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Faultline last won the day on July 31 2022
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What I'm thinking might be possible is adding a panel where you drag powers to, and you set your own duration timers for them, and then whenever you activate a power the client starts that timer for you. That way we don't have to parse attribmods or figure out which ones belong to you, rather you can drag any click power into it and get a timer reminding you when you want to do something with it again. I'll put it on the list to investigate.
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I can make them Very Rare (in fact I thought I already had when I made the recipes unsellable at vendors) but adding a new rarity opens a few cans of worms I'd rather not deal with. Conversion sets are their own separate thing that don't look at the rarity of the item at all. Changing the rarity of the item for AH purposes won't affect its conversions. I don't know if the Wiki has a list of what sets belong to what conversion groups, but I dumped the list so it can be added if someone has the time: https://pastebin.com/raw/8WmDm3K9
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That was from the UI code perspective, now from the feasibility perspective: I am not sure this is possible. When you use a self power, it attaches an attribmod with a duration to the target, and at that point there is nothing linking the attribmod back to the power that originated it. For powers that need to keep track of how many applications they have had from the same caster, they do one of two things as far as I know: either the attribmod has a separate "Stack Key" value which they check to see if other running attribmods have, or they are auto powers that tick regularly and check how many of the *power* you own, rather than the attribmod itself. What this means in practice is that I don't think there is any way for the UI to know which attribmods belong to *your* powers. Barrier cast by you and Barrier cast by someone else will both generate the same attribmod on you, there is no "caster" attached, as far as I know. That's without getting into the fact that powers can have attribmods of different durations for different effects, so there isn't a single timer to use per power. This is not so bad since we could agree to track the longest and call it a day, but we still have no idea which ones were initiated by your own powers.
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Believe it or not, reusing the existing look of trays doesn't make this any easier at all; COH is not like modern games with modular components, all windows are built by drawing sprites and text one by one, every frame, with coordinates written manually for everything, checking if they're being interacted with on that frame and what happens when each element is interacted with being attached to the call to draw the element itself. Very simpllfied, it looks something like this: if (DrawButton(320,240, "Help") == CLICKED_THIS_FRAME) then DoTheHelpButtonStuff() end if (DrawButton(320,280, "Quit") == CLICKED_THIS_FRAME) then DoTheQuitButtonStuff() end And so on and on for every single UI element. Because the draw call and the behavior are so tightly coupled, reusing UI code is a pain. If the intention is to keep the look of power trays, it might be more likely to happen by making it a feature of the power trays themselves, like the existing power cooldown timers. Otherwise, a window that looks different with code written from scratch is a lot easier.
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Make sure you set your Controller/Gamepad input to "None", unless you're playing with a controller. The issue seems to be caused by "ghost" controller inputs from devices that aren't actually plugged in.
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There are some rare enhancements that only need uncommon salvage; if we were to do a pass on the recipe ingredients, it would go both ways. This would be a nerf to people who craft the enhancement that only needs uncommon salvage and then uses converters to make it into a rare. This hasn't been a priority for anyone to change because recipes are defined for each level of an enhancement, so to change the recipe of a level 10-50 enhancement we have to modify it 41 times. It's just tedious work.
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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
I'll preface this by saying: I'm not a powers dev and I will not be making any changes like the one I'm about to mention. I just wrote some code for a separate project to allow enhancements to know how many with a specific tag are slotted in a power, and this could be used to scale damage procs based on how many there are in the power, something like 10% efficiency loss for each. One proc in power = no change from current situation, six procs in power = 50% damage from the procs in that power. -
Keep Snowfall Effect Through January Each Year
Faultline replied to Acroyear's topic in Suggestions & Feedback
Not quite; snow starts as soon as a Suspicious Gift is *spawned* and continues for 20 minutes whether the box is opened or not. It's meant to help players who are trying for the badge and already did a loop around the zone without seeing a Suspicious Gift, "don't bother running around this zone again until the snow starts next time". The effect is provided by a power called "Let It Snow" that can be deleted from the powers window if you find it distracting. There is a similar power you can get somehow (Candy Canes maybe?) which I believe is called Instant Snowstorm and does the same thing, so you can have the effect whenever you want. -
The new version of the trial saw extensive testing in beta earlier this year, and 24 players made it too easy even with GM scaling. 16 players is a much better spot for it.
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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.