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Aberrant

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Everything posted by Aberrant

  1. Tina's new arc is in there as well, it's called The Instant Army, Level 40-49, number 18.54. I agree though that it would be nice if the Ouro legacy arcs could be flagged in some way to make it clear that they're legacy content. Things like the Calvin Scott TF, Sister Psyche TF and Maria Jenkins old arc. Maybe just a little orange text in the briefing or similar.
  2. I was always intrigued by the idea of the Blood of the Black Stream. Wish they had expanded them further, though I don't think more Epic Archetypes would necessarily have been the best way to go about it. An interesting BotBS factoid is that the Sunburst Incident in Siren's Call was witnessed by a Gadzul Oil rig, so it's plausible that the refinery involved in the explosion may also have been linked to Gadzul. A more complicated possibly mystical explanation for the Siren's Call Incident could also be connected to the cancelled plans for a 'Soul Storm' above Siren's Call, which would have resulted in the Siren's Call Phantoms, a partially implemented enemy group that went unused. (Possible that this idea may have partially inspired the vortex above First Ward/Night Ward? Though no evidence of that.) Also, could Gadzul or the BotBS be related to the Golden Giza casino in St. Martial? It has spooky mystical stone obelisks all around it that could be related. Though Johnny Sonata owns it, I very much doubt that he built it. Perhaps something existed there before and the casino was built on top of it? I had at some point intended to write some Black Stream AE arcs, but have yet to come up with any solid ideas. In my mind, the modern Blood of the Black Stream are a direct continuation of an ancient Egyptian secret society, the Malta Group of their day. Where the Oranbegans perpetuate themselves as ghosts stealing bodies, the Black Stream's use of the 'Black Blood of the Earth' allows them a form of eternal life, turning back the clock and rejuvenating their bodies, akin to folklore about bathing in milk or blood keeping one youthful. This keeps anyone they ally themselves with forever bound to the organisation, as without regular applications of the oil they would crumble to dust. However, with the ancient monarchies they manipulated from the shadows gone, the Black Stream had to modernise. Gadzul Oil as the face of their organisation allows them to manipulate the world out in the open, helped by some discrete assassinations of potential rivals and political opposition by the BotBS. Came up with some costumes at the time: Gadzul Oil Execs Gadzul Security Officer (recoloured Security Guards) Black Stream Oil themed enemies, could theoretically use a mix of dark powers and black coloured water blast? Possible use of Spirit Stalker Wodan model as an Anubian Jackal? If we were looking to tie the BotBS into Incarnate content, perhaps the Black Blood of the Earth is some kind of corrupted Well of the Furies source, thus explaining it's life extending properties, like the Fountain of Zeus did for Statesman and Recluse, but with the cruel twist of dependence functionally addicting you to it's use. Could also have it's own 'sentience' of a sort, like the Well does but, well, more evil?
  3. Afraid it's not new, it's just the Tech Knight belt piece which has an optional butt cape.
  4. @AboveTheChemist I think I've now done this. I've added the "special=" parameter to the Template:IOEffectTables. This required changing the special value at the bottom of this template to a {{{parameter}}}, with "purple" as the default option, so it won't mess up any existing uses. Then I added the values for super=26.1 to Template:IOEffect/A/3. So now, if you want the values for a Superior Super Pack enhancement with 3 effects, you simply add |special=super| to the IOEffectTables template. See an example of this on the Superior Blistering Cold: Accuracy/Damage/Recharge page now correctly reporting 26.1 across the table. I don't know the ins and outs of how enhancements work on this level like you do, so if there are other values that are different in this manner for other level 50 minimum enhancements you can now just add a new value listing with a custom name to any of the templates listed on Template:IOEffect/doc. A Schedule appears to be the default, B is for To Hit Debuff, To Hit, Resist, Range and Defense values, C is for Interrupt and D is for Knockback, so some of these may need their equivalent |super= values added, even if they match the purple=values, it may be best to add the super value to all 16 of these templates anyway as they will likely not display correctly if the "special=super" parameter is used. I've also updated the IOEffectTables documentation to explain this parameter and the formatting for the other enhancement aspects to make it clearer for users. If you think that "super" isn't a good descriptor of this special case, feel free to change it to something else! And if you see any issue with this implementation let me know. Edit: Having looked back on this, I've just now realised the premise of this change is a bit faulty, since the Template is supposed to be about IOs, which these inherently aren't. Perhaps it might be worth making an ATOEffectTables and/or WOEffectTables or maybe SuOEffectTables to fit for both ATOs and WOs, attuned enhancements from Super Packs, however we would want to categorise them? In any case, this was a relatively simple change has had an extremely low impact on the existing templates, and we'd likely have to make a whole bunch more templates which I'm not too keen on, so I'm not too fussed about that. Just something to consider for the future, especially if more of these special case enhancements get added in the future.
