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issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Aberrant replied to Jimmy's topic in Patch Notes Discussion
Are you not currently fully leveled up? As in, you have powers or enhancement slots unpicked. I think respecs will always fail if you have a level up waiting. -
issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Aberrant replied to Jimmy's topic in Patch Notes Discussion
They should appear in your character items list, which is accessed from the email window. They need to be selected and then claimed. -
Getting an error when uploading images, they then fail to display any thumbnail images on the site: Error creating thumbnail: /bin/bash: /usr/bin/convert: No such file or directory Error code: 127 See the error here: https://hcwiki.cityofheroes.dev/wiki/File:Winter_Forest_1.jpg Working file here: https://hcwiki.cityofheroes.dev/images/8/8b/Winter_Forest_1.jpg Worried to upload anymore in case I fill the place with dead images! Edit: Unrelated to uploading. Simply new thumbnails cannot be created. Edit 2: Resolved!
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That's their location 😛
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issue 27 [Beta] Patch Notes for November 29th, 2020
Aberrant replied to Jimmy's topic in [Open Beta] Patch Notes
Cheers! -
issue 27 [Beta] Patch Notes for November 29th, 2020
Aberrant replied to Jimmy's topic in [Open Beta] Patch Notes
@AboveTheChemist Hehe, I doubt there's any rush, I only asked out of my own selfish convenience. I'll just have to slot my own enhancements, like a caveman 🤢 -
Just want to say, I really appreciate your efforts to reference the world in this way and structure an arc with such variety. It gives me the same feeling as Roy Cooling's arc in Talos and the fallout of the Mediport system. Great variety of standard style missions, conversations and novelty. I still haven't done Buzzsaw's arc, but I'm really looking forward to it! I really wish the OG devs had reused the call boxes as part of the PPD Radio system, but alas.
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issue 27 [Beta] Patch Notes for November 29th, 2020
Aberrant replied to Jimmy's topic in [Open Beta] Patch Notes
Any reason the auto enhancement slotting feature of the freebies pop menu has been removed? Found it very useful to quickly spin up a character to test a mission and actually have the stats to complete it, without spending ages dragging Acc/Dam/End enhancements to every power. -
issue 27 [Beta] Patch Notes for November 28th, 2020
Aberrant replied to Jimmy's topic in [Open Beta] Patch Notes
With regards to the Winter Event, are the Festive login badge, Holiday Spirit and Holiday Cheer temp powers supposed to be granting, as none of my test characters have received them. Or are these awarded via a different method when the real event starts like the Super Packs discount? If these are due to be granted, are they still one time per character powers no matter how many winter events you login at? -
I like this video a lot, you can see an extremely early Atlas Park with the metal framework Atlas Globe, and the City Hall building in it's original form as the Freedom Phalanx HQ. Also marvel at the terrible 'click to target each power' system, and real-time door opening action! While we're gawking at the past, here's some early loading screen images with an extremely complicated city map of the supposed 40 zones and questionable typeface choices. Edit: Looks like the Globe was full metal at one point. Strange decisions, maybe they didn't have the concrete or framework globe texture ready yet! Echo: Atlas Park is not enough, I want to go further back!
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Clockwork street mobs in Kings Row conning hostile to each other
Aberrant replied to Cobalt Arachne's topic in Bug Reports
Just witnessed this myself, briefly. All I saw was a Cannon Prince in a group of two sprockets and two prototype oscillators defeating another prototype oscillator. Coords: -1093.8 -41.7 892.5, right at the Wentworth's badge marker. On beta, so no other players around. Edit; Got a couple demos of this happening, instigated by me taunting some clockwork to a spawn at the above coordinates. Perhaps the issue is related to the defeated citizens around that spawn. Maybe the Clockwork there are technically aligned with the citizens or something similar. clockfight.cohdemo clockfight2.cohdemo Edit 2: Got an even clearer third one, no taunting, only observation. clockfight3.cohdemo -
That's what we get for trusting the patch notes. 😔 I've made the move.
