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Posts posted by Felis Noctu
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GOOD NEWS EVERYONE! Metalios hasn't gone completely insane yet!
Also, Mids Reborn v2.7.2.10 has been released!
The changes as usual can be found in the #patch-notes channel on the Discord. However, the key points we want to highlight are:
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An entirely new update system that displays the patch notes for the version you're updating to
- With that, the ability for us to separate app updates from database updates. Faster updates in the future!
- Also with that, we can now provide multiple manifests. Are you someone who likes beta testing? We can add a unique manifest for MRBU!
- Speaking of MRBU, Mids contains all the most recent fixes
- Fixes? Like Force Feedback? It actually works again? Holy crap!
- Not just that, but PPM calculations have been reworked
- All ATs now use the *correct* modifier tables for things. Shock and awe!
- And more!
Now, there is a catch. For this version of Mids you're going to want to completely uninstall Mids and redownload from the links provided below, or in the first post of the Mids Reborn thread. The previous couple of releases had unexpected complications, and this new version also uses a new, more efficient compression method that the old update system doesn't like.
So again, please uninstall, redownload, and reinstall to enjoy the new update!
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Homecoming thread: https://forums.homecomingservers.com/topic/7645-mids-reborn-hero-designer/
Prerequisites (new!): .NET 4.8 - https://dotnet.microsoft.com/download/thank-you/net48
(64-bit) MRB 2.7.2.10 Installer: https://midsreborn.com/download/MRB_Setup.msi
(64-bit) MRB 2.7.2.10 Zip: http://midsreborn.com/download/MRB_2.7.2.10_Windows.zip
(32-bit/WINE) MRB 2.6.1.25 Installer: https://midsreborn.com/download/MRB_Setup.exe
(32-bit/WINE) MRB 2.6.1.25 Zip: https://midsreborn.com/download/MRB_2.6.1.25_32bit.zip
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(Please note that, unfortunately, at this time PVP-related values may not be correct. Homecoming introduced new modifier tables specifically for PVP. Implementing those is a little trickier than just updating the existing ones, and would require an overhaul of every single power in the game. It's on our todo list, but ouch!) -
An entirely new update system that displays the patch notes for the version you're updating to
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GOOD NEWS EVERYONE! Metalios hasn't gone completely insane yet!
Also, Mids Reborn v2.7.2.10 has been released!
The changes as usual can be found in the #patch-notes channel on the Discord. However, the key points we want to highlight are:
-
An entirely new update system that displays the patch notes for the version you're updating to
- With that, the ability for us to separate app updates from database updates. Faster updates in the future!
- Also with that, we can now provide multiple manifests. Are you someone who likes beta testing? We can add a unique manifest for MRBU!
- Speaking of MRBU, Mids contains all the most recent fixes
- Fixes? Like Force Feedback? It actually works again? Holy crap!
- Not just that, but PPM calculations have been reworked
- All ATs now use the *correct* modifier tables for things. Shock and awe!
- And more!
Now, there is a catch. For this version of Mids you're going to want to completely uninstall Mids and redownload from the links provided below, or in the first post of this thread. The previous couple of releases had unexpected complications, and this new version also uses a new, more efficient compression method that the old update system doesn't like.
So again, please uninstall, redownload, and reinstall to enjoy the new update!
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Prerequisites (new!): .NET 4.8 - https://dotnet.microsoft.com/download/thank-you/net48
(64-bit) MRB 2.7.2.10 Installer: https://midsreborn.com/download/MRB_Setup.msi
(64-bit) MRB 2.7.2.10 Zip: http://midsreborn.com/download/MRB_2.7.2.10_Windows.zip
(32-bit/WINE) MRB 2.6.1.25 Installer: https://midsreborn.com/download/MRB_Setup.exe
(32-bit/WINE) MRB 2.6.1.25 Zip: https://midsreborn.com/download/MRB_2.6.1.25_32bit.zip
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(Please note that, unfortunately, at this time PVP-related values may not be correct. Homecoming introduced new modifier tables specifically for PVP. Implementing those is a little trickier than just updating the existing ones, and would require an overhaul of every single power in the game. It's on our todo list, but ouch!) -
An entirely new update system that displays the patch notes for the version you're updating to
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We're aware that the recent update of Mids Official is *borked* in a number of ways, so for now I'm putting a halt on reports (at least in the Discord server) until we can resolve the big problems.
