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Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
"oh cool, the charmed super-flailbro next to three of my dudes just went to 'routing' morale, he won't be killing anybody

...wait"

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Virulence
Jun 14, 2012

GreyjoyBastard posted:

"oh cool, the charmed super-flailbro next to three of my dudes just went to 'routing' morale, he won't be killing anybody

...wait"

I hate hexen so much. :v:

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Virulence posted:

I hate hexen so much. :v:

Maces are the best anti-hexen tech. You just wallop the dude twice for middling amounts of damage and he stands around doing nothing until he recovers.

too bad they're not exceptional against any of her beast-buddies; none of them rely on heavy conventional armor, and while you can plausibly fatigue the poo poo out of unholds, it's a better idea to just dps them down

nets and shieldbash might be the actual best anti-hexen tech


edit: :siren: everybody, save every direwolf pelt you see for the taxidermist

do not sell them until you see the thing you can craft with a couple

trust me :siren:

Goatse James Bond fucked around with this message at 05:35 on Dec 2, 2018

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

GreyjoyBastard posted:

Maces are the best anti-hexen tech. You just wallop the dude twice for middling amounts of damage and he stands around doing nothing until he recovers.

too bad they're not exceptional against any of her beast-buddies; none of them rely on heavy conventional armor, and while you can plausibly fatigue the poo poo out of unholds, it's a better idea to just dps them down

nets and shieldbash might be the actual best anti-hexen tech


edit: :siren: everybody, save every direwolf pelt you see for the taxidermist

do not sell them until you see the thing you can craft with a couple

trust me :siren:

Welcome to giving every brother a lovely wooden stick to go in their bag along with the obligatory dagger

Party In My Diapee
Jan 24, 2014
Anyone had a problem with enemies not appearing for the new big game hunt mission? I am supposed to kill schrats or lindwyrms in the hills region of >name< hills, and i go there and look all around for days and find only undead. My poor mercenaries are going to get slaughtered if i actually find these things i assume, but still i need something to happen...

Jinx
Sep 9, 2001

Violence and Bloodshed

Party In My Diapee posted:

Anyone had a problem with enemies not appearing for the new big game hunt mission? I am supposed to kill schrats or lindwyrms in the hills region of >name< hills, and i go there and look all around for days and find only undead. My poor mercenaries are going to get slaughtered if i actually find these things i assume, but still i need something to happen...

I got a similar mission to hunt the new spiders, found some in a forest (not too far away) but killing them didn't complete the mission. Searched around and couldn't find anymore anywhere. Mission might be bugged.

Is anyone having a problem with caravan escort missions where it display you having a ton of food (>100) and doesn't change, but in your inventory food is still consumed during the trip?

vyelkin
Jan 2, 2011
I came across a witch's hut so I decided to see what happens if I go in. Fun little event chain with no option to back out, then dumped straight into a fight against 19 enemies, a mix of different beats including frenzied direwolves and unholds, and five hexen. That on its own would probably be too much for my early midgame company, but then on the first turn, before I could really do anything, they charmed four of my frontline bros from within the fog of war where I could neither see nor shoot them.

I think the devs didn't really balance some of the new enemies, especially when you walk into these encounters with no idea what you'll be facing.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Yeah I'm actually holding off playing for a while to see if they drop a balance patch in the near future, mixed groups with hexe are rediculous but multiple schrats at the same time are also loving insane. Neither of these can be countered with "clever play" you just need big enough numbers to win (in the case of the hexe I literally don't know what you're supposed to do since even an absolutely kitted out mercenary company can't kill anything even vaguely difficult with 3 or 4 of your own guys switching sides every turn)

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe

RabidWeasel posted:

Yeah I'm actually holding off playing for a while to see if they drop a balance patch in the near future, mixed groups with hexe are rediculous but multiple schrats at the same time are also loving insane. Neither of these can be countered with "clever play" you just need big enough numbers to win (in the case of the hexe I literally don't know what you're supposed to do since even an absolutely kitted out mercenary company can't kill anything even vaguely difficult with 3 or 4 of your own guys switching sides every turn)

I like having some enemies around that are actually scary later on in the game, but the fact that there are 2-skull missions to go kill schrats and lindwurms is just lol. Three skull undead and brigand missions are a snap compared to even a single schrat. I haven't messed enough with Hexe yet to get a feel for balance but they're definitely something I'm avoiding with my current mid level lineup.

