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Everything posted by Molubdos
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Further to this, the Hint Magazine for the plaques in Kings Row is inconsistent: The first instance of Kings Row has an apostrophe added, while the other two have it absent. Founders Falls is missing its apostrophe (Why is Founders' Falls possessive while Kings Row isn't? I don't know, but that's how the game treats it)
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Played as: Rad/Willpower Scrapper, Level 50+1, Incarnate Powers, solo. Difficulty: +0x6 on Mission 1, +0x4 for remaining missions, Boss/No AV Critters: You're certainly not playing around with the End Drain on some of those mobs! Definitely a shock to those who are used to soloing with higher enemy counts (unless you have good End Drain/Recovery debuff resistance or very high Energy def). Structure: Generally strong pacing, imo. Special honour goes to Mission 4 - ignoring the 'ooh, shiny challenge' distraction of the Giant Monster, Mission 4 is very well-focused for an outdoor mission - filling the map with staggered events works really well on that front while going for the objectives. (Small suggestion in spoiler, personal opinion but ) Overall: Good fun, despite the challenge the enemies gave me, with good pacing and solid writing to fit things together.
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With another character, I may have managed to sequence break a M1dway skip in the first run through via Ouro - as a Science origin character, going through the science tree, disagreeing with Stribbling, going through other dialogue, triggering the science tree again, then agreeing with him in the first report, he offered me the option to skip M1dway, even though it was the first run? (Although I did have to restart the arc upon entering the first mission after realising some AE weirdness had stuck to my character and broke temporal scaling) Also, typo: "powes"
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In 27.6.5387, a Smuggler's Sub has been also added to Port Oakes as well as Striga Isle, although it hasn't been fully implemented as a destination yet. Choosing Port Oakes as your destination simply drops you into the zone with the same co-ordinates from the previous zone... usually leaving you OOB. The actual sub is by [-4176.7 7.1 -440.6], on the east side of the zone. (Edit: I have subsequently seen that this issue has been fixed internally, as per a post in the feedback thread for the new Vigilante arc.)
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The command to show the UI in the game's "print screen" screenshots is /screenshotui 1. One key note is that in Page 5 (which released this week), Fire Sword powers (Fire Sword, Fire Sword Circle, Greater Fire Sword) had Defense Debuffs added for players, and the AE versions of these powers were also changed to reflect the change - if the mobs you're fighting have these powers, they'll now be shredding through your +Def before you know it.
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Interesting - can you show the power being active, near some mobs and showing the icons + defense values? (Also inform us of which AT/Sets you're using) I've just tested this on my Rad/Willpower scrapper and the power seems to be working normally.
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Within Alexandra Sideris' "Destroy the shadow crystals" mission, on Caves_Mediterranean_45_Layout_06, Incarnate Shifts have not been applied. (Apologies for the clustered mess of a screenshot - I wanted to try and condense the full spectrum of information into as small an image as necessary.) Also seen on Destroy the shadow crystals, Caves_Mediterranean_45_Layout_02; this appears to be an issue with the mission rather than the mission/map combo, as "Rescue captured soldiers" worked on the same map. Edit I spent some time doing some more missions - it seems that "Destroy the shadow crystals" is the only mission with issues: Incarnate shifts do not apply The three EB guardians all share the same name (this has happened on all three times I've checked this mission!) Maps: Layout 06, 02, 07
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Arachnos Agent displays the text for Cannon Fodder instead
Molubdos replied to Taveena's topic in Bug Reports
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Zone: Cap Au Diable Location: University, South Building [633.4 118.0 -1266.4] This Midnighter texture/connector block seems to be applied in the wrong place? The entrance to the Midnighter Club is on the North Building - if anything it should be there. Image 1 - Incorrect Block? Image 2: Where it is supposed to be? [650 44.9 -1582.5]
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This is almost certainly a misunderstanding of the mechanics on your part - transaction fees total 10% of the final sale price, with 5% of the listing price taken upfront as the Listing Fee. This is what I worked out as well, and here's how it would've worked in both cases in the OP. You pay 5% of what you expect to sell the item for when you list it (minimum 5 inf). IO 1 Listing Fee = 5% of 10,000,000 = 500,000 IO 2 Listing Fee = 5% of 8,000,000 = 400,000 The transaction fees add up to a total of 10% of what you actually sold the item for when you receive the inf (1,111,111 being 10% of 11,111,111) IO 1 Transaction Fee = 10% of 10,000,000 = 1,000,000. IO 1 Fee Payable = 1,000,000 - 500,000 = 500,000 IO 2 Transaction Fee = 10% of 11,111,111 = 1,111,111. IO 2 Fee Payable = 1,111,111 - 400,000 = 711,111 For an additional example, check the spoiler, where I sell an inspiration. I hope this helps resolve any misunderstanding of the mechanics. 🙂
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ae powers Three "build up" powers missing AE Beta Point Values?
