Another Heroes 3 Mod v2.0 bigest update + changelog

Another Heroes 3 Mod (AH3M) with completely re-balanced heroes, skills, units, spells, artifacts, buildings, and map locations. New mechanics and abilities which expand directly on existing ones. Custom-built maps made with these new design concepts in mind. Improved user interface and several quality of life features.

Download
Another Heroes 3 Mod
Heroes 3 Complete GOG version (works with this version), also HD mod is required
How to install Another Heroes 3 mod (AH3M)

Another Heroes 3 Mod changelog:

 

2.0c

• Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

2.0b

• Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

• Added scrolls of Fly and Town Portal to the center zones in Bull’s Eye

• Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

• Fixed the broken activation tile for player 2’s starting Lumber Yard in War of the Magi

• Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

• Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

• Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

• Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

• Updated placeholder text accidentally left in as a piece of random tavern advice

2.0a

• Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

• Added scrolls of Fly and Town Portal to the center zones in Bull’s Eye

2.0

• Magic skills are now less common outside of forced intervals, particularly for might heroes

• Completely unlearnable skills by class are now much more limited

—> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
—> Necromancy is limited to Necro heroes, who can’t learn Leadership or First Aid (no change)

• Air Magic is now the least common element for Fortress (instead of Fire)

• Witch starting skill now Water or Air Magic (instead of Resistance)

• Druid starting skill now Resistance (instead of Earth Magic)

• Several classes now have different secondary (non-starting) major skills:

Undertaker -> Sailing      (was Necromancy)
Warlock -> Fire Magic     (was Wisdom)
Battlemage -> Sorcery    (was Fire Magic)
Witch -> Wisdom           (was Learning)
Mystic(*) -> (All)Magic   (was Sorcery)

(*Renamed from Sorcerer since Sorcery is no longer a major skill)

• Lowered lv.7 unit specialist speed bonus from +2 to +1

• Changed the skill specialties of several heroes:

Thane (Tower) -> Resistance    (replaces Tactics)
Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
Jasmine (Dungeon) -> Tactics   (replaces Logistics)

Lilith (Inferno) -> Luck            (was Quinn’s specialty)
Ragnar (Inferno) -> Devils       (was Lilith’s specialty)
Kaine (Inferno) -> Imps          (was Ragnar’s specialty)
Agatha (Inferno) -> Mysticism  (was Kaine’s specialty)

• Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

Melodia (Rampart) -> Cure        (replaces Haste)
Solomon (Tower) -> Weakness  (replaces Enslave)
Daremyth (Tower) -> Haste       (replaces Fate)
Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
Alamar (Dungeon) -> Harm       (replaces Enslave)
Branwen (Fortress) -> Slow       (replaces Enslave)
Deneb (Fortress) -> Cure          (replaces Bless)
Jasper (Conflux) -> Slow          (replaces Stoneskin)

• Harm spell specialty reverted to double damage as in the original game rather than +50% damage

• Several minor changes to hero starting spells

—> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
—> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

• Wisdom now allows additional spellcasts each round instead of gating high-level spells

—> Each spell must be of a different element; Master Wisdom allows one of all four
—> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
—> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
—> Wisdom no longer follows the “must be offered every (X) levels” rule
—> Switched to use former Scholar GFX

• Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

—> All random units can offer to join unless set to maximum aggression
—> Aggression multiplies the cost of join offers; most randoms have 3-7
—> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
—> “Sympathy” mechanic removed (no bonus for having the unit in your army)

• First Aid no longer increases unit health and solely affects the performance of the tent

—> Basic First Aid allows the tent to remove physical statuses
—> Expert level allows the tent to overfill a unit’s HP (up to 2x the unit’s maximum)
—> Master level allows the tent to act twice per round

• Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

—> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
—> Ballista damage calculation now uses hero level instead of attack
—> The Ballista now has the correct Attack value of 10 (was 5)

• The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

• The health of war machines now scales with hero level (20 * lv. for all of them)

• Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

• Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

• Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

• Resistance now defends against Killer Breath (see below)

• Renamed several units & unit abilities:

Elite Centaur -> Centaurian
War Unicorn -> Magic Unicorn
Boss Gremlin -> Gremlin Engineer
Djinni -> Noble Efreet
Gorgon -> Taurus
Disembowel -> Killer Breath
Aging -> Wither

• Renamed several unit dwellings to include the name of the residing unit

Altar of Wishes -> Genie Altar
Golden Pavilion -> Naga Pavilion
Fire Factory    -> Gog Factory
Kennels         -> Hound Kennels
Well of Souls   -> Ghost Well
Estate          -> Vampire Estate
Mystic Refuge   -> Fairy Refuge

