-
Posts
271 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Aberrant
-
As per the description of Targeting Drone "If not engaged in combat, this power will give a large damage buff to your opening attack." That's what the orange ring is showing. It goes away as soon as you enter combat. While active the drone gives you 20% +Damage at all times, and an additional 60% +Damage for your first attack out of combat. The orange ring shows that you're currently receiving that +60%.
-
Interestingly, spent a day/night cycle running around that island. Again, only BP at night, however there were several spawns near the southernmost building that didn't despawn at 6am like the rest, instead sticking around until 9am. Very strange!
-
Overseers no longer counting toward Visionary badge
Aberrant replied to Moonscribe's topic in [Open Beta] Bug Report Archive
Someone else will need to, I don't have any live characters at the right level without the badge already. -
Overseers no longer counting toward Visionary badge
Aberrant replied to Moonscribe's topic in [Open Beta] Bug Report Archive
Just tested myself in Firebase Zulu. I can confirm, it appears that the point costs for the Visionary badge defeats are definitely wrong. Currently: Watchers (minions) count for 2 points (should be 1) Observers (lieutenants) count for 1 point (correct) Overseers (bosses) count for 0 points (should be 5) Tested some of the new defeat badges as well. Brass Hunter seems fine: 1 point per Jaeger, Gewehr Jaeger, Werfer Jaeger Green Machine seems fine: 1 point per Warhulk. Brute Forced seems fine: 1 point for minions, 1 point for lieutenants, 5 points for Bosses Winged Nuisance seems fine: 1 point for both the minion and lieutenant Natterling variants. Running on Empty seems fine: 1 point per Sapper Assault and Battery seems fine: 1 point per Super Stunner, per life. Unable to test Womp Womp at this time. -
@Glacier PeakAll thanks to VidiotMaps and MoreMaps4U!
-
Of course there were two versions of the power -_-
-
On that note, since the Ouro portal can't ever run out of charges/expire/be deleted I feel it should be moved to Accolade powers (ignoring the fact that Entrusted with the Secret isn't technically an Accolade 😛).
-
I think that particular area has always been that way, only spawning BP at night and nothing at all during the day, at least according to all the guide maps over the years. 2004 2012 Today Perhaps it was done this way so that Banished Pantheon would always be the only group there at night? Maybe there was no way for the devs to elegantly de-spawn enemies that had spawned in the daytime if a character was around. Or they wanted it to feel spookily empty. Or (quite likely) they messed up and didn't flag any day spawns like the rest of Argo Highway and never bothered to fix it. I agree though, if possible Day Spawns should be added to this area, as it feels weird how empty it is. Maybe it could focus on groups to fit with it's proximity to Dark Astoria, have daytime spawns on the streets of Tsoo/Circle of Thorns/Warriors, maybe some Devouring Earth in the grassy area. But it shouldn't take away from the prevalence of the BP here at night. Alternative suggestion to keep the spooky atmosphere: move the 2 contacts to somewhere else in Talos, remove the car and pedestrians spawns/paths, have it fog up like Echo: Dark Astoria using a localized client screen effect power and spawn the Banished Pantheon there day and night! Like the evil of Dark Astoria has spilled out, kind of replacing the Adamastor summoning zone event that used to be in that area before it was moved to Echo: DA. Could swap one of the Wheel of Destruction arc contacts over there, or Miriam Bloechl with the Scroll of Tielekku arc.
-
Just a couple minor bugs I found while messing about in the tutorial. Bug 1 - Dead Arachnos Operative fails to spawn In the Destroyed Galaxy City tutorial, there is intended to be a Dead Arachnos Operative dialogue npc at coordinates: (202.5, -0.84375, 774.5) just before BABs and Sister Psyche; Similar to the Dead Warrior dialogue npc. However, the Dead Arachnos Operative doesn't show up correctly on loading in to the tutorial, and seems to require the tutorial having been run recently by another player, or back-tracking from later in the tutorial (I find hanging around just before leaving to the Giant Shivan crater for 1-2 mins then running back works well) but this can be inconsistent. I assume it fails to spawn when you are within a certain range of the NPC, and this includes the area where you spawn in, meaning it's unlikely for you to see it at all. Talking to the Dead Arachnos Operative does not seem to unlock any other dialogue options down the line that I've noticed, unlike the Dead Warrior with Operative Kuzmin. His dialogue however references a character called 'Burnout', which I assume is an unused name for Cinderburn found in Matthew Habashy's last mission. So, in addition to making him spawn consistently (maybe moving him down the street near to Blue Spectrum would be an easy fix), his dialogue should probably be changed to mention Cinderburn instead to reflect this. Bug 2 - References to Paragon Store on Exit Doors The Longbow Warden helicopter npc and Arachnos Flyer door, if interacted with before talking to BABs/Ghost Widow, still reference the now defunct Paragon Store which should probably be removed.
-
Realised there's another in-game Paragon map texture that could use updating with Kallisti Wharf, Faultline's flood, Brickstown, the moved Eden/Hive and Galaxy City: the hologram map in Recluse's tower in Grandville.
-
Can confirm the other tutorials are working correctly, just Breakout that isn't completing.
-
Use Kallisti Warf to spruce up other zones
Aberrant replied to AsbestosBill's topic in Suggestions & Feedback
According to this image from the HC Piggs, someone appears to have experimented with this sometime during SCOREs Issue 25, having replaced the buildings in Steel Canyon. Could just be a mockup however. -
This is only on Beta. On Live, none of the Psi-Blade powers link at all. This is likely a Psi-Blade used by an enemy in one of @Piecemeal's new Arcs on beta.
-
Was just thinking, another good way to solve this is to save the costume, then open the .costume file in a an editor and change the colors there manually. They'd be Colors 3 and 4 for whichever costume piece it is. Then load the costume back up in game.
