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Everything posted by Aberrant
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According to Faultline it's happened earlier than expected so the server is likely to open with patch notes tomorrow.
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Just because you CAN add wings to a character doesn't mean you should. In the OG devs desire to show off the wings they added to the game, for some bizarre reason they gave them to Infernal, who can't even fly!
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@Number Six Even cooler! Very ambitious of them to have attempted such a large dense map, not surprised it got split apart into further apart islands. Neat to see what looks like the Mother of Mayhem Hospital in Praetoria proper before it got moved to First Ward, I guess what is now Neutropolis old town started it's life functionally as First Ward, it even has the church!
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Since we're talking about Praetoria and its maps, in case anyone hasn't seen them these are some early test maps for Praetoria and First Ward that can still be found in the piggs and their last modified date. 22 April 2009 27 August 2010
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What to do with Khalisti Wharf? (Suggestions within)
Aberrant replied to Solas67's topic in Suggestions & Feedback
Interestingly, for any missions that send you to Ms. Liberty as a task npc the duplicate Ms. Liberty trainer in Fort Trident works as well as they're the same entity, so she could be moved anywhere and it likely wouldn't break the missions so long as she has the same IDs and is accessible. There was a time on live where some missions would even tell you to go to Fort Trident rather than Atlas Park. -
Discussed in this thread: It's an issue as you noted with certain spawns in Kings Row, specifically ones with the untargetable citizens lying on the ground that fade away after a short while. The clockwork in those spawns are I suspect "allied" with the fallen citizens, making the clockwork hostile to everything else including other clockwork that they encounter.
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An unfortunate known issue. Basically there are a limited number of "Weapon Slots" in a costume, and the Tactical Arrow powerset added in Issue 25 for Blasters causes overlap with slots already in use. The Bow in Archery and Trick Arrow uses Slot 2 so they share a weapon model, the left hand slot which is also used for Dual Pistol Left, which wasn't a problem as Archery and Dual Pistols were originally both primary powersets. In cases where this would cause issues the powersets would be mutually exclusive like Shield for melee archetypes, but this was not done in this case for whatever reason, presumably to keep people's options open so long as they didn't care about invisible weapons. This was also a problem back on live as you mentioned in the case of Dual Pistols / Beam Rifle and the Epic Pool Munitions Mastery, as both the Assault Rifle and Dual Pistol Right / Beam Rifle use Slot 1 (in the case of Beam Rifle, no weapons are invisible, but the last selected weapon overwrites the other so all powers use the same model). This issue could potentially be fixed by moving the Munitions Mastery AR to Weapon Slot 4, which is only used as far as I'm aware by the Patron pool Mace Mastery and so is naturally mutually exclusive due to only one Epic Pool being usable at a time. This would mean it would no longer share a slot with the Primary powerset Assault Rifle, potentially creating some redraw animation issues, but solving the invisible weapon issue in this case and also solving it's conflict with Beam Rifle. This would create a minor conflict with Mace Mastery but only being an issue when respec-ing or switching builds from one Epic set to the other. The Trick Arrow issue could potentially be solved similarly, shunting the Trick Arrow bow to Slot 3 which for Blasters is only used by the Katana in the secondary set Ninja Training and thus naturally mutually exclusive. Again, this would mean that it no longer shares a slot with the Primary Archery bow and may introduce redraw animations between the two, but would remove the costume conflict and wouldn't create new ones. I'm not a dev of course, so there may well be reasons why this can't be done or would create more issues.
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Here's a quick attempt at combining all 4 Praetorian zone maps together using some quick in-game marker measurements, bridges, and crossroads to get them roughly to the same relative scale. Nova Praetoria, Neutropolis and First Ward maps seem to be pretty much the same scale, but the Imperial City map is at a much smaller scale due to its height, and I think squished thin, needing a small stretch horizontally to line up correctly after scaling. Imperial City shore to shore is roughly the same width as Nova Praetoria and the distance from the eastern wall of Neutropolis to the middle of Lambda Sector, 0.7 miles
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This list on the HCWiki is more up-to date fyi.
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Picture for reference: Looks like it's loading the correct texture but the wrong geometry (I suspect Flat). Only affects Male Body type, across all Lower Body options where it appears (Tight, Tucked In, Kilts / Shorts, Armored). Huge and Female are unaffected.
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Yeah, the game isn't very clear about unlocking DJ Zero. What you actually need to unlock him is the Handsome/Beautiful badge. To get this you need to complete both Scratch (Villain) and Ganymede's (Hero) missions. You can do Ganymede's on a team with a hero, or go Hero enter the second mission then leave and change alignment back to Villain/Rogue. Once you've completed the mission you should get the Handsome/Beautiful badge and can get DJ Zero's mission.
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There are Free Fire Zone Transports marked on the map with a red H in Cap au Diable, Sharkhead Isle and St. Martial that go to Siren's Call, Warburg and Bloody Bay.
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You need to complete both Scratch and Ganymede's missions, earning the Handsome/Beautiful badge to unlock DJ Zero, the badge is actually what unlocks him as a contact. Once you have that badge he'll offer missions to you, so long as you haven't completed all 10 of his missions previously. You can either complete Ganymede's mission on a team with a hero who's running it, or if you're having trouble finding someone to team it's possible to do it solo. Change alignment to Hero/Vigilante, get the mission from Ganymede then after you've entered the mission you can go to Null the Gull, change Alignment back to Villain/Rogue and complete the mission earning the badge.
