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Everything posted by Faultline
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The gist of your feedback is that you want the seasonal map changes to stick around longer. That is something we can agree on, but the problem is that, at the moment, those map changes are manual, and a fair bit of work to prevent messing the normal version of the zone. There is a wishlist item to automate those changes, and when that happens we can talk about changing the trigger dates and add more seasonal zone changes.
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General Thermal Defenders have been hard at work melting the snow in Atlas Park. Super Packs no longer drop Experience Boosters instead of Experienced. Geometry Fixed bartap LOD at distance that has been broken for a long time Fixed bartaps being sunk too low on maps and supergroup bases. This fix is transparent to anyone who left the bartaps alone in their bases. If you moved or added any after the page3 release, you will unfortunately have to re-position them again. We do apologize for this issue. Powers Fixed missing visual FX for the Holiday Event version of the Snowball temporary power. Emotes Fixed issues with em ddcoffee, em ddcoffee2 emote visuals on male and huge em ddcoffee, em ddcoffee2 now properly require the same badge as the donuts Females should no longer attempt to douse their foreheads with enriche A house fell on the Sand Witch and she will no longer be turning sandwiches invisible Quick Chat Emote Menu Emotes which were unlocked but still displaying as locked on the quick chat menu have been enabled: em bringit em pushup em snowflakes (em throwsnowflakes) em growl em boast ("Show Off") em opengift em collapse em swoon em propose em throwrice em throwconfetti em throwrosepetals em hiss em sniff em savage em offergift em receivegift em throwsnowflakes (alias of em snowflakes, keeping it in the Holiday menu as well for consistency) em fireworkrocket em fireworkbloom em fireworksparkle em inspiration em hottemper em trainwhistle em protestloyalist (internally unlocked) em protestresistance (internally ulocked) em praetoriansalute (internally unlocked) em drinkenriche (internally unlocked) em powerup em powerdown em calculate em mixforumla em pool em soccer em basketball em catchbreath em cardtrick em juggle em jugglemagic em jugglefire em juggleelectricity em stancehero1 em stancehero2 em stancevillain1 em stancevillain2 em heroloyal em vigilanteloyal em villainloyal em rogueloyal Some emotes which were intentionally locked have now been unlocked: em ghoulflex (previously required participation on the Resistance side of "The Great Escape" Zone Event in Neutropolis) em tantrum (previously required participation on the Praetorian Police side of "The Great Escape" Zone Event in Neutropolis) em listenstolenpoliceband Some emotes which were intentionally locked have had their unlock requirements changed: em matablet now only requires the "Thrill Seeker" badge, instead of the previous "Mission Engineer" badge. The "Architect Comlink" power still requires the "Mission Engineer" badge and is not affected by this change. Some emotes which are extra flare versions of existing emotes remain locked behind simple rewards and will remain locked: High Roller Tablet Write Drenched Donuts
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There's no check for confusion. In COD you'll see an attribute called ScriptNotify which is set to hit either version of Zoe -- that is what the script looks for.
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If Zoe's health is <= 10% when she's hit by a Brickernaut explosion, her health is set to zero and the badge awards. I believe a little debug text slipped into the live build that will print in chat exactly how much HP she had when the explosion went off.
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If the mission is reset, the script is reset, so the indicator that you took damage is reset as well. Even if Midas is defeated, resetting the mission will reset the script for the fight.
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The concern is more about pieces of code like if (influence - price >= 0) or if (influence - price < 0) which would all break if influence becomes unsigned int (the first one would always be true, the second would always be false). It's not worth the time to look at everywhere in the codebase that interacts with influence to make sure it doesn't do anything like that instead of the more reasonable if (price > influence) and so influence remains a signed int. Not to mention the possibility that there's an influence = influence - price somewhere that then puts it at 0 if it's negative, and would instead result in the character getting 4 billion inf out of nowhere.