-
The three Stance Changing Movement Powers (Prestige Power Slide, Ninja Run and Beast Run) display a small burst of the default run animation on de-activation (and sometimes activation) when used with non-default Customised Stances while moving. Also happens when idle, briefing transitioning to a default idle animation, but it's easier to notice in motion. Can be inconsistent though happens more often than not. Slide Stance: While moving in Slide Stance, toggling on or off PPSlide, or toggling off Ninja Run and Beast Run shows it. Ninja Stance: While moving in Ninja Stance, toggling off PPSlide, Ninja Run and Beast Run shows it. Beast Stance: While moving in Beast Stance, toggling off PPSlide, Ninja Run and Beast Run shows it. This doesn't happen if you switch directly from one Stance Changing Movement Power to another in any situation as far as I can tell; they switch between animation styles without using the default run or idle animations, so the issue appears to be a delay in the Customised Stance activating.
-
Focused Feedback: Power Customisation Update
Aberrant replied to Jimmy's topic in [Open Beta] Focused Feedback
I've always hated the Sprint dust cloud so thanks very much for that option! I'll also finally be able to make a sliding character without that horrible purple fog! Very pleased! Edit: Would be great if on the Inherent Stance/Sprint/Prestige Sprints customisation screen the character would run in place like they do when choosing Path Auras so you can see the customisation. -
Athletic Run and Ninja Stance glitch
Aberrant replied to Tsuko's topic in [Open Beta] Bug Report Archive
Athletic Run does not seem to co-operate with the Inherent Stance power, either interrupting the Stance animations, or not completely overriding it with normal running; depending on how Athletic Run is supposed to work. This happens with all 3 Stance options, but is most noticeable with Beast and Ninja as their idle animations are also constantly interrupted. -
Haha, was sure I'd missed one but couldn't bring it to mind!
-
If you rotate the character around you'll notice that the inside of the Corsair Decoration is being colored to match the belt, but the outside isn't. The outside colors can technically be changed: by using the Costume Colors Link button to copy the current colors across the whole costume. It just means you need to do that first to set the color you want on the outside of the tape, then recolor everything else. Obviously not an ideal solution, but a way around it. To my knowledge, the other items that work in this way are the lower inside of the Cybertech Long Jacket, Wedding Tux Jacket and Tech Knight Belt w/ Cloth, and on women only the Gunslinger 3 Belt. It would be wonderful if these items could work in the same way that Capes, Boleros and Trenchcoats do, by replacing the Skin Color selector with an Interior Color menu. Based on how these items do it, it might require separating them into a different parent category which would not be ideal.
-
General Feedback: Issue 27, Page 1
Aberrant replied to Jimmy's topic in [Open Beta] Focused Feedback
-
Mission Objective template Map parameter
Aberrant replied to AboveTheChemist's topic in Unofficial Homecoming Wiki's Forum
Was just thinking about this, and just wanted to rattle off a few other potential issues. I know this is the case with the procedural repeatable missions of papers/police band, but may also be the case with some regular missions and arcs. Missions can be pulled from a pool of environments (similar to how they're categorised in Architect based on tileset and size), so any attempt to document all the potential map images for these may be an insurmountable task. This is likely more common with older contacts. For these and most other missions, the displayed maps are not a single static texture, but are generated on the fly based on the tiles used. As far as I'm aware, basically any map that displays in the yellow-orange-brown style is generated in this way, even unique maps like you'd find in the interiors of the Lambda Complex I-Trial. The only way to get suitable images of these maps would be to take a screenshot of them in game or manually cobble them together from the dozens of textures that make them up (not recommended!). Many missions have multiple map images usually separated as floors and some consisting of a static texture exterior and a multi-texture interior, that would then likely have to be combined into one composite image vertically. To prevent huge numbers of red missing files all over the wiki where they are unlikely to be fulfilled, it may be sensible to add an {{ifexists}} to the map image call, similar to how it's handled for the small contact image in Template:Mission Briefing, so if no image currently exists on the wiki, it will just display the small text stating the map name as it was before. -
She's referring to the fact that if you look out through the war walls inside Brickstown, unlike every other Paragon zone, there are no buildings or ground beyond the walls. Just a featureless void of sky. It's so bad infact that if you look you can see through the roof of the entrance tunnel from IP. There's also one or two structures just outside the wall, like a parking garage that were leftover from the zone being built. Terra Volta is another zone that jumps out to me with it's low detail surrounds, with very little impression of Independence Port beyond. No view of the loading dock or Valor Bridge to the North like you'd expect, though at least it does have water and cliffsides out there, which is more than can be said for Bricks! But since Terra Volta is I think 4 times bigger on the inside than it's exterior in IP, none of it would match up nicely anyway I imagine.
-
A few small bugs I found playing through the Agent Watkins Graveyard Shift arc today. When speaking to Agent Watkins, at level 50 without having spoken to him before or introduced, he shows a weird text string [M1WatkinsIntro:Intro]. This doesn't show talking to him a second time. In the FREAK_RAVE map there is a potentially missing catwalk floor in the main room at coords: 509.8, 32.0, 789.0 In the map CITYOFFICIAL_HAMMETT_OFFICE_FRONT, the room on the 2nd floor where I fought Cortex doesn't display correctly on the map, just showing the two elevator rooms. And the room on the top floor, the corridor ends to the East and South also don't appear on the map These map issues may be carried over from the original version of this map from Eagle Eye's arc as I'm sure I've seen this issue before. Edit: After completing the arc via Flashback, Dr. Katelyn Pierce is still standing outside the pharmacy in Skyway City. Wasn't sure if it's intended or if she is meant to phase out.