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Everything posted by Tatterhood
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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".
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Random extraneous quotation mark in dialogue from Sharp (NPC in the first mission of Ward's arc in Night Ward).
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Flatpak for Mids on Linux
Tatterhood replied to Krogoth's topic in Mids' Reborn Hero Designer's Forum
This worked for me but I got unhandled exception popups when trying to use View Totals (and some other stuff) which were fixed by installing the Segoe UI fonts from here. (I don't know if their install script works with bottles, I ignored it and just copied the TTFs into the bottle's Fonts directory.) -
NPC dialogue after "investigate Peterson Waste Management" mission from Alfonse Rubel is using the wrong pronoun for my female character.
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It's not applied at all to characters under 35.
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I figured out what's going on! It's not AT-dependent at all, rather the actual bug is that dying under Second Wind will only rez you if you're at least level 35. Tested on all ATs on beta, it doesn't work at 34 and does at 35. The reason seems to be that the way Second Wind works is actually by granting you a temp power that does the auto-rez, and the temp power has its minimum level set to 35. Edit: I haven't tested them, but Soul Transfer and Memento Mori may be bugged in the same way; their associated temp powers are also listed as having minimum level 35 on CoD.
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Something screwy is going on with Second Wind, and it doesn't seem to be as simple as working on some ATs and not others. It does work on my /Regen Sentinel (both on the live server and when transferred to the beta), but I made another /Regen Sentinel on the beta server and auto-levelled him to 28 and it doesn't work for him. I also tried making new beta characters of all four melee ATs and it didn't work for any of them, but Icesphere on Discord says it does work on their Tanker. (Possibly relevant is that my Sentinel already had Second Wind before the update. However, it still works after a respec.)
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One I missed before: for Stalkers, Hide also has this behaviour of pulsing with Minimal FX even though it doesn't usually.
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They fixed the issue with Dark Embrace not too long after I posted that, but the rest is unchanged (at least for Brutes). So you can get rid of the pulsing on a Brute by setting Murky Cloud to Color Tintable and the other two to No Fade or Pulse.
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Second to last mission of Billie Heck's first arc, completion dialogue. Presumably that should be "start to settle this".
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The tip mission "Floating Purple Goo" repeatedly spells "kheldian" without a capital K. Didn't bother with a screenshot because it is in several places in the mission dialogue.
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Yeah, I know. I was just saying that it's hard to see how you could turn them into walkups / add them to Find Contacts while preserving that system.
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He should have introduced you to a level 20-24 Magic contact as soon as you hit level 20. (Or possibly 19, for some reason they sometimes get introduced early but still don't give you missions until the correct level.) If he didn't, it is probably because someone else had already done so. The origin contacts don't do anything special when you complete their arcs, they but will always just introduce you to another origin contact of the same level once you've done a couple missions for them and introduce you to the same-origin contact in the next level range when you reach the correct level. Find Contacts doesn't include contacts that require introduction, which the old origin contacts technically do. I say "technically" because they are actually always available: if you don't have a current-level contact of some origin you can always be introduced to one just by talking to the highest-level contact of that origin that you do have. If you've never talked to any contact of that origin then you can go talk to the City Hall contact and get an introduction. I suspect the main reason that they haven't been turned into walkups and added to Find Contacts is just because of the weird thing where there are usually several contacts for each origin in each level range and you can only be introduced to one of them.
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As a vigilante, the mission computer in my base can give me redside villain/rogue tips as well as the vigilante-to-villain tips. If I create one of the former it only appear in my list of tips while I'm in the base, which makes it impossible to either do the mission or dismiss it. I assume if I switch alignment to villain it will be available, but as far as I know under normal circumstances (i.e. without using the mission computer) it would be impossible to even have such a tip so this seems like it's probably not intended?
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Arguably this only draws more attention to the continuity issues, since IP and Faultine have overlapping level ranges. You can easily take a break midway through the Faultline story to do a Yin TF, then go right back to doing missions where she's a kid and it's supposed to be a big surprise when you find out she's a super powerful psychic. At least with the current arrangement you can assume she's a time traveller and for some reason it just isn't mentioned anywhere.
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Even completely setting aside all concerns about difficulty and assumed familiarity with the Primal storyline, I wouldn't recommend Praetoria to a new player. Praetoria's storyline is more engaging and cinematic right up to the point where the path you're following abruptly stops because you unknowingly deleted the next contact off the face of the earth in another mission. Moral choices are fun unless you level up too much in the arc leading up to one and just never get to do it. There are just too many sharp edges to cut yourself on.