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Aberrant

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Everything posted by Aberrant

  1. Can't believe I never noticed the rotation on Siren's Call! The Hero-Side Free Fire Zone Transport helicopter in Siren's Call probably needs a Praetoria style staircase door leading to the roof so Heroes in zone without vertical travel powers can get to it. Currently you need Fly, SJ or TP to feasibly get up there. Edit: While there it was pointed out to me that there's no TP protection up there, so a villain could potentially stand on the adjacent buildings and TP you out if you're afk after zoning in, or on your way out. Possible suggestion to give Police Drones and Arbiter Drones in pvp zones an aura of TP protection in addition to their current perception auras? Not a PVPer so I wouldn't take my word for it 😜
  2. Hidden can be a pain in the arse as it by default spans the width of the page. I spent ages trying to get the NPC Text template to shrink if there's something right aligned and I'm still not happy with it, so I wouldn't recommend it for this personally, but if you can make it work go for it! Edit: Finally fixed my issues with NPC Text funnily enough! Now looks near identical to the old Paragon Wiki version. The secret is nesting it in a table so it will properly squash if there's something in the way.
  3. Same happens as a villain trying to use hero beacons, Mapserver Disconnected and you get dumped in Mercy Island.
  4. Nope, that's all it does, just puts the map name aligned right at a small size. Here's the relevant part of the template: {{#if:{{{Map|}}}|<div style="float: right; font-size: 75%; margin-left: 2em;">Map: {{{Map}}}</div>}} It displaying the map image as well would be a great change I think!
  5. It would be helpful if either the enhancement screen or upgrade popup window showed your current Inf. When you click upgrade and don't have enough Inf, you then have to go to a vendor/open the ID screen/open the Combat Attributes window to find out how much more you need. Also relevant so you don't accidentally spend everything you have. This is I think currently the only screen in the game where you can spend Inf without knowing how much you have, and the only way to spend Inf while inside a mission, other than trading with another player.
  6. The texture for male Ascension Shoulders Asymmetrical Left/Right are displaying incorrectly. Only the forward facing half of the texture displays when Ascension shoulders are split into left and right asymmetry in both Decor and Normal options. This only appears on the Male bodytype, across all Upper Body options. Female and Huge are working correctly. 1) Left Normal - bugged. 2) Right Decor - bugged. 3) Symmetrical - correct.
  7. As far as I'm aware it's just an Elite Boss.
  8. Just wanted to chime in my support for this idea. Many times back on live I'd make a character and leave the origin on a random option at the start, changed concept mid powers/costume selection and forgotten to go back and change it. Lucky since origin affects next to nothing mechanically anymore, but frustrating nonetheless when you've invested time into a character and only notice it hours later with no way to go back other than starting over with all that time having been wasted. Not something I've personally done on Homecoming I think, since it's baked into my brain to double check the ID badge at the end now! Code troubles notwithstanding and it being possible to implement an origin change, I could see this likely being implemented in game in one of the following ways. Override: The Null the Gull option, similar to how the game allows you to easy-change alignment via dialogue, quick and simple. Cost: Via the P2W Vendor, again similar to Null but more easily accessible zone wise. Could then have an associated inf cost or other trade-in required. Narrative: Via Tip Missions or other contact. For instance, after level 20 a special tip mission could be gained that upon Investigation would give you 4 options corresponding to each of the other Origins. A short mission then ends with an interaction that affects your being so fundamentally that it changes your origin based on the option chosen earlier.
  9. Even the grim future of Recluse's Victory isn't safe from the spooky season!
  10. I think this might have something to do with why documenting it wasn't strictly necessary...
  11. Yeah, it was a weird decision for the devs to make Calvin Scott a mission contact outside of his introduction role. They didn't make the same mistake with Loyalists, Provost Marchand other than his introductions only gives the Rift mission to leave Praetoria which is well labelled as a point of no return and only at level 20+. They should probably have made the final Crusader contact someone other than Calvin Scott, maybe using him as a Task NPC during those missions and setting up the final moral choice mission.
