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BillyMailman

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  1. I think there's a cleaner option, if the proc thing doesn't work out. Still not completely clean, but you could make a single internal power that does nothing, and aggroes enemies, then have all the relevant confuse powers be made autohit-but-the-effects-still-check-an-accuracy-roll (like how sleeps all got changed), and then lastly have a single actually-autohit effect on each confuse power, which fires off the internal power to aggro things. Throw a condition on the execute that's triggering the aggro power, so it only executes if the enemy has some tag on them, and I think you're good Basically, this whole approach bakes the effect into the power instead of as a separate proc, which also means non-problematic confuses wouldn't be affected. Though, I have no earthly idea whether some confuses already aggro things, so might not be needed? Oh, and by making it conditional on some tag on the enemies, you'd be able to even control which enemies it applies to. Would mean you could have some specific enemies that are confusable without aggroing, so players can do stuff like confuse enemy supports with ST controls before entering a fight, without getting noticed. Might be another neat thing to add to some future hardmode?
  2. It's new as of today. International Talk Like a Pirate Day stuff happening. There's treasure chests to open where the Xmas gift glowies spawn, they give piratey messages and/or spawn spectral pirates.
  3. The discord bit is just: But a more accurate version would be something like A small patch has been deployed to prepare for future events, including International Talk Like a Pirate Day. It's currently ITLaPD, and there's a pirate event thing active where treasure chests pop up in the places the Xmas gift glowies do, and the chests so far seem to either give old base building salvage, or else spawn spectral pirate enemies. Editing to add: A GM has just confirmed no badges or anything for this event.
  4. Pinging @UberGuy that we've had an update and need City of Data updated. Also: You still okay with being the lone person on this project? 'Cause like, it's obvious you're putting less time into this now, and CoD is a massively useful resource. As one of the people who uses the damn thing basically daily; you need any help with this thing?
  5. So, part of the overhaul seems to be that the zone's neighbourhood/etc. markers on the map got updated. I've found a couple of problems with that. First, Vanguard Headquarters' map marker is tagged as a Gate, a transition to another location. It isn't. The only clickable thing anywhere on that building, is the access door to the roof with the helicopter/V Merit Vendor. Same applies to Crey Towers, and probably the Langston Corp Factory as long is it's not enterable. Plaza Tower and Abandoned Lab are fine still being Gate, since they actually do have transitions to inside the buildings, which Gate gets used for in various places. Second, the actual neighbourhood marker for the park got moved about a hundred feet south, even though the boundaries of the neighbourhood don't seem to have changed. And yet, it's still just pointing at random rocks. If this is gonna move, probably it should point to either the fire or the actual memorial right next to where it's now located. Also, related to the boundaries, I found out today that apparently the zone starts on the far side of the street to the North, but the near side to the East/South, which is very silly, but also very minor. Also, one last thing. I don't know if it's an EB rebalance thing, the specific enemy, or what, but I ran into one thing while exploring Kallisti, and am gonna post it here for lack of being entirely sure which Feedback thread it properly belongs in. The new EBs that are just standing around in Kallisti, definitely engage players from a further distance than normal. I had one attack me while I was a full eighty feet away, much more than the usual 54' distance enemies normally engage at. This happened whether or not there were Phantoms nearby, who are the only enemy the patch notes called out anything perception-related with. If there are going to be stray EBs accosting players from what I've now tested to be an 85' aggro radius, that should probably be called out somewhere.
  6. Haven't loaded up Beta yet to see if it's an in-game issue, but I noticed this going through the patch notes and figured I'd mention it: Gravity Distortion Field needs an icon update, same as Paralyzing Blast/Tesla Coil got, to use the location-targeted outer ring thing.
  7. Until the new page hit beta today, July 2024 was simply the last time a major update dropped.
  8. Holy crap, CONGRATS! Seriously, we haven't been on at the same times in a while, but I've occasionally been wondering if you were still playing, and if so, how the Humiliator was going. That mission's a pain on many regular toons, so doing it with nothing but Brawl is massive.
  9. Posting here to ping @UberGuy that today's update includes new stuff. There's gonna prolly be new entity definitions for the stuff in the new mission, but more importantly there's a new enhancement set that'll need added to the various boost-related pages.
  10. Level listings tend to be a mess. I think most of it's been cleaned up in-game, though, but I found a couple by just quickly skimming the list: Summer Blockbuster claims it's levels 15 to 50, but it's actually 15 to 29. Both versions of SSA 1.1 (Alastor's or Theoden's arcs) claim they're from levels 1 to 120. Might be worth double-checking the Christmas and Hallowe'en ones while you're looking at them, since they can't be viewed in-game right now, and could get missed.