• Reworked the roles of the four upgraded elemental avatars

—> Magma Avatars are now ranged attackers instead of Ice Avatars
—> Ice Avatars now have the highest defense and health
—> Energy Avatars now have the highest attack and speed
—> Both ranged and melee attacks from upgraded avatars are now dual-element

• Added “aura” abilities (i.e. the Unicorn status resistance aura) to several units:

Paladins: +2 Morale
Archdemons: +2 Luck
Ghost Dragons: -2 Morale
Gold Dragons: 50% Status Resistance (replaces Unicorn ability)
Mind Avatars: O-Mind
Magic Avatars: O-Magic 3/4

• Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

—> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
—> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
—> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

• Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

• Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

• Blind (“fear” in 1.6x) is now a physical status that lowers damage instead of incapacitating units

—> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

• The poison status now deals damage over time instead of reducing maximum health

—> Naga Queens can now set poison instead of retaliating twice

• The petrify status now reduces all damage by 75% instead of just physical damage

• Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

—> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

• Moved inherent Pain Reflection from Archdevils back to Noble Efreet

—> Noble Efreet no longer lower target’s defense (as Sunray)

• Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

• Added new damage bonuses to several units

—> Gremlins/Gremlin Engineers deal double damage to enemy war machines
—> Troglodyte Soldiers deal +25% damage if their morale is higher than foe’s
—> Gnoll Marauders deal +25% damage with initiating attacks (instead of no foe retaliation)

• Adjusted the shot count of many units

—> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
—> Orc Warriors now have 2 shots instead of 1
—> Cyclops Brutes now have 2 shots (base Cyclopses still only have 1)
—> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
—> Storm and Magma Avatars now have 4 shots instead of 12
—> All other units with elemental shots now have 8 instead of 12
—> The Ballista now has 12 shots instead of unlimited ammo

• Raised the defense bonus for the Defend command from 20% to 25%

• Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

…no longer ignore the “enemy can’t retaliate” ability
…no longer incorrectly allow more retaliations on lethal strikes

• Skeletons now have the correct growth rate (16 instead of 12)

• Raised Medusa growth rate (4 -> 5)

• Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

• Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

• Fire Avatars no longer possess the “Flying” ability (as in the original game)

• Fairy Dragon spell mastery from unskilled to expert (as in the original game)

• Enchanters now cast Bless in place of Cure

• Slightly adjusted cost of many units

• Several spells have reduced effectiveness due to the above-mentioned skill changes

—> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
—> Haste now caps at +2 speed (+3 for specialists)
—> Slow now caps at 33% reduction (50% for specialists)
—> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
—> Cure now removes physical statuses only at basic level and is no longer mass effect
—> Berserk radius reverted to cap at 2 hexes

• Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

• Renamed/reworked several spells, reverting some confusing name changes:

Fear (AKA Blind) -> (now a physical status, no longer a spell)
Despair (AKA Sorrow) -> Fear
Berserk (AKA Frenzy) -> Flamestrike (see below)
Chaos (AKA Berserk) -> Berserk (back to its original name)
Meteor Strike -> Meteor Shower (back to its original name)

• The effects of the Wizard Eye spell now persist until the end of turn

—> Now also shows treasure chests (on land only)
—> Redundant (extra) castings will no longer cost SP (as the Water Walk/Fly spells)

• New spell: Torchlight (replaces Fear/Blind) increases hero’s view radius until the end of turn

—> Has same redundant casting protection as Wizard Eye

• Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

—> Also has new SFX since Fortune’s old SFX is now used by Torchlight

• Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

—> Basic Earth magic: hero may be re-hired from your capital city
—> Expert Earth magic: hero may be re-hired from any town
—> Master Earth magic: hero may be re-hired from any tavern, including external ones
—> AI players will treat this spell as Town Portal

• New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

—> Expert and Master Air Magic increase the spell’s duration to 2/3 turns
—> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

• Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

• Fly now halves the movement penalty for rough terrain rather than eliminating it

• Warp now marks a hero’s location on the map and will return them to that position when cast again

• Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

—> Repairing destroyed war machines requires Earth Magic

• Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

• Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

—> Raised magnitude from 3/6 to 4/8
—> Changed specialty bonus from +6 to +(target unit lv.)

