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Faultline

City Council
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Everything posted by Faultline

  1. I can reduce the TimeToHeroSuccess to 10 minutes, but that's pretty much it for tweaks - the event runs on the original COH scripthook+spawndefs system which is not very pleasant to work with, and I don't want to waste a lot of time on it. When the event is properly redone it will be using a different scripting system that we have been expanding recently, but that won't be patched to Live until Page 3 for use in the [redacted], and it's unlikely the Paladin event will be looked at before Page 4.
  2. I have no idea. That's a question for @Captain Powerhouse or maybe @UberGuy or @Bopper know. I'm not a powers person.
  3. Take it with @Jimmy, he likes the trucks and wants an interdimensional van network.
  4. All mobs in the TF should spawn based on the team leader's level and difficulty settings; a level 45 leader set to +1 should result in level 46 enemies, including Hamidon, its mitos and the resulting buds.
  5. Brainstorm Only Paladin Event Reverted the Paladin Event to the pre-Issue 24 version; you have to prevent the Paladin from being built by defeating waves of Clockwork. The event runs the same as it did on Issue 23, with the only change being that the Clockwork ambush mobs are level-less in order to reward XP and drops. This may or may not make it to Live based on player feedback. The current version of the event is pretty buggy and requires Kings Row to be set to a very low player cap on the live servers in order to work around its issues by allowing players to open multiple instances of Kings Row to run the event in before it glitches. It is also not particularly great, as it requires players to hunt down bosses spread all over Hide Park before defeating Paladin, which rewards the badge. The old version of the event does not get stuck and will allow the player cap in Kings Row to be set to normal, but it is a random timed spawn with no way for the players to trigger it; you just have to watch for it. Once it does trigger, it consists of many waves of clockwork that must be defeated while preventing the Paladin from being built. After all the waves are defeated, destroying the Paladin construction site rewards the badge. If the Paladin is built, it will not reward the badge even if defeated. Revamping this event has been on my to-do list for a long while, but it is unlikely anything will be ready before Page 4. This thread and poll is to discuss which version of the event do players prefer to keep until then.
  6. Brainstorm Only Freebies Menu Updated to the latest version from @AboveTheChemist Paladin Event Reverted the Paladin Event to the pre-Issue 24 version; you have to prevent the Paladin from being built by defeating waves of Clockwork. The event runs the same as it did on Issue 23, with the only change being that the Clockwork ambush mobs are level-less in order to reward XP and drops. This may or may not make it to Live based on player feedback. Use this Focused Feedback thread to discuss and vote on this change. PvP Powers Changes These changes will not be going live in this patch - they are for testing only. Please provide your feedback if you would or would not like to see these changes go live! All travel power speed cap increases from Issue 27, Page 2 now also apply in PvP Modified the PvP diminishing return curves for travel speeds for testing purposes per a recommendation from Alouu SpeedRunning set to 0.37, SpeedFlying set to 0.75, SpeedJumping set to 0.35 Sorcery > Arcane Bolt / Arcane Power Arcane Power can now trigger in PvP Damage bonus in PvP is 50% of the base damage rather than 100% Fortunata Hypnosis (IO proc): PvP placate effect reduced from 5.336s to 4s This puts it in line with the Presence pool's Pacify, which also does 8s PvE and 4s PvP Electrical Affinity: PvP Only - Change to Rejuvenating Circuit and Faraday Cage Increased the Main Target heal for Rejuvenating to do an extra 0.41 scale in PvP only. This makes the main target get the equivalent of a 1.96 scale heal (same as Heal Other from Empathy). The chain heal still works off of the 1.55 scale heal, so no change for the healing of secondary targets. Increased the duration of PvP-only effects to 20s (up from 5s). This includes mez protection, mez resistance, kb protection and repel protection. The other effects (PvE and Both) still use 5s. This increase in duration is to allow PvPers to have more time outside of the faraday cage bubble before wearing off. Super Reflexes PvP tweaks Scrapper, Brutes, and Tankers: adjustments to Agile, Dodge, and Lucky - Lowered Activation Period from 2s to 0.5s (provides faster updates for scaling resistances) - Lowered duration of effects from 2.5s to 0.75s (in response to the faster activation rate) - Separated scaling resistance effects for PvE and PvP - PvE scaling resistance is unchanged - PvP scaling resistance begins at 75% HP instead of 60% HP. The rate of scaling resistance is unchanged (1% res for every 3% HP lost). This will make the 3 auto powers total 75% damage resistance at 0% Health (up from 60%). - PvP now includes Toxic scaling resistance (still no Psionic resistance) Stalker: adjustments to Agile and Dodge - Lowered