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ViridianDev

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Posts posted by ViridianDev

  1. On 4/9/2024 at 2:29 AM, Vic Raiden said:

    - speaking of weapons, creating a critter with two different weapon-based powersets (e.g. Beam Rifle/Battle Axe) frequently results in one of those weapons either not showing at all or, again, showing as the respective default model

     

    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. 19 hours ago, @T3h Ish said:

    If I may make a suggestion as to changing the name of the set to Tidal Affinity. This would serve multiple purposes.
    1. It would keep in the general naming convention/theme as Nature Affinity, Electrical Affinity, Darkness Affinity and the like.
    2. Broadly apply to more character concepts and the like.
    3. Tie in VERY nicely to Water Blast's Tidal Forces mechanic in naming.
    Maybe make a synergy much like Electric Blast and Electrical Affinity does with said set.

     

    Giving the set synergy with Tidal power was something considered and experimented with early on in development, but ultimately was cut for being too strong. It was either way too easy to build up Tidal with Marine Affinity powers, or too easy to gain Marine Affinity payoffs just by buttoning Tidal Forces.

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  3. On 2/17/2024 at 1:12 PM, kelika2 said:

    What happened to that -50% damage mechanic to pets when the things self rezzed?  Was going to crowdsource other auto-hit powers to also do 50% reduced damage to pets like Freak Stunners and other things

     

    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.

  4. 1 hour ago, balor said:

    Can someone reach out to the devs and ask if it possible to get power customization of the appearance for Pummel and Bayonet for Mace and Crab claw attacks?

     

    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.

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  5. 11 hours ago, ShinMagmus said:

    This actually incentivizes me to fight them more.  I have a question though: how much does this change the sub-group of Dimensional/Rocket Council who spawn on some PI story arc missions and who are different from the "regular" Council who spawn on PI Radio missions?

     

    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.

  6. 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.

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  7. 1 hour ago, Coyotedancer said:

    Hmm.... I notice that no change was made to the Masters of Death or Ruin being able to spawn two per group, or to their ability to double up on Tar Patch or Earthquake when they do.

     

    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.

  8. 2 hours ago, Coyotedancer said:

    Which make me wonder if the changes to the regular high level Circle are also going to show up in Dark Astoria's Incarnate version of the faction... I haven't been out there yet to look. 

     

    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.

     

    40 minutes ago, Coyotedancer said:

    Oh, and I encountered one particularly large spawn that was nothing but a collection of assorted Spectrals. I hadn't seen that before in any of the missions I ran with Kestrel, or in Thorn's previous runs. Every other group on the map had a wide variety of things, so that also seemed strange. RNG weirdness but otherwise working-as-intended?

     

     

    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.

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  9. 2 hours ago, Lazarillo said:

    The minions...did they get buffed?  It seemed to me like they just stood back and spammed Shadow Bolt, same as they do on live.  Might be an AI thing with such a quickly-recharging power, or might be I just missed it.

     

    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

     

    2 hours ago, Lazarillo said:

    Two cosmetic notes, but can we maybe get the minions and LTs to have looks modeled after the new boss look for Galaxy soldiers?  It's sooooooo much better than the weird mucha lucha outfit they currently have.  Also, the patch notes mention "Martial Arts' animations modernized with up-to-date animations" for the soldier types, but what I'm seeing is a lot of minions in those categories now throwing Energy Punch into the mix.  Fair enough, I use that as sort of a "chi"-type MA theme on a character of my own, but I think the traditional Martial Arts attacks suit the Council better, IMO, or at the very least, maybe change the color of their punches if possible, the Heroic Blue clashes a bit and looks out of place.

     

    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.

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  10. 48 minutes ago, Shocktacular said:

    I didn't see a focused feedback thread for this, so I'll just put it here:

    THANK YOU for adding more sets to AE!  I have some heretofore-unable-to-be-realized ideas that will be possible now.

     

    Is there something special that has to be done with powersets before you add them to AE?  I don't mean to sound ungrateful, but I couldn't help but notice that the new sets in this Issue and some of the other newer sets (like Symphony Control) aren't in there....

     

    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.

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  11. 13 hours ago, Lazarillo said:

    I've noticed a bug, though haven't been able to consistently pin it down, where Crab Spider attack animations don't, well, animate.  It seems like it's maybe tied to moving right around the time of the activation causes them to just fire from the combat-ready neutral stance (resulting in lots of shooting into the ground or the middle of the air (sorta like what happens to Dominators' Ice Slash).

     

    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. 41 minutes ago, garvisdol73 said:

    I see the Arachnos Soldier power customizations... checking them out now.

     

    I have a Bane and a Crab.  For now, focusing on my Bane.

     

    The Crab animation theme on Bane (no crab spider legs) is a little odd.  Looks like my character is trying to launch bullets/grenades from his fists.  While odd, though, I actually sort of like it.  I might go with this if it goes to live in this format.

     

    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.

     

    42 minutes ago, garvisdol73 said:

    However I'd like to ask for one more thing.  Currently the Wide Area Web Grenade and Venom Grenade can launch from your mace, which is *GREAT*.  However, Heavy Burst and Frag Grenade do not have options for "Bane Grenade Default."  Therefore, these can only be launched from the fists or the rifle.

     

    Could you please extend "Bane Grenade Default" so that it can also apply to Heavy Burst and Frag Grenade?  This would be ideal.

     

    Thank you!

     

    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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