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Faultline last won the day on July 31 2022
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page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Faultline replied to The Curator's topic in [Open Beta] Patch Notes
Like I said, we are supposed to be on break. I wasn't even planning to push another patch out until January. We have some developers who are workaholics and don't know when to stop. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Faultline replied to The Curator's topic in [Open Beta] Focused Feedback
Since the changes were reverted, I am closing this thread. Please read my post on the topic here: -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Faultline replied to The Curator's topic in [Open Beta] Patch Notes
We regularly get complaints that people in Closed Beta "decide everything" and the changes are presented to Open Beta as a done deal, with no community input. There have been persistent calls for all development to be done in the open. With Page 3 being done right before the holidays, and the dev team supposed to be on December break (really guys, you can stop pushing commits already) this presented the opportunity to push all the changes currently in the works to Open Beta, regardless of level of polish, to get the larger community involved, gather feedback, and decide what features could be fast-tracked before Page 4. There was no scenario where all the changes in the December patch were going to stay. I treated it just like any other Experimental patch; any of the changes could be heavily modified or taken out at any time. But this was not communicated properly to the players, who expected this to be any regular Open Beta patch where things are set in stone. This was a major failure of communication which is entirely my fault. The good news is that the features that didn't get yanked out are most likely going to hit Live much, much earlier than they otherwise would have. The bad news is that a lot of players are taking the reversions personally or blaming other players for it, which is not acceptable. Still getting early feedback was very valuable, and we might try this again, but only with changes that are less likely to be reverted. I strongly advise people who like to try things early and provide feedback while understanding that nothing is final to apply to Closed Beta and provide feedback there. -
It is currently only for things you have already started, to prevent issues where you track things that you really shouldn't; there are a lot of hidden badges being used for internal purposes.I intend to add a command to track any badge by ID, but I need to solve that issue first (which just means I need enough free time to create a good filter).
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Reassigning enhancement slots without doing a full blown respec is looking pretty doable. Switching powers is still a no-go.
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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.