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In Indigo's arc "Missing Melvin and the Mysterious Malta Group", in the sub-mission "Find the proofreader" of the mission "Speak with Crimson about the latest developments in the Melvin Langley case", the player receives a clue when they rescue the proofreader NPC. The third sentence of the clue reads, "For the most part, they cover the end Might for Right act in 1967." There are two words missing between the words "end" and "Might", which I've highlighted in the quote above. Presumably those two words are "of the".
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In the introduction text for Madeline Casey's mission "Stop the Carnival's party before they find the files", the first sentence reads "I just got word that the Carnival of Shadows is throwing one of their wild parties the office of City Councilman Klein." There should be a word between the words "parties" and "the office", presumably "in" or "at". In the acceptance text for Madeline Casey's mission "Get Nathan Crane's files from the Carnival of Shadows", the fourth sentence reads "They're probably being stored in a desk of file cabinet somewhere." The word "of", which I've highlighted in the quote, should be "or".
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Just noticed an error in the Homecoming database. Hope this is the right place to report it. The Atlas Tour Guide and Walked Down Memory Lane Accolade badges have a pair of crossed requirements. The Silent Sentinel Exploration badge, which is located in Echo: Atlas park, is shown as being a requirement for Atlas Tour Guide, and the Rookie Exploration badge, which is in Atlas Park, is shown as being a requirement for Walked Down Memory Lane. Silent Sentinel should be in Walked Down Memory Lane and Rookie should be in Atlas Tour Guide.
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In the introduction text for Madeleine Casey's first mission, "Check out the Carnival of Shadows", the third sentence reads "It's become very popular is a short time, but something about it just doesn't feel right to me." The fifth word, which I've highlighted in the quote, should be "in" instead of "is". In the introduction text for Madeleine Casey's mission, "Rescue Samson Grey from the Carnival", the first sentence reads "Have you hear of Samson Grey, the famous track star?" The third word, highlighted above, should be "heard" instead of "hear".
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I just saw this one in game. Hopefully four years is long enough to qualify this as not a duplicate report.
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That probably explains part of it. I do recall the detailed info saying it was mag .67 and I was doing a quick street sweeping mission to hit Crey in Brickstown where the Crey I was finding were mostly blue and green to me. I believe the next mission in the story arc I'm running is a proper door mission, so hopefully I'll get a chance to check there later tonight. The question I still have then is whether the in-game description of Dragon's Tail always said "knockback" (versus the wiki using "knockdown") or whether that still indicates a change of some sort happened somehow, even if it's not related to the Overwhelming Force IO.
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I respeced my mid-level SR/MA Tanker a few days ago, after not player her for about five years, following a build I found here on the forums. Everything was going great until just now when suddenly Dragon's Tail is doing knockback instead of knockdown. Even the in-game power description has changed to say "Foe Knockback" instead of "Foe Knockdown," which made me question my memory/sanity until I looked on the wiki and confirmed that the description there says "Knockdown." The only thing that changed between my last play session (where DT was doing KB) and now is that I added a couple of IOs to a completely different power (Thunder Kick, if it matters), and I'm pretty sure the Pounding Slugfest Dam/End didn't change anything. But the other one I added was Overwhelming Force Dam/Chance for KD/KB to KD. It clearly affects KD, but it says it does KB to KD, not the other way around, and in any event says it "converts any Knockback this power deals into Knockdown" (emphasis added). Thunder Kick doesn't do any knockback, and its only knockdown is from the proc on that IO, so I wasn't expecting any effect at all. I certainly don't see any logical reason why this would have the opposite effect, and on a completely separate power. Has anyone else seen this? I did a search here on the forums but couldn't find anything. Maybe I'm just finally losing my sanity?
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Ug. My apologies. I was on my way out the door to a family thing for the holiday and didn't take the time to search before posting. I should know better. Thank you for the reply and for kindly pointing out my error. I will now go submit myself to Doc Buzzsaw for punishment.