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There are a lot of NPCs in the game that pre-launch were intended to be Task NPCs (ones you visit during another contacts' mission), but due to time constraints in the run up to CoH's launch a lot of missions were cut as they weren't complete. The contacts intended to give out these missions were either removed or given common missions and arcs shared by other contacts, but their Task NPCs seemingly were not removed or reused. Yolanda Baker is one of these abandoned Task NPCs. Source: Lore AMA 2014: a question about Trashcan from the Crucible, being misinterpreted as referring to Task NPC The Can Man by Positron. Interestingly, in the leaked Story Bible file every task NPC from that era has a full contact background as originally they were all meant to be mission contacts. There's even ones for the contacts that were cut (these contacts also have in-game models defined, such as: Model_JoshuaStutz, and can be found in the contact listing in Architect Entertainment). At some point I intend to put these backgrounds up on the wiki for those that care. Yolanda Baker's description from the Story Bible is as follows: The other launch Task NPCs with no purpose that I'm aware of are: Andre Jimenez Betty Abbot Carlos Herrera Charlie Corey McCann Evan DiTomasso Hiro Takashi Janelle Irving Jesse Hobart Shelly Knowles Wanda Travis Wendy Klein And others added later: Albert Maurer Colonel Taggard Operative Luong Representative_Manzini I say as far as I'm aware, as I found a launch-era mission a few days ago in Skyway City that no-one had documented before, so I can't be sure they're all unused!
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issue 27 [Beta] Patch Notes for November 27th, 2020
Aberrant replied to Jimmy's topic in [Open Beta] Patch Notes
The Winter Forest can also be accessed via a cave entrance underneath the Ski Chalet in Pocket D. Am I right in assuming all the other NPCs in The Winter Forest are additional Memorials? -
Don't even need the Cimerora badge, simply entering the zone grants Entrusted.
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A pop up upon log-in regarding the patch
Aberrant replied to Ukase's topic in Suggestions & Feedback
Oof. How have I missed that for 15 years? -
A pop up upon log-in regarding the patch
Aberrant replied to Ukase's topic in Suggestions & Feedback
I feel like there needs to be a command to re-open the MOTD, as so many seem prone to clicking straight through and closing it. Maybe just /motd to bring it up again. -
Yes, still minimum level 15 on Pillar of Ice and Flame.
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Number Six mentioned the Flypose suggestion in a previous thread: TLDR it looked clunky without a smooth transition animation from idle to forward and was abandoned for the time being.
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With the changes to Siren's Call, the stores for Heroes and Villains appear to be identical now (maybe this was a I25 change?). Once open they sell the Fakkolades, and the following: Jaunt Initializer Low-G Pack Raptor Pack Stealth Suit Stun Grenade Web Grenade The same as any other PVP or Arena store, even after winning the zone twice. Is this working as intended? Does this mean there's no longer a way to get the following previously Siren's Call exclusive temporary PVP powers, made available by winning control of the zone twice? Emp Glove Heroes Cryonite Armor IR Goggles Villains Arachnos Mace Kinetic Shield Smoke Bomb Venom Grenades Or am I missing something? Perhaps they were removed in a previous PvP patch in I25? So in effect, there's no actual advantage to winning the zone battle at all that I can see, as you're able to get the store from any other pvp zone, and it's better to run the instanced missions to bestow buffs and debuffs than to engage with the Hotspots at all. Currently as far as I can tell Siren's Call now has no Temporary Power benefit to engaging with the zone's mechanics, whereas Warburg gives you Nukes, Bloody Bay gives you Shivans, and RV gives you a Heavy.
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And I'm not able to get the [M1WatkinsIntro:Intro] error to show up anymore, seems replaced with: "Now's not a good time, {{Character}}. Seek me out later." So this all seems fixed!
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Beyond the potentially unattainable goal of continuing the system and content for it? All I'd like is some more Judgement abilities to better fit characters, at least enough to cover each of the player damage types. Currently covered: Smashing - Mighty PBAoE & Vorpal Cone Cold - Cryonic Cone Energy - Ion Chain Fire - Pyronic TAoE Negative Energy - Void PBAoE Currently missing: Lethal - A Teleport Blade Dash Cone - teleport like Lightning Rod, where you dash forward, slashing with an fx sword at the end for a wide Cone. -DEF and Knockdown Secondaries Psionic - A Screeching PBAoE - using some of the screaming holding head animations (like on Carnies death). -Recharge and Fear Secondaries. Toxic - Plague Chain infection - Could have lots of targets, and cause a heavy DoT and -DMG or -Res with a chance to hold with the vomiting animation.