Activation Period from 2s to 0.5s (provides faster updates for scaling resistances) - Lowered duration of effects from 2.5s to 0.75s (in response to the faster activation rate) - Separated scaling resistance effects for PvE and PvP - PvE scaling resistance is unchanged - PvP scaling resistance begins at 75% HP instead of 60% HP. The rate of scaling resistance is unchanged (1.25% res for every 3% HP lost). This will make the 2 auto powers total 62.5% damage resistance at 0% Health (up from 50%). - PvP now includes Toxic scaling resistance (still no Psionic resistance) Sentinel: adjustments to Agile, Dodge, and Enduring - Lowered Activation Period from 2s to 0.5s (provides faster updates for scaling resistances) - Lowered duration of effects from 2.5s to 0.75s (in response to the faster activation rate) - Separated scaling resistance effects for PvE and PvP - PvE scaling resistance is unchanged - PvP scaling resistance begins at 75% HP instead of 60% HP. The rate of scaling resistance is decreased (from 1.25% res per 3% HP to 1% res per 3% HP). This will make the 3 auto powers still total 75% damage resistance at 0% Health (unchanged), but the scaling resistance will kick in sooner. - PvP now includes Toxic scaling resistance (still no Psionic resistance) Additional Super Reflexes changes to PvP (Brainstorm only) Added scaling elusivity to auto powers. Starting at 75% HP, the elusivity for that power's attack type (Melee, Ranged, or AoE) will increasing linearly, capping at 15% at 0% HP. For Stalkers and Sentinels, they do not have an auto AoE defense power (Lucky), so the AoE scaling elusivity was added to Evasion. Changed Elusivity's duration for PvP defense to 0.75s (down from 2.25s). Hopefully this has no impact on FX. EMP Arrow tweaks for PvP (Brainstorm only) Increased the duration of all PvP effects to 20s (up from 0.65s). This will allow players to buff themselves inside the EMP field, then exit for up to 20s of protection. These effects only include the follow: - Resistance to Mez - Resistance to Teleport - Protection to Mez - Protection to Knock and Repel
  7. Colour Key Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not changes from live. Powers Sorcery > Arcane Bolt / Arcane Power Activating and deactivating toggles will no longer grant Arcane Power Removed the "...crackle at your fingertips" combat log message, this was mainly for testing purposes Removed the "ARCANE POWER" floating message With the VFX and yellow ring around Arcane Bolt, the added floating message was overkill as it kept triggering if you didn't make use of the proc Inherent > Walk Movement speed cap adjusted from 3.15mph to 3.25mph (to match NPC walking speed) Jumping speed cap increased to 14.32mph (the base jumping speed) Miscellaneous Removed Arachnos ambushes from delivery missions to Mercy Island in the Temple of the Waters SF Removed Malta ambush from delivery missions to Mercy Island in Vernun von Grun's story arc. Removed Crey ambush from door mission to Mercy Island in Operative Grillo's story arc. Renamed the Shopkeeper badge to Proprietor (as Shop Keeper already exists as a day job badge) The minimum level to start the Lady Grey TF has been changed back to 45 as it was on live The Weakened Hamidon can now spawn from level 45 to 54 Weakened Hamidon buds now spawn down to level 45 Arena You can no longer begin observing an arena match if you had any combat activity in the past 10 seconds Arena Observer / Gladiator modes will now automatically kill all pets on entry (certain pets could still be summoned when entering an arena match) Pocket D DJ Zero has added some additional entrances to the club An Atlas Park entrance has been added to the Hero-side lobby Mercy Island and Nova Praetoria entrances have been added to the Villain-side lobby The minimap has been updated to reflect these changes (and also include the Tiki Lounge, Monkey Fight Club and Architect Entertainment areas) Bug Fixes Firebase Zulu: Closed holes in the collision boundary of the zone The Chantry: Closed holes in the collision boundary of the zone Echo Plaza: Added a collision boundary around the zone to fix issues with teleportation powers Talos Island: A number of floating rocks and bushes have been brought back to the ground The Paragon City Hall has issued its monthly statement reminding Gravity Control heroes that this isn't funny Cleaned up some unintended behaviour with the Fortunata Hypnosis proc Fixed the geometry of certain Goldbrickers NPCs that had a major hole in their neck Fixed the animation of Tech Generator objects inside missions using the tech base lair so it animates properly Fixed the Ally Revive script used in the Brickstown story arcs Fixed an issue with Cognitive and Spectral Interface Procs This was a bug introduced last year when Interface DoT procs got fixed It turned out that the procs were missing the tag needed to turn on the effect group Ambrosia and Essence of the Earth inspirations should now be usable even if the player is under Untouchable state Henchmen in Untouchable state, if any, will still see no benefit from these inspirations EMP Arrow: Possibly fixed a bug that made procs use the unintended pseudopet formula instead of the original click formula Fixed a bug that would cause Orbital Lance (from War Walkers) to never fire.
