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Number Six

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Posts posted by Number Six

  1. 3 minutes ago, kelika2 said:

    I dunno if stealth fixing is a thing or not without a patch, but my characters are now dropping as normal as well

     

    It was part of the hotfix that was slowly rolled out over the course of yesterday evening. Should be at 100% coverage in North America now, and Reunion was restarted this morning since it only has a single map host and couldn't apply it without taking the shard down.

    • Thumbs Up 1
  2. Powers

    • sorcerypool_arcanebolt.png.fad9937a047ca1c5cf917e5de386d724.png Sorcery > Arcane Bolt / Arcane Power
      • Activating and deactivating toggles will no longer grant Arcane Power
      • Removed the "...crackle at your fingertips" combat log message, this was mainly for testing purposes
      • Removed the "ARCANE POWER" floating message
        • With the VFX and yellow ring around Arcane Bolt, the added floating message was overkill as it kept triggering if you didn't make use of the proc
    • inherent_walk.png.8d73f32e1514a71e3b3aa62890e64555.png.d65c3f02322bc7e2c0366b891b9cf84d.png Inherent > Walk
      • Movement speed cap adjusted from 3.15mph to 3.25mph (to match NPC walking speed)
      • Jumping speed cap increased to 14.32mph (the base jumping speed)

    Miscellaneous

    • Removed Arachnos ambushes from delivery missions to Mercy Island in the Temple of the Waters SF
    • Removed Malta ambush from delivery missions to Mercy Island in Vernun von Grun's story arc.
    • Removed Crey ambush from door mission to Mercy Island in Operative Grillo's story arc.
    • Renamed the Shopkeeper badge to Proprietor (as Shop Keeper already exists as a day job badge)

    The Lady Grey Task Force

    • The minimum level to start the TF has been changed to 45

      • We've had it at 35 for a while, but there are numerous issues related to starting it at lower levels (on live the minimum was 45)
    • All enemies in the TF (including the Weakened Hamidon and its buds) can now spawn from level 45 to 54

    Paladin Event

    • Reverted the Paladin Event to the pre-Issue 24 version; you have to prevent the Paladin from being built by defeating waves of Clockwork
    • The event runs the same as it did on Issue 23, with two changes:
      • The Clockwork support mobs are level-less in order to reward XP and drops
      • The timer to win the event was reduced to 10 minutes, and the Paladin Construction heals to full in 5 minutes.
    • Note: The workaround for spawning new copies of Kings Row to fix the old event has been removed

    Arena

    • You can no longer begin observing an arena match if you had any combat activity in the past 10 seconds
    • Arena Observer / Gladiator modes will now automatically kill all pets on entry (certain pets could still be summoned when entering an arena match)

    Pocket D

    • DJ Zero has added some additional entrances to the club
      • An Atlas Park entrance has been added to the Hero-side lobby
      • Mercy Island and Nova Praetoria entrances have been added to the Villain-side lobby
    • The minimap has been updated to reflect these changes (and also include the Tiki Lounge, Monkey Fight Club and Architect Entertainment areas)

    Map_city_02_04.png.fa0c3ddb69fc8d42a3bf80dc376ea0fb.png

     

    Bug Fixes

    • Firebase Zulu: Closed holes in the collision boundary of the zone
    • The Chantry: Closed holes in the collision boundary of the zone
    • Echo Plaza: Added a collision boundary around the zone to fix issues with teleportation powers
    • Talos Island: A number of floating rocks and bushes have been brought back to the ground
      • The Paragon City Hall has issued its monthly statement reminding Gravity Control heroes that this isn't funny
    • Cleaned up some unintended behaviour with the Fortunata Hypnosis proc
    • Fixed the geometry of certain Goldbrickers NPCs that had a major hole in their neck

    • Fixed the animation of Tech Generator objects inside missions using the tech base lair so it animates properly

    • Fixed the Ally Revive script used in the Brickstown story arcs

    • Fixed an issue with Cognitive and Spectral Interface Procs

      • This was a bug introduced last year when Interface DoT procs got fixed

      • It turned out that the procs were missing the tag needed to turn on the effect group

    • Ambrosia and Essence of the Earth inspirations should now be usable even if the player is under Untouchable state

      • Henchmen in Untouchable state, if any, will still see no benefit from these inspirations
    • EMP Arrow: Possibly fixed a bug that made procs use the unintended pseudopet formula instead of the original click formula
    • Fixed a bug that would cause Orbital Lance (from War Walkers) to never fire
    • Fixed the glowing VFX on Rikti weaponry not scrolling properly (this has been broken since Issue 10)
    • Like 6
    • Thanks 8
    • Thumbs Up 8
  3. 16 minutes ago, UberGuy said:

    Updates!

