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Aberrant

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  1. The new Longbow Info Guide in Fort Trident keeps mistakenly calling it "Freedom Corp" rather than "Freedom Corps". This error can be found on her following dialogues: Intro text Ask about the purpose of this facility Ask about the Task Force teleports Ask about offered crafting services Also, the pre-existing "FreedomCorps Soldier" npcs in Fort Trident need a space between Freedom and Corps if possible. Here's also a list of other places that incorrectly refer to Freedom Corp, if a mass find & replace is on the cards! Edit: Also, regarding the changes to the Skulls in Mercy Island, is it finally time to fix the model used for Rippers from level 1-4 (RogueIslandPolice_Officer_Low and RogueIslandPolice_Officer_Official)? They've incorrectly used the Security Guard Lieutenant models rather than the RIP Lieutenant models since CoVs launch! Currently using: Villain_Security_Officer_01, Villain_Security_Officer_02, Villain_Security_Officer_03, Villain_Security_Officer_04 Should be using: Villain_Isle_Ripper_01, Villain_Isle_Ripper_02, Villain_Isle_Ripper_03, Villain_Isle_Ripper_04
  2. Sorry for the late reply, haven't had much free time lately. It looks like the issue involves the ISalvage.dpl that the Salvage List template calls on in the Includepage parameter to pull data from the Salvage tables on each page. For instance, on Ruby Salvage, if you copy one of the SalvageList templates like SalvageListCommon onto the page: {{#dpl: mode=userformat |includepage={ISalvage}.dpl |category=Invention Common Enhancements |linksto={{PAGENAME}} |distinct=strict |namespace= |allowcachedresults=true |resultsheader=\n<h3>Common Enhancements</h3> |suppresserrors=true |secseparators=\n* [[%PAGE%]]&nbsp; |titlematch=%:% }} If you then remove the .dpl suffix on the includepage parameter, you get this on the page: Without .dpl ------------------------------------------ With .dpl You'll see that the Rubies line up exactly with the corresponding lines with additional text on the current page that are generated by ISalvage.dpl. This shows that this system, instead of only pulling the Ruby Salvage lines from the templates, is actually pulling ALL the salvage lines, which explains the increased number of lines. Now why it's doing this or where the exact issue lies, I'm not entirely sure. Will keep having a look at it when I'm free but I'm learning as I go with all this stuff!
  3. Another one today: https://hcwiki.cityofheroes.dev/wiki/User:NatishaDransfiel, created this page: https://hcwiki.cityofheroes.dev/wiki/League_Of_Legends_Builds
  4. Like most things it was changed during Issue 25 under SCORE. Specifically in 2016, though that much detail isn't necessary for the wiki.
  5. All that time spent writing the page on the wiki wasted 😔 Seriously though, good idea and for the best. Definitely better for there to be a working event for the time being than a fundamentally busted one.
  6. Been wishing for Power Tray Locking for so many years. Thank you.
  7. Would it be possible to have the world enemies required for defeat in these arcs such as the Arachnos in Argosy Industrial and Hellions at the bank instead spawn out of the doors of the nearby buildings and head to their usual area so they aren't appearing directly on you? I know there are some world spawns that operate like this, like Vahzilok coming out of sewers and rooftop doors when you approach, and decoy citizens that call for backup.
  8. @Six-Six This conflict only occurs because the weapons are customisable, meaning the models used are saved by your character's costume (which has limited slots) rather than called solely from the power. Any non-customisable power would not conflict since they don't reference the costume. If they decided to make prestige and temp weapon powers customisable, then there would be problems.
  9. Basically there are a limited number of costume slots reserved for weapon customisation (4 slots) and some of them overlap such that the last saved one overwrites the previous option in that slot. Dual Pistols left often overlaps with Archery options, and DP right overlaps with Munitions (same slot as Assault Rifle). See the below threads for more details.
  10. Just to clarify, the shoulder pad is not upside down, but is just lower vertically on the arm. Only happens on Huge body type, Asymmetrical Left Shoulder. Across all Upper Body options.