  8. The "under cover" check is done by casting a ray directly upwards from the player and checking if it hits any geometry. It's not a flag that can be applied to an area.
  9. That is incorrect. Invasions were removed from Atlas and Mercy with their revamps because the Rikti that spawn don't play nice with phasing -- they end up invisible when they spawn inside one of those volumes, but they can still attack players in them.
  10. Can't really give you lots of customization options for skies since those are all hardcoded in files in data/scenes/skies (you can locally override it by changing the files there, but other players won't see it). Changing the time of day settings should be doable though, I'll add it to the list.
  11. The forums use Invision, which doesn't appear to have a dedicated print function or a print plugin. https://invisioncommunity.com/files/category/160-applications-and-plugins/ They seem pretty sure that the print function of the browser is sufficient for the job.
  12. I uploaded the new minimap to HC Wiki as soon as I finished it, you can assume that will be the case for any minimap I edit, just check the upload log. https://hcwiki.cityofheroes.dev/wiki/File:Map_city_02_04.png
  13. The graffiti texture currently there is 256x128, so while the original should be high res (or vector), be mindful it's going to end up at around that size, so a lot of detail won't really help. Graffiti is more about broad strokes anyway, see this graffiti of the statue of liberty for reference: https://www.freeimages.com/es/photo/statue-of-liberty-graffiti-1534246 I'm attaching the highest quality version of the seal I found in the texture library, but I wouldn't want to use just plain lineart or even something that is too close to the seal, since that is more a Kings Row feature (the large coin in the police station) than an Atlas one, even if the statue is featured in it. Keeping the graffiti style will work best, in my opinion.
  14. Feel free to come up with something of sufficient quality - I am certainly no artist. I've been browsing the texture library to find a useable version of the Atlas statue, but the versions that exist were built for other purposes and don't work as graffiti or wall signage.
  15. Jimmy is busy, but yes; Pocket D was updated, the Weakened Hamidon Buds spawn at level 45+ and Arcane Power won't charge with toggle powers (for real this time).
  16. Once again: different people do different things. I can edit a map, but I'm not a writer nor do I know anything about power balance. The story arc writers are focused in story arcs, the powers people are focused on power changes, the map editors are focused on map editing. Page 1 had the Freaklok and two new arcs. Page 2 had the Tour Guide missions. Page 3 will have [redacted] and [redacted]. Content is not being neglected.
  17. I spent a while redoing the lobbies and minimap to add Nova, Atlas and Mercy without removing existing exits. That will be on the next patch.
  18. I don't think that was ever the case, it's just what people assumed based on the TF being level 35 minimum back in Issue 10, even though the briefing text already said level 45 minimum. The i24 data files have the minimum level for the task force at 45, and the minimum level of the contact at 45. There's no mechanism I know of that would let you ignore the minimum level for a TF, or apply it only to the team leader.
  19. I'll add it to the bug tracker... There's lots of small things like that which we're simply not aware of until someone brings it up, a dev sees it, and it gets put on the tracker.
  20. This wasn't an intentional change. Added it to the bug tracker. It should drop a Pool B recipe. I vaguely remember the commit that caused this, it had something to do with some missions not dropping recipes on completion because the reward was In the wrong table. The Cavern trial is calling that table, which no longer has recipes on it.
  21. This. The first version of fast snipe was internally 80ft, I don't know if that ever made it to Brainstorm but it was decided to leave it at 150ft for initial release. After looking at performance metrics, it was decided it didn't need the bonus range after all. I know a lot of people scoff at power balance based on spreadsheets and logs rather than feel, which is why there's not a lot of discussion on decisions based on that; it's not something that players who "feel the nerf", even if the numbers say the effect is negligible, will ever agree with.
  22. In general I agree with removing ambushes from deliveries if the delivery target is in Atlas or Mercy. The phasing volumes in those areas don't interact well with ambushes and the mobs can easily become invisible to players while still being able to attack them. At some point we need to review and redo the arcs that use those phasing volumes; it's a neat trick but it has problems.
  23. Character name and server, please.
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