  5. Created a page for them on the wiki using the list in that thread: https://hcwiki.cityofheroes.dev/wiki/Super_Pack/Lords_of_Winter
  6. The 7 Lost Bosses at the end of that arc are also references to Wacky Races drivers, Slag of Skyway - The Slag Brothers Gruesome of Galaxy - The Gruesome Twosome Blast of Hollows - Sergeant Blast Ruffcut of Perez - Rufus Ruffcut Ant of Atlas - The Ant Hill Mob Blubber of Steel - Blubber Bear Dastard of Fault - Dick Dastardly And of course, Penelope Yin - Penelope Pitstop
  7. Yeah, no clue on that front I'm afraid.
  8. @JayboH You can view this "power" in-game by typing in the chat window "[stance.nothing]". There's also "[omega.nothing]", "[mind.nothing]" and "[vitae.nothing]" (though mind.nothing doesn't load a power window). They're all identical with no real power information. Likely placeholders for further development. There's also 4 Genesis Powers and their Core/Radial/Flawless etc variants [Data Genesis] [Verdict Genesis] [Fate Genesis] [Socket Genesis] But again they're placeholders, I think they are largely duplicates of various other incarnate powers.
  9. Weird issue, some categories are double counting entries. Can be seen here in the Rogue Isles Alignment Missions Lvl 20-29, where the listed number of pages is 20 when it should be 10. This causes issues on pages like Alignment Missions where it displays the contents of a category in a list. Here it shows that each page is for some reason listed twice. I'm not sure if this only has to do with prefixed pages like "Mission:", can't find the cause. May just be that the categories aren't correctly removing old entries when changes are made. As far as I've seen this is affecting the three Rogue Alignment Mission categories 20-29 30-39 40-50, not sure if there are others. The only page in these that isn't currently duplicated in the category is 8UFF00N's Left Hand for whatever reason. This issue is not found on the same pages on the Paragon Wiki. Edit: This is also likely responsible for Mission:Common - Take package to Stephanie Peebles still appearing in the Category:Candidates for Deletion Edit2: Also noticed these appear to be showing up in the Special Page Uncategorized Pages, despite them having categories.
  10. Was able to do a quick test run of it on the Beta server so I've made a WIP page for The Clockwork Paladin zone event. So now there's at least some documentation on it!
  11. This event is so broken I didn't even know there were a thing called Psionic Brass Conduits! I've never seen them the entire time despite having defeated the Paladin at some point! As @ZacKing said, the Prison Break event in Brickstown also breaks often. As far as I can tell, if a player starts the event but leaves and isn't there to defeat the Freakshow in phase 2, they get damaged by the cars they destroy, get scared and seem to run off somewhere in the map leaving the event stuck til the zone resets.
  12. @ImpousVileTerror Oh yeah, forgot about that. Maybe a "We have this new phasing tech to test, let's use it for everything!" situation.