The Happy Hyperbole
Jan 27, 2009

What's he up to now? Hard to say since we're not telling him what to do.
If anybody is still looking for a decent starting seed, Cuckgoblin has a brave 61 melee shieldbro, 58 iron lungs axeman, and a sure footing archer.

Please do not question my seed generating methods.

REMEMBER SPONGE MONKEYS
Oct 3, 2003

What do you think it means, bitch?

The Happy Hyperbole posted:

If anybody is still looking for a decent starting seed, Cuckgoblin has a brave 61 melee shieldbro, 58 iron lungs axeman, and a sure footing archer.

Please do not question my seed generating methods.

Does your method have to do with accidentally typing your preferred porn search into BB?

Harry Potter on Ice
Nov 4, 2006


IF IM NOT BITCHING ABOUT HOW SHITTY MY LIFE IS, REPORT ME FOR MY ACCOUNT HAS BEEN HIJACKED
What were the worlds you didn't like before you generated Cuckgoblin?

Sandwich Anarchist
Sep 12, 2008

Harry Potter on Ice posted:

What were the worlds you didn't like before you generated Cuckgoblin?

Cockgoblin, goblicock, orcuck

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

vyelkin posted:

I came across a witch's hut so I decided to see what happens if I go in. Fun little event chain with no option to back out, then dumped straight into a fight against 19 enemies, a mix of different beats including frenzied direwolves and unholds, and five hexen. That on its own would probably be too much for my early midgame company, but then on the first turn, before I could really do anything, they charmed four of my frontline bros from within the fog of war where I could neither see nor shoot them.

I think the devs didn't really balance some of the new enemies, especially when you walk into these encounters with no idea what you'll be facing.

I mean, they did mention in the devblog that there were more boss-level legendary locations than just the monolith-city-kraken. :v:

Five hexen seems a bit much though. See also the wild variance in difficulty in Hexe Defence missions.

you can, however, just ignore those contracts and maybe should play on non-ironman so you don't lock yourself into anything game-ending

Goatse James Bond fucked around with this message at 20:54 on Dec 2, 2018

vyelkin
Jan 2, 2011

GreyjoyBastard posted:

I mean, they did mention in the devblog that there were more boss-level legendary locations than just the monolith-city-kraken. :v:

Five hexen seems a bit much though. See also the wild variance in difficulty in Hexe Defence missions.

you can, however, just ignore those contracts and maybe should play on non-ironman so you don't lock yourself into anything game-ending

Yeah I never play ironman for reasons like this.

It's funny though because there was no indication that that as a boss-level legendary location. It was just a location, in a forest pretty close to a big city, called "Witch's hut". I saved and then went in thinking maybe it would be one or two hexen since I'm still pretty early in this run. Instead I got dumped straight into this unwinnable fight with no option to withdraw at any point, so I just reloaded my save and left.

So strangely enough, this experience actually makes me less likely to go explore the world rather than just keep fighting bandits forever, because if those are the kind of event chains and fights I'm going to run into there's no point. So the new DLC is having the exact opposite effect on my play to what they intended.

Broken Cog
Dec 29, 2009

We're all friends here
UGMHBSNCKB

Just a pretty chill map. Start out in a nice forest village, with a tundra town with hunters just to the north, and a swamp town just to the south. Map has a lot of forests, but they're all split up so you don't have to trudge through them to get anywhere. Citadel fairly close to the western edge which should function well as a resupply station for excursions to the west.