We do have another update planned, but we don't have an estimate quite yet outside of "tomorrow". I don't think any of us are sure how these bugs managed to slip by (given we've been internally testing many of these changes ourselves for quite a while), but we're doing what we can to clean up the mess.
We were all pretty amped to get anything published, really, Metalios included, so I think we just kinda jumped the gun a bit. This one surprised us just as much as everyone else! Sorry everyone!
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We're aware that the recent update of Mids Official is *borked* in a number of ways, so for now I'm putting a halt on reports (at least in the Discord server) until we can resolve the big problems.
We do have another update planned, but we don't have an estimate quite yet outside of "tomorrow". I don't think any of us are sure how these bugs managed to slip by (given we've been internally testing many of these changes ourselves for quite a while), but we're doing what we can to clean up the mess.
We were all pretty amped to get anything published, really, Metalios included, so I think we just kinda jumped the gun a bit. This one surprised us just as much as everyone else! Sorry everyone!
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3 minutes ago, Redlynne said:
Because it's available for some secondaries, but not all of them ... which is an edge case condition that Mids' was not originally built to guard against.
There's quite a bit that Mids wasn't originally built to do, but then it was slapped on top. The issue here is that the functionality was coded into the program but then wasn't given accessibility through the editor.
I should probably clarify. We would probably be able to implement the correction if we could write the correct CSV string. I personally don't have access to the old CSV files, so that's something I'd need to pester Metallios about. The issue currently is that the interface you see above only allows us to select the specific power; we can't select a powerset directly.
Alternatively, if that Mutually Exclusive Sets option was working as intended, we could use that instead. This is one of the many things on our "functionality fix" list. 😛
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This is something we'll need to investigate.
The way these powers are restricted from each other is something we can't replicate in-tool, as it's a restriction on an entire powerset rather than just a single power or collection of powers. In the current state we can tell it that "these powers shouldn't go together" and then Mids will complain if you try, but removing the ability to select the power at all is something we can't current accomplish.
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6 hours ago, Frostweaver said:
Hey, @Felis Noctu?
Is there a reason Mids won't allow me to build a claws/stone brute?
Thanks.Because we like to crush everyone's hopes and dreams.
In all seriousness, Mids won't let you because the game won't let you.
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@Carnifax
This is something on our list to cover very soon. We recently fixed the class AT modifiers to assign the correct values to the right AT (oof), and now we have a few things we need to fix. Right now we're focused on the clusterf- that is Savage Melee, but values for Corruptor, Tanker, and Brute are all on the agenda as well.If you aren't using it now, I recommend grabbing the Bleeding Edge/Easy Update Package. Things should look a bit better.
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On 5/8/2020 at 5:33 PM, Redlynne said:
You may want to (have @Felis Noctu edit the OP to update this info then.
*dramatic gasp*
Are you implying I forgot something? Heavens!
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Bleeding Edge update! (2020-05-11)
- Bleeding Edge and repack in Discord's #release-downloads have been updated with the following:
Quote### Savage Melee
* All valid ATs > Blood Frenzy:
* Now properly allows scaling of endurance discount and recharge bonuses
* Description updated to match in-game
* Stalker > Hemorrhage: Proof of concept for providing modal changing effects utilizing special cases
* 0-4 stacks on power directly
* 5 stacks uses power redirect, activate with Quick Form (this is due to the DoTs adding +1sec & tick at 5 stacks)
* Description modified to note this new functionality
Zed, Bopper, and myself spent a fairly hefty chunk of time today pondering how we could get Savage Melee working correctly. The result of our labor is that Stalker Hemorrhage has been completely overhauled and barely resembles the power it was prior to this. This work represents a proof of concept for future Savage Melee changes (and inadvertently also reveals a doorway for fixing the assassination powers due to how similar they are in function).
