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Leandro

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Everything posted by Leandro

  1. Cyric, the beta client binaries are inside the hc-bin32 and hc-bin64 folders. They use new DLLs so we had to get them out of the main folder to keep the original game files untouched.
  2. Mac users need to upgrade Island Rum for the 64-bit client; see this post:
  3. There is a new patch, so make sure to read the Patch Notes for August 17th, 2019.
  4. There is a new patch, so make sure to read the Patch Notes for August 17th, 2019.
  5. There is a new patch, so make sure to read the Patch Notes for August 17th, 2019.
  6. There is a new patch, so make sure to read the Patch Notes for August 17th, 2019.
  7. Reminder: if you just want to play on the regular servers, you do not need to wait for the Beta download to finish; just double click "Homecoming" in Tequila to log in. Do not try to log into the HC Beta options this way, though, or you will be missing files and probably crash a lot. Note: Antivirus software will probably freak out when the new client executable is downloaded; make sure you add it to your whitelist if you get an "access denied" or "file not found" error when trying to start the HC Beta client. Please continue to use the existing Focused Feedback threads: Focused Feedback: 64-Bit Client Focused Feedback: Snipes and Dominator changes Focused Feedback: Devices, Stealth and Misc Power changes Focused Feedback: General Changes
  8. Unless otherwise noted, this patch includes all the changes listed in the Patch Notes for August 11th, 2019. Make sure you read them first! General Added a roleplaying tag which will flag yourself as currently RPing. This will change your character name to appear in purple as well as adding a "Roleplaying" title. Use /roleplaying to toggle the flag on and off, or use the dropdown in the helper window (H by default). Increased Supergroup membership limit from 150 to 300. Bug Fixes Fix enhancement tables not properly displaying % signs (and possibly crashing) The boost and boostset commands now only allow you to get enhancements that are level 1 to 50. Fixed printscreen key not working. Fix a potential crash when displaying power info for effect groups that don't have any tags defined. Input Remove what was left of DirectInput Joystick support and replaced it with new Game Controller support. Instead of a simple "Joystick Input Enabled" toggle, you can select which device to use from the options menu. Native support for XBox controllers as well as other XInput compatible controllers. This is not available on Windows XP. Controller vibration support for XInput devices: Damage received Environmental effects Turn on vibration on the options menu, or you can choose to only enable vibration effects from one of the above sources. Raw Input handles non-XInput devices and replaces DirectInput. All DirectInput-compatible devices should be supported, including traditional joysticks. Physics PhysX simulation is no longer frame-locked to the game. It now runs asynchronously, so if PhysX is processing too slowly to keep up, it should not slow down your framerate, but instead use larger simulation steps to compensate. If it falls too far behind, the number of PhysX objects in the scene will be reduced by removing the oldest objects. Adjusted object collisions to reduce processing overhead on Medium and High physics quality settings. Some insubstantial objects like leaves and floating paper no longer collide with each other and stack up. Large objects (i.e. gravity control) now always interact with all other objects, even on the Low physics setting. Bases The red and black floor grid should now be hidden outside of the base editor. This was a popular request, so if you are against this change, please voice your concerns against it if you have any. Nature > Grass Valley has had its alignment corrected and should now be usable with other floor plate details (e.g. all the other grass). Existing bases will not be modified. Simply moving any existing Valleys will update their position. The following details have had their selection box fixed: Arcane Teleport > Carnival of Light Portal Arcane Teleport > Magic Portal Arcane Teleport > Summoning Portal Arcane Teleport > Summoning Portal (Inactive) Tech Teleport > Interdimensional Shard Tech Teleport > Black Hole Tech Teleport > White Hole Tech Teleport > Small Portal Bathroom > Bathtub Water Peacebringer FX Peacebringer customizable