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I wondered if maybe that was how it worked at some point in development but it ended up being scrapped and they forgot to update the souvenir. It's certainly possible that it's actually a bug though. The wiki has meticulous documentation of all the different branches and doesn't mention anything about Arc Flash's dialogue or behaviour being different based on the treatment of the auctioneer, so if it is a bug it's seemingly not just me who ran into it. (Personally I feel like one way or another you've done enough bad things in the arc – beating up heroes in Paragon, possibly helping a Council archvillain escape captivity, "defeating" dozens of security guards and cops as well as her Legacy Chain friends – that it doesn't really make much sense that she would draw the line at you punching the auctioneer. It's also not even obvious that she would know about it. But that's just my opinion and there's something to fix either way.)
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I did Bobby Curtin's arc and picked the ending where I took Arc Flash's bracers. The souvenir says this: There's an obvious contradiction here between "you convinced her" and "she refused", and in the actual mission she did agree to give them up without (further) violence so the rest of it is just wrong. Looking at the wiki, you only get this version of the souvenir if you beat up the auctioneer. If you take the bracers and didn't beat him up you get a correct description of events. I don't know if it's just a mistake in the souvenir or if beating up the auctioneer is actually supposed to change how she reacts to asking for the bracers, but it doesn't seem to do so currently.
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Random citizen dialogue is cut off ("brui"). I believe this is referring to the tip mission "An Unearthly Shard", villain branch.
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Dialogue triggers at the wrong times. Are they all just broken forever?
Tatterhood replied to Zombra's topic in Bug Reports
Ran into this in Peter Themari's last mission, it's an indoor (cave) map but still all the dialogue from Pyriss and the boss played immediately on entering. -
I always thought it would be cool if some blueside contacts were available to rogues. Not all of them, just the ones where it makes narrative sense that they'd be willing to work with someone who's a bit sketchy (whether due to the contact being a bit sketchy themself or just being pragmatic/desperate enough to not care). Similarly a lot of the redside "one evil faction wants help taking down another one" missions could make sense for vigilantes. That said, the contacts you get intros to from the detectives are mostly the old origin contacts, who are probably the least likely candidates for this, so it doesn't really address the thread. Really the whole system is superfluous on blueside, as you always have access to a lower-level origin contact who can give you the introduction instead. (If you haven't talked to any contact of that origin yet you can introduce yourself to the one in City Hall regardless of your level.) And on redside, where it is still required for many contacts, it's kind of just annoying to be forced into doing paper missions in order to unlock the missions I actually want to do. I'd be in favour of abolishing the system entirely.
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Debriefing for the last mission of Mu'Vorkan's arc: refers to Knives of Artemis but probably means Knives of Vengeance.
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Dialogue triggers at the wrong times. Are they all just broken forever?
Tatterhood replied to Zombra's topic in Bug Reports
Just tested with Agent Hassell and it happens in all of the safeguards. I could check the mayhems as well, but afaik they're the same maps? -
Dialogue triggers at the wrong times. Are they all just broken forever?
Tatterhood replied to Zombra's topic in Bug Reports
It happens a lot in safeguard/mayhem missions. This is all immediately on entering the zone in a mayhem mission (Steel Canyon bank) I just did: -
Newspaper mission ("22nd National Bank using Consortium Guards for extra security", Sharkhead Isle) message upon entering the door has an extraneous quotation mark.
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A bunch from Trilogy's missions. (Trilogy seems to be kind of poorly written on purpose, but I doubt these are intentional.) Book the First Chapter 1 briefing and acceptance text both jump back and forth between using gendered pronouns and they/them for the player. Typo ("Peronnel") in this clue from Book the First Chapter 14. Missing space after the second to last sentence in the briefing for The Second Book Chapter 24. This clue from The Final Book Chapter 7 switches from present to past tense midway through. A couple instances of using the wrong gender pronoun for my female character. (Mission briefing for The Final Book Chapter 16 and a dialogue option from The Final Book Chapter 25.)
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Combat log from using Second Wind while alive. Setting aside the dubious grammar of "you Second Wind yourself from the brink of death" (I guess that used to say Revive...) the bit about feeling weak and not being able to do anything doesn't make any sense with the way the power currently works, especially using it while alive. It's also weird that it shows up twice.
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I just ran into this in a different mission, a random non-arc one from Tina Macintyre. I guess freaks from alternate dimensions count double? Weird, but I'm not complaining...
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[OPEN BETA] Patch Notes for July 6th, 2025
Tatterhood replied to The Curator's topic in [Open Beta] Patch Notes
In case anyone's wondering, the bug where it doesn't work on characters under level 35 also seems to be fixed on the beta server. -
Two from Sir Bedwyr's second mission. This clue: "deigned" doesn't make sense and probably "deemed" is what was meant. Mission completion text: "I do not know who is issuing these orders but I do not recognize the hand" doesn't really make sense. Probably that "but" should be an "and".