Jump to content

Felis Noctu

Members
  • Posts

    207
  • Joined

  • Last visited

Everything posted by Felis Noctu

  1. Just realized that somehow I missed this. Added to the list! There are a number of set bonuses I'm not 100% sure are correct, including things that may or may not have been undocumented changes. At the moment I'm going through a recharge phase while we wait to see what the official Mids update will contain. Metalios has joined Pine in getting in contact with us again, so we're starting to see a bit of momentum.
  2. I love the mass upgrade feature! I agree with the sentiment that leveling up should be something to look forward to. Going shopping to upgrade myself every 5 levels or so wasn't particularly enjoyable in my opinion (though obviously some may disagree), so being able to upgrade what I have on the spot is already a plus. That just makes it even better! As for making TOs redundant, back during the old days I often would subsist entirely on whatever dropped for me until I reached roughly SO level, at which point I'd start crafting IOs. In my opinion IOs themselves made the non-static enhancements redundant simply from how convenient IOs are. This is just my playstyle of course, but in terms of functionality the investment of slotting your powers up with slightly more expensive IOs around level 25, then being able to mostly fill your new slots with drops until a full replacement at 50, was a much more enjoyable experience. In terms of "power creep" I don't think it's the leveling period we really need to be concerned about. The worst of power creep is in the end-game and the newer powersets that often outclass the older ones. But that's a whole different debate.
  3. Unfortunately not at the moment, no. The program was built for resolutions that rarely went past 1280x1024, so widescreen is something foreign to it. As it is I believe the fact that it can display relatively correctly at all is due to recent efforts? Right now the only current author of Mids who's periodically around is Pine, and from what I understand he's more of a database person than a code person. MRBU's discussed the possibility of some UI changes but we haven't set anything in stone yet. We were just kinda tossing ideas.
  4. EDIT: Actually it just occurred to me, what operating system are you on? The below is how it works on Windows (and Linux as well I believe), but I have zero idea how it would look on a Mac. I know Macs use app containers and secondary directories, so the setup may be different. ORIGINAL: Are you sure you're looking at the actual install folder, and not something like the shortcut folder? This is what a fresh installation of Mids typically looks like: Also, for the MOST recent version, you're going to want to download MRBU's Bleeding Edge instead. You can grab this link to make it easier, it's always up to date with the current repository: https://github.com/zethriller/MRB-Updates/archive/master.zip The installation instructions are the same. Open that zip, then copy/drag the Data and Images folders into the Mids folder that looks like the above. It'll ask you if you want to overwrite things, which is a big "yes".
  5. To rephrase that: - New sets like Experimentation and Electrical Affinity won't be affected at all. They're being renamed but keep the same set ID. - Leadership and other changed sets will keep their Beta-version pool for a limited time to allow people to switch over to the Live version. If you miss your window you'll end up with an error popup saying that the powerset can't be found, but all that does is leave power holes with slots assigned in the build. In those cases you just select the powers from the Live set, then stick your enhancements back in.
  6. Some code, mostly database. Not that that makes it any better! Basically a crapton of screwing around implementing various things in numerous different ways and testing effects. I'm effectively trying to lead a charge of "break away from importing directly from the game and implement things in Mids in ways that are consistent and don't feel held together by duct tape and prayers". I figure if I'm going to be trying to push that, I should at least know what works and what doesn't. It's paid off so far! We've managed to fix a few issues that have been lurking for a very long time (not including the shutdown period). I just need to, you know, wind it back a bit before I end up never wanting to see this thing ever again. 😛 Yup, as Caulderone mentioned, those are powersets/pool related to any additions or changes on the beta server. If you install the Bleeding Edge version of MRBU, the only one still prefixed like that is zc_Leadership, which will be left for a reasonable period of time after we finally do a Release version so that people can swap their builds with zc_Leadership back to the regular Leadership without having their enhancements unslotted from the powers. (Renaming the display name of a set won't affect builds. Removing a set can cause an an error popup, but won't hurt the build. It just means those powers can't be found so you'll have some blank spots to fill in.)
