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The Curator

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The Curator last won the day on October 6 2020

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About The Curator

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    Master of Patch Notes
  1. Powers Fixed a big bug with Banished Pantheon Lore pets ignoring combat modifiers. Fixed target caps on Banished Pantheon Lore pets.
  2. General Winter is over in Atlas Park. Fixed some issues with Tommy One-Eye's new costume and villain def. Fixed a missing texture trick on the Kitchen base items. Weapon Redraw should no longer cancel attack animations. Fixed bugs with the following emotes that would allow them to interrupt attack animations: LookUp Shocked Despair LieDown Fireworkrocket Fireworksparkle
  3. Version 27.1.3537 Bug Fixes Fixed a client crash that could happen when network conditions caused certain packets to arrive out of order during zone transitions
  4. Version 26.5.3018 Bug Fixes Minor client stability fixes
  5. Version 26.5.2778 Bug Fixes Minor client stability fixes
  6. @Number Six The above error is caused by the é symbol in the game's path. I could easily reproduce it by trying to launch the game from a folder called Cíty óf Héroes. It instead tried to create a folder called Cíty óf Héroes.
  7. Click Settings in Tequila and make sure that the "Launch Parameters" box at the top is empty.
  8. Bug Fixes "Bug Fixes & Performance Improvements" No, really! This patch contains mitigations for crashes inside the third-party PhysX library. We have been receiving a number of crash reports that point to a bug related to physics simulation, but it's deep in the guts of the library and not something that can be simply fixed or directly observed. It's been a persistent problem for some people, and for whatever reason trick or treating seems to be a catalyst that makes this occur more often. If a situation occurs where PhysX would cause a client crash, the game is now able to trap it and recover in most circumstances and, depending on the circumstances, either re-initialize the library or completely jettison it. The loss of debris and particle effects may occur in some cases, but is a better outcome than a crash. This was previously not possible since the crash was happening in a library-managed thread we have no control over. The API hook technique created for the Intel HD fix was leveraged to take control over this thread and install some additional error handling.
  9. Halloween Event The Halloween event is here! Trick or Treating has been enabled in all city zones (note: you need to be in a zone that matches your level in order to trick-or-treat), along with the Whispered Rumor tip mission Dr. Kane’s House of Horror is available in the Holiday tab of the LFG window Both the Zombie Apocalypse and the Deadly Apocalypse are upon us! The Halloween vendors (Malkiel Ivesse in Atlas Park, Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) have stocked up with goodies to trade for your salvage Atlas Park has received a seasonal makeover The event will be active for four weeks, and will end during maintenance on November 3rd Changes for 2020 Eternal Night: Now only active for the first (October 6th - 13th) and last (October 27th - November 3rd) weeks of the event The normal day/night cycle will be restored for the interim period Dr Kane's House of Horror: Removed two options (Bats Aura and the Costume Change Emote) from the reward table as these items are unlocked automatically on character creation Bug Fixes Trainers should no longer talk about certain free / prestige powers gaining enhancement slots when you level up Giant Monsters no longer grant reward merits in Architect Entertainment missions This fix was omitted from the beta patch notes due to a related exploit The character list should no longer take a very long time to load for some Windows 7 users The list of monitors are now enumerated in a better way, and should always list the primary display as Monitor 1 Technical Stuff Most of this will be irrelevant for the average user, but we're including it here for transparency. Intel Graphics Compatibility Resolved a compatibility issue with Intel graphics chips on Windows 10 - the game no longer requires an external workaround involving dark rituals to function If you're currently using the Intel OpenGL shim fix, you don't need to anymore If you're currently using the Intel OpenGL shim fix and the game no longer functions for you, please post a dxdiag log in this thread If you don't know what this is, you probably don't need to worry Visited Maps Some changes have been made to the way information on visited maps is stored Now stored in a per-account subdirectory of the installation folder rather than in /appdata/ Now stored in a single file per character, rather than per map per character Legacy map data from /appdata/ will be automatically imported Reduced the performance impact of saving this data Command Line Parameter Changes The way the game interprets command line parameters has changed in order to accomodate for the upcoming launch of the new launcher - generally this is only relevant for those that launch the game with their own shell scripts or special shortcuts The command line arguments -patchdir and -patchversion no longer exist For use with existing installs, you should always include the -legacylayout command line argument, or the client won't be able to find certain files This only applies if you aren't launching the game with Tequila or Island Rum The new command line argument -assetpath will point the client to the piggs folders, in load order The default is -assetpath piggs -assetpath homecoming for live, and -assetpath piggs -assetpath hc-beta for beta Files in the data folder (eg: a standard vidiotmaps install) will still be applied as before Resume_info.txt This should've been included in the patch notes but we missed it - apologies Resume_info.txt can no longer be used to automatically log into the game This functionality shouldn't have been accessible outside of development builds, and it's generally a bad idea to encourage storage of passwords in plaintext format The upcoming Homecoming Launcher will eventually be able to expedite the launch process in a similar (but far more secure way Note that this will not be a launch feature, but something added after release Updated: 20:35 GMT Bug Fixes Fixed an issue where the game would be unable to locate its data files if installed in the root directory of a disk.