Starting bros aren't bad either, but nothing spectacular.


Edit: Also I found a Minstrel with 50 resolve and 3 stars in the village just to the east of the starting one, but that might be down to RNG.

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It

Broken Cog posted:

Edit: Also I found a Minstrel with 50 resolve and 3 stars in the village just to the east of the starting one, but that might be down to RNG.
Think that's RNG, I restarted an ironman with the same seed and my second town didn't have a thief.

Broken Cog
Dec 29, 2009

We're all friends here
Got a random event while escorting a caravan where a prisoner told me he was actually a noble of one of the other houses, and would reward me handsomely if I freed him and escorted him home.
Well, I hadn't seen that event before, so I jumped on it, killed the caravan guards, escorted the guy down to a base halfway across the map, and get this as a reward



Not bad for day 12. It lowered my standing with the town that gave me the quest slightly, but not below cold, so whatever.

Is this event new? I can't recall ever seeing it before.

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

It's been around. In my experience, it's actually fairly rare for him to be legit.

Bogarts
Mar 1, 2009
The new nimble is pretty drat good even on guys in armor. Especially in the mid game. I put it on a I had planned on just giving heavy armor when I could afford it later and with a 18 fatigue chest and 12 helmet it basically gave me 43% resist to health damage and with battle forged I also got 19% resist to armor damage.

Broken Cog
Dec 29, 2009

We're all friends here
Step aside Filly Fiddler, we got a challenger here.


Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

That's a pretty goddamn good fruit fucker.

The Happy Hyperbole
Jan 27, 2009

What's he up to now? Hard to say since we're not telling him what to do.

REMEMBER SPONGE MONKEYS posted:

Does your method have to do with accidentally typing your preferred porn search into BB?

Please do not question my seed generation methods.

Harry Potter on Ice posted:

What were the worlds you didn't like before you generated Cuckgoblin?

Shadynasty, fuckworld, and HugePecks, among a few others.

Speaking of which, my latest seed is actually legit pretty amazing. Starting brothers of Iron Lungs/Courageous shieldbro, Quick/Bright Axebro, and Athletic/Bright Bowbro. The melees both started with 61 attack, to boot. The world is pretty skewed in the favor of one noble house, the Dogs, but you start in some woods with lots of ranged backgrounds. Not a bad trade circuit either, with gems, furs, and wood being ready to be traded within the northern towns.The only issue is if you want to play in it you have to be willing to type in the seed Vaginabone.

Genghis Cohen
Jun 29, 2013

The Happy Hyperbole posted:

Please do not question my seed generation methods.


Shadynasty, fuckworld, and HugePecks, among a few others.

Speaking of which, my latest seed is actually legit pretty amazing. Starting brothers of Iron Lungs/Courageous shieldbro, Quick/Bright Axebro, and Athletic/Bright Bowbro. The melees both started with 61 attack, to boot. The world is pretty skewed in the favor of one noble house, the Dogs, but you start in some woods with lots of ranged backgrounds. Not a bad trade circuit either, with gems, furs, and wood being ready to be traded within the northern towns.The only issue is if you want to play in it you have to be willing to type in the seed Vaginabone.

Could anyone direct me to a background/stats guide that details what an 'average', 'poor' and 'good' starting stat is in each category? I am coming back to this after a long absence, a bit lost in all the random characteristics the recruits can have. Any consensus on what backgrounds are good in the new dlc world?

The Happy Hyperbole
Jan 27, 2009

What's he up to now? Hard to say since we're not telling him what to do.
Militia are actually really good base recruits now, since at level 1 they cost around 3-400ish but bring solid starting gear. Bowyers are also a lot cheaper, and between them and poachers I have found a lot more reliable ranged bros than before the dlc. And, the old standbys of brawlers, butchers, farmers, etc are still great for very cheap hires.