  7. "Stage 2" of Page 5 has been pushed through, so Bleeding Edge has more changes! I'm going to stop for a bit for now. I've been burning myself out (10+ hours per day for 10+ days on Mids updates and experimentation is melting my brain), so I need to take a breather here. Maybe actually play the game a little. 😛 EDIT: For transparency, what's left from the Page 5 patch isn't much. They're mostly inconsequential updates that require larger amounts of work on our end (like adding crit/assassination to the Scrapper/Stalker shared epic pools requires us duplicating and editing each unique set due to scale differences), with the exception of the Shadow Maul damage change. The damage scales in Mids don't match the values pre-change on HC, so we may need to review those entire sets instead of just Shadow Maul itself.
  8. Oh I'd absolutely love to see this. I would like to warn you though that while it may seem simple on the surface, it is still the product of a number of different devs with different ideals and programming styles. You may run into some oddities in the process! Don't let that discourage you, just keep in mind that things may not always be what they seem.
  9. Our repo has some of the changes for Page 5 cemented in, so if you want them, go check the Bleeding Edge instructions. I would have done more, but in the process of implementing some of the changes I stumbled across some bad numbers. Basically, a lot of the epic pools are shared between Scrapper and Stalker, and as it turns out the effect scales for those two ATs aren't quite the same. As a result I had to split Mace Mastery into two unique sets and retool them to match. I then moved onto Leviathan Mastery and cried a little. 😛 So I thought I'd move on and start working on other things. I hit the Dark Miasma changes and thought "Well that shouldn't be an issue, I think Mids already uses the AT modifiers." Nope. It was at that point that I realized it was around 1:30am and I should probably go to bed. So uh... more tomorrow! If Pine gets the official release out before I finish with ours, I'll cross over to compare and merge with that instead.
  10. Pine just a little while ago mentioned in the Discord that he has all the current Page 5 changes ready to go, though he isn't sure if he caught everything. It's intended to be released with Mids' official Check for Updates function. I'm currently working on the update myself (stuck on the Web Cocoon changes because of some mild clunkiness), but we have the main powers already implemented. Pine has made some changes to the program that we haven't, and we've made some changes that he hasn't, so it's going to be a game of whodunnit for a few days. 😛
  11. Excellent work! Now the game will finally be true to how we all wished it'd been from launch!
  12. No. Mids uses IDs to determine what you've done in your build, among other things. The only time a build would be affected would be if, as Caulderone said, you had a very old build (that includes builds from before the Fitness pool was an inherent), and even then only the things that were drastically changed would be affected. The oldest build I can load without an actual error in Mids (due to a drastic formatting change in the save files themselves) is from June 2008, and this is the only problem it has: Otherwise it loads up just fine:
  13. Wouldn't it be a trip if you find in the source code that it was scaling the Fly Speed Boosts to Max Fly Speed instead of Base Fly Speed? in the source code that it was scaling the Fly Speed Boosts to Max Fly Speed instead of Base Fly Speed? it was scaling the Fly Speed Boosts to Max Fly Speed Max Fly Speed If only it's that simple :). clsToonX.cs : Line 476 : Totals.FlySpd = Statistics.BaseFlySpeed + Math.Max(_selfBuffs.Effect[11], -0.9f) * Statistics.MaxFlySpeed; (changed to) Totals.FlySpd = Statistics.BaseFlySpeed + Math.Max(_selfBuffs.Effect[11], -0.9f) * Statistics.BaseFlySpeed; I was looking at it yesterday. Looking right at it. Didn't even process it at the time. So yeah, it's fixed! Future releases of MRBU, as stated previously, will include at the very least an updated executable and related DLL file.
  14. (crosspost from MRBU thread) Yeah, redoing the interface probably isn't worth the effort involved to get a roughly similar result. A lot of it is tied to the functionality directly, so it'd be a lot more than just changing the visual forms involved. It was changed to blue to aid with color blindness, IIRC. I prefer the red theme as well, but c'est la vie. Kind of wondering why Blue/Red/Gold wasn't made an option to deal with the color blindness issue ... The color scheme seems to be built primarily with images (really just one) and some color values for things like the text of selected powers, the summary box, etc. While doing an overhaul of the interface like mentioned above probably isn't worth the time, adding color schemes probably wouldn't be all that difficult. The only thing the Hero/Villain button seems to do at this point is change the names of Accolades and some Temp powers. I'd say this is something we could probably add to the MRBU docket if @Procat is up for dealing with the code. Or at least the compiling if I can find the right lines. 😛 It just isn't going to happen until after we're satisfied with the state of the main functionality. I miss the villain theme myself, and adding a Praetorian golden theme would be neat.