We'd greatly appreciate anyone willing to mess around with Stalker Hemorrhage to make sure that the number crunching didn't melt our brains.
Easy Update Package:
https://drive.google.com/file/d/1YdloiX7aUNBB3gu3K0B4ozXfussXDUWm -
21 hours ago, csr said:
Regarding the busted Stalker builds with Force of Will and Sorcery. It occurs in both the release version and the cutting edge version (20.2605).
Here is a data chunk and a link to an mxd file for one of the troubled builds.
With these saved builds nothing I do will make it see the T1/T2 powers in Force of Will or Sorcery appear valid at any level. But with new builds they are fine. I can fix the issue by starting from scratch and making the same build, but haven't found any other way to make the builds behave. It's a rather narrow issue: Stalkers with FoW or Sorc pools only. All of those, and none of anything else.
Spoiler| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1556;723;1446;HEX;| |78DA6594496F525114C7EF65104B69993AD181966A85527885B47B135B35A643AA2| |C6A9C5E9F7029D8171E7980B60E0BBF820BFD049AB8F10B1887EACA5DADFA1D34A6| |6AE2C6C4012FEFFC292434697E9773CFF03FE71E58D95EF43C3B7BFF24E33D0BBA5| |6A9A899AAA66F09D3B5AA556BA6A6DB1963DE0B355D336BB5686562C114A2EC92B6| |10FCD415A10BA19C320D2DA7666E19662EDCBC59147951AA082553280A3DD7FCE83| |F572A085394AA4AF3E05E330C5DC99485C805ACE319C3CC0AD5C8ABEB455DF758A6| |65A1958BA5CD6EBAD78B9B856AE874B998559AC532464D5757B44A55983B4352DF8| |CFC7FEE65F8AB3BD9B683B1B483D976C0DB44C71DF02EF1C83DE2E5A80CE356AC8D| |FDB4D3DD12F1683FB7F8C20B17999FFFB6D1DD1FA2FB2FF88FE8A9838C72A832BF9| |DF23BED3ECAE7EB2306903F9022F6CD8373C497B2AE13B1CE3DCA37F01EDC270E7D| |003F12873F115FC9581769B6B91E93A6E127C4D1A7C46B525B17F2777DA6B8D12FC| |4F057109AC2D03891264ECAE4DD14CBBB1B8FD0B803AFC8BC3D7467EF41CF13E839| |1204D1FB55E94BCF57E75EC447C05D79E1E7DCD2E7CF93EDD82658008BC4E337C02| |DE286CC1BA458168C90EDB5CCD74FB5583F6A54638C0DC23608BF37D22F84F70E6D| |20AF463C910573A0204677E54C830EA6C9BA23E87D04BD47D17314339846EF15597| |B0CBD8FEDD19B4CEF13DF4A0DE3D0308E9D9BC6CEC5B17371EC5C1C3B97C0CE5D97| |1A26113B89D8046213884D223689D824626F4A4D53146B9FF293CE59E89F85FE59C| |C6E40EE408C7A6531F4948DD277B2D1D34C82FCD26063C514CC5A7947B65F1EC652| |D8D314EAA551278DBA238EC3EF777DB4756E7CACD759BCC392EAB0A43B2C731D96F| |90ECB728765CD71F84BC0B865E9F2B1C6E42C6D076E798B79F024F5F7BD65E33C42| |33EE3D207E6BF78F91FF8F96CDC61FD0DBF43E24FA1E1157E372EEA879DE6DA9B3C| |E97DACE17DBCEEB6DE7A5786B96FF01EEFB053B| |-------------------------------------------------------------------|
Rularuu's Creep (BS SD Soul Stalker).mxd 5.24 kB · 3 downloads
Definitely built with an old database version.The build has an embedded Experimental Injection in the inherents section for some reason. You also can't remove it even if you were to switch to Experimentation for one of your pools, because...