I actually just got a recruit from an event, he's a swordmaster's student with 3 star melee and 1 star in both defenses, but he begins with cocky and only 49 base melee. Anybody have experience with this kinda unit, to know if he'd be worth raising? Not sure how much 3 stars would offset such a lower base.

Dreylad
Jun 19, 2001
With so many resolve things out there farmhands might be a bit more of a liability though, and maybe it's just confirmation bias but I think their resolve is even lower than it was before the DLC. Like low 30s high 20s sometimes.

ModernMajorGeneral
Jun 25, 2010

The Happy Hyperbole posted:

Militia are actually really good base recruits now, since at level 1 they cost around 3-400ish but bring solid starting gear. Bowyers are also a lot cheaper, and between them and poachers I have found a lot more reliable ranged bros than before the dlc. And, the old standbys of brawlers, butchers, farmers, etc are still great for very cheap hires.

I actually just got a recruit from an event, he's a swordmaster's student with 3 star melee and 1 star in both defenses, but he begins with cocky and only 49 base melee. Anybody have experience with this kinda unit, to know if he'd be worth raising? Not sure how much 3 stars would offset such a lower base.

On average each star works out to an extra 0.5 points per level or about 5 points by level 11. This guy would probably end up with ~84 (3.5x10) melee skill in the endgame which is pretty solid. The stars in defense will be enough to offset the cocky trait (though the defense will probably be less than you would want, at least you can save some points in resolve). Not someone who is going to end up a super killing machine, but definitely someone I'd be happy to keep around, unless you are already in the late game.

The Happy Hyperbole
Jan 27, 2009

What's he up to now? Hard to say since we're not telling him what to do.
Unfortunately, he immediately got beheaded by a bandit leader.

I have gotten like 3 of those 'oh a leader is visiting these bandits' events, it is getting rough.

MadJackMcJack
Jun 10, 2009

REMEMBER SPONGE MONKEYS posted:

Does your method have to do with accidentally typing your preferred porn search into BB?

bigasstits is working out pretty well for me so far

Bruxism
Apr 29, 2009

Absolutely not anxious about anything.

Bleak Gremlin
Been playing this for a while, but trying to up my game a bit. I was hoping you all could help with a few questions. In the past I've pretty much hired whatever knuckleheads are hanging around the market and keeping the lucky survivors around as long as they can keep fighting. Am I handicapping myself by not focusing on hiring certain backgrounds? Are there certain minimum starting skill levels I should require for a long-term hire? When training melee or ranged combat should I ALWAYS take the appropriate attack skill when leveling up, even if it is only 1 point? Any other skills that should always be trained for certain specialists? Any skills that are more important than they sound? Initiative always seemed a bit worthless to me...

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
Any random knucklehead background has a chance to be great, but some have more chance / a higher ceiling than others.

Early game (for generic melee bros): Wildmen, brawlers, farmers, caravan hands
Middle game: Militia, squires, wildmen, brawlers, lumberjacks
Late game: Squires, sellswords, raiders, 1 hedge knight per company (trust me), maybe adventurous nobles if you're not living in terror of the looming spectre of Man With Crossbow

And even in lategame it's worth giving militia / wildmen / brawlers a tryout (and a hire if their traits aren't garbage), because they can highroll into excellence, and the other halfway-decent cheap backgrounds a tryout followed by a hire if they have really good traits (iron lungs et al).

Initiative is in fact a dump stat unless you're building for it. Hp's also lower on the priority scale as a general rule, however,

you shouldn't just auto-slam melee attack / melee defense / fatigue. If they low-roll and/or resolve, ranged def, or even hp highroll, take the highroll unless you think you really have enough of it. There's some fiddly tactical contemplation about ranged defense, mind, but in the Age of the DLC you want good resolve on anyone who might even think about fighting hexen/geists/alps, which is probably everyone.

Also, veteran levels are obviously slanted towards attack and defense, because 1 point of those goes a bit farther than 1 point in other stuff.

