Jump to content

Faultline

City Council
  • Posts

    648
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Faultline

  1. That's been there forever. It's only on Tights though, so maybe that's why you didn't see it before?
  2. Different thing; that is done via granting or revoking a temporary power. May change in the future but not page 2.
  3. I still have no idea why you didn't receive the Long Range Teleporter power alongside the badge, but at least I have a fix for not being able to purchase/claim it from P2W. It will be live on Tuesday.
  4. Please don't make this thread about Kinetic Melee - we're trying to get eyes on all the bugfixes on the patch in order to publish it to live on Tuesday, and discussion on Kinetic Melee is not helpful. The critter Flight AI tweaks, Spirit Ward FX and power changes that aren't just a simple number change are the priority.
  5. Confirmed the problem with Long Range Teleporter; no idea why yet. But Task Force Commander is not bugged; you are missing the Manticore TF.
  6. That... is very bizarre. I'll take a look ASAP.
  7. Not going to happen, an Arena vendor would not match the lore of the zone. With the addition of a PVP Helicopter connecting all the zones on top of the hospital, the vendor you need is one loading screen away. The Siren's Call vendors are part of the zone minigame and will not be permanently unlocked. This is not an issue, this is a minor inconvenience at best, in line with having to go to a trainer to train. Telling other players that they're wrong when in fact they are not is also poor form. Just because you don't like something, it doesn't mean it's wrong and needs changing. I made the accolade additions to the Siren's Call vendors, and for a time I toyed with unlocking them, but decided against it in order to preserve the minigame of the zone.
  8. Go to another zone. 100% availabilty at all times. Or run one of the missions in the zone, that are now available up to level 50 - they all reward accolades for free, 100% of the time. The Siren's Call power vendors don't have 100% availability, and that was a conscious choice.
  9. The Siren's Call vendor locking when your side (hero or villain) doesn't own the zone is working as intended, and has been since Issue 6. 🖐 🎤
  10. I think the patch notes made things more confusing here. I did the renames with a specific framing in mind: * Sprints take Sprints sets. * Run powers take Running sets. * Jump powers take Leaping sets. * Celerity slots in powers that take Running or Sprints sets. * Unbounded Leap slots in powers that take Leaping or Sprints sets. This would be like creating a new set and giving it the "Flight and Defense" category, it just means it can be slotted in Fly and also in Fortitude. Don't think of them as two new categories, think as a single new category (Sprints) with these sets slotting on either one.
  11. No, this is explicitly to cater to people who used the old Invisibility power to intentionally set themselves to OAS so they can walk through enemies without damage auras affecting them and drawing aggro.
  12. We already have some of COH rewritten into cross-platform C that will build on anything, but it's an ongoing, low priority process. Porting the client to ARM specifically is not going to make the game run on Android; while COH uses OpenGL, it uses a rather ancient version of it that no mobile phone that I know of supports. If there's an OpenGL guru who wants to tackle rewriting the rendering pipeline into modern OpenGL, definitely get in touch. Even if it doesn't immediately result in an Android client, it's an important step to get there, and it will benefit the desktop client as well.
  13. I hear you; this was meant to address issues with the mobs re-spawning on top of players that were not ready for them (they ignored spawn distance range unlike other street mobs in the game) but it looks like we need a better solution. There's a cave area in particular where mobs would respawn in the front while players were making their way to the back.
  14. While that is what it is currently doing on Live, that is not working as intended and will be addressed on the next patch.
  15. Do remember that henchmen summons still have long recharges in PVP maps.
  16. To be fair, this power grants 55 Stealth (same as old Invisibility, I believe, once the suppression bugs are fixed) while Hide providess 150 Stealth and Superior Invisibility a whooping 200 Stealth, so it's not really on the same league. I don't know how much Stealth is needed to be "truly invisible", though -- not a powers dev.
  17. The Stealth suppressing itself on activation is very much not wai.
  18. Go to the settings and look for "Hide Enhancement Catalyst Prompt". Disable it. By default both options should show a dialog that you can then choose to hide. /optionset HidePromptCatalyst 0 will probably work too but I haven't tested it.
  19. Talk to @Captain Powerhouse about that one, I have no idea what that power is.
  20. Eh, sure, we'll rename it on the next patch. That said: Invisibility is just lots of Stealth. Around 30 Stealth is what a Stealth IO and the old Stealth had, around 50 Stealth is what old Invisibility had, around 150 Stealth is what Stalker Hide and Superior Invisibility had. The internal name of the stat is "Stealth", there's no "Invisibility" stat to grant.
  21. Short version: the new Stealth is effectively Invisibility. @Captain Powerhouse likes to confuse people. Long version: the old Invisibility forced Only Affecting Self, the new version of Stealth doesn't, so it's not the exact same as Invisibility; it combines the effect of both old Stealth and old Invisibility into one power depending on what you're doing: Just moving around and not interacing with anything: 36+19 stealth If you are buffing, healing, helping team mates, but not attacking or being attacked: 36 stealth Actively fighting (attacking or being attacked): 0 stealth The powers info is here with the exact nitty gritty: https://cod.uberguy.net/html/power.html?power=pool.invisibility.stealth
  22. The windows that ask you to confirm whether you want to apply a Booster or Catalyst are separate from each other. You can skip the Booster confirmation window for instant application, and leave the Catalyst confirmation active to make sure you don't accidentally apply one.
  23. We really don't want to put more mechanic toggles in Null. It'll probably be either a Power Suppressor you get from P2W for free, or a pop-up tray power on Walk, or both (get it on P2W, it automatically appears on a tray while Walk is active). In any case, it's a page 3 thing at this point.
  24. Commands that are processed on the server start with powers_, while commands that are processed on the client start with powexec_. I think this is the only powers_ server side command exposed to the client though, so maybe we should make an exception. @Number Six
×
×
  • Create New...