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Molubdos

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Posts posted by Molubdos

  1. I ran this mission last night (Your Personal Blog) and ran into the issues described.

    • The heroes are indeed spawning at far too low a level (below level 30) for the mission due to their limited level ranges, leading them to easily be defeated by the Freakshow tanks if engaged in melee range, as they're not exempt from being valid AoE targets before their rescue. 
      • Their ranks are not fixed either - LeoKnight spawns as an Elite Boss!
    • If any of the heroes are defeated before being rescued, then the mission breaks because the objective cannot be completed, but they are also not tagged for failure.
    • The "heroes to rescue" objectives have their objective text change to blank when you're close enough to activate their dialog, leading to the count decrementing and the comma appearing. (If you get in range of 2 of them, you'll have "2 , heroes to rescue" or something like that, because you have two "blank" objectives.)
    • The heroes stand around and do nothing after being rescued, rather than joining forces or running away.

     

     

  2. Quote

    Missions

    Various

    • Fixed AI pathing issues in the end room affecting a few maps in the office tileset.

     

    I know the initial upload to the beta server for the office map fix was missing the updated AI pathfinding beacons (which were deployed later) - sorry I didn't get to running them in the last couple of nights to double-check!

    Two of the afflicted office maps with the tile still appear to be bugged when testing via Architect as of this post, but the rest seem to be fixed (and hoping none of the others broke!)

    • Office_60_Layout_03_02 - End Room
    • V_Office_45_Layout_09 - Floor 2 Side Room (The end room was fine, the side room indicated appears to have the issue)
      image.png.102e2598bb5ee27a454cf669c2ab3cdf.png
  3. On 10/4/2024 at 5:58 PM, The Curator said:

     


     

    Missions

    Various

    • Fixed AI pathing issues in the end room affecting a few maps in the office tileset.

     

     

    I've done a quick skim of all 11 of the "offending" versions of that tile I found on live and all of them still appear to be broken, at least when testing via Architect. I don't know if it being Architect Test Mode affects anything with the pathing, but perhaps this fix didn't make it in.

     

    • Like 1
  4. In the Rogue route of "Just How Evil Are You?" Tip ("Help Subdued Heroes"), the hypothetical big neon sign is missing an "I" - it should be "SECRET MILITIA HEADQUARTERS".
    image.png.e875418d5288eb763fe5b27a311e2cc3.png


    The Bosses guarding the Heroes are also designated as "Mitilia Leaders" (though the one guarding Desdemona is correctly designated as a Militia Leader.)
    image.png.92e4c86db3fc1da7c30536793b84aaa0.png

  5. So, I did some digging around in City of Data to try and find something that might cause that level of change in Run & Flight speed, found an interesting result that may answer it, and I've now confirmed it in-game.

     

    Do you have the 3-slot set bonus from Pacing of the Turtle on that character, by any chance?
    image.png.1345fa75eeab61aa513eef2eee86f0de.pngimage.png.784137b99c91da1d802fdf3746f5f82d.png

     

    This set bonus actually impacts the effect of Swift as well, in the same way as all the "auto-powers that enhance other powers" so far!

    It also does, in fact, impact Hurdle, but this is less noticeable as Hurdle ticks on a much shorter timer and refreshes sooner, but it does affect it.
     

     

  6. I think my hunch was right.

    The Increase Flight Speed empowerment has its effect combined with Swift, and takes the first tick to reapply, like the Alpha's Enhancements.

    Why?
    Because it's a buff to Flight Speed Strength, so its effect is to increase the effect of your other flight speed buffs, not to buff your flight speed directly!

    image.png.9d49a894b1913faa32366d3f1a2dc538.png

     

    So it's doing the same thing the Alpha power is, and not applying for the first "Auto tick" after zoning.

  7. I'm not saying it doesn't happen, it's that the Level Shift isn't the cause.

    What's happening seems to be that the Global Enhancement Function of the Alpha power seems to "skip" that first tick/cycle of auto-powers on zoning.

    I've confirmed this with lower-tier Alpha powers as well - T1 Agility does the same thing on my Brute, and the numbers line up, too.

  8. Are you using Musculature Radial Paragon, by any chance? I've just looked at this and it looks like the Global Enhancement effect of Alpha Slot powers, at least when it comes to auto powers, takes a cycle to kick back in after zoning.

     

    For an example, when using Cardiac Core Paragon, the resistance effect of High Pain Tolerance in Willpower takes a cycle to kick up after zoning as well.

    image.png.0e4e9def47cdd9698792fdd8244e8a10.png

     

    image.png.f1e21d0f5078dc6edc757d408136277b.png

     

    This likely impacts all auto-powers that are enhanced by Alpha Slot Abilities.

