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Everything posted by Aberrant
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I'd say that's working as intended. The displayed level range of a zone generally refers to what levels the content within requires (which usually correlates with enemy level, but obviously not here), rather than the level the zone is accessible at. The Pillar of Ice and Flame contact is only usable from level 15 onward, hence the 15, with six other contacts from 25 to 50. Edit: Found a typo! The new Super Group Registrar in Nova Praetoria. When talking to her without an SG, she misspells Praetoria as Preatoria.
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There are five different versions of Shock Treatment throughout the game. RogueIslesVillain Level 31-40, the original, shows up in Safeguard Missions (Resistance, Charged Brawl, Havoc Punch, Jacobs Ladder, Lightning Blast, Thunder Strike, Power Sink, Static Shield, Ball Lightning, Chain Induction, Lightning Clap, Power Surge) RoguesGallery Level 15-24 (Resistance, Charged Brawl, Havoc Punch, Jacobs Ladder, Lightning Blast, Thunder Strike) RoguesGallery Level 19-34 (Resistance, Charged Brawl, Havoc Punch, Jacobs Ladder, Lightning Blast, Thunder Strike, Power Sink, Static Shield) RoguesGallery Level 29-44 (Resistance, Charged Brawl, Havoc Punch, Jacobs Ladder, Lightning Blast, Thunder Strike, Power Sink, Static Shield, Ball Lightning, Chain Induction, Power Surge RoguesGallery Level 39-54 (Resistance, Charged Brawl, Havoc Punch, Jacobs Ladder, Lightning Blast, Thunder Strike, Power Sink, Static Shield, Ball Lightning, Chain Induction, Lightning Clap, Power Surge, Thunderous Blast) These other versions show up in the various tip missions, sometimes as an ally villainside, and maybe some other post Issue 18 arcs. Based on your description, I assume you played the tip mission Brain Scan Diagnostics, which is level 20-29, so to cover that level range it would need to use Shock Treatment 2 or 3 (most likely 3), neither of which have Power Surge due to their low level. So that would explain the easier fight! Rest assured, the higher level ones are suitably punishing, even gaining an additional power at No. 5 with Thunderous Blast! As to why she's there, her description in that mission says: "One of the members of the Super Group that came here to investigate the medical complex. She seems to be under the sway of a mind-controlling substance.", classic comic book mind control. You later find her in a Tip Mission defending Westin Phipps of Haven House, so throughout her villain-to-rogue arc she seems to be trying to fight for the downtrodden to some degree.
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This was without any repositioning or finding suitable locations, just replacing Bobcat in place to show the animation works on the other rigs. Honestly I don't think the currently existing sitting emotes match up well with most chairs especially if your character has non standard height or leg sliders. Most of the chairs in interior spaces aren't even big enough for a character to get into position on them, or are comically oversized sofas where your back doesn't reach the backrest. There are the 'SitTable' emotes that I don't think I've ever found a suitable location to use them without demoediting yourself into an impossible position. If those animations were being reviewed now I'd say they also don't meet the quality bar, so I fail to see how giving players access to this animation is any worse than those.
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Make Hazard Zones and generic Monsters worth fighting.
Aberrant replied to SableShrike's topic in Suggestions & Feedback
The "Monster" rank isn't a real rank, it's just a text replacement and is often just cosmetic. Most "Monsters" have the HP of Archvillains, generally found in missions. The Devouring Earth ones found in zones actually have the HP of Giant Monsters at level 50, but not the flag that makes them scale vs. the level of the person attacking them/being attacked. Because of this they're technically more dangerous than standard Giant Monsters, at least to anyone that's not level 50. -
For reference purposes here is the lovely Neuron modelling this animation on the standard Male rig through the magic of demo-editing. And Pre-GR Siege modelling for the Huge rig. "I want you to draw me like one of your French androids." I'd say it doesn't look brilliant on the huge rig due to significant distortion around their tree trunk-size necks, but otherwise seems to work okay.
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blaster munitions mastery assault rifle conflicts with dual pistols
Aberrant replied to spiralmenace's topic in Bug Reports
See this post for more information on the cause of the issue: -
Are you sure you weren't just under the effects of the Veteran Vanguard Agent day job that grants 2 Vanguard Merits on mission completions?
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Brain Storm salvage drops no longer available?
Aberrant replied to Teikiatsu's topic in Suggestions & Feedback
The Brain Storms on mission completion reward has been moved to the Day Trader/Marketeer Day Jobs, for logging out at Wentworths and the Black Market, replacing the Wentworths/Black Market teleport charges. -
Edit: Just read your bug report. Thought you were talking about the first mission in the arc, rather than the final mission! Ignore me!