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I just encountered a problem with the in-game map for the Founder's Falls Safeguard mission. I'm guessing it's an old version? The locations for both the exploration badge and the key for the Prevent Arms Deal side mission are incorrect. The version of the map on the Homecoming Wiki is correct, however. Edit: If it matters, I updated VidiotMaps on my system just yesterday, using the manual installation instructions in the first post in this topic. I used the manual installation because I'm playing on Linux and didn't feel like jumping through whatever hoops might be needed to get City Mod Installer running. Also, I've run all of the other Safeguard missions today except Peregrine Island, and all of those in-game maps were correct as far as I could tell. If I get the chance to run Peregrine later, I'll update this post.
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I'm in the final mission, Part Five: Induced Vomiting. I'm attempting to lead Bile to the exit. We're most of the way through the yard. But we ran into two immortal enemies: a Freak Tank whose name I'm forgetting and has now disappeared, and a Freak with a Porter backpack named IDX Blinker. They're both Lieutenant class and when both Bile and I attack them damage numbers float up over their heads but their health bars never go down. And Bile won't disengage. When I try to lead him away he just stays and eventually gives his 'player has gotten too far away' dialogue. I've been in and out of the mission. Those NPCs at one point moved enough for Bile to have disengaged, but then when I got close to him he took off running back toward the sewer entrance to the prison rather than toward the exit, then again chastised me when I didn't follow. So I followed, he made a big loop around the yard, and then re-engaged IDX Blinker. I've passed my frustration limit, left the mission, and called Doc Buzzsaw (the mission contact) to auto-complete it. But no, there is no autocomplete option. Not that I can't use it because I've used it too recently. The option just doesn't exist. At this point, as far as I can determine, I'm stuck with a completely broken mission. I can try logging out and coming back later to start over, but this was a rather long and complicated mission that was interesting the first time around but does not sound fun to have to immediately redo. Arg.
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Are the borders really so odd that the area immediately around the neighborhood marker isn't all inside the neighborhood? Judging by the map all of the defeats were well within, but I suppose if the neighborhood in the code is really that wonky...
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Just to finish out the count for the mission after my initial post: Next group of two, one lt and one minion, neither counted. Next group, again one lt and one minion, both counted. Next group of three, all minions, all blue con for a change, none counted. Final group of three, two counted, mission finally done. So final tally, twenty four defeats for ten defeat credits to complete the mission.
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I'm working on the mission "Defeat Tuatha in Misty Wood" from Kelly Nemmers, the goal of which is to defeat ten Tuatha de Dannon in the Misty Wood neighborhood of Croatoa. I'm definitely defeating Tuatha, and I'm definitely in Misty Wood (just north of the neighborhood marker on the map), but many of them aren't counting toward the mission goal. Of the first group of three I defeated, only one counted. The second group of three, none counted. The third group, this time of four, three counted. The next group of four, two counted. So as I'm typing this, I'd defeated fourteen but only gotten credit for six toward the mission goal. The Tuatha I've defeated have all been minion class, and have been a mixture of green and grey cons, but the each group was all the same con, so the con has not correlated in any way to which ones have counted toward the mission goal.
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Does anyone happen to know whether the Vanguard w/ Jetpack (under Back Detail > Back Packs) animates when using Hover, Fly, etc.? I'm working on a costume for a Natural character and would like to provide some visual indication of equipment that would explain his flight.
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Energy Cloak + Infiltration? Please help me understand.
fxds replied to fxds's topic in General Discussion
While I was trying to figure it out before posting, I ran across a small section in the Issue 27 Page 5 release notes titled "Stealth Toggle Exclusivity Removal." It notes that multiple stealth toggles can now be run together, but the stealth effects don't stack. The game just uses the best one of the effects instead. And now as I'm typing that, I'm thinking I might have missed something. Even though the stealth doesn't stack, maybe the Def does? In that case there might be an advantage to running both toggles while trying to stealth through a mission to the objective, though I imagine you'd want to turn Infiltration off for combat rather than pay its End cost for nothing more than a movement boost. Or maybe people really like big movement boosts in combat? Personally I find they make me move so fast I overshoot, so they're actively detrimental to positioning myself the way I want. But that may just be a personal skill issue with my age-reduced reaction time.