  11. Gather 'round, friends, and let me share with you the story of Pinnacle Server's best toon, the great Brawling Humiliator. Back on Pinnacle, Brawling Humiliator was a toon by @houtex. A War Mace/Willpower Brute. War Mace was chosen solely to draw it, and have Brawl use the mace. But that wasn't enough - the character was meant to humiliate the enemies, and that meant suffering utterly but still being better than them. So, the Brawling Humiliator levelled entirely from 1-50 on solo Street Sweeping. Near shutdown, when the devs were doing various invasions (Captain Mako Week, plus I think there was a Nemesis one?), BH was the toon us folks on Pinnacle wanted front-and-center, "tanking" everything. And he did! Hell, several of us put a lot of work into trying to figure out how to tune the Humiliator's build for the upcoming PPM proc changes, which sadly never came to be. And then Homecoming happened, and people came back. And all us old Pinnacle regulars remembered the Humiliator. And so, tribute alts started happening. @Bill Z Bubba made a whole thread about his, though it was Swipe-only, because it's Bill - gotta be a Claws/ Scrapper. I made a Spines/Dark Brute with no enemy-affecting click powers other than Brawl, named the Toggling Humiliator. Levelled him to 50 (and even unlocked incarnates via vet levels) entirely off solo street sweeping - if I'm on a team or in an instance, I turn XP off! That toon managed (with a handful of purple insps spaced out across the fight) to solo AV Infernal in the one Maria Jenkins mission. It took twenty minutes, but Brawl and toggles slowly whittled him down. And then the OG himself showed up! Brawling Humiliator lives on once again on Excel, and has been street sweeping ever since. I haven't talked to houtex in a bit, but the character is alive and kicking once more. If you go check that thread of Bill's, houtex even commented on it once we all found out he was back. He was astonished we'd remembered him, let alone made tributes to the insanity of his character, but of course we had - Brawl only, solo only, street sweeping only is a ludicrous combination. And he remembered some of his own best kills back on live. +3 Elite Boss Chimera with no help whatsoever, no other sources of damage, just Brawl. So yes, all a toon really needs is Brawl. You don't need teammates, you don't need all those toggles I took on my Brawler, you don't even need instanced maps to make it work. You just need Brawl, enemies to punch, and the ability to wait as your enemies slowly die a very humiliating death. And all us former Pinnacle folks will always remember it.
  12. A variety of things worth adding, that are in the data files to this day: - The Devoured EAT's inherent still exists. In three parts. Basically boils down to a copy of Brute Fury. - The Hyper-Advanced Clockwork AT has some powers in the data. They got a self-rez inherent, alongside their main inherent, Android Form. Also, that seems to have been the name they settled on, "Hyper-Advanced Clockwork", to explain why player Praetorian Clockworks were, y'know, fully sentient. - You entirely missed the Primalist, which was basically entirely implemented, though I dunno how much (if any!) lore we ever got for them. The two parts of Primal Energy (1, 2) exist, as do the powersets of Feral Might and Primal Gifts. It was yet another shapeshifting AT, but with mostly the same powers per form, just that they'd mechanically change like how Bio/Staff/DP/etc. can change their powers with different toggles. As the Wiki points out, Posi confirmed at shutdown that the AT was scrapped mostly for being too complex - bits and pieces of it got repurposed into Beast Summoning, Savage Melee, and I think Bio Armour. So yeah, several of the scrapped EATs actually made it partially into the game, even if they never quite saw the light of day.
  13. Yeah, what Maelwys said. The damage component partway down is marked correctly, but literally the very first overall effect says it damages the primary target, whether they're foe or friend or whatever. And then it also says it buffs them, too, even if they're an enemy. That's definitely not how the power actually works.
  14. Hey, Uber. Found a power from Marine Affinity that's doing weird stuff that your code isn't parsing correctly. Rising Tide, from Marine Affinity says, in CoD, that the main target takes 20.8ish points of cold damage, and gets several buffs (see the second top-level effect group). Thing is, there's something in the actual power that makes it so that that damage is only taken by enemies. Heck, I don't have a Marine toon myself, so I'm not even sure that that damage is really taken by enemies, so... some new feature is likely getting used here, and isn't being parsed up properly.
  15. CoD doesn't have such an option, no. The data's all there, but there's no page that displays it in reverse like that, just powers listing which enhancement sets they take. And honestly, I don't know that such a thing exists anywhere - neither the Wiki nor Mids have it, either.
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