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Number Six

City Council
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Everything posted by Number Six

  1. Are you Cobalt-60? If so I found your crash report: assuming it’s the right one since the text looks very similar to the forum post. Looks like you’re actually still running the old build from before the this patch (the crash report says build 770, should be 1018). You might need to reboot and kick whatever launcher you’re using a couple of times to make sure it downloads the update.
  2. Can you try going into the tequila options and in extra command line parameters, put "-gfxreset -console" (without the quotes)?
  3. @CastleCrownServer maintenance is still ongoing (waiting for OS updates to finish). This patch is a just a small client update to fix some minor issues.
  4. The patch notes aren't entirely clear (because the shove behavior remains) but the one currently in beta lets everybody walk straight through them.
  5. This is mostly solved as in the next patch all players will be able to walk through MM pets (which also shoves them out of the way in the process). But now I'm imagining how hilarious a team of mini-bots would be... 🤔
  6. That's correct. So if you're in a team setting and you bounce if off your sentinel instead of targeting a player, it will go to pets first and eat up bounces. If you're on a team you should really be targeting a player first anyway due to the first 2 jumps getting increased values.
  7. I’m not aware of any intentional changes there but I’ll check the commit logs and see. It might have been part of the big powers reformat since that grouped up a lot of separate defense mods for each type into a single one with multiple attributes to improve server efficiency. If that’s the case then it was a stealth buff since IIRC base defense also works against untyped attacks. 😀
  8. Unless I’m missing something, isn’t that what the 10% in base defense that’s getting rolled into everything else is? What’s it look like on live?
  9. That’s correct, due to the way the costume menus are set up there’s no direct 1:1 correlation between left/right gloves and the corresponding symmetrical gloves. Some may be named the same but use completely different geos. In theory there could be two entirely different lists of parts when you switch modes. A good example is the COV era pirate hook, where the right hand is just the regular “bare” hand, so in asym mode it was removed from the list for that hand. Or Cosmic Corsair where the “symmetrical” options use a geo with an arm missing combined with an fx for the hook/peg, which is still causing some issues.
  10. Location targeted powers like Tar Patch and Freezing Rain are technically still pseudopets under the new system, so stacking behavior should not change. They just no longer have a VillainDef and all properties are defined in the power itself. Instead of spawning as Class_Pets and using those modifiers, they create an entity that is the same class as the owner and has specific powers. Critters using player classes is something that was not previously possible without copying the entire class definition and all the tables. Incidentally, this is also why early versions of Galvanic Sentinel showed up as “Defender” when targeted, because they used the new tech that was intended for pseudopets. Twilight Grasp on the other hand no longer uses pets at all. When you use the power it’s effectively firing off two powers at once (one is conditional on the other hitting) with different targeting and effects. So the heal is now done by the caster directly instead of by a pet. Fulcrum Shift is another power that is a mess of pseudopets and is likely to be replaced by a cleaner implementation without them. I don’t expect stacking behavior on that power to change. It may be affected by AT mods, but it hasn’t been looked at yet so it may be one that they actually created different pets for different ATs anyway. As with this round, any change to how those powers work would be put on beta first and subject to feedback as to the impact of the change. It’s great that so many people are passionate about the game (just please continue keeping it civil!) and if it hits a particular AT too hard the powers themselves can be adjusted.
  11. It’s the same here, you get one change through the interface and then the option goes away. If you made a mistake or had second thoughts and need to change it, you can open a support ticket and a GM can assist in getting it changed again.
  12. I don't think that's the one since it has both a path aura and different left/right gloves in it.
  13. Please give it a try and let me know how they behave. Mercs should still prefer to stand still if at all possible and will only move if they have no other target on their aggro list. If you want them to stand absolutely still, you can also put them in "Stay" mode which retains the stay-right-there-no-matter-what behavior. If player feedback indicates it's detrimental in practice, the radius can be reduced for ranged pets separately from melee. Even if it's 1' it needs to be set to something to prevent the issue where pets would ignore Goto commands to reposition near their current location.
  14. Not much for bots, since they tend to stand still most of the time anyway. It means that if your bots are in Go To mode, and they need to attack an enemy that’s out of their range, and there are no other closer enemies they can attack instead, they’re allowed to reposition themselves no more than 30’ away from the “Go To” location in order to do that.
  15. So, some good news. I went to go fix this, but before I did anything, fired up the latest development branch build to verify that the behavior was being caused by what I thought it was. However, the ninjas I was using would always move to the new spot, even if it was only a couple of feet away. So it seems at least that the "area defense goto" change currently on beta actually fixes this problem, for melee pets at least, and checking the logic confirmed why this is the case. Demons should similarly work fine on beta already. As expected, I was able to reproduce the behavior on Robots, since ranged pets still retain the current behavior. I had already been considering giving ranged pets the same movement area that melee pets get, and this seals the deal.
  16. It means that if you don't use any asymmetric parts or the path aura slot in your costume, and you save it to a file, that costume can be successfully loaded on a server that doesn't have the asymmetry code. For example Homecoming's current pre-page 5 live on the live shards, or an I24-based server, or Titan Icon, etc. If you use those parts it will still save, you just can't load it on a server that doesn't have the same parts in the same place. "If possible" just means if you aren't using any of the new parts that would break compatibility.
  17. That’s correct and is also why it won’t be changed to untargeted “chaining from yourself” behavior as is sometimes suggested. The first target gets a much more effective version of the buffs/heals/etc than subsequent targets, allowing you to choose who really needs the single target equivalent while still delivering AoE. The intent of bouncing off the pet is that the maximum effect you can apply to yourself is the same numerical value as the second target gets. In keeping with the theme of other support sets, you cannot buff yourself as effectively as you can buff others.
  18. The modified version can be used on live enemies as well, which should make it usable while solo. However if you do that, it goes on recharge and becomes unavailable to rez players for a while (it will rez any already-dead players near the enemy you debuffed though).
  19. Sounds like the Razor mouse tray. There should be something under Options (windows tab perhaps?) to turn it on/off.
  20. 25' is the max range for the chain jumps I believe. Even with a lower target cap it may be better in leagues due to the "smart heal" behavior -- it's more likely to hit targets that actually need it. It's not in this build, but it's planned that Empowering Circuit will also get this behavior, and prioritize targets that don't already have the Damage buff.
  21. As @Faultline stated, not in Page 5. But we have something else in mind for this rather than just adding another aura. Stay tuned. 😏
  22. Yes, those require a small bit of extra work to split the models since a lot of the shoulders have left and right pieces in a single geo together, but are on the radar for the next phase of the project.
  23. Overcomes KB protection and applies higher downward velocity when used on flying targets. It's not a mechanic that exists in the current live build -- it was a hypothetical question. Wasn't sure how many people used it on the ground (where the KU bounce has more of an effect) versus the fun of swatting down airborne targets.
  24. Haven't seen it mentioned but instead of simply buffing damage for KB magnitude, one thing I've been wanting to experiment with is to apply bonus damage if a knocked target hits something, based on how fast they were going when they slammed into the wall, etc. Kind of like fall damage but not strictly up and down. Obviously this is just an idea and I'm not sure how feasible it is due to balance concerns and figuring out the right amount of damage, but I can't deny it would feel epic. Unrelated to that: How would people feel about Air Superiority's KnockUp being changed to a high-magnitude Knockdown?
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