  11. Regarding the new Story Arcs tab in LFG. Pandora's Box Part 1/5 [Lastri Kayumanis] - This arc requires unlocking via completion of the A Window of Opportunity tip mission, and should probably be greyed out in the menu in the same way that Mortimer Kal and other TFs are greyed out before they've been unlocked. As it is, you teleport to her but she won't offer you any mission. The popup infobox needs to have: Extra Requirement: Complete A Window of Opportunity [Tip Mission]
  12. In this case, since the Tip missions don't have a contact per se, I wouldn't use this template. In the past it has generally only been used for mid-mission dialogues and task npcs, rather than the mission's contact dialogue, otherwise the whole page just fills up with images of their face and links to their own page! @SuperPlyx The changes you've made so far have been top notch! 👍 Speaking of which, in your addition of Athletic Run to Inherent Powers, you asked about finding the right icon. You can currently find every power icon image in the game on the page Macro Image (Slash Command). They're sorted by filename so it can be a bit tricky to figure out for ones that are named strangely, but it's a great resource, in this case it was Inherent_AthleticRun Alternatively you can navigate through the Category: Player Powers Icons.
  13. @Greycat There is Sunstorm as a Hero/AV under Peacebringers in Architect, complete with White Dwarf transformation, light form, and a self rez.
  14. Known issue that's not unique to Beta and a different issue than the Katana one. Basically there are a limited number of costume slots reserved for weapon customisation (4 slots) and since Epic Munitions Mastery uses the same customisation slot as Assault Rifle it conflicts with Dual Pistol Right (also Beam Rifle, but there I think they share the last selected model). There is a similar issue with Blasters using Dual Pistols and Tactical Arrow which conflicts with Dual Pistol Left. My hope is that it may be possible for the Munitions Mastery AR customisation to use the same customisation slot as Patron Pool Mace Mastery (which as far as I'm aware, is the only use of Slot 4 along with Bane Spider Soldier Mace), which would only then conflict if you swapped build between the two Epic Pools. See the below threads for more details.
  15. @UberGuy Speaking of Tags, when Entity searching is implemented would it be possible to apply a similar tag link system that powers with Defiance have, for IF Target.HasTag Power Tags like Undead, Ghost, Demon, Electronic, Human, Human Skeleton, Humanoid, Raid, Beast, etc. with "powers affecting"/"entities bearing" pages? This is relevant for certain powers that have special effects against certain enemies. I've worked on wiki pages listing the enemies and player powers (mostly temp ones) that use these tags and this would also help make sure these can be brought up to date with any Homecoming changes (currently just Undead, Ghost and Fey completed using I24 info. Still intend to do Demon and Electronic in the future but probably no more than that since they're far too general for a wiki page after that. I think Beast isn't used for anything on the powers side that I can see).
  16. @Tahliah It was referring to the Issue 27 Page 2 first build currently on the Beta server. It's going through testing at the moment so it'll be a while before it comes to the live servers. Details here:
  17. Only thing I can think that's missing is the /completetask command which could be added under misc. More powerful than /completemission which only completes the active instanced mission when you're inside it, /completetask completes any mission in your mission tab, even hunts in the world and task npc missions. Requires an integer to function, from 0 (first mission) to 6 (7th mission, the current max afaik), so it could be an additional menu. Freebies > Misc Commands > Complete Task > 1st Task (/completetask 0) 2nd Task (/completetask 1) etc... 7th Task (/completetask 6)
  18. So far since Homecoming launched, outside of maybe asking for 1 person to join to complete a difficult encounter here or there, I think I have been the leader and started an activity twice that I can recall. These were because I desperately wanted to run Dr. Kane's House of Horror so I could document it for the wiki, but it was being run very infrequently on Reunion. I'd tried and failed to join teams in time on several occasions and I was worried I wouldn't get the opportunity before Halloween 2020 ended and I'd have to wait another whole year. Eventually I just bit the bullet and put out the call and luckily it only requires 4 people so it's quite easy to start. For this reason I was never able to run the Lord Winter's Realm trial in 2020, as no-one was advertising it when I was around and getting a League minimum of 12 together was too daunting for me to attempt. Luckily when I run something I intend to document I video record and demo record it so I can review everything later and grab nice screenshots so I usually only need to run it once depending on complexity (Dr. Kane's I had to run twice, as the first time we missed the Black Whip optional boss and a handful of dialogue screens as I hadn't warned the team ahead of time that they disappear if you go too far into the mansion. *Side note* Devs, make the Black Whip at least an Elite Boss, it melted in seconds! 😛). I have still never played Minds of Mayhem or TPN Campus unfortunately, I guess they're unpopular as I don't see them advertised. I wish the LFG system was actually used as it was intended so that PUGs could come together without someone having to take the lead, I imagine it would need to display how many people are currently queuing for an activity for it to be useful in that role. I simply don't have the confidence to lead. I will always give thanks to the server regulars that run weekly Trials and TFs, and am very grateful for the devs changes that have made more content solo-able. If I wasn't updating the wiki it's likely I would never have lead anything at all this whole time, and joined far fewer teams.
