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Everything posted by Aberrant
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I always thought that the Knives looked quite fetching in Midnight Blue. Considering that Malta were potentially going to work with Battle Maiden for her nanotech, maybe the Knives could have latched onto Battle Maiden, replacing her Warrior Earth allies.
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I feel that Kallisti Wharf should make use of groups that received high level refreshes towards the end of the game's life or never appear in high level zones. First off, Council should be there, it's a stones throw from Independence Port where they have a decent presence and Boomtown where they have an actual base. There are currently no Level 50 zones with Council in them (Rikti War Zone they appear but only around Level 40), the only way to fight Council at Level 50 is in missions and TFs. Could give them their Boss War Walkers from Marchand's arc for a bit of variety. Could also have the UPA in zone if they're still around following Marchand's arc, having conversations and making deals with the Council. I'd say Family is also a good option with the refresh they got for Levels 40+ with Praetorian weapons, also not found at Level 50 in zones, highest I think is St Martial which caps at 40. They could be making deals with Syndicate (high level versions found in Mr G's Primal Earth arcs) for the guns, who could be clashing with the Tsoo. They need a new purpose with Dark Astoria dealt with. In summary: Council UPA The Family Syndicate Tsoo All groups that got refreshes towards the end of the game's life and/or don't appear in high level zones (apart from the Tsoo)! Win-Win!
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An apparent Psionic Mastery discrepancy
Aberrant replied to Liam Neeson's Wet Socks's topic in General Discussion
Paragon Wiki is correct in this case. I would recommend not using the CoH fandom wiki as it's based on an old copy of Paragon wiki and so is very out of date in a lot of places. Paragon Wiki itself contains no Homecoming specific information and is purely for archival of the game at shut down. For Homecoming there is currently an Unofficial Homecoming Wiki that's being actively worked on and updated to represent Homecoming as it is now, contributions are welcome! -
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Here's the full size image. You can see a little marker between Skyway and Talos for Skyway International Airport. I always imagined a zone revamp of Skyway would've expanded out to the East to incorporate a proper airport for the City. Either that or an outdoor style mission map for a new Task Force or similar, with an airplane in flight interior mission for defending a plane from hijacking by the Sky Raiders.
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Aurora Pena (The New Praetorians) Question
Aberrant replied to kosten07's topic in General Discussion
Not sure if this is all of her moves but she has a powers entry on the wiki: https://hcwiki.cityofheroes.dev/wiki/The_New_Praetorians#Aurora_Pena -
I'd be in favour of either option to be honest. Nothing worse than thinking you've finished a mission, then sighing because you've just realised you have to scour an original CoH cave map of Circle of Thorns! Would definitely be a great change!
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Architect Entertainment - Content Ideas
Aberrant replied to Arcanum's topic in Suggestions & Feedback
Thought of some more ideas. 1. Mid arc contact changes 2. Ability to duplicate the powerset of an existing enemy and apply it to a custom character, so your custom characters can take all the powers of say a Circle of Thorns AV or similar (most likely would need to be restricted to enemies that share the same rig as players due to animation differences) 3. The same but reversed? Able to equip existing enemies models with custom power selections, for instance you could take the Honoree and replace his powers wholesale with Broadsword primary, Invuln secondary. (again, would likely only work for player rig characters) 4. Ability to take existing enemies and characters and make them different threat classes (minion, lieutenant, boss, EB, AV, etc.). For instance, Sunstorm the Peacebringer is currently a Hero Class (counts as AV I think), which makes him very overpowered if used in a mission as an ally, and would be great to be able to lower him to an EB, even if that only modifies his con level, def/res (by removing their Archvillain Resistance power) and max hp. Or take Baron Zoria (currently only available as an EB) and bump him to an AV. -
Noticed while updating the unofficial homecoming wiki, the Pulverize power in Patron Mace Mastery for Sentinels is using the wrong power icon. It's currently using the Pulverize icon from Arachnos Soldiers 'banespider_pulverize' , when there already exists in the Homecoming .piggs a Patron themed pulverize icon called 'arachnos_patron_pulverize' .
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@AboveTheChemist On the left hand side of the page there is an option to upload a file. Then on the page you want to display the image you would write [[File:Filename.jpg]] if you just want to display the full image or with any of these other options [[File:Filename.jpg|200px|thumb|left|alt text]] depending if you want it a certain size, or a thumbnail or left/right aligned or with a caption.
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Thanks very much @Mimiru! I'll try and add some bits, already edited the page and added an image for Tielekku since she appears in Dark Astoria. Bug to report if you aren't already aware: Hidden sections like npc dialogue and conditional contact dialogue (seen here) are not displaying a show/hide button correctly, so can only be read by viewing the page source.