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Generally with Flashback, missions are always run at their maximum level. Since those final Praetoria arcs have a level range of 14-20 they're put in the Level 20-24 section. Similarly, the Rift Enclosure missions that are available at Level 20 have a range up to 50 so they appear in the flashback list under Level 50, the maximum level they can be run.
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That's because you're looking at Powersets with Siege in their name, not the Siege entities themselves. There are technically 4 Sieges within the game. Event_PraetorianInvasion_Siege - Used during old developer run Praetorian Invasion events, so currently unused. GenericVillains_P_Siege - This is the Siege used in BAF and that appears in Mission Architect. Why they categorised him and Nightstar under GenericVillains and not Praetorians is a mystery for the ages. Siege_Siege - The original Siege from Issue 1, encounterable in Maria Jenkins old arc via Flashback and in Mission Architect under Siege Androids Siege_Siege_New - New Siege found in the current Maria Jenkins mission Take Down the WarWorks, and unfortunately not available in Mission Architect. So Siege Siege New which is fought in Maria Jenkins mission takes War Walkers powers from the WarWorks powersets, with Orbital attacks and Nano Reconstruction, whereas GVP Siege is more based on classic Siege Siege with Energy Blasts and Melee, along with Sequestration Field and the scripted resurrect in BAF but no heal.
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I suspect this has been caused by pressing 'B', which zooms your view in to first person? Pressing B again should snap it back to your previous view. Alternatives would be scrolling the mouse wheel down, or pressing the 'End' key multiple times to zoom out incrementally.
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issue 27 Patch Notes for February 9th, 2021
Aberrant replied to The Curator's topic in Patch Notes Discussion
Discussed in this thread: Banished Pantheon Lore pets had a flag on their attacks that makes the effects ignore level combat modifiers, similar to how Giant Monsters or Event enemies scale with their targets' level, but just on their powers. This resulted in them doing way more damage in situations where they should be penalised for being a lower level than their target, and doing way less damage when their target is lower level than them. This was likely caused by them having been more or less copied over without many changes from the versions fought against as enemies in Dark Astoria, as they were originally implemented in the Issue 24 betas just before the shutdown of Paragon Studios and may have been unfinished. This also applied to non damaging effects, like -Resistance, making them crazy powerful. Similarly, I'm assuming that some of their AOE attacks didn't have target caps as they were effectively NPC versions likely intended to keep them effective versus leagues in Dilemma Diabolique where there could be many targets (imagine a full league of MMs with all their pets, if the NPCs had low target caps they wouldn't be able to chew through the sheer number of targets), causing the Lore pet versions to hit way more targets per attack than other Lore pets. Basically, with BP lore pets the way they were, every other lore pet paled in comparison when it comes to effectiveness in every field, except maybe street sweeping in Atlas Park! -
Luckily AE Siege and Nightstar don't have the scripting for resurrecting each other 😛
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Change Sidekick to level rather than level-1
Aberrant replied to BelleSorciere's topic in Suggestions & Feedback
I'm guessing a javascript issue? May want to check in the City of Data thread. -
Change Sidekick to level rather than level-1
Aberrant replied to BelleSorciere's topic in Suggestions & Feedback
Here's the stats for "Sneaked In!", exact numbers change depending on Archetype modifiers. -
Characters in Lore, but not in game.
Aberrant replied to CursedSorcerer's topic in General Discussion
Interestingly, Incandescent first appeared in the COH Collectible Card Game: https://hcwiki.cityofheroes.dev/wiki/COHCCG/Incandescent As did the rest of the Vanguard characters: Borea, Levantera, Serpent Drummer, Gaussian, Dark Watcher and Lady Grey. Edit: She's also quoted in two Paragon Times articles: Senate Questions Vanguard and Vanguard Reports Success, Rikti War In Review -
Also https://hcwiki.cityofheroes.dev/wiki/Issue_25_Badges, which shows all the new badges of that issue, and the new names, requirements, and categories of existing badges.
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Extreme Bug: Incarnate Level Banished Pantheon Ignore Level Differences
Aberrant replied to Monos King's topic in Bug Reports
Well spotted! This can be examined in more detail on the new City of Data site, all the Incarnate Lore Ravager Essence's non-self targeting powers have a Does not scale with enemy level flag, same as the BP Endgame Ravager. For comparison purposes, here is a Incarnate Lore Toxic Tarantula Essence, it's powers displaying no such flag. This appears to be the case with every single effect of all of the non-self targeting powers of the Banished Pantheon Lore Summons, across Ravager, Banespawn and Defiler Essences. Specifically, all the powers in these powersets: Incarnate.Lore_Pet_Banished_Boss Incarnate.Lore_Pet_Banished_Lt Incarnate.Lore_Pet_Banished_Support Incarnate.Lore_Pet_Banished_Support_Attack There appear to be a few other powers from other Incarnate Pets that have these flags, but not to such a huge degree, mainly on heals, mez effects and pseudopet summons; rather than attacks. -
That's very helpful, thanks! Edit: Could it be the leftover second tick of damage from when it had a two swipe animation? And instead of removing it they just gave it 0% chance?