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Faultline

City Council
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Everything posted by Faultline

  1. Only if you chose to make them macros for the powers tray. CustomWindows and PopMenus exist. Once again I can't give details until this is patched to live, but it has to do with the way it validates that you are allowed to switch maps, and to which maps you are allowed to switch. Amusingly, supergroup bases are the least of the concern here, since they have their own validation for people who don't have access via SG permissions or passcode.
  2. The existing Base Teleport is caster-only and works in PVP zones. The new Supergroup Portal leaves a portal behind for anyone to use, but doesn't work in PVP zones (or Ouroboros). The differences in targeting and activation requirements make it not possible to combine to a single power, even with redirects. Any solution to combine both things in the same power would be worse than just having the two powers.
  3. This keeps being repeated as if all those powers were new and introduced this patch. We added two powers, a Supergroup Portal that requires influence to obtain and has long cooldown, and a Rapid Response Portal that doesn't require influence to obtain and has a short cooldown. Everything else was already in there, and has been since before the game shut down. A spotlight is being cast on all those powers because they are less convenient than a GM command that bypasses everything, but under that metric, everything in the game has a GM command that is more convenient. The fact that /ec me+40:critter sethealth 0 exists doesn't create a valid reason to say "we have too many PBAOE powers for the same thing ".
  4. I am pretty sure that the dialog is triggered by you personally having the badges for Posi TF and the hero arc, it's not shown to everybody who plays it. @Piecemeal
  5. To be fair, this is a GM command not intended for player use, and those usually have little to no validation. But the problem runs deeper than that, which is why it wasn't found earlier, and I can't go into detail until the full fix is live.
  6. Number Six explicitly said that the nasty exploit was found in the process of looking into the passcode fix, which wasn't the priority. With the exploit found, it became an urgent priority. Some have already been posting it elsewhere and we had to hotfix the HC live servers with a half-solution that breaks certain content in order to stop the worst abuse. If we had known about this exploit in August of last year, there's no way in heck that we would have let the slash command be available this long.
  7. And there is no reason to change that. Almost every story told is the result of the protagonist overcoming obstacles. Some are major, and some are speedbumps.
  8. @CrudeVileTerror is likely correct, based on this: You do not get the power for being level 1, and you didn't get it before for being level 14 (or 25, when it was introduced). You get the power for being exposed to time travel. That is not a "pointless speed bump", that is a lore reason.
  9. You get the portal because you're exposed to time travel. How easy or hard it is is entirely up to how quickly your character is exposed to time travel. That has everything to do with the lore, and nothing to do with your character's level.
  10. Echo Zones: they're gone from base teleporters because that's time travel, not teleportation even across dimensions. It could be argued that traveling to Praetoria after it's canonically destroyed in the Magisterium trial is time travel, but that is not how the game treats it. Canonically, only Cimerora, Ourobors and the Echo Zones are time travel, therefore they don't belong in the Base Teleporter network. The only reason they weren't removed before was because people used it to get the Ouroboros portal early, so lore was bent a little until another solution was in place. Canonically, those portals were fixed points in time that were still accessible due to the portal being already there, but with the Teleporter Network being damaged, the original spacetime locations of the portal are no longer accessible. Ouroboros/Cimerora access: it was always been the case that you get the portal from being exposed to time travel in any way. Originally the portal power was available at level 25, then it was reduced to level 14, now it is being reduced to level 1. There are no lore problems with this. The organization is just recruiting members at lower and lower security levels as the Coming Storm gets closer. Cimerora access from the Midnighter Club was originally restricted as the Midnighters didn't want the knowledge that they had access fully known, but that went out of the window during the Dark Astoria storyline, and Ouroboros is now fully aware of the Midnighter crystal to Cimerora. Due to this, the Menders are now tracking characters that travel to Cimerora in order to initiate them into Ouroboros before the Midnighters completely sell them into their side of the story, and the Midnighters are making Cimerora access available to all members since the secret is out. Supergroup Portal powers: DJ Zero is a very powerful Celestial who created his own Pocket Dimension to have a dance club, and he doesn't much care about the politics or alignments of characters as long as they're having a good time. Creating connections through spacetime is his thing, and he was responsible for setting up the original base teleporter network. After the energy spike in Galaxy City destroyed it, an event that is very disturbing as it dislodged gates put in there by a Celestial, he was asked to assist in the rebuild. As part of it, he connected Praetoria and the Shadow Shard to the network, and also made a beacon accessible that characters can use anywhere in space and time to request a portal to be opened. The only thanks he requires for this service is that everyone visits Pocket D and has a good time, away from all the troubles of Primal Earth, Praetoria, the Shadow Shard, or any other dimension. Those are the in-universe, lore reasons why those changes to Echo transporters and Ouroboros/Cimerora access happened. Roleplayers are free to integrate them, others are free to ignore them. The ability to access those zones hasn't changed; you can still get to Echo zones at level 1, and you could already get to Cimerora at level 1 by using Team Transporter. This just brings an in-universe justification for it.
