Blind) status now reduces the blinded unit's physical accuracy by 50%, rather than doubling the enemy's physical evasion. The Confusion status still doubles the enemy's evasion, and both of these hindrances can now stack.

- Fixed a bug with Mounted Actions disappearing from your Act list if you pressed Right on one of the Chocobo's abilities to view the AT Preview and backed out of the Act Menu afterwards.

- Fixed a bug that softlocks the game if a unit with Float and Fly attempts to mount a Chocobo.

- Fixed a bug with Ramza and Alma not always generating with genderfluid stats.

- Changed the Extra Option for the level up bonus at the end of a battle to reduce EXP to zero (unless the player has chosen the unreduced EXP gain).

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20841
 
Patch 1.2.52.1
- Fixed an issue that can cause "Bonus JP" to appear during a victory event.

- Fixed some issues related to using bows to poach dead targets or shoot allied units.

- Tactician Mode now reduces the power of Math Skill by 50%, rather than just 25%, if used by a unit on your team.

Patch 1.2.52.2
- Fixed a broken branch that reversed Heavenly Knight and Tactician modes. (Yes, it happened again.)

Patch Link: https://ffhacktics.com/smf/index.ph...ocdmb7jn9manvd3e&action=dlattach;attach=20843
 
Patch 1.2.53
- Fixed a bug caused by accidentally applying some test debugging code to the actual game, preventing projectiles like arrows or shuriken from displaying damage effects on nearly every unit on the field.

- Fixed a bug causing Koco, the Big Chocobo, to join the party after the end of the Luso battle. (You can still Tame or Invite him to accomplish this.)

- Allowed the player to choose to play Chapter 1-A even in NG+ as long as a few conditions are met:
-- There are no more than 14 units in the Roster. (The Bench is fine.)
-- Roster slots 19 and 20 are empty.
-- If Agrias, Lavian, and/or Alicia are in the party, none of them are on the Bench.
- Note that I've never tested this chapter in NG+ and originally didn't plan to allow it. But hey, it's a beta! If it breaks something, it breaks something. Just let me know.

- Included Talcall's new "Glamour" hack. You can press Triangle on any generic job on the Job Wheel for any generic unit, and this will set them to use that sprite at all times, no matter the job they're in.
-- They do not need to have unlocked that job themselves, it merely needs to be visible on the wheel so they can move the cursor to it.
-- You can un-glamour a unit by pressing Triangle a second time, restoring them to the normal generic sprite set.

Patch 1.2.53.1
- Removed a Pause() command from the end of the first event in Chapter 1-A so it should no longer require an extra button press to end.

- Edited event commands to allow Bryn and Lorne to show up correctly throughout Chapter 1-A even if they've been glamoured.

- Inventory and gil should no longer be wiped when doing Chapter 1-A in NG+.

Patch Link: https://ffhacktics.com/smf/index.ph...4rbm51ceoj68nttd&action=dlattach;attach=20849
 
Patch 1.2.54
- The Depths of Murond's Nightmare mode will now cause enemy units to generate with their Job Level setting at 8 instead of whatever it is they have. This setting will also always apply to their Specified Job, Current Job, and Secondary Job, overriding the Job Levels setting in extra Options. They will also be able to equip any generic secondary skillset.

- The Depths of Murond's No Future mode will now cause enemy units to generate with Job Level 8 in EVERY job.

- Decreased the learn percentage of the following abilities to reduce the frequency of the AI spawning with less useful skills:
-- Monster Skill
-- Throw Item
-- Weapon Guard
-- Momentum
-- Secret Hunt
-- Train

- Freshly generated units will no longer be able to equip gender-locked skillsets and RSM abilities if they're the wrong gender for them. (This was rarely if ever seen in the mod beforehand, since gender-locked jobs are basically never seen in battles.)

- Gave the Reflect reaction to Dark Knights. It might have been more fitting on Time Mage, but Time Mage's RSMs are full. Besides, the only generic job with anti-Faith mechanics getting Reflect seems passable enough to me.

- Fixed a bug in the Agrias side chapter that caused Bryn and Lorne to load incorrectly in the farewell event.

- Fixed a bug on the new Con Man's Bridge map that caused one of the tiles to have incorrect field targeting.

Patch 1.2.55
- Fixed a bug with Dance and Sing that could theoretically cause them to instant-kill their targets under certain circumstances.

- Fixed a bug with Zalbag's abilities that crashed the game.

- Fixed a bug that caused the end-of-battle level up bonus to be able to break the level cap (which would also cause the Training Dispatch Mission to be able to do the same).