  15. Yeah, redoing the interface probably isn't worth the effort involved to get a roughly similar result. A lot of it is tied to the functionality directly, so it'd be a lot more than just changing the visual forms involved. (crosspost from official Mids thread) It was changed to blue to aid with color blindness, IIRC. I prefer the red theme as well, but c'est la vie. Kind of wondering why Blue/Red/Gold wasn't made an option to deal with the color blindness issue ... The color scheme seems to be built primarily with images (really just one) and some color values for things like the text of selected powers, the summary box, etc. While doing an overhaul of the interface like mentioned above probably isn't worth the time, adding color schemes probably wouldn't be all that difficult. The only thing the Hero/Villain button seems to do at this point is change the names of Accolades and some Temp powers. I'd say this is something we could probably add to the MRBU docket if @Procat is up for dealing with the code. Or at least the compiling if I can find the right lines. 😛 It just isn't going to happen until after we're satisfied with the state of the main functionality. I miss the villain theme myself, and adding a Praetorian golden theme would be neat.
  16. I really appreciate all the work you're putting into this! It's extremely helpful. Now we have a pattern to dig around in the source for. I did notice while looking for the display code that there's a lot of strange movement-related things going on. Dev comments as well as multiple older versions of calculations commented out, more dense than most places I've skimmed previously. I'm guessing this isn't the first time people have played around in this area.
  17. Ah. Right. Hover. Because that 1% is practically unnoticeable so the end result is basically the same.
  18. TL;DR: I think this is going to require a source code change, not a database change. It seems it isn't the effect values that are the problem but how they fit into the calculations. That does help immensely, thank you! After confirming my two screenshots with that, using that sheet is much easier. So unfortunately Procat's too tired to be able to process it right now. He made the changes and now the Movement totals are rounding to 2 places instead of 1, so that helps. However, the only thing I can imagine going on here is it's something internally, not the database. Given all the testing I've done so far with all different configurations of powers, the only thing that's consistent in the equation is that the SpeedFlying bonus is not doing the math it should. What usually throws me, at least at first, is Swift's value in-game. It's gotta be a display issue because all the other numbers are correct, but I always trip over it. Anyway! Yeah, I think this is going to require a source code change, not a database change. It seems it isn't the effect values that are the problem but how they fit into the calculations.
  19. I found the code for it and sent the changed line to him, he said about 20 minutes or so to finish up what he's doing. The display isn't the actual issue, but at least it gives us an idea of how far off things are.
  20. Oh there's absolutely a problem with it, but I'm assuming the actual issue is related. Hover when tested by itself is practically unnoticeable because the Movement totals round to one decimal place, but I'm sure that 1% is wrong as well. I asked Procat if he had the time to track down the rounding and open it up to at least 2 places for me, but I don't know when that'll happen, so I'm just doing my best for now.
  21. Well, Hover makes you lose 1% flight speed from your base, so you'll see a small decrease there. As for Fly I haven't actually compared numbers yet. I'm still trying to get Swift's values to a point where it's calculating similar to the game, that way I have a proper comparison.
  22. It's not Fly. It's not Hover. It's Swift. Swift is causing the miscalculation. I made a copy of Hover and removed all SpeedFly bonuses from it, just allowed it to enable flight mode, and checked the numbers again. Swift adds a full 8mph to flight speed when activated, despite only adding 13.65% SpeedFlying of 21.5mph (~2.9mph). This and more news at 11. EDIT: More news below. It isn't Swift specifically either, Mids itself is somehow miscalculating the SpeedFlying bonus, and it applies to everything that grants flight speed.
  23. The official repo is here: https://github.com/Crytilis/mids-reborn-hero-designer Our private changes haven't been published anywhere since we have no idea how stable they are, and they're mostly DB-editing convenience anyway. If/when we do release our own updates we'll stick the code up as well.
  24. The most recent code is found here: https://github.com/Crytilis/mids-reborn-hero-designer The one you found is the slightly older Pines edition I believe.
  25. Yeah, you're definitely on the right track there. In essence it's something to do with how Mids builds its calculations, whether it's the operational order or that it isn't allowing itself to go below/affect certain values (like the base value) or what. This is something I actually pointed out before, I forget if it was in the Mids discord or privately with Zed or what. It wasn't really work on fixing it so much as just scratching my head and making comparisons between in-game and Mids numbers to try and figure out where the math was going wrong, and the only conclusion I could come to was that in one way or another (like what you were doing) the flight speed debuff isn't being handled correctly. I'm poking around at it again right now to see if I can figure out what's going on, so hopefully I'll have something to show for it in a bit.
×
×
  • Create New...