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The only person you actually have to speak to in that room during the first objective is Martial Gloom, on the ground floor near Hollow Point and Omnicore, everyone else is optional. Once you've spoken to him, his name will be called and he'll run to and enter the guarded backroom door. After a short while he'll come out and the mission leader's name should be called by Giga Watts and the team should be allowed to use the door and talk to Baron Zukor. After exhausting his dialogue and leaving through the door you entered by, you talk to Giga Watts, then Mangle in the centre of the room. Defeat him, then talk to Giga Watts again, and Mission Complete! That should be the bare minimum actions required. Edit: Specifically, to progress the first objective Gather information from other Destined Ones, you need to click on Martial Gloom's two dialogue options: Why is that? and: Sounds like you've got it all planned out. If you don't click this second option and instead close the window, the objective will not progress. Edit 2: Realised we were talking about different missions. Disregard me!
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I wonder then if the Black Scorpion arc uses the MaltaFake group? There are technically three versions of Malta in the game: Malta (villaingroup 42, Levels 41-54. Encountered in all the usual places, plus one outlier Zeus Titan EB at Levels 20-34 for Roy Cooling's arc) MaltaEndgame (villaingroup 150, Levels 50-54. Used in Dark Astoria arcs and Tin Mage TF ) MaltaFake (villaingroup 43, Levels 35-54. I've never known exactly where they're used, but always assumed in an Issue 1 arc due to the similar villaingroup number, maybe Founder's Falls with the lower level? Maybe as a Nemesis related mission with Crimson? Or entirely possible that they went unused back then.) If this is the MaltaFake group, as far as I'm aware and at least back on live, they also do not have badge tracking for Zeus Titans for the Monkeywrencher Badge. May be worth seeing if the arc gives Zeus defeats, as that would confirm it, unless that's been changed since Issue 24. If you ever see Malta Level 40 or below, outside of the one EB in Roy Cooling's arc, then they are MaltaFake. Edit: Having thought about it and checked, I remembered that the Patrons and Rein are now available at 35! I suspect that Black Scorpion's missions having MaltaFake in them is a result of this Issue 21 change, reducing the level requirements of Arbiter Rein and the Patrons from 40 to 35. Since the regular Malta group do not go as low as 35, the arc instead uses MaltaFake which can go that low! Edit2: Spun up a quick test character, but Zeus Titans in this arc do seem to count for Monkeywrencher defeats. Still pretty confident that the Malta used in this arc are MaltaFake, I suspect that MaltaFake Zeus Titans were given badgetracking in Issue 25 and beyond, but this has not been extended to the new badge with MaltaFake Sappers. Edit3: This is likely to also affect Scirocco's Rescue Wretch mission, and maybe Ghost Widow's Set a trap for Numina mission, though this mission may just contain a single Gunslinger boss spawn, but would likely also use MaltaFake.
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Why were the Echo zone beacons removed from bases?
Aberrant replied to Flashtoo's topic in Suggestions & Feedback
Doc Delilah's used to but no longer grants it, since all you do in that is watch a video of a time-travel incident. You now get it from Agent G's last two missions where you interact with the PCM. The Entrusted with the Secret Badge page has the up-to-date unlock requirements, minus the Mender arcs. -
Slash command technical inquiries - omnibus
Aberrant replied to Shenanigunner's topic in General Discussion
A .cvg file is a Custom Villain Group file, for Mission Architect. So I imagine the CVG window would most likely be the "Custom Group Creator" window in Mission Architect. Edit: Just tested and can confirm, "cvg" affects the Custom Group Creator mission architect window. Scale doesn't seem to change it, but it can be toggled and hidden. -
Stop St Martial Zone Event from Shutting Off Jackpot Music
Aberrant replied to Cinnder's topic in Suggestions & Feedback
For reference, this only seems to affect the three zone events added in Issue 24 (Prison Break, The Family Raid, The Clockwork Paladin) and occurs when leaving the event area when the popup event window closes, not entering the area. Does not seem to affect any other similar zone events that I've seen, such as War Machine, Adamastor Rising or any of the Praetorian zone events. -
Powersets and/or Archetypes not in the game?
Aberrant replied to Techwright's topic in General Discussion
Shields on Sentinels would likely have to be mutually exclusive and lock out the following powersets: For Weapon Customisation Slot conflicts: Dual Pistols Archery Ninja Tools Epic Pool (Level 35+) For constant animation clipping issues: Assault Rifle Beam Rifle And I imagine a bunch of the other blast sets would look quite ropey with a shield clipping through your face, notably Psychic Blast with it's high number of hand-to-head animations. -
Ah that explains it, I completely forgot about that! Just looked at the pages in question and noticed they didn't model the protruding lobby, but close enough! No need to use it in that case, but could be neat to have some volunteering NPCs around there.