- Unit glamours will now appear in the Depths of Murond.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20853
 
Patch 1.2.56
- Fixed a bug that could cause a generic unit to get dismissed instead of a unique one due to the lower two digits of their name ID matching the ID to be dismissed.

- Fixed a bug preventing Luso from being deployed in the Chapter 2 Sweegy Woods battle.

- Fixed a mistake caused by failing to save my Patcher that prevented Reflect from appearing for Female Dark Knights and caused Reflect and Vehemence to swap ability slots for Male Dark Knights (meaning a DK that had previously learned Vehemence would have lost it for Reflect).

- Fixed a bug that caused the ability preview damage cap to become uncapped, causing something like 1250 predicted damage to look like only 250 instead.

- Fixed a VANILLA bug preventing generic monsters controlled by the AI from using any abilities with the Weapon Range flag checked, because they incorrectly believed their weapon range was 0 instead of 1. (This would affect Beaking, Poison Nail, and Chef's Knife, UNLESS the event leading to the battle had at one point had human units in their slot earlier for the AI weapon data, because it wouldn't be reset once the monster had been loaded in.)

- Fixed a bug causing enemies in the later rounds of the Shrine Knights RDV to spawn at level 1 if Improved Level Scaling was active.

- Fixed a bug causing units to sometimes not lose (or worse, suddenly GAIN) their in-battle Guest setting, causing them to appear as Guests when manually deployed.

- Prevented crits or the Momentum ability from knocking a unit back if the attacker is using a multi-strike ability (i.e. Two Swords or Barrage) and this is not yet the final hit of the attack. No more knocking a target out of your own attack range before you're done!

- Flagged the Geomancy abilities to all register as having all of the possible Geomancy elements. This should hopefully allow the AI to notice when Geomancy skills will be absorbed rather than risk using them on targets that absorb them.

Patch 1.2.56.1
- Fixed an error that would sometimes prevent units from mounting Chocobos when using accurate emulators like Duckstation

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20862
 
Always happy to see this one being tinkered and polished!
 
Can somebody post the rom as a whole to download to Gamma instead of just the patch i use an iphone to play and the patch software doesn’t work on iphone
 
Can somebody post the rom as a whole to download to Gamma instead of just the patch i use an iphone to play and the patch software doesn’t work on iphone
Not sure what you mean? it's ready to use.
 
Patch 1.2.57
- Fixed a bug causing Angel Song, Life Song, and Witch Hunt to occasionally, invisibly, deal high amounts of unreported damage under specific circumstances. This same bug also caused Wiznaibus' damage to be buffed way higher than intended under the same circumstances.

- Fixed a bug causing Bards and Female Dark Knights to be able to see Sing and Darkness on the Set Skillset list.

- Made it clear in the description of the Momentum ability that it works for MELEE attacks.

- Fixed a bug preventing Move-Cleanse from working with most status effects.

- After receiving a report that deploying White Chocobo Boco in the Araguay Woods battle in NG+ could softlock the game, I gave Boco in that battle Load Formation, which prevents his deployment.

- Noticed that Golgorand Execution Site didn't seem to reveal as red in my own playthrough (after doing both Chapter 1 and the Agrias side chapter). Added a line of event commands to force it to be red after beating Bariaus Valley and saving Agrias.

-Included a fix for a bug with previewing an ability on the AT List while using a Performance.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20874
 
Patch 1.2.58
- The JP cost of Ether and Hi-Ether have been lowered. The price of the Ether and Hi-Ether items has been lowered. Ethers and Hi-Ethers are available in shops much sooner, with Ethers now being available as soon as you start the game.

- Included a Custom option in the Power Modes Extra Options. This allows you to set ally/enemy power to any value between 1-255%. Math Skill also has its own separate power values.
-- NOTE: This is now using a separate variable to store its results, ignoring the previous one. If you already have your power mode set, you'll need to go set it again in Extra Options.

- Changed the JP/EXP settings to be customizable as well. Bonus EXP/JP can be turned on or off, JP and EXP gains can be set anywhere from 0-255%, spillover JP can be divided by any number from 1-10. (the move-X skill code has been rewritten and that needs to be tested too, including Move-Cleanse)
-- NOTE: As the previous settings are no longer being referenced, you'll need to set them again yourself. By default, JP is set to 125% (no longer the usual JP Boost 150%), EXP to 100%, spillover to 1/4, and bonus JP/EXP is off.

- Momentum has been given extra functionality: it will also boost the hit rate of equipment breaking abilities by +10.

- The fix to prevent Luso from being permanently relegated to Guest status in battle has ACTUALLY been applied to the game.