  19. @Nayreia Very, very minor issue I have: In Skyway City the "Inspect the MedCom's central node" tour mission. This mission text and the Healing Node badge description it leads you to are as far as I'm aware, the ONLY places in game that still call it the "MedCom" system/network (and out of game, I think one Paragon Times article. part of the Peregrine Island description from the story bible, and by extension some guidebooks that use that info). Everywhere else in the game from the tutorial, npc dialogue, souvenirs and even the signs on Hospitals, refers to it as MediCom or Medicom. Was wondering if it was within scope to change the badge description, and by extension the mission text to MediCom to remove this ancient inconsistency?
  20. Handily, there's already an inbuilt narrative for an ambitious 8 person trial that could be setup as an additional Summer Blockbuster feature: Alpha Team In this new feature film, experience the thrilling tale of the Surviving Eight during the first Rikti War as they defend Paragon City from alien invaders and take down the Mothership, buying time for Omega Team to infiltrate the Rikti Portal. The ground team led by Back Alley Brawler focus on the streets saving the lives of civilians and taking out Rikti forces, while the flying team led by Statesman head into the mothership to strike it's core and bring it down. Such highlights include witnessing Hero 1's wordless farewell to Statesman, Galaxy Girl's return from retirement and tragic defeat in Woodvale saving the life of Ms. Liberty, Sister Psyche falling into a coma due to overexertion and, before the invention of the MediCom network, the gruesome deaths of hundreds of heroes! Hmm... Maybe this isn't such a fun time 😭 In any case, it would be an opportunity to use the flying Rikti Mothership assets if they were ever developed and still exist, though I suspect they were mostly a fudge for promo screenshots.
  21. In the story bible they refer to it as "Smuggler's Run", the distribution of stolen art and artifacts starting at the Hellions, through to the Outcasts and ending with the Warriors. It shows up a bit in some of Shadowstars early Warshade arcs, and appears mostly in common pooled missions like Hellion Interrogation, Outcast Auction, so it's easy to miss references to it when there aren't any major arcs or TFs around it, and the Warriors are rarely mentioned until you reach Talos itself. Interestingly in the Take Out Frostfire mission, the Outcasts guarding the Warding Altar object mention they got it from Achilles, who it could be assumed is a member of the Warriors that sold it to them.