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Just wanted to bring to attention, the map for Kings Row is badly out of date and is in need of re-rendering. As far as I can tell, the map hasn't been updated since 2007 with Issue 9 - Breakthrough (due to the addition of the Wentworth's Auction House), and so is missing a few changes that have happened over the years. There are also a few errors in the old I9 rendering that could also be fixed by producing a new map. Here's what I've noticed. 1) Error: Since the Issue 9 re-rendering, at the northmost edge of the map the sloped road near the (now removed) Galaxy City entrance has displayed as a black void. 2) Error: At approx. coordinates (-111.4, -42.0, -127.4) there is a strange cluster of blue and red pixels, maybe a leftover reference marking? 3) Error: The 90° road that turns into the southeast corner of King Garment Works is not correctly rendered, likely a distance rendering issue as this corner also doesn't render in game if you're about 340 yards away. 4) Change: The Architect Entertainment building added in Issue 14 is not represented, instead the previous cluster of generic buildings. This is also the case in a lot of other zones, especially Rogue Isles zones, but is more noticeable in Kings Row due to its small size. 5) Change: The new building added in Issue 24 behind the (also moved) Cyrus Thompson Memorial statue, opposite the Monorail station, is not represented. (I wonder what this building was changed for anyway. It's a unique style, as far as I'm aware, and doesn't even have valid doors. I suppose the live devs had more plans for Kings Row than just the two arcs they were able to complete.) 6) Change: The rooftop seating area from the new Agent Watkins arc. Not sure if it'll be particularly visible at that resolution, but it may also benefit from re-rendering.
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That's weird, they used to be next to each other and were I think both flagged as part of the GhostCabalFirbolg gang, but for I27 page 1 Norsewind was moved up to the train station railings. Maybe they had to remove the gang flag for some reason related to Winter Forest (to stop them fighting Villain characters?), and that's why Norsewind was moved? Very easy to taunt some Fir Bolg over to her, and as she follows them she'll run into Annah. Annah doesn't stand a chance!
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Also, some toggle powers (I've noticed Ice Manipulation - Frigid Protection, so I assume more of the Blaster sustain powers may do this) will for some reason prevent flyposes from being used, needing the power in question to be de-toggled before it will allow it.
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From Pavel Garnier in Skyway City - Arrest {{Outcast Boss}} and his crew, a 90 minute timed mission with temporary power rewards (only usable up until debriefing), wherein Outcast invade an auction house (offices) and take hostages. I unfortunately missed the Unnecessary Solicitation, Entry Popup and Failure Debriefing, as I only realised it wasn't documented half-way through, but it's otherwise complete. It's notable in that it's the only way (that I'm aware of) to receive the similarly previously-undocumented Tear Gas temporary power, outside of the (improved) variant found in Mayhem/Safeguard raid missions. Unsure if this was just missed by those that were wiki-updating back on live, or if the mission wasn't actually available and was enabled during I25.
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After completing the Baby New Year mission from Father Time for the first time this year, but having run one mission from Father Time last year, I received Father Time's debriefing: This "None" was the multi-contact introduction dialogue, as there was now the option to receive one of two contacts from Father Time, a couple of Heroside contacts, one of which was Laura Brunetti. Not choosing a contact would mean that his Greeting every time would read "None" as it pulled the multi-contact intro. This was on a Villain character (though they have been Heroside previously), so choosing a contact added them to my Inactive tab presumably until I change alignment. This happened at Level 26. So two bugs really, Father Time is offering contacts (when he probably shouldn't), and offering Hero contacts to Villains (also wrong). Unfortunately, I failed to get screenshots of this, as I had the screenshot ui disabled 😐
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This is what I could find from the VillainCostume.def if that's of any help. Him with his greedy 3 auras.
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Super Pack drop data
Aberrant replied to AboveTheChemist's topic in Unofficial Homecoming Wiki's Forum
Thanks for these tables @Bopper. I intend to add the per-card breakdown tables into a new section below the existing drop tables on each super pack page, though I'll be changing the 'Cards' heading to 'Weight' as I feel that's a more accurate description of the value in that column. For the existing main drop tables, the value I'd like to add to them is the overall percentage chance of receiving that specific card, per pack opening. Unfortunately I'm a maths dunce, and have no idea how to figure that out, so I'd need some help there! Edit: Finished adding the breakdown tables. Thanks very much! -
The Souvenir for the Market Crash Trial has two typos. 1) The Title. Jamie Ross's Business Card, Should be Jamie Ross' Business Card 2) In the 3rd main paragraph: You rescued her from a warehouse where the Freakshow were celebrating their new alliance with none othar than the Sky Raiders. Should be other
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Freebies menu update (pre-Issue 27 page 2)
Aberrant replied to AboveTheChemist's topic in Open Beta Testing
Looks great to me! I'd be in favour of a more granular level select option, useful for getting some niche stuff for the wiki. No opinion on the enhancements myself. Thanks for your work!