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Zoning has nothing to do with it. The blue orbs only spawn for players who are inside the fight area with Midas, when you zone you're not in the fight volume and it will never spawn on you. The first orb doesn't spawn until Midas is actually dragged to a cauldron, so people don't have to dodge them while also figuring out what they need to do in order to damage him.
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This should not be the case. When players are teleported, any existing orbs are destroyed (so if one spawned right on top of you before the teleport, it would be destroyed) and 15 seconds are added to the blue orb spawning timer (so players have time to move away before a new blue orb spawns). I can add a message to the chat to indicate who got hit by the ripple damage, but I intentionally didn't do that to avoid players assigning blame for missing the badge.
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Not doing it on Vicious. That difficulty setting locks the difficulties to +2 x8 and adds a bunch of resistances and tohit to enemies. All the badges needed for MO in the ASF are available at Malicious, which leaves the difficulty settings alone and don't add extra resistances to enemies. That's the highest difficulty setting that should be considered unless you are going in with a full team of at least semi-incarnated players. The median (50th percentile) completion time for the ASF at all difficulties stands at 89 minutes right now, with the fastest run at 15 minutes and 21 seconds. It can be as short or as long, as easy or as difficult as you want to make it. But it was designed with anything above Malicious being entirely optional, and so the only dev response to the ASF being too long or too difficult above Malicious is "lower your difficulty".
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Tips cannot be added to ouro because Tips aren't missions, they are contacts. When you click "Investigate", you are calling a contact, and when you get a choice, you are selecting between two or three different tasks in a taskset. That's why they were put in the mission computer instead, you are receiving a contact. The original plan was to extend their range and allow any of them to be obtainable via mission computer, but it's a lot more work than you may think, so it got shelved. May still happen at some point, but as priorities go, it's pretty low.
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Because there was no way to disable Incarnate powers using challenge settings until now. They were introduced in Issue 11 and never updated; even when the Epic powersets were lowered to level 35, the challenge settings continued to act as if they opened at level 41. The new challenge settings are why we can do it.
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Now that ASF went live, what do you think of it?
Faultline replied to Albion's topic in General Discussion
Adding a base item that can be destroyed by players and then will disappear from the base until the base mapserver restarts is a terrible idea. -
Be aware that some of the posts here are talking about two different things, and so will never understand each other without clarification: The challenge itself, isolated from the badge. It still exists, anybody can still select "no deaths, no temps" and play it exactly the same as before. There wasn't any "mandatory nerfing" of the challenge itself, if you built a character to solo the MLTF with no deaths and no temps, you can still do that just fine. It just doesn't have the catchy "Master" name attached anymore. The badge requirements, which are attached to a challenge that is more difficult than the one it had in the last 2.5 years. With the main reason behind it is that two different characters with the Master badge don't compare apples-to-apples anymore. For the most part, everybody's talking about (2), even if they say they are talking about (1), because (1) hasn't changed. If you reply to posts assuming they're talking about (1), chances are you will be confused by the response because it's really about (2).
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Okay, I just checked, and I was misremembering: it's two characters of the same AT. Different ATs are assigned to the same team until it's full, but two characters with the same AT will be assigned to different teams and allow the match to start. I just tested with two controllers and got Pentad Victor by defeating the other character, then have that character (the defeated one) leave the map, rather than wait for the timer. Edit: if both characters of the same AT end in the same team, just switch to Freeform Teams, then switch back to Pentad, that should redistribute them to separate teams.
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Last I checked, Pentad and Septad can be obtained with just two people on different ATs, because they will fill different slots in the Pentad/Septad and allow it to begin if it's not rated. There are probably other badges that rely on validation that doesn't happen in unrated matches. Swiss Draw is completely broken and has always been, because the arena system doesn't transfer match data correctly between mapservers, so the "first" team on each round is the one that always advances. There is a plan to fix Swiss Draw by having all the matches happen on a single mapserver, with the players in different vision phases to each other; I did some code commits to test this a week ago before going on break.