  22. Uh.. It's gold coloured Enchanted Impervium! Very strong, very rare!
  23. Basically everything in your first post is inline with my thoughts I think. One of the most valuable updates to the Warriors in my opinion would be just better visual differentiation both within and between ranks. This is a pretty consistent design rule in CoH and games in general but the Warriors demonstrate this to the least obvious degree of all enemy groups. As they currently stand, all Warrior Minions pull from a pool of 6 minion models, and all Lieutenants and Bosses pull from 3 models, separated out to Axe, Mace and Sword, making it very tough to at a glance spot who's a potential threat. Minions Lieutenants & Bosses Particularly their weapons, Minions should wield a different model than their Lieutenant and Boss counterparts to help spot the threats in the crowd. The pictures below were my own attempt in Architect to add a bit more personality and diversity to the group from a while back (though the clothing colour variation below is perhaps a bit too extreme and would benefit from toning down, these were a first pass at the time and I wanted them to aggressively pop but I definitely went too far and never went back to tweak them!). As with the regular Warriors, their trouser shape changes from Minion to Lt, but in addition as they go up in rank they: Gain camo patterning, first trousers then jackets Gain tattoos (not particularly pictured due to far too few tattoo options in-game. At minion level they would have small upper arm tattoos, graduating to more impressive full arm designs as they rank up) They become more generally rugged and angry, gaining more facial accessories and detail Their bracers change from bronze, to silver, to gold Their weapons improve in size, quality and flair These still simple designs allow room for special characters like Heracles, or my own character Lysander pictured below, to really stand out with appropriate armour and arms. Since headbands are not a separate detail piece the below examples are unable to maintain the unifying red headband and would require new assets to be made for them, along with the iconic bracers and their back of jacket spartan helmet logo so that they fit on a modern player model rig. Here also I've given the 3 Boss variants unique names, rather than the uncreative Lieutenant Elite, though I admit it does end up feeling a bit thesaurus-y! Minions: Slammer > Chopper > Slicer > Bruiser Lieutenants: Crusher > Hewer > Slasher > Striker Bosses: Wrecker > Divider > Shredder Elite Boss example: - Lysander: First Encounter > Second Encounter I don't personally understand the desire for people to tether them back to their namesakes from the 1979 film. The only commonality there as far as I'm aware is a vague martial theme, red headbands and sleeveless jackets. I feel this association is largely skin deep and should not hold this group back from a decent refresh. In terms of powers, I'd be in favour of Boss class enemies gaining minor overt 'powers' tying in to their participation in the black market artifact trade and their potential origin of receiving physical power ups by drinking from a mystical urn provided by Odysseus, likely containing water from a fountain of the Well of the Furies that they drink more of as they advance in ranks in the group (source: Mission Architect description and leaked Story Bible). This could be achieved most simply by giving Lieutenants and Bosses basic Invulnerability or Super Reflexes defense powers, Build Ups and similar self buffing powers. Something small that accentuates that they aren't just a normal street gang and can stand toe-to-toe with their Talos Island rivals, the Freakshow (drugged-up regenerating cyborgs) and Tsoo (magic tattoo ninja-wizards). I feel like giving them more obvious magic powers like elemental blasts or similar would be a step too far and make them to similar to groups like the Tsoo and CoT, and anything like that should be kept for Special Characters. Maybe a flaming sword, but more than that would overshadow their martial aspect. Could also borrow some powers from Cimerorans but I think throwing pilums is a bit too medieval, and giving them all shields would be visual overkill. Cimerora already exists and I feel their groups do not need to be carbon-copied into Paragon City. In summary: Do: Increase visual diversity Increase power variety Don't: Make them wizards Make them medieval cosplayers On a side note, I'm amazed that the OG devs never put in a simple throwaway mid game mission where you rescue David Hill from a 'kidnapping' by the Warriors or a rival faction. He's one of very few characters in the game with a legit alter-ego running a front company! David Hill: Owner of the Hill Import/Export Corporation Edit: Just want to say as well, that I don't think a group schism narrative is necessary to add visual, mechanic or gender diversity to this or most other groups. It can just be an update, like the Circle of Thorns in Issue 21. It doesn't seem wholly economical to go to the effort to create whole subgroups of enemies only for them to appear in the spawndefs for one story arc. I feel any far reaching change should be propagated through every appearance of the group like the Skulls update in I24, which I consider the gold standard for an enemy group update. All Skulls were redone in every place they appeared. Even small updates like the Issue 18 single enemy additions to a number of enemy groups like the Super Stunners in Freakshow were a great boost for those groups. Edit 2: Notably absent in the above images are any women. I didn't make them at the time as they don't have access to the Barbarian bracer glove and I didn't like them looking so different from the rest of the group. Screw the OG devs, more gender parity with costumes please!
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