- A bug preventing broken katanas from appearing in the Fur Shop has been fixed.

- A bug causing weapons with spell procs to always activate if the weapon/ability was evaded has been fixed.

- Several abilities with 0-1 Vertical have been buffed to 2, largely because it makes no sense to me that something like SPIN FIST requires exact height to hit. They are: Spin Fist, Repeating Fist, Wave Around (minotaurs), and Leaf Dance (treants).

- Secret Fist got buffed from Vert 0 to Vert 1. I'm fine with it requiring more precision, but Vert 0 on a PUNCH? Come on. No.

- Black Goblins lost Turn Punch and gained Spin Fist instead.

- The Training Dispatch Mission will now take Two Jobs into account. Retraining still won't and likely never will.

- Retraining should now once again allow you to send an entire team of monsters without needing a human unit.

- Retraining no longer caps level ups at Current Party Level -3, but just at Current Party Level.

- Break MP just uses the weapon formula now, none of this max HP % and low hit chance shit.

- The Dispatch Mission "The Chimera" no longer has two dashes in "rainbow-colored".

- Nightmare and No Future modes can now be set from Extra Options, and now only apply the level boost to units on enemy teams.
-- NOTE: if you load a save file with these options set, you will need to set them again, as their flag locations have been moved.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20890
 
wish TA2 got some better model & portrait hacks for characters that only have 1 model, replace the main character, better lines, i dunno...

wish zodiac edition got something too.

sorry has nothing to do with this game =_=
 
Patch 1.2.58.2
- Fixed a bug causing the Extra Options menu to reset all the JP and EXP settings to default when loading the event.

Patch 1.2.59
- The Extra Options event has been upgraded to work with using X to cancel or L1/R1 (and Left/Right in MOST cases) to swap between options within their group. In order to make this clearer, the Exit choice has been removed: press X not to softlock, heh. Choosing a new option setting also only sends you one menu back, now - not all the way to the main menu.

- Included an Extra Option for Improved Poison and Regen, which causes them to affect MP as well.

- Included an Extra Option for automatic MP renewal, at 1/8 max MP per turn.

- Included an Extra Option for units to start every battle with only 10 MP.

- Included an Extra Option for automatic Non-Charge activation for all units.

- The Retraining Dispatch Mission now goes through its completion report faster, and accounts for the Two Jobs support.

Patch 1.2.59.1
-Fixed a bug with the Extra Options menu that causes a crash upon attempting to exit after you cancel or sidestep out of too many menus if you accessed it from the Preparation Menu.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20910
 
Patch 1.2.59.2
- Fixed a rare crash that can occur when a unit takes a hit of Poison or Regen on the turn that they were removed from the fight (or died?).

- Fixed an issue preventing EXP from being set to a minimum of 1 when lowering EXP gains far enough (which also prevented any JP from being gained, due to the JP code not being run if the unit gained no EXP).

- Removed an unwanted Pause() command from an event in the Agrias side chapter.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20911
 
Patch 1.2.60
- New optional Algus Fools content - give yourself the name "Algus" or "Argath" to play the "Bastard of Ivalice" chapter, originally made by Jumza.

- Fixed an issue with scene skipping during the Grog Hill post-victory scene in Chapter 1-A.

- Fixed an issue preventing players from being able to Save Game or Return to World Map during the Delita and Ovelia battle after meeting Rafa.

- "Orbonne Monastery" is no longer displayed when starting a new game - instead, it's just "Loading..."

- The battles in Chapter 1 have been modified to show a pre-battle event before the deployment screen, at which point you'll be immediately put into the Preparation Menu to choose to begin the battle. Because of this, pre-battle cutscenes are now skippable.

- Start and X can now be used on the Preparation Menu options boxes when you have to make a choice, instead of having to scroll up/down and press Circle. Start works as "Start Battle" and "Yes", with X working as "No". Slightly more convenient for players this way, I hope.

- Added a hack that should make mid-battle Triangle pausing more reliable.

- Added a hack that turns the rhombus on the Formation screen white instead of yellow because why not.

- Zalbag's stats have been altered to de-emphasize his PA and HP since his skillset is Faith and MA based. He's now at more of a middle ground between Knights and mages.

- Zalbag's Magic Ruin (once Matra Magic) has been reworked into Tantra, which is essentially a Faith- and Magic- based version of Chakra, but healing more MP than HP.

- Changed the name of Zalbag's skillset from Destroy Sword to Heroic Sword.

- Importing a change from TIC: You can now inspect the job/ability menu of enemy units.