  12. In game? No. In the files? Yes, if it's not new or changed. The numbers listed there as the Set Bonus in the enhancement window are I would assume not really numbers, but a copy of the actual set bonus' description text. If you put the name of the bonus as it appears in the players combat attributes or their personal info/powers into the chat with square brackets as you would any other power it gives you a power window for that set bonus showing that exact text as it's description. For instance the bonus you are describing is technically a power called [Large Increased AoE/Fire/Cold Def Bonus] (not to be confused with Large Increased Fire/Cold/Aoe Def Bonus like I did the first time writing this post >_<). And it's description matches the listed set bonus exactly. And unfortunately the detailed info tab, since this is a power window, truncates the numbers the same as the Combat Attributes window, showing 3.13% strength to AoE Defense and an even more rounded 1.56% strength to Fire and Cold Defense. You will basically never find un-rounded numbers displayed in-game, though I am sure they are used as their full number, just rounded for display as you suggest. During live I remember people often asking for the true numbers to be displayed. However, out of game looking this 'power' up in the deconstructed Powers.bin file for Issue 24, it's file name is 'Set_Bonus.PVP_Set_Bonus.Increased_AoE_Fire_Cold_Def_4' and is primarily made of three parts (truncated here): Attrib Mod 0 Attrib = 112 (AoE Defense) Scale = 0.03125 Attrib Mod 1 Attrib = 124 (Fire or Cold Defense?) Scale = 0.015625 Attrib Mod 2 Attrib = 128 (Fire or Cold Defense?) Scale = 0.015625 I assume the same numbers as in the leaked spreadsheets which I think the .bins are largely built from. So can confirm at least as of Issue 24's files those numbers are/were correct. If you have the spreadsheets you're basically working from the same info I have, just in another form (Issue 24 unpacked .bins courtesy of Codewalker on the CoHTitan Forums and his .exe that can dump them to plain text) Unfortunately, I have no means to unpack the Issue 25/26 .bin files. There's a guide out there to extracting info from them but it's DIY and far too technical for me. If I'm not given an extraction gui I'm stumped.
  13. Looks good, only change I'd make is give it a soft gradient in the background as the pure white makes it look too stark. Maybe a light blue to white, like this. Just an example, don't use this one it wasn't made with source files 😞
  14. Done, added new optional parameters to match the Infobox TF parameters since there's so much crossover between them now. Updated the documentation too: https://hcwiki.cityofheroes.dev/wiki/Template:Infobox_Trial
  15. This template was changed by Thunderforce on a temporary basis according to the revision history for the Merit Cost template, relevant changes here, just so the wiki wasn't claiming it was the current cost and showing totally incorrect info, rather than for any historical preservation. That kind of info is definitely best left for the Paragon Wiki Archive. I would say feel free to update them, and I agree no reason to use those Alignment/Astral/Empyrean Merit templates since they're of no use at the moment and just clutter the page with pointless non-information.
  16. It's either the page properties are messed up, or we no longer have the Semantic Mediawiki extension. Or both >_< Edit: And it's all back again. Cheers!
  17. Looks like another bug as a result of the move, pages don't seem to have properties anymore? Or the way to access these properties has changed. This has caused any template relying on the #ask and #show query to not be able to display the associated page image, most notable on BadgeBox and ISalvage. Edit: And it's been fixed, cheers!
  18. Same for me, all User Pages are inaccessible. I think it happened after the recent downtime.
  19. Here is a list of the missions that had simultaneous objectives changed to normal ones in Issue 25. The missions now have a game tip noting the change on the hcwiki. 2 Common Missions: Recover idols from the Banished Pantheon (Level 20-24) available from: Andrea Mitchell Cain Royce Dr. Cheng Josef Keller Oliver Haak Piper Irving Go to the office, prevent the fire from starting, and rescue the people that are being held by the Family (Level 25-29) available from: Christine Lansdale Collin Larson 4 Contact Missions Eliza Thorpe - Check out the caverns (Level 25-29) Phillipa Meraux - Stop the Rikti raid and destroy the Council's files (Level 30-34) Anton Sampson - Stop Nemesis' Macro Assembler (Level 35-39) Madeleine Casey - Save the office workers from the Carnival (Level 40-44) 1 Trial Karsis - The Cavern of Transcendence (Level 12-15) 4 Task Forces Penelope Yin - Stop Clamor from Destroying Paragon City! (Level 20-25) Ernesto Hess - Infiltrate the base (Level 25-30) Dr. Quaterfield - {{Several missions}} (Level 40-44) Faathim the Kind - {{Several missions}} (Level 44-50) Apart from Penelope Yin, you may notice these are all Issue 0 to Issue 3 missions. The live devs appear to have not (as far as I'm aware, let me know if I've missed any) made any more simultaneous objective missions post Issue 3 completely skipping City of Villains and Going Rogue, right up until Issue 23 when it returned in Penelope Yin's Task Force. I feel like the spirit of these objectives lives on in some of the optional badges in Incarnate Trials.
  20. Oh that's right, I completely forgot about that. So weird that they didn't just use Baron Zoria, the actual leader of the Circle of Thorns! Could've been his big chance to be bumped up to an AV, he's still only an Elite Boss the poor thing!