Unfortunately this isn't something we can fix. Experimental Injection isn't an inherent power in our database. That means it's baked into the hex data block within your save, and as far as Mids is concerned, that's technically valid for this build. To get rid of it you'll have to remake it.
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1 hour ago, Tonio said:
I'm not sure whether I'm doing something wrong... but I tried that download link, and get "Unable to read data - Bad Format" when trying to open files created by the version I was running (same version number, 2.6.0.7. I tried with a fresh install, and with an updated DB from bleeding edge (version 20.2605), and got the error both times.
Running in Linux, with wine, if it makes a difference. (Bear in mind, I can run MIDS fine, it's just the "bleeding edge update! (2020-03-25)" version I have trouble with.
Try this (if you haven't already, just trying to be thorough). Reinstall Mids as you had it before, then only copy the Data and Images folders from the current build into your install. The database changes don't require the client updates at this time, so that may solve the issue for you.
If you HAVE already done this (the fresh install you mentioned), then I'm not sure what could be causing the issue. What I would recommend is to go through the update's Data folder and one at a time copy over these files into your install, running Mids and trying to load a build between each one:
That way maybe we can figure out if it's a specific database file that's causing the problem.
Also as a generality please remember that Mids doesn't officially support Linux. While it does have the download options, there's too many unknown factors to consider, including that lately people have been having trouble with Winetricks not installing .NET properly. We'll do what we can, but ultimately we may not be able to solve it all. For instance, the client changes made in this most recent update are boiled down to literally just a variable swap in a formula and some string edits. Who knows why that would cause an issue like this given that nothing should have touched the file loading itself.
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I haven't read all the chatter in here yet (holy crap why didn't I get notifications?), but I'll get there either tonight or tomorrow. For the moment though...
Bleeding Edge update! (2020-03-25)
- Bleeding Edge and repack in Discord's #release-downloads have been updated with the following:
Quote## __MRBU Features__
### Archetype Ordering
* MRBU currently orders the archetype selection dropdown menu in the same order as Homecoming's in-game list.
* This does, however, cause the menu to have minimal organization other than by pre-Going Rogue factions, and may change in the future.
## __Client__
### Database Cleanup
* Deleted two unused, glitchy entries in Pets group
* All > Titan Weapon: Reorganized power redirects to more closely match their parents### UI Fixes/Tweaks
* View Totals window has received some enhancements
* Values have had their precision increased to 2 decimal places (#0.##) where appropriate to match in-game Totals
* Misc Buffs > Movement > Fly: Calculations are now using BaseFlySpeed instead of MaxFlySpeed (oops!), and are now much closer to the actual in-game speeds
_→ KNOWN ISSUE: These values still do not quite match the in-game speeds due to calculation errors. This is, as far as we can tell, due to the use of negative offsets, which are necessary to properly implement enhancements but disagree with Mids' formulas. We're still working on this._Yes, this means there are now .exe and .dll updates, so you may receive a warning from Windows! I've uploaded the changed source files temporarily to the DIscord #release-downloads for those who like to build the client themselves. Tomorrow after some sleep I'll set up a proper forked repo and sync there.
For you non-Discord people, here are the SOOPR SEKRIT links:
Users: https://drive.google.com/file/d/13cuKRAALYEbcczGOU_rkJrHS9krDJJJz
Source Changes: https://drive.google.com/file/d/1MUEH1gb5MFBZ9GZm7qUOEpv8ro2DGVs9You do not need to use the updated client to use any of the database changes in this release, so if you're the type that likes to compile the program yourself, you only need the Data and Images folders as usual! Tomorrow after some sleep I'll set up a proper forked repo and sync there.