     

  9. Update: As of the October 8th 6346 Patch, only 2 of the previously afflicted maps still appear to have this issue when testing in Architect:

    • Office_30_Layout_04_02
    • V_Office_45_Layout_09 (in a side room)

     

     

    Spoiler


    I've recently done testing in another thread. Out of 44 instances of the tile that I could find in AE, 11 have the issue, across the following maps:

    • Office_30_Layout_04_02
    • Office_60_Layout_03_02
    • Office_60_Layout_04_01
    • V_Office_45_Layout_01
    • V_Office_45_Layout_05
    • V_Office_45_Layout_09
    • V_Office_45_Layout_12
    • V_Office_60_Layout_02
    • V_Office_60_Layout_04
    • V_Office_60_Layout_10
    • V_Office_60_Layout_13
    •  

     

  10. Oh boy, this one's an interesting one.

     

    V_Sewer_to_Ofc_30_layout_05

     

    This map has an errant Office Entrance Tile at [0, 0, 28.5], located underneath the last tile in the mission, opening out into the void.
    image.png.997c13053487016455f825f082167532.png
    image.png.a57614b50cb0079af2ea6d07bf5be31b.png

     

    When loading into the map (at least via AE), it (can) spawn you at this door instead of the correct Sewer Entrance Tile, at [216, 0, 1855]
    image.png.9b33e8c86303a8ea3fadfcb482dbb66b.png
    image.png.b3e33809a5e925c9a93800ac7f0042df.png

  11. In Vincent Ross' Story Arc, Lorenz Ansaldo has an incorrectly formatted line break tag in his dialogue when talking to him before the first mission.


    image.png.b3661990a18e784c569ed9f9dca2e84e.png

     

    Likewise, Vince Dubrowski has an errant apostrophe after "don't" after agreeing to work together.
    image.png.c9f8e8f4cd5ed1cdbe29ae62e860b871.png

     

     

     

    • Thanks 1
  12. Managed to reproduce again in on Floor 2 of V_Office_60_Layout_04. Floor 3 of the same map, which has the same tile in a different orientation, didn't reproduce, but I didn't test that one as much.
    Floor 2:

    image.png.9aa622c4bf2875f79fa76d89846d27ba.png

    Floor 3:
    image.png.ab42ae9ea969344de10325cf7d485c35.png

     

    Edit: 25th September

    Alright, I've begun systematically running AE missions to find which ones have the issue, and will list them here so long as I can. Where these are not end tiles, a map print from AE will be included.

     

    Edit: I'm happy with my tests - Out of the 44 instances of the tile geometry I found skimming over the maps in AE, 11 seem to have this issue.

    Spreadsheet link of testing linked here.

    https://docs.google.com/spreadsheets/d/1elGl0Oc9Jpumg2VBR7H3CbzOMARbQ53SkdHPCVHJ4dE/edit?usp=sharing

     

    Bugged Tile List:

    • Office Standard - City of Heroes Set (Tested 25th September)
      • Office_30_Layout_04_02 - side tile on first floor.
        image.png.d75fed8e3ad872270a5a2ecadc2d85da.png
      • Office_60_Layout_03_02 - End tile.
      • Office_60_Layout_04_01 - End tile.
        • The side-tile on Floor 2 of this map has also been checked does not have the issue.
    • Office Standard - City of Villains Set (Tested 26th September)
      • V_Office_45_Layout_01 - End Tile
      • V_Office_45_Layout_05 - End Tile
      • V_Office_45_Layout_09 - "Side Room" on Floor 2.
        image.png.9026e9f6937cee5060545703dcb1b907.png
        • The end tile on this map does not have the issue.
      • V_Office_45_Layout_12 - "Side Room" on "Floor 2"
        image.png.86b3cbe14f616e5b52efcad7ad998caa.png
      • V_Office_60_Layout_02 - End Tile
      • V_Office_60_Layout_04 - Side Room Tile on "Floor 2"
        image.png.4f40a5e035df6458932c8f475f9e46d4.png
        • The "End" Tile on "Floor 3" does not have the issue.
      • V_Office_60_Layout_10 - End Tile
        • The Side Room tile on Floor 2 does not have the issue.
      • V_Office_60_Layout_13 - End Tile
        • The Side Room tile on Floor 2 does not have the issue.
    • Praetorian Office Set - Tested 26th September
      • The Praetorian version of the tile does not appear to have the issue.
  13. Guilt-Stricken Trail of Blood - Give 'The Slicer' a... fair... trial.

    The diary is slightly indecisive to whether 'The Slicer' is "Neville Hank", or "Hank Neville".

    However, in every other location than the diary, the game calls him "Neville Hanks", which means it should read "Neville Hanks' diary".