  10. Look at the manifest file and copy the command line parameters from there. You no longer need to manually specify the patch version. wine path\cityofheroes.exe -auth <ip> -legacylayout -assetpath piggs -assetpath <dir> Where path\cityofheroes.exe is the relevant binary for the server you are trying to launch, <ip> is the IP (and port) of the relevant auth server, and <dir> is the relevant directory with patch files for that server.
  11. General The character list should no longer take a very long time to load for some Windows 7 users. The list of monitors are now enumerated in a better way, and should always list the primary display as Monitor 1.
  12. Hey all, Before we continue, a caveat: Some of the changes and plans mentioned below are either very early in development or still purely conceptual. Some of them will likely not make the cut and either change greatly or be scrapped entirely. Since Homecoming launched there’s been a few questions and concerns about why we’re making certain balance changes, so with Page 6 just around the corner we thought it would make sense to explain our overarching goals in this area. Expanding the end-game and creating more end-game content was an incredibly popular request in the A Question from The Homecoming Team thread, and is something that we are very interested in pursuing. However in order to be able to do that and for it actually work for everyone across the board, we need to clear up some of the existing balance issues in the game - both with specific powersets, whole ATs, and in more general areas. The best way to describe the current state of balance in the endgame is probably unfinished. The game closed down mid-way through the Incarnate system being developed, and before it had been through any significant post-release balance passes. In addition, the impact it had on the rest of the game hadn’t yet been given much consideration. Our overarching goal is to have every powerset / AT be viable and have a place in the game. Obviously, achieving this goal perfectly isn’t actually possible, so our true aim is to get as close to that bar as we are able to. In addition, we want your choices to matter. Currently there’s a large amount of homogenization at the endgame and many of the individual choices that you make for your character don’t have much of an impact, and for some decisions a few options are vastly stronger than anything else. Powersets & ATs This is where most of the balancing work has been done so far, and where a lot of work in the immediate future will also be happening. The primary goal with these changes is to ensure everything sits in a healthy medium, with every powerset being a valid pick and valuable in different circumstances. This means some sets will be buffed, and yes, some sets will be nerfed. However, we feel there are definitely more underperforming sets than there are overperforming ones - so expect to see more buffs than nerfs. There’s also a lot of sets to get through, so it may take a while for us to get to your favourite. To date, we’ve looked at Tankers, Dominators, Snipe powers and a few individual powersets. In the near future we’re going to be rolling out improvements to Energy Melee, Trick Arrow and Blaster secondary sets, whilst also reworking Titan Weapons, one of the most overperforming sets. Bringing these overperforming sets down to a healthy level is important in ensuring those key goals stated above are met. When one set is able to outdamage every other set in almost every circumstance, it causes those other sets to be less viable choices, and also makes it impractical for us to begin work on the end game - do we balance it around Titan Weapons or Trick Arrow? The answer is neither, of course. We want to balance around that healthy medium, but we’re not quite there yet. Procs & PPM Something we’ve recently started looking at is procs. We’re only scratching the surface here, but our goals are similar to that with powersets: Bringing each option towards a happy medium. One big topic that needs looking at specifically is PPM. This system was still in beta when the game shut down, so it never really graduated properly to the live servers, and never received any follow-up balance passes. There are numerous issues right now, such as the interaction it has with different types of recharge bonuses and AoEs, which causes the system to be unintuitive (slotting for recharge can make a power… less good!) in some areas and not well balanced in other areas (many procs are very strong in AoEs and very weak in single targets). Along with improving general game balance there’s a secondary benefit to cleaning up PPM and procs: it will allow us to continue building new enhancement sets with new and unique procs and set bonuses. We’ve got no firm plans to discuss just yet, but it is a key area we will be looking at in the future. Lastly... We’re also looking at other areas long-term, such as the impact that Incarnate abilities have on non-Incarnate content, Incarnate crafting, how +special buffs interact with long duration +def powers, and improving the enhancement system below level 50. You'll hear more about these as we start exploring them in the future. And that’s all for today. We hope the above has shed some light on why we’ve been making the changes that we’ve been making.
  13. Miscellaneous Several text fixes to missions, powers, and badges These fixes are being pulled from this thread, please post there if you find any text issues!
  14. Bug Fixes Fixed a crash relating to invalid entries in the salvage inventory list Fixed a crash relating to setting Supergroup colours under certain circumstances
  15. Badges Added the 16th Anniversary badge, "Resurgent". It will award automatically during the month of May. Powers Pool > Leadership > Maneuvers: fixed a bug where Melee, AoE, Lethal and Cold def were only being granted to the caster. Tanker > Spines > Spine Burst: This power erroneously had it's Radius increased to 16 instead of its Target Cap. This has been fixed. Blaster > Dual Pistols: Fixed an issue where the set was not granting blasters Defiance +Damage Dual Pistols > Hail of Bullets: Fixed an issue where the power DoT chance was calculated only once at the activation of the power instead of once per tick when non standard ammo was active. Set Bonus > Synapse Shock should no longer show a buff icon. Enhancements Synthetic Hamidon enhancements for Accuracy/Mez and Damage/Mez will now combine with their Titan, Hydra and Hamidon counterparts. Fixed an issue with some procs not working on Dual Pistols > Hail of Bullets. Corrected "Chance for Fire Damage" text in Sentinel's Ward: Recharge/Chance for Absorb.
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