FX have been updated in order to actually use the secondary color. The glowy eyes have been reined in: All buff powers use the same eye glow VFX, so they will no longer stack. Attacks still spawn extra glowy eyes when used. This will get fixed someday. Conserve Energy will now have glowy eyes. The humming noise has been reined in: It no longer plays when activating attacks. It no longer plays when one VFX expires and transitions to another one. Being mezzed with the toggle sheilds on will no longer blow out your speakers. Inner Light now only plays it once instead of twice. Other stuff: White Dwarf Step no longer uses Warshade graphics. Quantum Shield's "No Bubble" setting no longer has fuzzy rings. Powers Earth Assault: Mud Pots: Increased radius to 15ft. Lowered endurance cost slightly. Hurl Boulder: hit timing improved. Electricity Assault: Thunder Strike: Cast time lowered to 2.5 seconds. Now knocks enemies down. Energy Assault: Total Focus: sound has been synced to match the new faster animation. Icy Assault: Chilling Embrace: increased radius to 15ft. Added -10% damage str to affected enemies. Martial Assault: Shuriken Throw: Was doing less damage than intended. This has now been fixed. Thunder Kick: Recharge increased to 7 seconds. Damage increased to 86.4. Spinning Kick: Recharge increased to 10 seconds. Damage increased to 78.4. Envenomed Blades procs now ignores damage buffs and enhancements. Savage Assault: Savage Assault changes (except text changes and feral charge range) have all been rolled back. Pool > Concealment: Invisibility +Def component now completely suppresses while in combat. Thorny Assault: Skewer: Recharge lowered from 8 to 6 seconds. Damage lowered to 77.1 lethal damage. Impale: Recharge lowered from 12 to 10 seconds. Damage lowered to 103.5 lethal damage. Ripper: Recharge increased from 13 to 15 seconds, arc lowered to 60 degrees. Damage increased to 136.5 lethal damage. Thorn Barrage: Recharge increased from 14 to 18 seconds. Damage increased to 42.8 lethal damage per tick. Misc: Fixed some stacking and enhancement issues with multiple powers, especially Devices. Burn > All versions: should no longer spawn more than one burn patch per activation.
  9. I am not sure how much support is there for leaving the flag there vs removing it. I get the benefit of it while you have damage auras running, but I don't think that this is normal usage. We could make the Invisibility toggle show a popup tray (like Mystic Flight does for the teleportation power) with a button that puts you in OAS mode and put some defense back in there, maybe. Call it "Infiltration" mode. "You are running in super quiet mode, and your powers will not affect any foes. You are harder to detect, and as a result, harder to hit if noticed."
  10. I have added this issue to The List, however it is low priority because all the code efforts are being spent on the 64-bit upgrade (some things like physics fixing and gamepad support might feel like working on a low priority thing, but they were actually needed because the old PhysX and DirectInput libraries were not working in 64-bit). Once we're back to regular code fixes we'll go through The List and hopefully find out what's going on here.
  11. Recipe > PVP IO Set > Sniper Attacks > Experienced Marksman
  12. The dealine is whenever Apple releases Mac OS Catalina, that's when we're out of time and may have to deal with remaining glitches on the Live servers. We're trying to get as much testing as possible before then.
  13. This question pops up from time to time for various small changes and in general there is no good answer because no reason was explicitly looked for. For this particular case, the physx libraries needed to be updated in order to support the 64-bit client, and while upgrading all the library calls it was noticed that the simulation parameters were out of whack. They were corrected, Propel objects now behave a lot more solid, commit and move on. From a technical standpoint it was broken, so there was no need to have any other reason "why".
  14. Please contact Manga. You need a new version of Island Rum that installs it separately from your regular install. We are being extra careful with it.
  15. That conversation started because of Stealth IOs (yes, I know, not supposed to balance around IOs, but can't deny they exist) making the Stealth pool a horrendous choice. They arguably are still worse than slotting a Stealth IO in Super Speed, but they shouldn't be a complete joke, at least.