I'm boring and I don't specialize my brothers very much. Here's my melee loadout (ie, everyone except archers and the sergeant), time of pick somewhat variable, * next to stuff I think even more creative players should take a whole lot.

*Student
*Pathfinder
Rotation
*Brawny
*Weapon Mastery (i haven't seen the wacky lategame weapons yet but greatswords are still amazing and a couple two-handed hammers never go awry, so)
Reach Advantage
***Battle-Forged
*Berserk

Quick Hands
Bags and Belts
Recovery

Even before you got a bunch of new things to stuff in your pockets in the expansion, I was a serious believer in everyone carrying backup stuff - generally going into battle with 1h weapon and shield, and an inventory of dagger-2h weapon-backup shield. Substitutes recommended if you're, say, going into battle against an enemy with little or no ranged capability.

Sloober
Apr 1, 2011
Pretty good expansion, sort of annoyed that my first encounter with lindworms was going to reward me with a lindworm skinsuit only for it to immediately crash to desktop. Next time i did the contract it didn't happen, although i had fun watching two lindworms murder 15 nachtrezers while i peppered them with arrows from my four bowmen.

I think i've figured out how to deal with most of the new guy gimmicks, although mass hexens is still brutal, it does have me considering more stat allocations to resolve. Schrats suck even if you plan for them since their attack is so nasty.

At the end of the day my general go-to is bowmen, and i usually have 4 of them and they're great problem solvers

GreyjoyBastard posted:

edit: also i'm increasingly certain some of the recruit-boosting events don't work right - the witch burning got some witch hunters to show up but i've seen a cultist procession and an archery contest with zero (0) relevant hires

Same. Archery contest in a citadel had zero ranged recruits and none of the hires had any sort of archery influence, same thing with seeing a witch burning with no witch hunters. The only settlement event that seemed to affect anything for me was a hunting season one netting tons of cheap meat on the market

Sloober fucked around with this message at 14:48 on Dec 3, 2018

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
. . . . and all the map seeds go *poof* again, probably good if it fixes the duplicate seed bug

The "town event" recruiting events have been working for me BUT only if the town doesn't have its recruiting cut low by something else. Like if there's an archery contest and disappearing villagers at the same time, the direwolves turn out to have eaten all the archers, etc.

So far the best taxidermy recipe seems to be direwolf mantle (three pelts, +15 durability to the armor and -5 resolve to engaged enemies). I think there's one with webknecht silk.

I'm still at the "save scumming like a bitch" stage with the new patch but the strategy I've found for Alps is to rush one side of the map *hard*, keeping to a one-tile distance with everyone, then sweep all together around the edge of the map clockwise. The more you scatter the more vulnerable you are to whole groups getting slept.

Had a harder time with the witches but similar distributed-rush campaigns seemed to work reasonably well, especially using maces to keep them stunned so they can't hex/charm.

In both cases having a Sergeant that was a Witch Hunter seemed to be helpful.

edit: handy reference of crafting recipes:

https://imgur.com/a/043KFu6

https://imgur.com/a/ywVmfv4#UjqUfDC

Hieronymous Alloy fucked around with this message at 17:22 on Dec 3, 2018

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Huh. It appears caravan guards are no longer paralysed during caravan attacks. Good on them!

Sloober
Apr 1, 2011

Hieronymous Alloy posted:

. . . . and all the map seeds go *poof* again, probably good if it fixes the duplicate seed bug

The "town event" recruiting events have been working for me BUT only if the town doesn't have its recruiting cut low by something else. Like if there's an archery contest and disappearing villagers at the same time, the direwolves turn out to have eaten all the archers, etc.

So far the best taxidermy recipe seems to be direwolf mantle (three pelts, +15 durability to the armor and -5 resolve to engaged enemies).

I'm still at the "save scumming like a bitch" stage with the new patch but the strategy I've found for Alps is to rush one side of the map *hard*, keeping to a one-tile distance with everyone, then sweep all together around the edge of the map clockwise. The more you scatter the more vulnerable you are to whole groups getting slept.