• Dispel now removes all non-physical statuses from all units on the battlefield at basic level

—> Expert Air Magic: selective status removal from allied units (negative only)
—> Master Air Magic: selective status removal from enemy units (positive only)

• Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

• Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

• Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

—> O-Magic now also resists magical statuses in addition to reducing damage
—> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

• Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

—> Lasts 2 turns, skill level increases effect radius (caster’s Magic power has no effect)

• Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

—> Clone is now a 3rd-level spell, taking the place of Enslave

• Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

—> Formula now adds magic power to # of units (2x at master) instead of unit health

• Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

• Purify is now single-target and kills a set percentage of units in addition to dealing damage

—> Now uses old Prayer animation and has new SFX

• Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

—> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

• Meteor Shower now deals half damage to units outside of the central/target hex

• Armageddon damage is now halved by O-Fire instead of ignoring it completely

• Lowered magnitude of Elemental Summon spells from 10x to 5x

• Fire Wall now correctly displays damage on right-click

• The Stoneskin spell is no longer effective on war machines

—> Spell descriptions are now more clear about what will and will not work on war machines

• Redesigned the spellbook layout and behavior to look better and be easier to read

—> Adventure spells are now grayed out/disabled when in combat and vise versa
—> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

• Overhauled the odds of spells appearing in mage guilds

—> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
—> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

• Increased the cost of spells from Mage Guilds

Lv. 1    50    (was 25)
Lv. 2    100    (was 50)
Lv. 3    250    (was 100)
Lv. 4    500    (was 250)
Lv. 5    1,000    (was 500)

• Tower’s Magic Library now sells scrolls for lv.1-3 spells

• Dungeon’s portal now summons the nearest hero you own once per week instead of acting as a dwelling

—> It is now more expensive to build and is no longer required to build the lv.3 dwelling
—> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
—> Swapped the resource costs of the portal with the Mana Vortex

• Changed the output of Necropolis’s Death Machine (formerly “Death Converter”) for several units

—> Archers/Griffins/Swordsmen now give the correct results
—> Enchanters now become Liches (as Monks and Mages do)
—> Evil Eyes/Beholders now become Ghosts instead of Zombies
—> Only dragons will become Bone Dragons instead of any 7th-level unit

• The Rampart & Inferno grails now correctly give +3 luck instead of only +2

• Fixed a bug where Fortress’s Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

• Changed the Blacksmith contents of several towns:

—> Castle  -> First Aid Tent    (instead of Ballista)
—> Tower   -> Ballista           (instead of Ammo Cart)
—> Inferno -> Ammo Cart      (instead of Ballista)
—> Conflux -> Catapult only   (instead of First Aid Tent)

• Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

• Town blacksmiths now require heroes to end their turn in town to repair broken war machines

• Overhauled the handling of heroes in taverns, making several improvements

—> Escaped (retreated/surrendered) heroes may now also appear in external taverns
—> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
—> Escaped and recalled heroes use different slots; you may have 1 of each at a time
—> Fixed a bug that would sometimes lead to no heroes being available to hire

• Thieves’ Guild info is now more limited (top section only) except in external/adventure map taverns

—> the tavern tip is now always the same on day 1 (reminding players about right-click info)
—> information for AI-only players (not human playable) is no longer displayed
—> AI-only teams are also no longer shown on the game setup or scenario info screens

• The “resource” starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

• Changed the amount of starting gold and resources for AI players on certain settings

—> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
—> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
—> AI players now start with 1 of each rare resource on Very Easy instead of 0

• Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

—> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

• Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

Magician’s Hat        (+1 magic/knowledge instead of +2 magic)
Helm of Chaos        (+1 knowledge instead of magic)
Crown of the Magi    (+5 magic & +1 knowledge)
Tunic of the Magus    (“”)

• The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

• The Ogre’s Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

• The Elixir of Life artifacts now boost health by a percentage instead of a static value

• Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

• Changed the special effect of several combination artifacts

—> Timespinner to SP costs -25% instead of absorbing enemy SP costs
—> Soulbinder (formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
—> Titan’s Thunder now has higher stats than it’s components (+12 to all), loses O-Mind
—> Armageddon’s Blade no longer subtracts the defense of its components
—> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

• Raised experience values for artifacts at Rebel Camps

Lv.1  1500  (was 1000)
Lv.2  4000  (was 3000)
Lv.3  7500  (was 6000)
Lv.4  15000 (was 10000)

• Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

—> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
—> fixed a bug where the artifact in the second “misc” slot was blocked from being sold

• Spell shrine “not enough gold” rejection messages will now display the spell for sale

• Reduced terrain penalty for Sand from 1.6x to 1.4x

• Elemental terrain now halves the SP costs instead of reducing them to the spell level