  16. Reminder: if you just want to play on the regular servers, you do not need to wait for the Beta download to finish; just double click "Homecoming" in Tequila to log in. Do not try to log into the HC Beta options this way, though, or you will be missing files and probably crash a lot. Note: Antivirus software will probably freak out when the new client executable is downloaded; make sure you add it to your whitelist if you get an "access denied" or "file not found" error when trying to start the HC Beta client. We want to keep feedback on the various parts of this patch focused; therefore, this thread will be locked. Use the following threads for feedback and dicussion: Focused Feedback: 64-Bit Client Focused Feedback: Snipes and Dominator changes Focused Feedback: Devices, Stealth and Misc Power changes Focused Feedback: General Changes
  17. 64-Bit Client Mac OS X 10.15, codename Catalina, removes support for 32-bit applications. We have been hard at work for the last couple of months upgrading the client and all server components to 64-bit, while Manga has been working on a new version of Island Rum that uses the 64-bit version of Wine to run the game in Mac and Linux. This patch, fingers crossed, is the culmination of those efforts. When launching the game you will have the option for 32-bit of 64-bit clients in Tequila. 32-bit is (and will remain) compatible all the way back to Windows XP. 64-bit is highly recommended, and will be required for Mac users once OS X 10.15 is released. DirectInput, the library used to handle mouse, keyboard and joystick input, did not work correctly under 64-bit Catalina; it has been replaced with standard Windows messages. In general you should not notice any difference, but make sure all your binds work, and if you have a strange gaming mouse with too many buttons, make sure they all work. If you have a Mac, even if you're not currently running Catalina, please contact Manga if you want to help test the Island Rum Beta. We have been conducting tests with a small pool of Mac users, and all the obvious issues have been fixed, but we do not want to push the Island Rum update for everybody until we know it won't break anything. Linux users can still run the 32-bit client under Wine so they're less of a concern, but if you want to test the 64-bit client, be aware that it is dynamically linked and you will need to install the Visual Studio 64-bit runtime. The 32-bit version is statically linked to maximize compatibility. Because the new client requires some libraries that are no longer compatible with the existing client, they are housed in two new folders: hc-bin32 and hc-bin64, while the data files are in hc-beta. I get that the folder spam is getting a bit annoying, but we honestly don't have a better solution right now. We're working on it. Bug Fixes Characters that crash on the first login after creation and become corrupted will now be cleared out by the dbserver instead of staying in the character list. Fixed crash when clicking Accept on the SG Settings interface when no fields where editable. Make it somewhat less likely for defeated enemies to be twisted into pretzels: Overhaul ragdoll parameters. The spring and dampen settings must have been different in older versions of PhysX, because the ones in NwRagdoll did almost nothing; which is why everything was so limp. Fixed joints (for all bones that don't have a spherical or hinge joint with special parameters) are apparently not working correctly, so replace them with a hinge joint that has a very small range of motion. General Ambassador Kuhr'Rekt no longer requires the Native badge, which is unavailable to former Praetorians. Sentinels will now receive the Power of Scirocco clickie in the Barracuda SF. Costumes Added the following costume patterns from Derek Brown: Chisel, Crosshair, Grid, Oculus, Tech Shield, Trident and Widget. Re-enabled the Malaise pattern for players. Base Editor Enabled 676 items for the base editor. You can find them by searching for "New" in the Place Item view. Powers - Snipes General Changes ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts. The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide. Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP. The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.) Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version. Blaster/Defender/Corruptor Snipes 12 second recharge and 14.352 end cost. Base 2.28 scale damage in their "quick" form, down from 2.76 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage. Dominator Snipes 20 second recharge and 18.512 end cost. Base 2.67 scale damage in their "quick" form, down from 3.56 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 3.56 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage. Epic Snipes Will now have a base 1.75 scale damage in their quick form. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.3 scale damage with +22% ToHit buff. Slow form will do 3.56 scale damage Slow form crits will do 3.56 + 1.78 scale damage. Scrappers should now properly crit 10% of the time, instead of using Stalker requirements. Powers - Dominator Assault Sets Earth Assault  Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Stone Spears: Cast time reduced from 2.10 seconds to 1.00 second. Tremor: Cast time reduced from 3.30 to 2.50 seconds. Hurl Boulder: Cast time reduced from 2.50 seconds to 1.50 second. Recharge increased from 8 seconds to 12 seconds. Damage increased from 86.64 to 120.5 damage. Heavy Mallet: Recharge increased from 12 to 14 seconds. Damage increased from 133.1 to 151.8 damage. Energy Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Total Focus: Cast time shortened from 3.30 to 2.50 seconds. Power Burst: Cast time shortened from 2.00 to 1.67 seconds. Icy Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Ice Bolt: Recharge increased from 4 seconds to 5 seconds. Damage increased from 52.9 to 61.3 damage. Ice Sword: Recharge increased from 8 seconds to 10 seconds. Damage increased from 95.8 to 114.5 damage. Ice Slash: Recharge increased from 10 to 20 seconds. Damage increased from 114.5 to 207.8 damage. Psionic Assault Psionic Dart: Cast time reduced from 1.33 to 0.83 seconds. Telekinetic Thrust: Cast time reduced from 2.07 to 1.00 seconds. Radioactive Assault Contaiminated Strike: Recharge increased from 5 seconds to 8 seconds. Damage increased from 67.7 to 95.7 damage. X-Ray Beam: Recharge from 10 seconds to 11 seconds. Damage increased from 103.5 to 112.0 damage. Devastating Blow: Recharge 18 seconds to 20 seconds. Damage increased from 189.2 to 207.9 Savage Assault Spot Prey: This power now grants +68% damage buff and +17 Tohit. Before: +42.5% damage buff and +42.5 ToHit. No longer grants a perception buff. Vicious Slash: Recharge increased from 9 seconds to 11 seconds. Damage increased from 105.1 to 123.8 damage. Call Hawk: Recharge increased from 12 seconds to 15 seconds. Damage increased accordingly (variable damage, aprox +14.4% damage increase.) Martial Assault Envenomed Blades: Fixed a bug where this power would sometimes proc more than once. Thunder Kick: Recharge lowered from 8 seconds to 6 seconds. Damage lowered from 95.8 to 77.1 damage. Trick Shot is now a proper chain attack, hits up to 10 targets. Spinning Kick: Target cap reduced to 5, same as all other melee cones. This power was also doing Single Target damage despite it being a cone. This has been fixed and damage has been lowered. Explosive Shuriken should no longer state it's an AoE, but still will do splash fire dot damage to foes around the main target. Thorny Assault Aim replaced with Build Up. Skewer: Cast time reduced from 1.63 seconds to 0.83 seconds. Recharge time lowered from 10 seconds to 8 seconds. Damage lowered from 114.45 to 95.8 damage. Chance for DoT increased from 80% to 85%. Impale: Cast time reduced from 2.43 seconds to 1.43 seconds. Recharge increased from 8 to 12 seconds. Damage increased from 86.6 to 120.5 damage. Thorn Barrage: Recharge time increased from 11 to 14 seconds. Damage increased from 112 to 137 damage. Powers - Devices Changed Web Grenade to Toxic Web Grenade, now deals scale 1 toxic DoT and can be slotted for damage Taser: Recharge reduced from 20 to 10 seconds, duration reduced from scale 10 to scale 5, damage increased from 0.25 to 1.96 (same damage as Energy Punch) Time Bomb: Animation is now 2.77 seconds, interrupt time removed, countdown reduced to 5 seconds, defiance values reduced to match (this only applies to this set, not to the Traps support set versions.) Trip Mine: Interrupt removed. Cast time is now 2.77 seconds. Recharge increased to 30 seconds. Targeting Drone now gives your first attack from out of combat a Built-Up effect (80% damage) and continues to provide a 20% damage buff while in combat. Powers - Stealth All self-stealth toggles should now recharge in 2 seconds. Pools > Concealment > Stealth: No longer slows the user down. Pools > Concealment > Invisibility: Endurance cost lowered from 0.65 to 0.2275. You are now be able to attack while this power is active, but should you attack, most your defense will suppress. Illusion Control > Superior Invisibility: Endurance cost lowered from 0.52 to 0.182. Powers - Misc Changes & Bug Fixes Gravity Control > Propel: Adjusted physics parameters on objects to make them feel solid and not bounce around like rubber toys. Night Widow & Fortunata Vengeance: Now triggers on league members. The buff will still only apply to teammates. Burn: should no longer ignore accuracy enhancements. Beta Decay: FX now anchors on the player and not the world. Pool > Leaping > Spring Attack: now does Containment damage when used by Controllers. Pool > Sorcery > Enflame: Should now do damage for Sentinels Kheldians > Inherent: Should now see Sentinels the same way they see Blasters and Scrappers, for the purpose of their inherent powers. Controller > Ice Control > Flash Freeze: should be properly flagged as a Targeted AoE, not a Point Blank AoE. Stalker > Savage Melee > Shred: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stacks instead. All other AT versions of the power had the correct text for Shred. Dominator > Feral Charge: Fixed a bug where sometimes it would do no damage if executed from maximum distance. Dominator > Savage Assault > Unkindness: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stack, and it's DoT becomes stronger the more Blood Frenzy the caster has. This bonus to Unkindness makes up for the set's lack of Savage Leap and Hemorrage. Sentinel > Ice Blast > Chilling_Ray: Should now accept Slow enhancements. Sentinel > Regeneration > Dismiss Pain: Increased amount of MaxHP granted to 24% from 6%, should had not been that low to begin with. Beam Rifle > Disintegration: Should [hopefully] never linger after the target dies. Earth Control > Animate Stone: should no longer stop to reconsider it's life choices for about 6 seconds after using Hurl. Mu Mastery Epic Pool: Zap now uses Melee Damage Modifiers All versions of Beam Rifle's Penetrating Ray now has a 55% chance of spreading disintegration. All versions of Beam Rifle's Lancer Shot now has a 100% chance of spreading disintegration. Fixed a bug in the no-redraw version of fast-Archery's Snipe. Psionic Lance's quick FX was completely broken and out of sync. FX has been resync but this required a slightly slower animation (1.33 seconds.)