  13. Well I wouldn't call Villains invading Paragon City sewers as their home environment just cause Arachnos is there. Just seems odd to have functionally the same content partitioned off into Hero and Villain side when other similarly structured trials were co-op like Summer Blockbuster, Dr. Kane's House of Horror, Lord Winter's Realm (though granted these were weird seasonal events). I assume back on live Redside was a bit more active than it is here, though my memories of it on Defiant EU certainly don't feel that far away from now. Just that they took an odd half step above the most economical option of identical trials led by a neutral faction, obviously not wanting to spend too much time on them by making unique trials per side, by changing out the trainers and captions but nothing else. Since they're so similar I feel it would have been sensible for them to be a merged co-op trial. But since they're separated, it's odd they didn't change just a little more like the setting, framing or enemy groups. For instance Villain side DFB could have been an excursion into the sewers and tunnels of Mercy Island. Same basic setup, could have used largely the same map, swap out a couple groups for Infected and Snakes, maybe a 'goody' group like Longbow or Legacy Chain, and say that the Hydra had expanded out to the Rogue Isles. Would have been a good way for the Mercy Island Snakes and Infected to stay relevant since Kalinda, Burke and the other OG Mercy Island contacts were removed with Mercy's low level revamp. They're reinstated now with Homecoming, but with Mercy's Issue 21 revamp use of these contacts was completely disabled, so new characters never fought Snakes other than in Mercy's open world, losing the setup for Stheno's return at level 45-50 with Operative Grillo's arcs. Similarly with DiB, I feel it could have been run as a joint operation with Vanguard. I don't think there's much sense in them being separate trials, especially with how much less often it's run compared to DFB. I've only seen Villain DiB when I was working on cataloguing the dialogue (there's a lot, not all of it good, particularly with the Commander and Scientist. At least the Shivans have some interesting things to say and are a talkative bunch! Haven't got around to finishing that as I'm too rubbish to solo the Shivan Decimators at the end >_<), and I don't think I've ever seen someone advertise it redside when I've been playing, which is a shame cause it's a neat experience and hints a lot about the Coming Storm. But then again, who knows what technical issues or time constraints there could have been that may have forced their hands! Edit: Found a Dev Diary about designing Drowning in Blood which is an interesting read: https://www.pcgamer.com/city-of-heroes-dev-diary-balancing-story-and-combat-in-bloody-bay/ At least with DiB, they apparently wanted to tell more of a story which is understandable, but due to the pace of these trials I doubt many stop and have a dialogue with these NPCs. Seems a bit of a waste for the story to be here rather than in a solo-able story arc where you have the time to stop and read it.
  14. It always baffled me that with both DFB and DiB they made the contacts for them Longbow and Arachnos, necessitating two versions of each, rather than choosing a neutral faction like Vanguard and just making them co-op. They're identical other than the NPCs and dialog.
  15. I think the only thing that specifically calls Hero 1 a Tanker that I'm aware of is his CoH CCG Card, but then again no mention of Excalibur.
  16. No it doesn't, that was updated and removed in May. Edit: Ah I see, maybe you were referring to the Duelist page? In which case I stand corrected! Have now updated the Duelist page.
  17. When you drag any of the psi melee powers into the chat box it just shows the power name itself, no brackets.
  18. @ImpousVileTerror According to the credits in the manual (circa Good Versus Evil Edition) Cryptic Studios Sound & Music Department Michael Henry only good link I can find Joe Lyford only good link I can find Additional Sound & Music Kevin Manthei - Wikipedia Kevin Riepl - Wikipedia And beyond Cryptic: Going Rogue: Jason Graves - Wikipedia Paragon Studios Adam Kay (Listed as Sound Engineer. Can't find any solid info about them.) As far as I'm aware Michael Henry composed City of Heroes. Joe Lyford, Kevin Manthei & Kevin Riepl composed CoV. Jason Graves composed Going Rogue. No idea if Adam Kay was a composer.
  19. Well spotted @GastlyGibus, I'll get a page written up, thanks! Edit: Done! Gloryhound
  20. Also, not mentioned in this thread is Norsewind in Croatoa next to Annah. They're grouped together under the category: Memorial NPCs. Any additional info anyone has about the players or their characters please do add them to the pages.
  21. In Atlas Park at the Perez Park gate, part of a dirt road in the warehouse lot adjacent bleeds through into the SWAT gate. Coords: (2869.8, 1.1, -1883.7) Edit: In Dark Astoria there is a fountain floating and intersecting a building at coordinates: (4373.8, 18.0, 4730.5). I checked, and this is not present in Echo: DA, as these are new fountains placed when the zone was revamped.
  22. Dang, I was testing these a couple days ago and didn't think to take screenshots >_< Will try and get on that. Edit: @AboveTheChemist Can confirm these are in exactly the same location as each other, provided screenshots in case you think the page needs them anyway. Cape Mission: coords: 1520.0 -813.5 -2688.0 Dr. Kahn TF: coords: 1520.0 -813.5 -2688.0
  23. Kings Row War Walls During Rikti Invasions a section of the War Wall force field in Kings Row, above the now closed Galaxy City gate, does not turn off. Approx location: -258.5 153.0 -3377.1
  24. I recommend using the HC wiki, it's been updated with all the Sentinel information for Patron and Ancillary Power Pools: https://hcwiki.cityofheroes.dev/wiki/Sentinel
  25. Just checked, even if a texture is too big, it doesn't actually increase the hit box to select the power. Even though the texture squashes on click and mouseover, they won't trigger unless you hit the right area in the tray or prevent activating other powers, so the only worry is obscuring your UI (and large textures seem to cause client errors).
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