• Increased the gold/resource rewards for all creature banks

• Increased the gold from Templar’s Grave (formerly “Warrior Tomb”) to 4000-6000

• Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

• Sirens now permanently increase a hero’s water movement by 100 instead of giving extra experience

• Pyramids now contain a random 4th-level artifact instead of gold

• Owned external dwellings now show population on right-click and no longer provide town growth bonuses

• The “split stack” button in town now initiates a trade if a hero is selected (and two are present)

• The “fort” button on the town screen now opens up the town defense (unit comparison) screen

—> The “buy all units” shortcut has been moved to the now-unused 8th dwelling slot

• Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

—> Sorting skills in the hero screen while in a town no longer exits the hero screen

• Converted the “fullscreen” button on the adventure map interface to an (A)rrange Heroes/Towns button

• The “(M)ove Hero” button/shortcut now behaves as “Next (H)ero” if no path set or remaining movement

—> The “Sleep” (Zzz…) button now removes a hero’s movement path instead of disabling them
—> The “Next (H)ero” shortcut no longer skips heroes who have no movement points remaining

• Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

• The middle mouse click no longer has any effect (instead of replaying current player turn)

• Replaced the video quality option in the options screen with a toggle for ambient sound loops

• The unit info combat options no longer affect the display of hero data or damage in the status bar

—> it is no longer possible to turn off the in-battle hero info display by any means

• Clicking a hero’s spell point total in kingdom overview no longer displays an incorrect maximum of 0

• Added a blank line between turns in battle logs for easier reading

• Removed the menu bar from the game window

• Added several new sound effects to the game for…

…opening treasure chests
…obtaining gold on the map (as opposed to other resources)
…purchasing/upgrading units, spells/scrolls, or war machines
…making deals at marketplaces, black markets/artifact traders, or mercenary guilds
…entering/exiting the Mage Guild/Blacksmith
…external blacksmith repairs your broken war machine(s)
…opening/closing the spellbook
…aborting/failing a spellcast
…casting the Clone spell (SFX existed, but never played correctly)
…completing a quest

• Added text to several adventure map locations that previously did not have any

• Overhauled how animation speed settings are handled in combat (should result in smoother animation)

• Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

• The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

• Added two new maps: Bull’s Eye & War of the Magi

—> Bull’s Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
—> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

• Several major changes to Dragon Quest mostly due to above changes

—> Player towns can no longer build upgraded dwellings; hill fort required in all cases
—> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
—> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
—> Elemental magic skills are now only learnable through quests
—> Wisdom may be learned by anyone (only Brey starts with it)
—> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
—> Cristo now learns Clone (as Surround) instead of Weakness
—> Nara is now a Witch instead of a Druid (spell specialty: Slow)
—> Moved the two earliest spell teachers (for Cristo and Nara) further back
—> Removed all of the skill teachers except those for Sailing and Diplomacy
—> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
—> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
—> Keeleon no longer has the Troll’s Blood equipped (you still get it for killing him)
—> Zenithia is no longer guarded by a single Angel (just the event battle prior)
—> The shopkeeper at Endor now has a proper accent

• Made many changes to other existing maps, some based on above changes

—> Most unowned towns and garrisons have more/a wider variety of guards
—> Banned the Fly spell in Desert Storm as in other small maps
—> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
—> Added guards to the second keymaster tents in Adventure Island
—> Added an external Blacksmith and Black Market to Adventure Island
—> Add Recall shrines to the player starting zones in Shadow Monopoly
—> Reworked the starting and third-zone quests in Shadow Monopoly
—> Added guards to the “be hero” quest huts in Zerg Rush
—> Added several portal connections between players in Zerg Rush
—> Kaine (the new Imp specialist) is now Inferno’s starting hero in Zerg Rush
—> Deneb (who now starts with Sailing) is now Fortress’s starting hero in Ocean Saga
—> Swapped Undine (now Conflux’s starting hero) and Torrent (now a prisoner) in Ocean Saga
—> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
—> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
—> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
—> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
—> Minor redesigns to Old World’s starting zones; upgraded dirt roads to cobblestone
—> Fixed improper enemy placement near the surface crystal mine in No Man’s Land
—> Added a prison to World of Ruin
—> Removed “Allied Maps” folder

2 Comments

  1. 123 321

    Whoever made mod to prioritize ENTER for BACK & other cancellation buttons in vanilla menus instead confirmation functions is long due for kick in the ass, pardon muh french.

    Reply
    1. Liso1 (Post author)

      I think the author did that on purpose 😀

      Reply

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