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Faultline

City Council
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Everything posted by Faultline

  1. 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).
  2. Reassigning enhancement slots without doing a full blown respec is looking pretty doable. Switching powers is still a no-go.
  3. 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.
  4. 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.
  5. The problem has probably existed since that link was renamed from "Manage" to "Enhancements". I'll shorten it to "Enhance" to make room.
  6. 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.
  7. 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.
  8. 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.
  9. 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).
  10. 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.
  11. 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.
  12. @BlackSpectre No changes to how veteran levels work, from a player POV. It was just code cleanup.
  13. 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.
  14. 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.
  15. 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.
  16. They got missed when the entire event was rewritten for this year. Already fixed on Brainstorm. No ETA on live patch.
  17. It doesn't work because the idiots in charge didn't understand why Kirk was chewing the scenery so much in that scene; it's not Shatner who is overacting, it's *Kirk*. Kirk knows that Spock is working on getting the Enterprise running in a few hours, but he needs Khan to think he's won, so he yells over the comms as is he's really angry and out of control -- because he's trying to sell it to *Khan*. Note how after they are off comms, Kirk is perfectly calm and talks to everyone casually. Shatner understood what was going on and played it well. *Kirk* is not a trained actor, so when he's trying to oversell how upset he is, he overacts. The Spock scream in ST:ID is just Spock himself being genuinely upset and screaming like an idiot, because the idiots in charge of the movie just know that the scream is iconic, but not *why*. It was an example of Kirk beating the "superior intellect" by playing with him.
  18. Here you go. This is all the stuff that we expect will need more than a couple of weeks in beta for proper testing and feedback gathering.
  19. You are making things harder on yourself. If the cooldown is over, the present will spawn on the first available spot. If you did a loop around the zone and you didn't see it, click one present and wait for it to respawn; if the cooldown is over, it WILL spawn as a Suspicious Gift. Clicking every present just means you have to check every spot again. Be aware that presents don't spawn if players are too close (200ft; it's always been that way). Camping a gift spot makes it not appear. The cooldown is on the same timer as the snow. If the present didn't spawn after your first loop and the snow state hasn't changed, don't bother doing another loop until the snow state changes, just go to a different zone. I will make some changes to the snow in the next patch to make it more obvious when a Suspicious Gift spawns. Running around repeatedly on the same zone is the worst way to try to get this badge. Explore different zones. Even on Excelsior there are often two presents simultaneously up in low activity zones. My plan if it turns out that there are not enough Suspicious Gift spawns, is to reset the timer if a character without the badge uses a Lump of Coal inspiration, giving them a use -- but so far, I am seeing plenty of presents available in all servers.
  20. That's just the power that applies the snow effect to you. The next patch to live will allow you to delete the power by right clicking it from your powers window if you find the effect too distracting.
  21. The snow is tied to the same hourly cycle, so you can use it as an indicator to know if the present has recently spawned. If you do one cycle around the zone and you don't see the present, you're better off trying a different zone; when the snow goes away, it's been 45 minutes since the last special present spawned; when the snow comes back, a special present has just spawned or will spawn shortly.
  22. The bug was caused by a buffer overflow which was dependant on many factors, and 100% reproducible on your machine didn't mean 100% reproducible on everyone's. I could never get it to crash; Number Six only managed to get it to crash last night, and once he did so, he had a fix within the hour. The crash reports didn't really help with this particular crash because the game crashed when something tried to access the memory overwritten by the overflow, not when the overflow itself happened. Please do continue sending crash reports, but be aware that sometimes, it just takes time to find out what's going on. I had people send me their entire architect folder with examples of arcs that 100% crashed on their computer, and mine loaded every single one of them just fine.
  23. The word is "we know this is happening, we thought it was fixed already, will keep trying to fix it". It's in the high priority bucket alongside the -1 level setting reportedly not working.
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