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Architect Entertainment - Untextured non-human contacts
Aberrant replied to Squeakieclean's topic in Bug Reports
I'm assuming that's the Pocket D AE, does it happen at other ones? -
Change all Group Flight Abilities to Grant Flight
Aberrant replied to MidnighterClubPatron's topic in Suggestions & Feedback
It's possible that it could also be made to work differently on NPCs/Pets and players, so on NPCs/Pets it applies a flight power to them for however long, but on players maybe it could give them a temporary popup tray with a granted flight toggle that expires after that same amount of time, thus making the granted flight truly optional and unobtrusive. Alternatively, to avoid the hassle of a popup tray, it could instead give a yes/no window like Teleport and Mystic Fortune asking if you want the effect or not. -
In these powers' current implementation, you will never be able to comfortably have both of these working I'm afraid. As I understand it, in a costume there are 4 costume slots used by weapon customisation. Slot 1: Right Hand Weapon (Dual Pistol R, Assault Rifle, Dual Blades R, Claws R, Battle Axe, Broadsword, War Mace, Beam Rifle) Slot 2: Left Hand Weapon (Blaster/Mastermind Dual Pistol L, Def/Cor Archery/Trick Arrow, Blaster Tac Arrow Dual Blade L, Claws L, Shield Geometry 1, Melee Archetype Katana, Titan Weapon, Staff) Slot 3: Left Hand Additional (Shield Geometry 2, Blaster Secondary Katana, Corruptor/Defender Dual Pistol L, MM Trick Arrow, likely Sentinel Ninja Tools Epic Pool Katana) Slot 4: ??? (Arachnos Mace, not sure if anything else) Dual Pistols being separately customisable take up 2 slots in total. Slot 1 with the Right Hand Pistol, this is the same slot that Assault Rifle Primary customisation would normally use and the conflict arises as Munitions Mastery shares the same AR customisation slot so it works nicely with Assault Rifle Blasters and uses the same model without having to redraw. The 2nd slot is taken up by the Left Hand Pistol and the 3rd slot I know is used by the Katana in Blaster Ninja Training Secondary. The 4th slot I know is used by the Arachnos Mace Patron Pool customisation but I'm unsure if it's used for anything else. I wonder then, if it would be possible to make the Munitions Mastery customisation use the 4th slot used by the Arachnos Mace, since the slots should never overlap in practice. It would mean that AR Blasters would have to re-customise their costumes with an additional weapon, but if possible it would fix this overlap. I believe the use of Slot 3 for anything other than the Shield Additional geometry (the symbol and a couple other options) was something done under SCOREs I25 by whoever worked on the Ninja Training and Ninja Tools powersets, and seems a decent workaround to allow more customisation options in the left hand, so I don't see why Slot 4 couldn't serve the same purpose for the Right Hand. Edit: Just noticed, Corruptors and Defenders appear to use Slot 3 for Dual Pistol Left, allowing Dual Pistols and Trick Arrow to combine, and Masterminds use Slot 3 for Trick Arrow to not conflict with Thugs DPs. I imagine then this mess runs all the way back to Weapon Customisation's introduction in Issue 11. A similar overlap happens if you take Tactical Arrow secondary and Dual Pistols, with the Bow and Dual Pistol L conflicting. This would be difficult to fix, since moving the Bow customisation to Slot 3 would then cause Archery Primary to conflict with the Ninja Training Katana (likely a more popular combo), and those are the only two Left Hand slots. Edit: My personal fix would be to remove the customisation from Munitions Mastery entirely, changing the Freeze Ray and LRM to come from weapon models defined by the power and using the new redraw animation skip feature. Would finally allow the use of the Council/5th Column rocket launcher model!