Molubdos posted a topic in Bug Reports
(i27-p3 27.3.4798) Discovered while trying to make an AE Custom Character that a couple of AE Powersets seem to be "missing" Beta Values on their Build Up power. Most AE Melee Powersets with a "Build Up" or similar power have an Alpha of 2 with a Beta of 0.4, with the following exceptions not having Beta Values: Staff Fighting: Build Up Has the standard 2 Alpha Value, but 0 Beta. Appears to be the same basic values as other Build Up powers. Street Justice: Combat Readiness Has the 2 Alpha Value, but 0 Beta. Its stats are also lower than other Build Up powers, but I don't know if the AI runs Combo Mechanics to compensate for this. Seems like it should still have a beta value though. I had a look through and found another similar irregularity in the dominator sets as well with Spot Prey, that set's "Build Up"-esque power Savage Assault: Spot Prey: Seems to be missing point values entirely - none shown and seemingly 0 effect on exp outcome. Rending Flurry: (Display Bug) Not displaying point values due to the "Normal/Empowered" split putting the "Normal" version of the power in the pane, but otherwise has a value. (Looks like it's supposed to be Alpha 30) And now the screenshots: -
Fungoid Minions being spawned from "Will of the Earth" crystals in certain missions (An Unnatural Order) seem to be being spawned with the "Mushroom_Beast_01" name. It seems the other enemies it spawns are unaffected, including the Fungoid Lieutenants.
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Typo in an objective in "Show Flambeaux How It's Done!" ("Filmed Announcement" Tip/Villain) "T3h L34rn3r3r" is listed as "T3h L35rn3r3r".
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Croatoa Tour Guide Tips (Scribbled Storybook) In the tip leading to Jack's Wrath, wouldn't the second line of the rhyme be dire, not die?
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Running this map for Billie Heck's "Kidnap Vanessa Verandi" mission, and ran into this map. While on the exterior, you can get a misaligned version of the exterior's minimap. Went to test on the whole set via AE - and this happens on all four of the maps in this set (V_Outdoor_Ship1, V_Outdoor_Ship2, V_Outdoor_Ship3, V_Outdoor_Ship4) X>0, Z>0; minimap behaves as if "0,0" is the top-right (north-east) corner. X>0, Z<0; minimap is fine. X<0, Z<0; minimap behaves as if "0,0" is the bottom-left (south-west) corner. X<0, Z>0; minimap is fine. The interior minimap appears to behave correctly.
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This one might be slightly out-of-scope, but while playing around with vis_scale, I found what I can only guess is a "LoD definition" error for this stack in Cap Au Diable where there's a range without a model - it pops out of existence in that range, depending on your vis_scale, noticeably if it is above 0.9 (The lowest vis_scale I've seen the range in is 0.92). Screenshots show the error at vis_scale 1, 2, 3 and 4. The stack to the left/north appears to be fine at all vis_scales.
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(27.1.3516 Live) A seam from a misplaced beach tile in Peregrine Island, Tempest Quay. I checked the same location on Monster Island and that appears to be fine.
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Typo in new Day Trader badge description (27.1.3464)
Molubdos replied to Molubdos's topic in [Open Beta] Bug Report Archive
Corrected in 27.1.3485, both badges read fine now. 👍- 1 reply
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Missing space between "Wentworth's" and "will" in the 2nd sentence. Marketeer has been checked and has no issue.
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Another minor one: The Portacio Ind Synapse Bridge (Technology Defense Buff SO) has lost its capital B.
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And a minor one - all of the Prestige Teleports are missing their full stops at the end of their sentences about the Recharge Time changes.
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(2020-11-27: A fix for these badge descriptions is now on Beta.) Issue 27: With the update to Day Trader & Marketeer, I don't think the badge descriptions were updated. Oops.
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One-sided Geometry in Imperial City, Studio 55 (Top Floor) As you can see, these wall faces disappear when on the other side.