  11. Where did you get that message? It's supposed to only show up if you try to use it in a Tutorial map.
  12. The updated City Map is available as a very high resolution image for those who want to print themselves an updated poster! http://cdn.homecomingservers.com/hc/docs/citymap-i26.jpg
  13. When you get a RespecFailed message, your character is left in a corrupted state because the client and server have different ideas on what your character looks like. Logging off and back on will restore it to the previous database save, with no loss of enhancements or anything else. If you want to make sure your character is saved to the database, switch zones; there are other triggers but that's the one that is 100%, because the new zone has to read the character from the database. If you post the character name and server in which this was happening and a rough idea of what your final respec was supposed to be, I can try to reproduce the problem. This error message can be caused by any of many, many things failing during a respec, so each time it is reported we need to look at that specific set of circumstances.
  14. Probably since the Issue 13 PVP revamp.
  15. It already worked for everything but Synthetic HOs of the "Mez" type, because the Synthetic HOs were still attempting to buff Intangibility while the rest weren't.
  16. Okay, Kigo was created on February 23rd, so I just reverted a dev server to the next build (February 24th, code build 795, data build 810) and loaded the character in. Its toggles were already on, so I didn't touch anything. It loaded without a costume because of the internal changes that have happened since then, but otherwise all the numbers seem to be the same. If there is a change, it's not evident in the default state of the character just standing there with the various toggles on. Here is the result of /buildsave if someone wants to check it on Mids: https://pastebin.com/m4PkcLQp
  17. Nothing has (intentionally) changed about blaster defense. If you post your character name and server, I can test it on a page 4 build to see if anything slipped through unnoticed.
  18. Powers Pool > Leadership > Maneuvers: fixed a bug where Melee, AoE, Lethal and Cold def were only being granted to the caster. Tanker > Spines > Spine Burst: This power erroneously had it's Radius increased to 16 instead of its Target Cap. This has been fixed. Blaster > Dual Pistols: Fixed an issue where the set was not granting blasters Defiance +Damage Dual Pistols > Hail of Bullets: Fixed an issue where the power DoT chance was calculated only once at the activation of the power instead of once per tick when non standard ammo was active. Set Bonus > Synapse Shock should no longer show a buff icon. Enhancements Synthetic Hamidon enhancements for Accuracy/Mez and Damage/Mez will now combine with their Titan, Hydra and Hamidon counterparts. Fixed an issue with some procs not working on Dual Pistols > Hail of Bullets. Corrected "Chance for Fire Damage" text in Sentinel's Ward: Recharge/Chance for Absorb.
  19. I have forwarded the thread to @Captain Powerhouse, he's the powers dev.
  20. I will definitely be adding the invention tutorial pop-up back in, I didn't realize it was gone. The game has a Help window that explains a lot of game concepts, but the whole idea of a Help window full of text is very 2004 and I wouldn't be surprised if the majority of players don't even know it's there. Making a comprehensive tutorial on P2W, merits, conversion, catalysts, boosters and the auction house will probably take a while. Baby steps. The Find Contact button could certainly benefit from being a lot more noticeable. I'll see what can be done to highlight it or make it flash when new contacts are available. The radio/newspaper is another way to gain contacts that is not advertised very well, maybe those should be granted automatically without having to visit a broker/detective. Direct conversion from merits to inf will not happen, because that adds a lot of influence to the economy. Always remember that creating money out of nothing is bad and money circulating between players is good. On the next patch, all the early level TOs are replaced with DOs. Since those drop a lot more often at low levels (20% chance on a level 1-4 minion) that may be enough for players to afford early SOs. Remember that players get 5 dual enhancements from P2W early on for free, so there's not really that many slots to fill -- as long as they know about those enhancements. Discoverability continues to be the problem there.