- The range of Steal abilities has been increased from 1 to 2, with the Stop At Obstacle flag preventing you from stealing through another unit.

- Choice lists will now loop back to the other side of the list if you try to scroll past either the top or bottom.

- Streamlined the Extra Options event a bit further by figuring out how to open and close certain text boxes faster.

- Added "X to cancel" functionality to the choice boxes in the Dispatch Missions.

- You can now Poach monsters directly from the roster menu by selecting Remove Unit. This functionality requires one of your units to be available and able to Poach. The first such unit found will be the one used for Poaching, meaning that if you haven't disabled the functionality to raise rare Poach odds, it's their Brave that will be used. You'll know that you're able to Poach monsters because the "Remove [Name]?" message will be replaced by "Poach [Name]? ([Poacher's Name])".

Patch 1.2.60.1
- Fixed a bug causing Dispatch Mission completion to get corrupted

- Fixed an unrelated bug causing certain monsters to use the wrong sprite in completion reports
Patch Link:
 
Patch 1.2.61
- The Genji Shield has been given +1 PA, the Genji Helm +1 SP, and the Genji Armor +1 MA. This still won't make them the best stat sticks in those slots, nor are they the most evasive shield or the highest HP armors, but this should mitigate armor otherwise being so suboptimal compared to clothes and robes. Plus help justify doing the steal run on Elmdor.

- Alma should no longer desert at high Faith or low Brave, and nor should any un-dismissable units such as Alicia, Lavian, or Whitney during Chapter 1-A.

- Certain character entries in the Brave Story should no longer be blank during the Bastard of Ivalice alternate version of Chapter 1.

- Units that were sent on Dispatch Missions before doing Chapter 1-A should no longer reappear in the roster before getting to Chapter 2.

- Rafa's Great Space ability should no longer inflict status effects if it hits an ally.

- Fixed a line of code preventing Reflect from storing the correct Ability ID for the Reflected spell.

- Blue Magic will now follow the target when appropriate.

- Mighty Guard now has a radius of 1, Vert. 1. The MP cost has been increased to 50.

- Some AI fixes: Removes the AI's Critical requirement for casting Float, reverses the Critical requirement for Protect and Shell to cause the AI to cast it UNLESS the unit is Critical, fixes some AI checks for Short Charge and Non-Charge so they check the correct flags, corrects the AI from checking Move range instead of a range of 4 for Throw Item, and decreases the likelihood of the AI doing nothing when it has some valid options by telling it that doing nothing only has 99% accuracy.

- Active Dispatch Mission Data should be cleared in the Bastard of Ivalice route when Algus is kicked out of the party, as well as the moment the player chooses to continue with the regular game at the end (if they do so).

- Refined a fix for Floating and Jumping units so that Jumping units will drop down at the start of mid-battle events if they're supposed to have dialogue somewhere in the event file.

- Fixed the description for the Breath attacks so they correctly say they're in a cone.

- Reflect will now return spells back to the caster, as it works in other Final Fantasy games. Units with Reflect are now colored a monochrome steel blue.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20929
 
Patch 1.2.61.1
- Fixed a bug that could cause certain units to get minor data corruption when being generated.

- Fixed a bug that caused units set to have <Nothing> as their R/S/M abilities to randomly select a known RSM to equip.

- Tweaked an Extra Options setting so that if the player has chosen the "Expert" or "Exceptional" settings for Enemy Job Levels, the above bug is UN-fixed, allowing enemies to equip known RSM abilities even when they're not supposed to.

Patch Link: https://ffhacktics.com/smf/index.php?action=dlattach;attach=20931
 

Users who are viewing this thread

Connect with us

Support this Site

RGT relies on you to stay afloat. Help covering the site costs and get some pretty Level 7 perks too.

Featured Video

Latest Threads

Recommend and Hidden gems of N64 Dreamcast and GameCube

What are hidden gems and really need games on N64 Dreamcast and GameCube you know open to new...
Read more

Does your significant other interfere with your gaming?

My girlfriend SAYS she's okay with me playing video games, but she complains about it every time...
Read more

VALVe Thread

We already know our favorite developer making peak after peak that refuses to make a third entry...
Read more

Any place to play Poker for fun?

I remember playing PokerTH with friends a lot back in the days, but playing with strangers...
Read more

Ever bought a game that just didn't work?

When I was a kid, many stores gave you the option of buying opened computer games for extremely...
Read more

Online statistics

Members online
229
Guests online
3,686
Total visitors
3,915

Forum statistics

Threads
21,643
Messages
546,463
Members
1,004,310
Latest member
Kirboyo

Today's birthdays

Advertisers

Back
Top