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Faultline last won the day on July 31 2022
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Not really, the alternative is to move some links somewhere else. That tray has too many links to other windows. I initially was trying to force the font size to stay the same regardless of settings, since the issue isn't universal, but that broke everything.
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page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Faultline replied to The Curator's topic in [Open Beta] Patch Notes
As many others have pointed out, the buff was moved from the IO to be built into Supremacy (the Mastermind inherent). There is no difference to final numbers if you have the enhancement slot, and a large improvement if you don't. The IO can only be slotted by Masterminds, there's not a single character with this IO slotted that will see a reduction in its effects. -
The problem has probably existed since that link was renamed from "Manage" to "Enhancements". I'll shorten it to "Enhance" to make room.
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This one is kind of funny. You see how while it's growing and shrinking, it's all in one line, but at full size it's two lines? The word-wrapping functionality is not aware of the gender parsing.
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Enhancements Deleted when Removing Them from Powers
Faultline replied to Frostmoon's topic in Bug Reports
I just double checked this, and I can't reproduce the issue; I get the message "You need Enhancement Unslotters to perform this action" every time. -
Another developer wanted to make the Anniversary badges purchasable all year, but only by using the "Anniversary Token" salvage, that is only available to earn during the event. I chose to keep it on a time limited window but using Reward Merits, because I think that the price of Anniversary Tokens would spike to the point of making the badges unreasonable to obtain outside of the Anniversary Window anyway, and it would put a lot more pressure to earn a lot of those tokens during their limited window.
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Can we have an inspiration vendor in the Ski Chalet area?
Faultline replied to mechahamham's topic in Suggestions & Feedback
This may be a case of Mandela effect, because I looked at the source files history and the bartenders in Pocket D have never been touched. I will make the named ones (Isaac, Chaz, Sam, etc) sell inspirations starting on the next patch. The ones that don't have a name spawn in a different way that makes it more difficult for them to sell inspirations without a script rework (apparently, they are supposed to dance when players aren't around; I don't think I ever noticed that). -
No SQL queries; Lua scripts run on the mapserver and don't have direct access to the database. In the next patch, it will no longer automatically track characters who enter Pocket D unless they have at least 500 badges.
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Faultline changed their profile photo
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This confused me at first because the present spawn locations themselves have no "memory" of what they were before, but thinking about it again, it does make sense. Every 15 seconds, the script goes through all 50 spawn locations, ignoring the ones currently active. Each spawn spot checks if it has been more than 3600 seconds since the last Suspicious Gift spawn. It it has been, it spawns a Suspicious Gift and resets the timer. It is hasn't been, it spawns a regular present and leaves the timer alone. The snow state is then updated, active if the timer has over 2400 seconds in it, inactive otherwise. This means that after a Suspicious Gift spawns, snow will fall for 20 minutes. The snow will continue even if the present is clicked on; it just tells you when the last present spawned. Because the code goes through all 50 spots in order, the one with the smallest number on the list that isn't currently active will be the one checking for the timer and resetting it. Meaning, if spawn point #1 is ready to respawn and is time for the Suspicious Gift, it will spawn a Suspicious Gift, even if all other 49 spots are eligible. This can be fixed by shuffling the list of spawn points before going through it, so the first spawn point checked is random, rather than sequential. I'll make a note to do that for next year. Re-reading my own code made me realize it's impossible for snow to start falling unless a Suspicious Gift just spawned, because the snow timer is only checked after a present is spawned, and that function isn't called unless a spot is available to spawn in the first place. So you can use the snow starting as a reliable indicator that a Suspicious Gift just spawned.
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page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Faultline replied to The Curator's topic in [Open Beta] Patch Notes
@BlackSpectre No changes to how veteran levels work, from a player POV. It was just code cleanup. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Faultline replied to The Curator's topic in [Open Beta] Patch Notes
No, the IO sets won't get anything extra. This is something where I overrode the powers team (who wanted to change the procs entirely) so you can blame it on me. The reason is simple: at the moment the changes to supremacy are just in testing, and even if they make it live, the powers team is not shy of reverting things every now and then. By only lowering the ATO numbers without changing them in any other way, it is easy to bring them back up to the original values if needed. If they get something else, then people who got the IOs because of the new thing will be rightfully ticked off if they are changed back. Yes, the Mastermind ATOs will feel pretty underwhelming now. That's fine. If you think they're a waste of a slot now, then congratulations, you now have an extra slot to put something more useful in. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Faultline replied to The Curator's topic in [Open Beta] Patch Notes
None of the levels will require more experience, it's always a downward adjustment (the last two digits of the cumulative column in the wiki become 00, or 000 for levels >= 50). There's nothing too significant about the change; the experience table needed to be redone with numbers up to level 60 to fix an issue with the higher level critters (and veteran levels now directly use the experience table instead of a hardcoded value) so while rewriting it I rounded everything down to make it look nicer. The reason there's a patch note is just so people wouldn't be confused about a stealth change. Now you're confused about a documented change. -
You don't need to keep Winter Essence at 0 to get Icebreaker; it just can never hit 100. Winter Essence at 100 causes Lord Winter to become invulnerable; if that ever happens, you won't get the badge.