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I like the general concept of the sentinel, but I'd put my vote in for a combination of the second and third option.
They may have been intended as ranged scrappers, but I don't see them that way. One, there isn't really much of a need for that. Two, their innate mechanic is effectively a support tool, increasing everyone's damage. In a sense they're almost a jack-of-all-trades AT similar to the EATs, but could fit into their own niche there.
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Khelds are mostly self-focused, allowing them to fit into different roles but ultimately it's about their own abilities.
Role flexibility through in-the-moment mode shifts. -
VEATs spread out in all different directions, but something they share are high scales for passive support with built-in leadership auras.
Role flexibility with buff-based team amping. -
Sentinels could be the debuff version of this. Their Opportunity mechanic could not only provide that -def and -resist, but also -status/debuff resistance. Basically, open the target up to be more vulnerable to damage and secondary effects.
Reliable 'jack' with debuff-based team amping.
There are powersets that do this to some extent, but no class that focuses on this particular task. It would give Sentinels a more solid and defined position in the AT list, where no matter what sets they take, their "purpose" is to amplify their allies through reliable and consistent debuffing of a target. Leave it automatic of course, otherwise it's no longer "reliable and consistent".
Better to reinforce a unique purpose than to just buff numbers or imitate another AT.
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Khelds are mostly self-focused, allowing them to fit into different roles but ultimately it's about their own abilities.
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Just now, TG BrainFog said:
Whenever I attempt to export a build to Discord, the message pops up that it's unable to reach the remote server. I've done the setup for our Discord in the configuration menu. Does this version not support it, or have I just derped the setup somehow?
The bot's down, that's what it can't connect to. The bot's been real fussy lately.
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On 4/18/2020 at 6:11 AM, Vulgaris said:
[snip]
17 hours ago, kenlon said:[snip]
On 4/18/2020 at 8:12 AM, Caulderone said:The Tanker values haven't been modified from the recent January patch where the damage scale went from 0.8 to 0.95. There have been several posts about them working on it, but changing the damage scale was never planned for. It requires major code changes.
The January tanker update changed the Leadership values (up to Controller level). This isn't a simple database change. Like the damage scalar change, this requires code work in the program itself.
It was more than just that as well, which I explained in the Mids discord last night actually. Basically, the attribute mod tables are referenced by index, with each class_AT pointed at a specific column in each table. When we first started editing the database we made the mistake of assuming that the order of the class_AT list in the DB was also their index order. Four of the ATs are actually listed in reverse of their actual index. We're guessing whoever updated the attribute mod tables in the past made the same mistake.
Basically, when we were looking into how to update the tables, we discovered that Corruptor's tables were swapped with Stalker's, and Dominator's are swapped with Mastermind's.
The next update should have the tables corrected, and hopefully then the numbers should be lining up better. Those tables also include the new Tanker and Brute values. It doesn't include all of the changes to the powers and such, but we'll be getting to those.
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5 minutes ago, Caulderone said:
That did it. I didn't even realize that stuff was in the Boosts section. Thanks!
Yup!
Yeah, as far as we can tell the "Power_Mode Data" button is just a shortcut to opening the Boosts data. The issue is due to how the editors write their data, as closing enhancements never actually touches I12.mhd. Funny enough there's a number of things that have gotten lost during edits due to the tendency for it to not save certain things. For instance, I've somehow managed to basically corrupt set bonuses accidentally, which I discovered later could be corrected by just opening and closing the main editor without changing anything.
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9 minutes ago, Caulderone said:
Gah. I keep editing the Taunt IO Perfect Zinger: Chance for Psi Damage to be 3.5PPM instead of 20%.
Every time I quit and reload the planner it goes back to 20% chance.
Anyone figured out a way to change that and have it stick?
Yeah. Don't edit it from the enhancement editor. 😛 I'm assuming that's what you're doing anyway. The enhancement editor saves to EnhDB.mhd, but the power data itself is in I12.mhd.