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Is it my imagination or did they add xp bonus powers to Hero Packs?
Faultline replied to Yomo Kimyata's topic in The Market
There are four card rarities; prior to this patch, Experienced dropped on all four, and with this patch, you get Experienced on Common, 25% XP on Uncommon, 50% on Rare, 100% on Very Rare. That's the only change. Will be reverted on the next non-critical patch. -
Antivirus software these days tends to quarantine/remove software that is not digitally signed (a way of tracking down who released it in case it's bad). Tequila wasn't signed and hasn't been updated in years, so triggering false positives is not surprising, especially if its used with manifests from multiple servers; that looks very sketchy to antiviruses. HC Launcher is signed to the Homecoming Servers LLC and only downloads and runs updates that have also been signed to verify they come from HC, so it is highly unlikely to run into the same problem; antivirus software sees the signature as the LLC saying "we vouch that this software is clean and we are responsible for anything it does".
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Prestige costs are never coming back, period. It physically pained me to see base builders dismantle their detailed bases in order to do something new because they could only afford to have one supergroup with enough prestige for their cool ideas. It gave me the same feeling as seeing an art gallery burning down, with unique works of art destroyed and never to be seen again. If any other dev decides they want to limit creativity by reintroducing Prestige costs, I'll be loudly leading the mob with torches and pitchforks. Prestige earned just for bragging rights in the Top 100 table? Eh, sure, maybe at some point. Wouldn't use the same way to earn prestige as the original though, otherwise it's just a meter on how much your SG has historically farmed, and highly meaningless.
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RMT is a thing, which Homecoming already has to deal with a fair bit. Paying real money to skip large portions of a game has become the norm in the microtransactions era, so a lot of players don't even see a problem with it, but we are not going to be adding anything that costs large amounts of influence that encourage people to head to the nearest RMT seller to acquire.
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Now that ASF went live, what do you think of it?
Faultline replied to Albion's topic in General Discussion
This is the most important advice on this thread. I keep seeing messages from players saying the ASF is too hard because of the exploding Brickernauts and instant-death patches -- which explicitly don't exist in the base difficulty. These are not your standard difficulty settings, they actually change how the fights work. -
7 randoms ran the new Cavern of Transcendence. It got ugly.
Faultline replied to Kai Moon's topic in Suggestions & Feedback
I would make a modificaton to the above to use time since the first obelisk is hit, rather than time elapsed in the mission. Otherwise you can zone in, watch an episode of something on TV, and come back to do the trial with vastly reduced ambushes. -
7 randoms ran the new Cavern of Transcendence. It got ugly.
Faultline replied to Kai Moon's topic in Suggestions & Feedback
The formula can be tweaked easily and without a patch, so feel free to drop feedback on that; there are 16 spawns on the map that are eligible to detach, so it's not difficult to come up with a table of ambush chances that covers all 64 possibilities (1-8 obelisks, 1-8 players). Doesn't need to be a simple additive formula either, feel free to go nuts. -
Now that ASF went live, what do you think of it?
Faultline replied to Albion's topic in General Discussion
Fastest run has now dropped to 18 minutes. Median on all difficulties (not just Malicious) currently sits at 98 minutes. Mission5 (the ripples one) has predictably the largest variance, going between 304 seconds for the fastest run, 33 minutes median, to over 9 hours for the slowest (though most likely someone just went to sleep and left their character AFK in the mission; this is why we take the median and not the average).- 188 replies
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Now that ASF went live, what do you think of it?
Faultline replied to Albion's topic in General Discussion
The secret battle reward never required no deaths, we're not that evil. -
Now that ASF went live, what do you think of it?
Faultline replied to Albion's topic in General Discussion
Next patch, and because the expectation was that killing the AVs for extra rewards would be the normal path, but nobody's doing that, so just killing the 12 AVs is enough extra effort for the badge, no need to add the no deaths condition.