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ViridianDev

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  1. Can you provide specific examples of weapons powersets that are able to be selected as primary/secondary when they shouldn't? Are you achieving this state creating the critter in AE normally or going into the critter file and manually adding powers using the inline feature?
  2. Right now, it's only implemented for the Council because it has to be implemented on a per-power basis. In the future as Homecoming continues to evaluate enemy factions, we should see more of this being included.
  3. At this time, there won't be more alt fx themes added to Arachnos Soldier powers; it would have to be considered for a future page. There's an internal limitation I was not originally aware of that prevents further proliferation.
  4. Council Empire have their own separate powers defined and are treated as a separate faction, so they're not a part of these changes. Axis America did get costume updates to separate their identity from Council Empire, but likewise have had zero powers changes.
  5. Addressing multiple recent concerns brought up around reward; PI powerleveling radio teams and lowbies were absolutely considered during these updates. Resurrections grant full xp for each defeat, netting additional xp per spawn, and transformed Nightwolves and Nyctwolves have increased reward scale, to account that the pre-transformation Vortex soldier or Vampyr does not grant xp.
  6. Stepping in to clarify here; Masters of Ruin have had a spawnlimit of 1 set since the beginning, so that's why there hasn't been a changelog called out for them. If you're encountering more than one at a time, that would have to be a result of multi-aggroing spawns. Masters of Death do not have a spawnlimit, and aren't expected to get one, as the mage class that should exist most commonly at high level.
  7. Incarnate Circle of Thorns were left out of this update, as incarnate mobs have some separate balancing design rules. Feel free to test them though to make sure stuff didn't unintentionally bleed over. The all-ghosts spawn is Working As Designed; it's an upshifted version of the all-ghosts spawn you'll find in the 15-30 range.
  8. Galaxy suites' were mostly left untouched in the 20-40 level range to keep the difficulty at endgame, but the Galaxy minions did get Shadow Blast added to their suite at the lower ranges; you probably won't see it cast as often because they're minions and Bolt is a lot more spammy, but it's there The Galaxy costumes will not be changed further; the purpose was to delineate the minion/lt/boss rankings more easily in the high level range since they get much nastier, preserving legacy looks was prioritized here. As to the Martial Arts/Energy Punch confusion; the Power Punch is fx directly lifted from the Praetorian Resistance, as a lore nod to the Council continuing to subsume Resistance following events in President Marchand's and John Houston's arcs. The Martial Arts adjustments were for the lieutenants/bosses.
  9. This is a working as design change; the Council have a new mechanic for chance for critical knockback, the popup text chosen was FREEM.
  10. The prerequisite for a set existing in AE, due to how the backend spaghetti code works, is that it must be available as a player set first. The goal was to add all the missing (non-epic-archetype) sets to Architect Entertainment; if you are finding some missing, please report it as a bug and we'll look into it. To your specific callout, Symphony Control should already be available in AE.
  11. What you're probably seeing here is if you're queueing Channelgun/alt anim Burst/Longfang while another is already animating; this is a known legacy animation bug that happens when you activate a power while currently animating a power using the same animation. Since the bug is not exclusive to VEATs, it will require a wider fix that won't make page 7.
  12. The character customization preview for that feature is not accurate to how it looks ingame; an unfortunate limitation that couldn't be overcome. I highly recommend testing ingame to get an idea for how the feature plays out. These powers were intentionally omitted from the Bane Mace alt animation by design, as the Bane Mace does not fire bullets or physical ordnance; it's an energy weapon with some support grenades.
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