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Most stuff doesn't affect Night Ward, it's more an epilogue to First Ward than anything, but the timeline of events is: 1) First Ward 2) Underground Trial (follows from First Ward) 3) TPN Campus Trial (follows from Underground Trial) 4) Minds of Mayhem Trial (affects Night Ward in a small way) 5) New Dark Astoria arcs (follows from First Ward, I don't think it affects Night Ward? I can't remember everything!) 6) Dilemma Diabolique Trial (Doesn't affect Night Ward) 7) Night Ward (follows from First Ward) So yeah, I think the only things that directly affect Night Ward's plot is First Ward (obviously) and Minds of Mayhem (very minor).
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Possible Solution to Asymmetrical Patterns
Aberrant replied to Herotu's topic in Suggestions & Feedback
Even then chest details aren't decals. In CoH as I understand it chest emblems are just an additional square piece of geometry hovering in front of the chest that deforms based on your chest slider settings, the texture of which is replaced when you change symbol. This is why they sometimes clip with other character meshes like jackets depending on your chest slider. It's particularly poorly fitting on the female rig for obvious reasons. Every chest detail is a model attached to the chest attachment point, even the 2d symbols, it's just that the symbols and letters all use the same piece of geometry. -
My dream idea for a Nemesis Invasion would involve a piece of Nemesis tech from the leaked CoH Lore Bible called a Macro Assembler. It's basically a box that Nemesis smuggles into a building, which would when triggered rapidly breakdown the interior of the building and rebuild it into a fortress factory for Nemesis robots and troops. Imagine using the phasing tech or the Recluse's Victory model swap system so that when the invasion event begins a handful of skyscrapers in a city zone are replaced with massive brass castles, complete with banners and blaring Nemesis national anthem, that begin pumping out bots and soldiers into the city. The heroes then need to fight their way to the building and inside the structure (for ease of asset creation, a retextured in brass Arachnos base tileset perhaps?) full of robots, troops and defence turrets. You would need to spread out through it's maze like structure and destroy key components within to shut down the factory and end the zone event.
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Glad my timeline came in handy! I feel it's all a symptom of the Issue release system and is best rationalised by imagining all the content in these updates as literal comic book issues, read when they came out cover-to-cover. When stories were added in Issues they were present for several months before the next piece was added, with the hardcore audience expected to have rinsed them within a week or two and still leaving lots of time for a more casual audience to level their way through the stories. In reality there were 8 whole months between the release of First Ward (Issue 21) and Night Ward (Issue 23), with one half Issue of two Incarnate Trials (21.5), the Who Will Die arcs and the Dark Astoria Revamp (Issue 22) in between. The ravenous desire for Incarnate content to populate the end game explains the level splits, made worse by any new content added always revolving around Praetoria. If it weren't for Going Rogue's goldside being received so lukewarmly I imagine the Underground Trial could have been a post First Ward Level 30+ goldside trial instead. I would love a system that allowed content/contacts/zones to be locked off until a character has completed the preceding ones, but it would have to be an opt in system due to how massively restrictive it would be especially with the Incarnate Trials. I would have massively preferred it if First Ward and Night Ward had been constructed as goldside only, with Primal characters only seeing the after effects in the Trials and Dark Astoria. I think the Find a Contact system could be tweaked to give some stuff a better flow, but the level jumping is something that would need complete content overhauls to rectify, completely out of scope for this project and best not to even think about! Still, strange to think that Positron Part 2 is locked out for you to start without completing Part 1, and the Cavern of Transcendence Trial and Katie Hannon Task Force still need you to complete the associated story arcs first (unless someone else invites you of course).
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issue 26 Patch Notes for April 21st, 2020
Aberrant replied to The Curator's topic in Patch Notes Discussion
That was this patch: -
Just noticed that the Male and Huge Victorian Steampunk Boot textures are bugged on all Leg options except Tucked In. For Tucked In the texture is correct and takes both selected colours with colour one changing the outside of the boot, and colour two the inner lining. However for Tights, Kilts/Shorts and Armoured the texture only takes colour one. This affects Male and Huge models, with Female unaffected as their boots are a totally different style. Huge not pictured, but works in exactly the same way. Edit: This issue is replicated across Left & Right Asymmetrical Boots in the same way for Tights, Kilts/Shorts and Armoured. Asymmetrical on Tucked In works correctly. Correct on Tucked In Wrong on Tights, Kilts/Shorts and Armoured.