     

    • The enhancement icon bug #3 above, is also fixed - I think. It turns out the funky image artifacts are not something my image manipulation code/library was introducing. Any image editor I loaded the raw DDS image data into showed those strange "extensions", so they seem to really be in the image data. Apparently, they don't appear in the game proper because it crops or masks them out. The icon files are 64x64 pixels in size, but the icons only ever use the first 44x44 or so. It was only icons which had image data all the way out to 44 pixels "edges" that showed the artifacts, which appeared to be a duplication of those edge pixels out to the full 64 pixel edge. I fixed the issue by masking out the unused pixels in "e_icon_*" images.

     

    Just want to double check that you're doing this the correct way. Sounds like you were originally ignoring the texture header in favor of the width/height in the embedded DDS, which is wrong, but a number of the existing public tools do it wrong that way. The right way is to use the width/height in the texture header as the authoritative size of the texture; the values in the DDS are only used for describing the storage format.

    • Thanks 1
  4. 19 minutes ago, Ukase said:


    Um..so, where is Vahzlok's lab? I don't see a gate/entrance from within the abandoned sewer network. I'm assuming without evidence to the contrary that I now have to do Doc Buzzsaw's new arc to get access. As a badger, this arc has so many pre-reqs it's like one of the last things I'm likely to do on a character. I'd rather not have that one exploration outstanding for so long. Is there a different path to the badge other than the arc, if my assumption is correct? 

     

    It's in the abandoned sewers, you don't have to run any particular mission or arc to get the exploration badge.

  5. Version 4360

     

    System

    • Use embedded TLS library instead of Windows schannel. The addresses the lack of working TLS 1.2 support on Windows XP as well as certain versions of wine on Mac. Previously, update mirrors using https, as well as server status and login did not function on those platforms.
       
    • Forcibly disable Direct2D initialization on Windows XP to prevent a crash. Normally such a thing is impossible because D2D was added in Vista SP2, but apparently there are ways...

     

    Bug Fixes

    • Fix a rare crash that can be triggered by switching update branches with a background update pending.

     

    Installation

    • Fix install mode not allowing the use of non-ASCII characters when choosing the install directory.
    • Like 2
    • Thanks 1
  6. The launcher is, by design, portable and self-contained. You can absolutely have multiple copies of it that won't affect each other. The easiest way to make one is to simply copy the whole directory, maybe clearing out some of the settings json files if you want. Or you can do a fresh install elsewhere, it doesn't matter, the installer doesn't do anything magical beyond copying itself into the right place.

     

    There's zero use of the windows registry and no "global" state anymore so they'll be completely independent.

    • Like 1
    • Thanks 1
  7. Version 4338

     

    User Interface

    • In addition to the memory cache which has always been present, add a disk cache for images used in newsfeed posts, to avoid wasting internet bandwidth redownloading them after the launcher is closed and re-opened.
    • Use the high quality resampler to scale newsfeed images to the actual pixel size the image will be displayed at. Previously they were being resampled based on the source image DPI similar to the UI components designed for a specific size, then drawn using the OS's stretch mode, This resulted in a lower quality image, especially when hardware acceleration was disabled.

     

    Bug Fixes

    • Fix a rare crash that could occur in unusual circumstances.

     

    Version 4339

     

    Bug Fixes

    • Fix a bug in the previous version that could cause a crash on startup in some circumstances.
  8. 31 minutes ago, ZemX said:

    I have tried Alchemy as well as several registry hacks related to it found for other games, and can't get the 3D Audio option to un-grey.  Anyone else have the magic solution?

     

    The only "solution" is to downgrade to windows XP, which isn't much of a solution at all. Microsoft removed DirectSound's 3D audio support in Windows Vista, both the hardware support and the software emulation.

    • Thanks 1
  9. Installing the new launcher doesn't currently work on XP because the default URLs were switched to https to work around some ISP caching/filtering problems. However, the secure socket library on XP doesn't support TLS 1.2 which is required by almost all sites now because of vulnerabilities in earlier versions.