  18. General Ambassador Kuhr'Rekt no longer requires the Native badge, which is unavailable to former Praetorians. Sentinels will now receive the Power of Scirocco clickie in the Barracuda SF. Costumes Added the following costume patterns from Derek Brown: Chisel, Crosshair, Grid, Oculus, Tech Shield, Trident and Widget. Re-enabled the Malaise pattern for players. Base Editor Enabled 676 items for the base editor. You can find them by searching for "New" in the Place Item view.
  19. Powers - Devices Changed Web Grenade to Toxic Web Grenade, now deals scale 1 toxic DoT and can be slotted for damage Taser: Recharge reduced from 20 to 10 seconds, duration reduced from scale 10 to scale 5, damage increased from 0.25 to 1.96 (same damage as Energy Punch) Time Bomb: Animation is now 2.77 seconds, interrupt time removed, countdown reduced to 5 seconds, defiance values reduced to match (this only applies to this set, not to the Traps support set versions.) Trip Mine: Interrupt removed. Cast time is now 2.77 seconds. Recharge increased to 30 seconds. Targeting Drone now gives your first attack from out of combat a Built-Up effect (80% damage) and continues to provide a 20% damage buff while in combat. Powers - Stealth All self-stealth toggles should now recharge in 2 seconds. Pools > Concealment > Stealth: No longer slows the user down. Pools > Concealment > Invisibility: Endurance cost lowered from 0.65 to 0.2275. You are now be able to attack while this power is active, but should you attack, most your defense will suppress. Illusion Control > Superior Invisibility: Endurance cost lowered from 0.52 to 0.182. Powers - Misc Changes & Bug Fixes Gravity Control > Propel: Adjusted physics parameters on objects to make them feel solid and not bounce around like rubber toys. Night Widow & Fortunata Vengeance: Now triggers on league members. The buff will still only apply to teammates. Burn: should no longer ignore accuracy enhancements. Beta Decay: FX now anchors on the player and not the world. Pool > Leaping > Spring Attack: now does Containment damage when used by Controllers. Pool > Sorcery > Enflame: Should now do damage for Sentinels Kheldians > Inherent: Should now see Sentinels the same way they see Blasters and Scrappers, for the purpose of their inherent powers. Controller > Ice Control > Flash Freeze: should be properly flagged as a Targeted AoE, not a Point Blank AoE. Stalker > Savage Melee > Shred: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stacks instead. All other AT versions of the power had the correct text for Shred. Dominator > Feral Charge: Fixed a bug where sometimes it would do no damage if executed from maximum distance. Dominator > Savage Assault > Unkindness: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stack, and it's DoT becomes stronger the more Blood Frenzy the caster has. This bonus to Unkindness makes up for the set's lack of Savage Leap and Hemorrage. Sentinel > Ice Blast > Chilling_Ray: Should now accept Slow enhancements. Sentinel > Regeneration > Dismiss Pain: Increased amount of MaxHP granted to 24% from 6%, should had not been that low to begin with. Beam Rifle > Disintegration: Should [hopefully] never linger after the target dies. Earth Control > Animate Stone: should no longer stop to reconsider it's life choices for about 6 seconds after using Hurl. Mu Mastery Epic Pool: Zap now uses Melee Damage Modifiers All versions of Beam Rifle's Penetrating Ray now has a 55% chance of spreading disintegration. All versions of Beam Rifle's Lancer Shot now has a 100% chance of spreading disintegration. Fixed a bug in the no-redraw version of fast-Archery's Snipe. Psionic Lance's quick FX was completely broken and out of sync. FX has been resync but this required a slightly slower animation (1.33 seconds.)
