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Cobalt Arachne

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Cobalt Arachne last won the day on August 29

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About Cobalt Arachne

  • Birthday 03/29/1991

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  1. Happy Halloween! Here's to another fun-filled year of City of Heroes!
  2. This seems incorrect from what I'm seeing in the game's data; Red Cap transformations don't have any awareness for difficulty I can see, unless there's something hard coded that I'm unaware of. How they work: 1 in 7 chance per spawn group that a single Rascal minion will have RedCaps.Minion_Transform.Transformation which always spawns RedCaps_RedCap_Transformed_Lt 1 in 7 chance per spawn group that a single Hooligan LT will have RedCaps.Lt_Transform.Transformation which always spawns RedCaps_RedCap_Transformed_Boss The transformed Red Cap cannot transform a second time, something exclusive to Snaptooth.
  3. Bug that's already been fixed internally, hopefully we can deploy a hotfix to the Labyrinth zone soon.
  4. Our intention is to run the new Anniversary event each May and continue adding to it, so those badges will be available again next year. 🙂
  5. Some misunderstanding there on what's doing what... Atlas Park changes automatically when the server's calendar date rolls over into to October, it has nothing to do with the Halloween event running or not. We use a script to start the Halloween event after the first October maintenance, it doesn't activate at 00:00 of October 1st like Atlas does. This year things just happened to fall on the same day, but they are usually triggered independently. The special Halloween version of Atlas was designed to be Halloween themed, so it has spooky window swaps always on by default, because that version of Atlas Park only ever appears in October, no need for seasonal setups. However, for the rest of the game unfortunately, it does require manually patching. Specifically, a patch that uncomments this line from every single zone's scene file: #include scenes/includes/halloween.txt Edit: I'll ask our admins about it... But a longer-term solution is probably warranted, it's a very minor change that doesn't warrant two version builds, but was a charming part of the original event, and I agree, it is a bummer to see it missing.
  6. The core reason for that is because we don't patch at all to start the Halloween event anymore, and those window texture swaps require manually patching them in and manually patching them out after. A few years back, the game's event scripts and specifics were enhanced by the administrators to run automatically without needing to patch the game. Things such as Atlas Park changing to autumn in October or the events starting are handled by automated scripts that don't require building and deploying any patches. Due to that, some elements that only worked with patching were missed because they aren't possible to implement without a patch, and thus aren't compatible with the new current Halloween event setup. I can mention it to the admins who run things, but essentially, it's at odds with some of the automation measures implemented for how we run the events today.
  7. Additionally, note that the Hollow Reaper Elite Bosses that spawn from Trick-or-Treating do count for the Unseelie defeat badge as well, though it could potentially be a more difficult way to do the badge, it doesn't require locating any limited spawns.
  8. The Hologram Matrix is a pop-menu macro, it's not actually a power, so I'm assuming that's why it can't be linked that way. Out of curiosity, can the Fast Travel pop-menu macro be linked? I'm assuming if it can't, that's likely just a side-effect of how the pop-menu macro accolades work.
  9. Went ahead and moved the volume that grants the violet mote down so it's easier to get.
  10. I would need specific information that allows me to reproduce this bug on my dev box; The rewards for the Labyrinth are using the same code that grants reward tables everywhere in the game, there's nothing special or unique about it to troubleshoot individually. If we don't have any details about how to reliably reproduce this, there's almost zero chance I can do anything to fix it. I've been in many dozens of Labyrinth raids myself, and never seen the rewards fail even once. Is this something people are seeing with regularity?
  11. Typo in the pop-menu; Should be fixed in a future patch. Thanks for the report! 🙂
  12. Everybody could already stealth it previously; This just makes it accessible without requiring a build respec or using temp powers. The defeat-focused portion of the Labyrinth has been consolidated towards players utilizing the new Font of Malevolence, which spawns infinite elite bosses to fight against/grind for leagues.
  13. Looks like it was a rank mishap; Went ahead and fixed that for next patch. Thanks for the report!
  14. The mobs being too hard to defeat at a good pace right now is the major reason why, they take too long to kill. The resistance and density of the mob packs in the Labyrinth were tuned for a league, but the zone in practice became people moving in smaller groups, which makes sense as it's a smaller space, and it's difficult to move together as a league through the rooms. That's why I'll be reducing those mobs down to a level of difficulty more tuned for smaller groups like 1-2 teams, and setting the difficulty more at a level players build for (Level 54 enemies instead of 54+1), which should allow more people to move through the Labyrinth for defeat-oriented play in smaller groups together. Additionally, the amount of points rewarded for Elite Boss defeats towards the zone Level Shifts was not properly tuned for league sizes above 24-players because it was difficult organizing that many play testers to come onto the beta servers. Large league defeat scaling point values will be doubled in a future patch. The content will continue to see on-going improvements and adjustments as long as it needs to in-order to meet the vision I had for the content when I designed it. I'm committed to continuing support/improvements for my features. 🙂
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