  21. Some random thoughts in no particular order. An upgrade option to +5 all crafted IOs is not happening alongside this update for many reasons; one that might not be obvious is that proc effects are not improved by boosts, so a mass-upgrade button would waste boosters for no benefit. At the very least, it needs to be able to filter those out from the mass upgrading, which is a lot more work than the current feature does: anything that has a sell price in stores is upgraded. If you can't sell it to a vendor, you can't upgrade it with this feature. I'm not saying never, just not now. I am wondering if it's better to remove DOs from the low level vendors in order to prevent players from wasting their early influence. By presenting only SOs at the basic stores, it sends players a firm and clear message that SOs is what they should be aiming to slot, with DOs being "low quality" drops that are better used as a source of influence than enhancement. DO drops would remain in the Supergroup Base and Origin stores (Subgenetics, Cooke's Electronics, etc) for those who want to collect them. The auction house is very much expected to be a source of influence for low level characters; it's the reason why recipes and salvage are grouped across level ranges. At level 7, if you receive a Rare Salvage drop, you really should go straight to the market and drop it there for a nice chunk of influence to purchase all the enhancements you need for the early game. I have been pondering adding an extra step to the Invention tutorial which rewards 20 Brainstorm Ideas and tells you to craft it into a Rare and sell it in the market, to introduce players to the Conversion tab and the Market in one step. From a balance standpoint, the Upgrade Enhancements feature is mostly useless to players who start in Primal Earth and skip the early levels by running DFB groups or radio missions. It's not aimed at them. Soloers and Praetorians, on the other hand, need all the help they can get in those early levels where they have only a couple of powers and slots. Try to solo the Preatorian content on a Controller; that's where early SOs and +3 upgrades is the most helpful. Once players have enough slots to put 3x SOs in a power, it is a lot less beneficial to hit the Upgrade button every turn due to the ED caps; 3x white SOs provide 95% enhancement, while 3x +3 SOs provide 97% enhancement for Schedule A. So the point where the feature starts becoming expensive is also the point where not using it for a while is a valid choice. If you have influence to burn, then sure, keep hitting that button.
  22. Bug Fixes Fixed an issue with missing color palettes for Spines and Thorn sets in the Power Customization screen Fixed the damage percentage display in the description of the Going Rogue pre-order enhancements (the enhancements available from the P2W vendor)
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  23. Menu > Options > General > Miscellaenous > Show All Enhancements in Stores > Enabled By default you can only see enhancements of your origin and between -3 and +3 of your current level.
  24. This patch also includes everything from the April 4th build. Enhancements With the addition of the Enhancement Upgrade feature, we wanted to widen the availability of low-level Single Origin enhancements Low level stores will now sell DOs and SOs starting at level 5 TOs are now only available to purchase from the Supergroup Base vendor Completing a story arc, at any level, will now reward a SO of your character's origin Completing a door mission, at any level, now has a 10% chance of dropping a SO of a random origin The Shop Keeper and Smuggler day jobs will now always drop SOs at the end of a door mission Yin's Market With regular SOs being available at low level, Yin's Talisman enhancements have been modified to keep the store unlock relevant. Yin's Talisman enhancements can now be slotted by any origin Yin's Talisman enhancements have new icons and descriptions Talisman of the Owl's Eye (Accuracy), Talisman of the Ogre's Might (Damage), Talisman of the Sleeping Lion (Endurance Reduction) and Talisman of the Quickening (Recharge) are available at Yin's Market at levels 5, 10, 15 and 20 They are sold at a 35% discount over regular SOs Talisman of the Altered Offspring (Damage) is no longer available for purchase, since Talisman of the Ogre's Might is available to all origins It has been renamed to Talisman of the Initiate and has replaced the damage TO drops in the Tutorial zones and City Hall starter missions Enhanced Gamepad Support Added support for using the left and right triggers as modifiers with XInput Added several convenience aliases for usage with keybinding Virtual Mouse Mode Implemented virtual mouse mode for XInput gamepads Holding both triggers now enters virtual mouse mode: The left stick moves the mouse pointer. This is analog, with a small amount of acceleration past halfway pressed. Moving the right stick up and down moves the mouse wheel. Moving the right stick left and right passes through to your normal binds, allowing you to turn the camera. The A/Cross button is the left mouse button. The B/Circle button is the right mouse button. The Y/Triangle button is the middle mouse button. The d-pad will snap your mouse pointer around the screen. The X/Square button will snap your mouse pointer to the center of the screen. Bug Fixes Fixed door missions between level 10 and 14 missing the 10% chance to drop a Pool B recipe Fixed an issue with missing color palettes for Spines and Thorn sets in the Power Customization screen Fixed the damage percentage display in the description of the Going Rogue pre-order enhancements (the enhancements available from the P2W vendor)
  25. Because until level 30, SOs are better than basic IOs (level 40 if you keep your SOs at +3).
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