  20. Powers - Snipes General Changes ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts. The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide. Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP. The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.) Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version. Blaster/Defender/Corruptor Snipes 12 second recharge and 14.352 end cost. Base 2.28 scale damage in their "quick" form, down from 2.76 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage. Dominator Snipes 20 second recharge and 18.512 end cost. Base 2.67 scale damage in their "quick" form, down from 3.56 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 3.56 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage. Epic Snipes Will now have a base 1.75 scale damage in their quick form. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.3 scale damage with +22% ToHit buff. Slow form will do 3.56 scale damage Slow form crits will do 3.56 + 1.78 scale damage. Scrappers should now properly crit 10% of the time, instead of using Stalker requirements. Powers - Dominator Assault Sets Earth Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Stone Spears: Cast time reduced from 2.10 seconds to 1.00 second. Tremor: Cast time reduced from 3.30 to 2.50 seconds. Hurl Boulder: Cast time reduced from 2.50 seconds to 1.50 second. Recharge increased from 8 seconds to 12 seconds. Damage increased from 86.64 to 120.5 damage. Heavy Mallet: Recharge increased from 12 to 14 seconds. Damage increased from 133.1 to 151.8 damage. Energy Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Total Focus: Cast time shortened from 3.30 to 2.50 seconds. Power Burst: Cast time shortened from 2.00 to 1.67 seconds. Icy Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Ice Bolt: Recharge increased from 4 seconds to 5 seconds. Damage increased from 52.9 to 61.3 damage. Ice Sword: Recharge increased from 8 seconds to 10 seconds. Damage increased from 95.8 to 114.5 damage. Ice Slash: Recharge increased from 10 to 20 seconds. Damage increased from 114.5 to 207.8 damage. Psionic Assault Psionic Dart: Cast time reduced from 1.33 to 0.83 seconds. Telekinetic Thrust: Cast time reduced from 2.07 to 1.00 seconds. Radioactive Assault Contaiminated Strike: Recharge increased from 5 seconds to 8 seconds. Damage increased from 67.7 to 95.7 damage. X-Ray Beam: Recharge from 10 seconds to 11 seconds. Damage increased from 103.5 to 112.0 damage. Devastating Blow: Recharge 18 seconds to 20 seconds. Damage increased from 189.2 to 207.9 Savage Assault Spot Prey: This power now grants +68% damage buff and +17 Tohit. Before: +42.5% damage buff and +42.5 ToHit. No longer grants a perception buff. Vicious Slash: Recharge increased from 9 seconds to 11 seconds. Damage increased from 105.1 to 123.8 damage. Call Hawk: Recharge increased from 12 seconds to 15 seconds. Damage increased accordingly (variable damage, aprox +14.4% damage increase.) Martial Assault Envenomed Blades: Fixed a bug where this power would sometimes proc more than once. Thunder Kick: Recharge lowered from 8 seconds to 6 seconds. Damage lowered from 95.8 to 77.1 damage. Trick Shot is now a proper chain attack, hits up to 10 targets. Spinning Kick: Target cap reduced to 5, same as all other melee cones. This power was also doing Single Target damage despite it being a cone. This has been fixed and damage has been lowered. Explosive Shuriken should no longer state it's an AoE, but still will do splash fire dot damage to foes around the main target. Thorny Assault Aim replaced with Build Up. Skewer: Cast time reduced from 1.63 seconds to 0.83 seconds. Recharge time lowered from 10 seconds to 8 seconds. Damage lowered from 114.45 to 95.8 damage. Chance for DoT increased from 80% to 85%. Impale: Cast time reduced from 2.43 seconds to 1.43 seconds. Recharge increased from 8 to 12 seconds. Damage increased from 86.6 to 120.5 damage. Thorn Barrage: Recharge time increased from 11 to 14 seconds. Damage increased from 112 to 137 damage.