Had a harder time with the witches but similar distributed-rush campaigns seemed to work reasonably well, especially using maces to keep them stunned so they can't hex/charm.

In both cases having a Sergeant that was a Witch Hunter seemed to be helpful.

Alps weren't too bad, it really just is keep in a 1-tile separate grouping as you rush them. I had a 5-alp encounter my first go, after i figured it out i split my guys into two groups to go after alps on the opposite side of the map, making sure there was enough space to ensure someone stayed awake. Seems like alps will only do damage if like 75% of your guys are asleep. Archers are not a good solution since they pack like 90% arrow resistance

Covski
Jun 24, 2007

Bringing the forums together with the greatest thread!
A patch has dropped already, such good devs. Seems like it should clear up many of the issues discussed in this thread, shame about breaking the porn-seeds though.

quote:

Changelog for 1.2.0.18

Changed how random seeds are handled to solve some issues. Unfortunately, this breaks map seeds once more. This has no effect on existing saves.
Changed settlement situations to have a higher chance of filling the roster with specialized backgrounds.
Changed some things to make retreat from combat play out faster.
Changed tooltips of legendary items, as well as some rare items, to better explain their special effects.
Changed saves to no longer compress fog of war data, as to improve saving times on weaker computers.

Fixed clipping issues on world map after loading an older campaign, quitting to main menu, and then starting a new campaign.
Fixed potential crash during combat with Alps.
Fixed wardogs making human sounds when being woken from unnatural sleep.
Fixed potential crash with AI using the three-headed flail.
Fixed famed three-headed flails and spetums not being shown on character busts.
Fixed objectives in 'Find Location' contract sometimes being too far away.
Fixed player potentially having to wait a long time in 'Defend Settlement' contracts for enemies to arrive when having destroyed their intended origin just prior to accepting the contract.
Fixed game potentially freezing on world map.
Fixed wrong inventory icon for 'Masterfully Preserved Rations'.
Fixed hiring costs changing when loading a save.
Fixed kraken cult location not working after first task is completed.
Fixed 'Nimble' perk protecing against damage from 'Hex' status effect.
Fixed dialog to select new ambition not appearing under specific circumstances.
Fixed Kraken ambition not registering as completed.
Fixed combat between parties on the world map sometimes not ending.
Fixed various minor issues.

team overhead smash
Sep 2, 2006

Team-Forest-Tree-Dog:
Smashing your way into our hearts one skylight at a time

Alps aren't too bad, it's just that if you do mess up your positioning or get unlucky then things can quickly snowball.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Sloober posted:

Alps weren't too bad, it really just is keep in a 1-tile separate grouping as you rush them. I had a 5-alp encounter my first go, after i figured it out i split my guys into two groups to go after alps on the opposite side of the map, making sure there was enough space to ensure someone stayed awake. Seems like alps will only do damage if like 75% of your guys are asleep. Archers are not a good solution since they pack like 90% arrow resistance

I think the trigger for nightmare damage is "do i feel threatened at this time, or can i take a breather from incapacitating bros to start 1+ on the path to death".

Doggos are also great for alp fights, you just have to be aware that if one races off in a direction you aren't sending brothers it's somewhat likely to get slept and killed.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
The biggest problem with Alps is that I'm just as likely as my bros to fall asleep while fighting them.


Hieronymous Alloy posted:

So far the best taxidermy recipe seems to be direwolf mantle (three pelts, +15 durability to the armor and -5 resolve to engaged enemies). I think there's one with webknecht silk.
You can make a reinforced net with Webknecht gossamer. I haven't done that yet but I'm intrigued.

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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Wizard Styles posted:

You can make a reinforced net with Webknecht gossamer. I haven't done that yet but I'm intrigued.

It's a net with -15% to the rolls to break it.

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