  21. Love that Frostfire, and especially Prince Kiros Nandelu. I made my own Azuria look a while back but I think I deleted her 😞 I've been wanting to make a thread like this for ages. Here's some of mine. Akarist, a unique look that can be used in all his appearances, inspired by one of the old Circle of Thorns designs emphasising that he's an old-school Oranbegan. Don't like his appearance in Who Will Die, seen in the middle here in all black. Karsis, the contact for the Cavern of Transcendence Trial, who still uses the old CoT mage look, here given a look similar to the current lieutenant mages but with unique coloration that invokes his original look. Talshak the Mystic, final Hollows Contact. In this form could be used as another hero character aligned with the Legacy Chain or similar. Calvin Scott (Primal Earth) husband of Primal Earth Aurora Borealis, and not seen since Issue 3! Strange he never turned up around the time of the death of Sister Psyche or Praetorian Calvin Scott's appearance in Primal Earth, though I guess he is just a normal man. Made to somewhat resemble his Praetorian counterpart. A unique look for Praetorian Infernal, currently identical to Primal Infernal, here shown modelling a Titan Weapons axe. I always thought Prae Infernal should have been Infernal's once friend/rival T'Keron, so when they left their dimension one ended up in Primal and the other in Praetoria. No idea why the devs were so resistant to this, I guess they wanted each dimension to have it's own assigned demon dimension, which seems a bit silly to me.
  22. If you wait til February 2021 you won't need to imagine it: https://hcwiki.cityofheroes.dev/wiki/Jessica_Megan_Duncan So during the Valentine event she appears in 4 places at once!
  23. Wand Blast Primary: Blaster, Corruptor, Sentinel Secondary: Defender A magical weapon based Blast set intended as a magical counterpart to the overtly technological Dual Pistols and Beam Rifle sets, allowing you to embody a powerful wizard or magician that covers many magical disciplines. Inspired by the powers used by Circle of Thorns lieutenant Mages, Midnight Squad and Vanguard Wizards, animations are weapon based using a one handed staff or wand. This set, like other weapon sets, has a built in accuracy bonus. Attunements Mechanically the powerset revolves around temporarily switching elements via the Attune Element powers which replace the traditional Aim power of a blast set. These attunements change the damage and secondary effects of the powers depending on the element allowing the set to deal a wide range of elemental damage similar to Dual Pistols ammo types. However, the Attune Element powers are clicks, not toggles, with a short duration but substantial recharge time so you can’t continually use just one over and over. By default Energy is attuned. The attacks deal 100% Energy damage, with -end, -recovery secondary effects (like Electrical Blast, but without the chances of +end). This visualizes as balls of lightning (like Energy Mages and Vanguard Wizards), rather than the point-to-point lightning of usual electrical powers. By Attuning Cold, attacks deal 70% Energy damage and 30% Cold damage, with -slow/-recharge secondary effects. Same general visual style as Ice Blast. By Attuning Dark, attacks deal 70% Energy damage and 30% Negative Energy damage, with -accuracy secondary effects. Same general visual style as Soul Noir Dark Blast rather than the older tendrils effects. By Attuning Fire, attacks deal 70% Energy damage and 30% Fire damage, with Fire DoT secondary effects. Same general visual style as Fire Blast. The attunements change the power Spellbind the most, modifying the type of status effect it produces. The final power Occult Curse is unaffected by attunements and deals Psionic damage. Powers Apologies for the icons not matching the power descriptions. Flourish - Single Target Ranged, Minor damage, {{element damage + secondary effects}}, Recharge Fast. Arcane Missile - Single Target Ranged, Moderate damage, {{element damage + secondary effects}}, Recharge Moderate. Exorcise - Ranged Cone, Moderate damage, {{element damage + secondary effects}}, Knockback, Bonus Dmg vs True Undead, Recharge Slow. Attune Element - Similar to Dual Pistols Swap Ammo, taking this power grants 3 Attune powers that temporarily modify other powers' damage and secondary effects. Attune Cold - Changes element damage types to Cold, adds -slow/-recharge effects. Attune Dark - Changes element damage types to Negative Energy, adds -accuracy effects. Attune Fire - Changes element damage types to Fire, adds DoT fire effects Spellbind - Single Target Ranged, Moderate damage, {{element damage + secondary effects}}, short duration Mag 3: - Energy: Sleep - Cold: Hold - Dark: Terrorize - Fire: Disorient Recharge Slow. Hexing Circle - Ranged Location AOE, Minor damage over time, {{element damage + secondary effects}}, Recharge Long. Potent Invocation - Single Target, Superior damage, {{element damage + secondary effects}}, Recharge Slow. Mystic Blast - Ranged Targeted AOE, High damage, {{element damage + secondary effects}}, Recharge Slow. Occult Curse - Single Target Ranged, Extreme Psionic Damage, Foe -DMG, Recharge Very Long. (power unaffected by attunement) Customisation Possible exisiting Wand models are available from: Circle of Thorns mages x4 (Some of these models are also used by the Midnight Squad) Vanguard Wizards Carnival of Light/Vengeance/War (available as War Mace customisations) Other War Maces like bones, shillelagh, tech mace etc. The Blackwand (old and new model) The Loa Bone Lost Curing Wand (same model as CoT energy mage) The obvious problem with this set is a possible lack of existing suitable animations, as many of these enemies only have a handful of moves that use their wands and the temporary powers likely use the same animations. Might be possible to use some other one handed weapon animations, like the Broadsword Parry animation or similar.
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