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I imagine at one point in CoHs original story development Hero Corps as a front for Crey trying to create a Super Hero industry would have been a bigger deal. As it stands they're only represented by two contacts and the Notoriety Field Analysts. Henry Peter Wong only has generic missions, and Colleen Saramago has one arc with no hints of an agenda.
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Suggestion: Add a "neck/collar" category...
Aberrant replied to biostem's topic in Suggestions & Feedback
I imagine this would require editing the models so they use the correct attachment points on the rig? Main problem with that would be potentially invalidating existing costumes. I've always wanted a lot more neck items, mainly to make more interesting transitions from the top of the Chest Tights to the neck, or at least more head tights patterns that create a more convincing cutoff. It would also be great to move out the handful of Detail 1 items that cover the Ears to the Ears slot where you usually choose elf/vampire ears since that whole menu is seldom used and very limited for most characters. -
I feel like new iterations of Lord Recluse should be done very carefully. His whole Incarnate deal as I understand it is largely framed as refusal to use the Incarnate powers granted to him by the Well for fear of becoming a pawn of it's will and losing the ability to make his own fate, so he most certainly shouldn't use any powers of Tartarus like Emperor Cole did unless you intend to swerve his entire character - or he's literally on the very brink of death (not a comic book death, a real one!). As the posterboy Mastermind of CoV I feel any increase in power should be as a result of his allies and the resources of Arachnos & the Rogue Isles at his disposal. As it stands he's recently regained the Red Widow as a motivating factor but is losing one of his Patrons - Scirocco. He's managed to repel a Praetorian invasion without suffering too much damage potentially gaining some new Praetorian allies. His longtime nemesis Statesman is finally out of the picture and with Emperor Cole inactive that's two of his big fears out of the way. In addition there's still the unrevealed Weaver-1 as a potential force multiplier of new robots / transhuman forces. I would love Arachnos to gain a new foothold in either the Rogue Isles with a new island or Paragon, like a partial occupation of Shivan Infested Galaxy City or similar.
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Possible that Manzini is similar to Albert Maurer (Talos Island) and Colonel Taggard (Steel Canyon), unfinished story arc contacts intended for Issue 24?
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Architect Entertainment - Content Ideas
Aberrant replied to Arcanum's topic in Suggestions & Feedback
My dream wish list. I'm sure most of these aren't feasible but they would be amazing tools to have to be able to craft more convincing stories. 1. Ability to give custom enemies generic NPC powers, things like the knife and baseball bat attacks of low level thugs, hand crossbows of Artemis/Vahzilok, single pistol attacks, SMG bursts, Grenade & Missile launchers and Miniguns. Especially things like pistol whips and pummels with assault rifles. Quite difficult to make a less superpowered group without having to give all of them Assault Rifle or the Mastermind Thugs pistol attacks, and melee attacks that make them undraw their weapon. 2. More thematic ranged attacks in melee sets. Sick of having to give melee weapon wielding minions throwing knives to fulfil their ranged attack quota. Maybe weapon based ranged attacks similar to Claws power Focus? 3. Ability to give custom characters travel powers other than Flight. Super Speed, Super Jump and Teleport would be great to have. 4. More character effects like the Reflections 'travel power'. Things like the green ghost effect (can't think of any others!). 5. Increase in the character limits of contact dialog, or making bold, italics and colour tags not take up the limit. 6. Some contact dialog options would be nice. Would be amazing if these could result in changes in the missions but I doubt this is likely! 7. More maps would be greatly appreciated particularly from newer content, stuff like the small city apocalypse map from Night Ward's Fireball arc "Whoa!". And more city section maps of Paragon and the Rogue Isles could be cut out directly from world zones. 8. More control over the placement of objectives. Would be great to be able to directly assign the slots within the category of Front, Middle, Rear. Similarly, many maps have no distinction between Front, Middle and Rear (usually outdoor ones but notably the Freaklympics map) making it quite difficult to structure a mission. 9. Staged conflicts, something you see a lot in normal content that we can't replicate in Architect. Would like to be able to have the ability to choose two enemy groups that then stand across from each other emoting, punching each other, groundpunching etc. Also with two Bosses emote fighting, or just having a conversation. 