     

    Working on adding http fallback support for the install step which should help.

  10. You're not the only one, someone else I helped on discord had trouble with one specific file (stage3e.pigg) stalling out over http, no matter if they tried to download it from the North America mirrors or the EU one. They could get it over https so I chalked it up to a malfunctioning ISP caching proxy or security scanner.

     

    Fortunately it was only the one file and they were able to get it manually over https. The new launcher does fail back to https, but for a stuck transfer like that it may take quite some time for it to give up on the http version. May have to flip the defaults for a while.

    • Thanks 1
  11. 6 hours ago, UberGuy said:

    This is a bug that only appears in very specific circumstances - teleportation with a non-combat NPC targeted.


    * teleporting with a non-combat NPC targeted if and only if it’s the first time you’ve teleported after doing something that syncs the character with the DB (zoning, starting a TF, joining a team, and a few other miscellaneous things).

     

    Can legitimately blame Paragon for this one since it’s a very old bug in a feature they added, but up until this point nobody had made a power that uses it in quite this way.

    • Like 2
  12. We're pretty sure it's being caused by Momentum, but won't know for certain until the fix for that is in, which will most likely be Tuesday the 27th during maintenance.

     

    In the meantime, if you end up with a character that's missing powers after a level-up hiccup, open a support ticket. A GM can verify by looking at the power list and grant a respec to fix it. Kind of a pain to have to respec but it's possible to get the character back where it should be.

  13. 27 minutes ago, NiCad said:

     

    I had to do this.  Sent in a log report (a few actually).  I haven't been on in about a week and the launcher kept crashing at random update times.  Sometimes it would try to update the pre release, other times main.  I didn't see a pattern to it.

     

    Pretty sure you were affected by the bug that was fixed in 4250:

     

    Since live and prerelease had both been updated recently, and the crashhandler package that they all share also had a new build, if you had both set to update automatically and hadn't updated in a while it triggered a previously undetected bug that only happens under very specific conditions. I saw several crash reports on it that identified the issue, chances are some of them were yours.

     

    If you weren't able to disable the automatic updates, deleting the package json is exactly what you needed to do to get up to a version where things were fixed.

  14. The OP's problem is fixed in the latest launcher update, though if you're stuck in a crash loop you may have to use a workaround in order to get it installed:

     

  15. Version 4250

     

    Bug Fixes

    • Fix a crash that could happen if multiple profiles tried to update simultaneously (usually from being set to update automatically) that both depend on a shared package that was also updated.
    • Fix a reversion that would cause verify tasks to block other tasks from running.

     

    UPDATING NOTE: If you have multiple profiles set to update automatically, you may find that the launcher crashes before it can update itself. To work around the issue, look in your COH install directory and delete the file settings/launcher/packages/launcher.json. As it go into the folders "settings", then "launcher", then "packages", and delete launcher.json.

     

    That will force the self-repair to run and will update the launcher to the newest version before starting the UI, breaking the cycle and allowing it to load.

    • Thanks 2
  16. 1 hour ago, GM Impervium said:

    but we're not 100% sure.


    We are actually 100% sure and the root cause was identified earlier today. The fix will be in a future patch, but for now the workaround is to switch targets to a critter (something other than a non-combat NPC) and/or press escape to untarget everything.

     

    After you successfully teleport once you’re fine to target anything and it will continue working.

    • Thanks 1
  17. 36 minutes ago, PeregrineFalcon said:

    My launcher hasn't updated. Do I need to download it again, or can I force the current one to update?

     

    The self-update runs quietly in the background so as to not get in the way of launching the game. When it updates you won't see the new version until you exit and start it up again.

     

    From older versions that don't have the button to force an update check, this is the fastest method:

    1. Start the launcher fresh (close it first if it's currently running)
    2. Wait about 5-30 seconds for the update to install in the background, depending on Internet connection speed.
    3. Close the launcher, the start it up again. You should be running the new version.

    If it's not updating, you may need to check launcher.log to see if there's something blocking it. As last resort, you can go into the COH directory and delete settings/launcher/pacakges/launcher.json. That will force a self-repair cycle the next time you run it. You shouldn't have to do that, though, and if you do I'd appreciate the opportunity to look at the log file to see why the normal update wasn't working.

    • Thanks 1
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