You have to go into the Main Database Editor > Boosts > Crafted_Perfect_Zinger_F > Crafted_Perfect_Zinger_F and change it there. Afterwards you may need to close and reopen Mids to get the changes to register. The enhancement database is a funky piece of work.
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On 4/14/2020 at 8:47 AM, Muppy said:
I might have missed it somewhere in this thread, but could there be an option to enable a type of "free slotting" like the game allows when respeccing? (Slots can go anywhere regardless of level, etc)
At this time no, that's not a possibility for Mids. A huge amount of Mids' functionality is tied into leveling procedures, which includes a rigid layout of how slots are arranged. There's a possibility of a solution buried somewhere in there but it isn't something we've spent any significant time exploring.
On 4/14/2020 at 3:37 PM, SuperPlyx said:On 4/14/2020 at 8:47 AM, Muppy said:I'm a big dumb and having to swap low level stuff around to get the slotting right is really annoying. Maybe there is a setting and I'm completely blind... If so, could someone direct me to where this setting is?
One thing I do is use the Auto Arrange feature. Click Slot/Enhancements >Slots>Auto-Arrange All Slots.
Exactly this. I use it frequently myself.
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2 minutes ago, kenlon said:
Fair enough - I mostly want to get the damage numbers, since in-game all the fighting powers just show "Special smashing damage on target" with no actual useful information.
Yeah, when you see something like "special", that's where an expression is. It's a royal pain. 😛
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On 4/11/2020 at 6:49 PM, kenlon said:
Could you get around the issues by adding a slider/new power that lets you select how many of the fighting pool powers you have, and adds a bonus to the powers appropriately?
Sorry about the delay in the response!
That'd be a possibility if not for the differing effects that are applied based on which powers you have. The scaling system only applies to numerical values, not the application of power effects themselves. That's what the expressions the game uses are for. Since Mids was designed to use a reformatted version of the game's files, it was designed in the same manner. To make the Fighting pool fully functional what we need is to finish what Metalios had started, which was adding all of the conditionals, and even then we may have to mix multiple conditionals together due to overlaps with AT passives.
We've got a number of ideas we've thrown around for various feature improvements and changes, so it's possible there's things we can do to make the process easier. We'll just have to see.
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1 hour ago, justicebeliever said:
I just discovered this. Thanks @Felis Noctufor spearheading this. +1 Influence
Thank Zed primarily, he's the one that started all this. I've just apparently thrown myself into the proactive/leader position. 😛
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1 hour ago, kenlon said:
Does the MRBU database take into account the bonuses you get from Fighting pool synergy, or do I need to mentally adjust the numbers it gives?
At the moment, no, you need to manage it mentally. The game uses an expression to apply those bonuses, and Mids doesn't understand the expression format. To do it in Mids we need to create conditional checks, which at the moment we only have some of I believe. Basically the ones on Cross Punch for when you have Boxing and Kick. Metalios was working through that pool when he was pulled away from the project in the past so it wasn't entirely finished.
Went and checked. We have checks for Boxing and Kick, but not for Cross Punch. Not to mention I think we would also need variations on these for every relevant AT passive (Critical Hit, Containment, Assassination, etc). The synergy changes made to Fighting had a massive butterfly effect on the set for Mids. I'll add it to our project list, but it's definitely much more complicated than it appears on the surface. I didn't even realize it myself until looking at it just now.
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We've been busy today. Procat especially.
To celebrate a huge enormous major step forward, we've got some stuff to show you guys.We have Pine and Metalios in our private dev chat with us, and they have the link to the repo with the code changes, so they're kept in the loop. The future's looking pretty good!
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Mid's Reborn: Hero Designer
in Forum
Posted
There is a new version of the database specifically for the 32 bit version, as well as an updated application. I'll fix the links in my posts, but the ones on the first page are correct.