     

    The object also has the description that it is a computer.
    image.png.0b3f7cb6fb0e634fbb771f450c709a7b.png

    image.png.5fb303dab717f3760429c00ef0d4bcd6.png

    image.png.83f6bc08c2dfe7a5295b318956916cb3.png

    image.png.2fad32ede10392927d8a62c239adf6f5.png

    image.png.f4ccc1e67ebf302992328b7cea71fab6.png

     

    ---

    Merlin's Magical Minute - Edit the children's show!

    Defeating the Security Chief brings up the Objective information that you have found the passocode for the video-editing machines. The clue correctly calls it a passcode.
    image.png.b0ac25609dc0c4757f00d06dc1ec94de.png

    image.png.a922d2fccc205ba2861af25b82cba9cb.png

    There is also a missing space from the "audio editing" dialogue, for consistency's sake (between ":" and "[")
    image.png.28631f4306117afb35f99887d701320b.png

     

    image.png

     

    ---

    Doctor's Orders - Take out Dr. Jonas Hanziger!

    Oh boy, so much inconsistency here.

    He's accidentally called Dr. Hanzinger (once) in the mission intro, again in the accept text...

    Dr. Henziger in the mission sendoff text, and in the entry pop-up...

    image.png.22c1e69068585f109367850f60887a57.png

     

    image.png.28191c6777232f81abbadf2cdc4d4c08.png


    image.png.519d3598e26274d6f2182b87c448b12d.png

     

    image.png.3e94709ba35d73660cb6a77d7e8b5810.png

     

    Personal style gripe here: I would say it should either be "... only the Chief Neurosurgeon, Rodriguez, has the authority..." or "...only Chief Neurosurgeon Rodriguez has the authority...".

    image.png.b3c04ba1be9e68e3d51d1d7b10b218e9.png

     

    And even the boss and the objective get confused. The Boss mob is called "Dr. Jonas Henziger", while the mission objective asks you to "Locate Dr. Hanzinger and defeat him"
    image.png.1e3cad5e57939baf2696741d94796103.png

     

    Oh, great, now I'm doing it too. (Also, missing comma after justice?)
    image.png.14ac199a065f3407c47081064e40402f.png

     

    image.png.03167524264c911b76659319e053bc23.png

     

    And the completion text:
    image.png.b1c4b06f2fcaff3296794b260ad86ee2.png

     

    And the exit pop-up is back to Hanziger.
    image.png.fe3ed68f8178666b6c2c7ad130dae788.png

     

    • Thanks 1
  14. For the sake of listing them for those who have trouble seeing or differentiating the colours of the motes:

    • White: Mote of Apathy
    • Orange: Mote of Fury
    • Purple: Mote of Jealousy
    • Green: Mote of Greed
    • Red: Mote of Violence
    • Blue: Mote of Despair
    • Yellow: Mote of Cowardice
    • Like 1
    • Thumbs Up 1
  15. The 7 individual Mote Descriptions all have Labyrinth written as Labryinth. Oops.

    Also, in Greed, "Regeneratuin" (yay for a top-row double-typo!)

    The description for the combined mote is fine, aren't you Glad(iator)!

    image.png.1f6ff9d1c567dfe7c5718afd80082585.png

    image.png.3e0d50be91f4fbdfcccdbd2782724e24.png

    image.png.5eefcd2544c9bc7ef677de51245a5a43.png

    image.png.4da2fded70698e2f1f436cd4ea8c6c5b.png

    image.png.14bfcc260e1d2390a80e1a22d1d2aa94.png

    image.png.5a2e514322d6ebfe76841a1bd4cd8e96.png

    image.png.0996a4f9922e4d44a0e202c5e3eaf369.png

    • Like 1
  16. I can confirm that this happens on Scrappers as well.


    I can only assume that this is a design choice in this power's instance, due to this power summoning pseudopets on longer tick intervals, which make it trickier to work with for suppressing, so they just let the power continue to shut down as before:

    • If suppression works by "pausing the timer", the already spawned pseudopets continue doing damage, creating an effect that "leaks through" some control.
      • Shutting down the power also does the same thing, but forces reactivation to resume damage, unlike other PBAoE Toggles that simply "stop ticking" when control lands.
    • If suppression works by "rendering ticks ineffective", then short-duration controls may not work to mitigate this power (as the duration may be too short to hit the tick), which makes suppressing it much more inconsistent.
  17. One on the new Zookeeper Omega badge from Advanced LGTF.

     

    Spoiler

    "Rikti Monkey Vultures" is double-pluralised to "Rikti Monkeys Vultures"

    image.png.2cb9d415dcdd91b2c2a522936574f80a.png

     

    And another one in the description for Monstrous Aether. The spelling of "fluctuating" is fluctuating!

    image.png.77db5de42fb78221a6d38566c446235d.png

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