10. Fixes for dialog incorrectly triggering when your character is nowhere near the enemy, particularly with patrols and rescues if I remember correctly. Similarly preventing "Fight" encounters (where two enemy groups spawn and attack each other) from starting before you're anywhere near them. Usually by the time you reach these locations one side has already been wiped out without a trace. 11. Ability to have multiple enemy groups populating a level outside of Patrols and Fights. Perhaps splitting enemy group selection to Front, Middle and Rear, so you can have say groups of Family in the Front of a mission, then Council in the Middle, and Malta at the Rear for instance. 12. Enhanced goal logic, the current only way to do this is with 'Mission Goal is created when' but it's often too limiting or doesn't allow certain combinations like with Allies because they have the potential to die before the condition is met. 13. In mission captions/contact dialog. Perhaps could be queued with goal completions. 14. Ability to have mission doors in the world. After map selection, you could be given a drop down box of available zones, and then a list of viable doors in that zone. 15. A way to directly link one Story Arc into another with a contact introduction. Could come up with a pop up Architect box asking if you want to start the next Arc. 16. Improved discoverability of arcs. Maybe a review queue that suggests arcs that haven't been reviewed much or when you complete an arc it suggests similar arcs, or other arcs by this creator. Also a way to favourite arcs. 17. Kheldian and Nictus powers for custom characters. 18. Power Customisation for custom characters. 19. Optional Waypoint flag for mission goals, so you can make hard to find objectives easier to find, like clickies in a large map. Thanks very much! -
This is my general timeline of events based on a post by @oxmox, with a few changes based on release dates and when characters drop out of certain storylines, with [ ] brackets listing events that happen out of the game. [Rikti Invasion of Primal Earth / Hamidon War of Praetorian Earth] 0. Original Tina Macintyre and Maria Jenkins arcs (available through Ouroboros) [A decade or more passes] 1. Goldside Praetorian arcs 2. New Tina Macintyre and Maria Jenkins arcs [Terra Volta is invaded by the Praetorians and the Freedom Phalanx attempt and fail to defend it] 3. Apex Task Force 4. Tin Mage Task Force 5. Admiral Sutter Task Force 6. Behavioural Adjustment Facility Incarnate Trial 7. Lambda Sector Incarnate Trial 8. Keyes Island Reactor Incarnate Trial [As the war progresses Praetorians start to leave the city, some fleeing to First Ward with the help of the Carnival of Light] 9. First Ward arcs 10. The Underground Incarnate Trial 11. TPN Campus Incarnate Trial 12. Minds of Mayhem Incarnate Trial 13. New Dark Astoria arcs 14. Dilemma Diabolique Incarnate Trial 15. Who Will Die? arcs (not relevant to Praetoria but are the reason why Statesman stops showing up on the radio during Incarnate Trials, but comes after Dilemma Diabolique as Sister Psyche shows up as a hostage in the Trial) 16. Night Ward arcs 17. Belladonna Vetrano arcs 18. Magisterium Incarnate Trial [Praetoria is in ruins after Tyrant loses control and Vanguard work to evacuate the remaining Praetorian citizens before Hamidon destroys everything] 19. Pandora's Box arcs (not relevant to Praetoria) 20. Praetoria's Hidden Treasure Villain Tip Mission (Level 30 Villain's lead-in to Mr. G) 21. Provost Marchand (Hero 30+) / Mr. G (Villain 30+) / Sgt. Schorr (Rogue 30-40) / The Major (Vigilante 30-40) arcs (Sgt Schorr's arc doesn't have any Praetorian content in it I think, but The Major's arc does) 22. Number Six arcs The original Tina and Maria arcs are partly canon, available through Ouroboros as events that happened shortly after the original Rikti Invasion and presumably not long after Praetoria's Hamidon War. Things like Apex, Tin Mage and Sutter TFs I would say take place largely around the same time as each other, much like BAF and Lambda. First Ward is concurrent with the early Incarnate Trials but happens before Underground Trial as you work with Vanessa Devore before she dies in the Underground, Diabolique is released and Dark Astoria arcs start. Night Ward happens after Minds of Mayhem as Malaise is dead in it. Dark Astoria & Dilemma Diabolique happen before Magisterium, as Dominatrix is acting on Tyrant's orders during the Dark Astoria arcs but is captured during. She is rescued in Dilemma Diabolique Trial, then helps out in the Magisterium Trial against Tyrant. Belladonna Vetrano's arcs pick up directly after Night Ward and directly precede the Magisterium. Provost Marchand, Mr G, The Major and Number Six are all post Magisterium and never went live in original City of Heroes, only available on the Test Server before shutdown. All very complicated, but for the most part things happen in order of release date. For Praetorian characters to experience everything in timeline order they would need to following their Level 20 arcs leave Praetoria to Primal Earth and as quickly as possible reach level 40 then continue with Tina & Maria and become an Incarnate, using Ouroboros for First Ward & Night Ward when necessary. Alternatively for a more consistent levelling experience one could go to First Ward, Night Ward, then straight on to Provost Marchand/Mr G's post Praetoria arcs, having not participated in the greater war as at the time because they were not an Incarnate. Very awkward.