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Faultline

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Faultline last won the day on June 3

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  1. The whole challenges system has been rewritten for Page 3, that is currently on internal testing. When that goes live, the badges will be awarded based on the arc's maximum level (what you exemplar to, which matches the bucketing in the crystal) for any arc that awards at least 5 reward merits. That should make the requirements consistent and remove the need to track the Stature Level of arcs, which is what's currently used to award those badges and isn't visible to the player anywhere and has individual exceptions for arcs that aren't consistent.
  2. General The Halloween Event is active. Added the badge Sinister Summoner for defeating the Black Whip. Fixed the Brickstown Prison Break event, which wasn't spawning enough Prisoners to complete.
  3. Re: enemies, there's a thread to collect those: Re: maps, it really depends on available time vs. how much a map is wanted; most newer maps aren't set up with generic spawn points that AE can understand and all the spawn points need to be re-placed from scratch in order to make them available.
  4. No critter power is the exact same as a player version, because players get enhancements and critters don't. I should have said "it's most similar to" Phalanx Fighting, since the critter version also has Mez resistance. https://cod.uberguy.net/html/power.html?power=brute_defense.shield_defense.phalanx_fighting https://cod.uberguy.net/html/power.html?power=romans.praefectus.energized_shield Numbers are confirmed to be the same they used to before the power was removed from the critters; the power itself was there and hasn't changed, but the critter definitions weren
  5. General This is a support patch for the Cimerora Contest for Mission Architect. Please check that thread for more information! Mission Architect Map changes: Cimerora - Battle Map: split into front, middle and back regions. Cimerora - Castellum Quarter: newly released map. Cimerora - Sybil Temple: split into front, middle and back regions. Cimerora - Vespillos Pass: newly released map. Added the following critters and enemy groups to Architect: Angry Citizens (1-5) Cimerorans (35-54): Immunes Surgeon, Peasant, Sybil
  6. General This patch is being fast-tracked to Live to support the Cimerora Contest for Mission Architect. Please check that thread for more information. Mission Architect Map changes: Cimerora - Battle Map: split into front, middle and back regions. Cimerora - Castellum Quarter: newly released map. Cimerora - Sybil Temple: split into front, middle and back regions. Cimerora - Vespillos Pass: newly released map. Added the following critters and enemy groups to Architect: Angry Citizens (1-5) Cimerorans (35-54): Immunes
  7. I'm building it for Staging today, live on Tuesday with the weekly restart.
  8. This may have to go live as-is because after poking at it for over a week I'm no closer to figuring out why it's happening. It may be a quirk of outdoor maps and the fake "rooms" used to split it in front/middle/back, but at this point I'm out of time to find the solution without impacting the Cimerora contest a lot. I hope to have it fixed by Page 3 release.
  9. This appears to be common for outdoor maps; both City 01 and City 01 Council had no icons when I tested the problem. If you have an example of an outdoors only map that shows those icons, I can take a look and see what's different.
  10. That would explain why I can't repro on my end. Can you confirm you get all the regular objectives if the defeat all is removed? The screenshot for the contest post was made on the CQ map with the minotaur and cyclopes taking the three boss slots with no issues.
  11. This isn't new, try it on Live by setting the mission group to something like Crey (30-54) and add a Release Captive objective with a Coralax Blue Hybrid (Lieutenant 1-9) and the misison will give you the exact same error. Added it to the issues tracker as something to look into in the future, but this is not a beta bug.
  12. So now that this patch is up on Brainstorm, I'm going to explain why some critters didn't make it in. Here's the ground rules, as discovered through much poking of the Architect data files: While Architect defines villaingroups which contain specific critters, it still validates them using the original enemy groups. I can't make an enemy group called "Praetorian AVs" that include Diabolique and Tyrant, because the former is in the "Diabolique's Spirits" enemy group, and the latter is in the "Tyrant's Followers" enemy group. The critters have to go to the original enemy group they belong
  13. General This patch is being fast-tracked to Live to support the Cimerora Contest for Mission Architect. Because it's being fast-tracked, it doesn't include some of the cheats that you're used to seeing in Brainstorm, such as the Freebies Menu and all recipes being free of Salvage costs. Those will return after this patch is promoted to Live, hopefully as early as next Tuesday. Mission Architect Map changes: Cimerora - Battle Map: split into front, middle and back regions. Cimerora - Castellum Quarter: newly released map. Cimerora - Sybil Te
  14. Remove boosters and catalysts from the drop tables, remove the super packs from the auction house and disable incarnate abilities outside of missions built for them? Sure, I take it you're volunteering to deal with everyone carrying pitchforks and torches?
  15. You know, I have been playing Minecraft lately with the 1.17 update and started from scratch on a new server. I was actually surprised how difficult the game is when you're starting out with unenchanted iron armor. I died 5 times to creepers falling on my head, something I had grown used to ignoring as barely a nuisance. Exploring a big ravine was actually stressful and difficult. I started to wonder if the new terrain generation that creates much larger caves had caused a difficulty spike. Then I got a full set of Diamond (not even Netherite) armor with Protection IV, and went bac
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