  21. 64-Bit Client Mac OS X 10.15, codename Catalina, removes support for 32-bit applications. We have been hard at work for the last couple of months upgrading the client and all server components to 64-bit, while Manga has been working on a new version of Island Rum that uses the 64-bit version of Wine to run the game in Mac and Linux. This patch, fingers crossed, is the culmination of those efforts. When launching the game you will have the option for 32-bit of 64-bit clients in Tequila. 32-bit is (and will remain) compatible all the way back to Windows XP. 64-bit is highly recommended, and will be required for Mac users once OS X 10.15 is released. DirectInput, the library used to handle mouse, keyboard and joystick input, did not work correctly under 64-bit Catalina; it has been replaced with standard Windows messages. In general you should not notice any difference, but make sure all your binds work, and if you have a strange gaming mouse with too many buttons, make sure they all work. If you have a Mac, even if you're not currently running Catalina, please contact Manga if you want to help test the Island Rum Beta. We have been conducting tests with a small pool of Mac users, and all the obvious issues have been fixed, but we do not want to push the Island Rum update for everybody until we know it won't break anything. Linux users can still run the 32-bit client under Wine so they're less of a concern, but if you want to test the 64-bit client, be aware that it is dynamically linked and you will need to install the Visual Studio 64-bit runtime. The 32-bit version is statically linked to maximize compatibility. Because the new client requires some libraries that are no longer compatible with the existing client, they are housed in two new folders: hc-bin32 and hc-bin64, while the data files are in hc-beta. I get that the folder spam is getting a bit annoying, but we honestly don't have a better solution right now. We're working on it. Bug Fixes Characters that crash on the first login after creation and become corrupted will now be cleared out by the dbserver instead of staying in the character list. Fixed crash when clicking Accept on the SG Settings interface when no fields where editable. Make it somewhat less likely for defeated enemies to be twisted into pretzels: Overhaul ragdoll parameters. The spring and dampen settings must have been different in older versions of PhysX, because the ones in NwRagdoll did almost nothing; which is why everything was so limp. Fixed joints (for all bones that don't have a spherical or hinge joint with special parameters) are apparently not working correctly, so replace them with a hinge joint that has a very small range of motion.
  22. Where did the monies come from for the last seven-odd years when it was one private server? Donations. And whenever we were at risk of the server not meeting the payment for the quarter, all I had to do was say "we are short $X for the quarter" and it would usually be covered very quickly. FUD. Lack of donations won't cause a Homecoming shutdown. As you just pointed, I have (almost) seven years of experience on this, and whenever the donation funds "begin to dry up" all you need to do is tell the player base, and they'll come around. And Homecoming has a major advantage in that it has no contract commitment, so if donation funds do start to drop below a critical threshold, they can downscale the hardware on short notice. Funding is not a concern.
  23. I mean to say there's no flag on a character that can be set or unset; the flag is on the encounter (the enemies that spawn), controlled by HasKheldianTeamMember. This most likely won't do what you want, because the "e" here is the instigator, the entity that triggered the encountergroup. If you set this flag on yourself, but a scrapper without the flag runs further ahead and spawns things, you'll get Quantums. If you're the one triggering the spawns, yes; also, under Jack's change soloing Kheldians wouldn't get any Quantums if they enabled that flag. This goes way farther than fixing the bug, since Quantums should spawn for Kheldians as part of their design (whether that's good or bad design is an entirely different discussion). The "proper" bugfix here is to make Quantums only spawn when there's a Kheldian on the team.
  24. There's no such thing as a "Kheldian flag". You can check the source that triggers the spawns here: https://git.ourodev.com/CoX/Source/src/branch/develop/MapServer/generator/encounter.c Line 2689 flags an EncounterGroup (a spawn point, in other words) to enable spawning Quantums or not. It does this by calling HasKheldianTeamMember, which returns true if either the player who triggered the spawn is a Kheldian, or if the team's "kheldianCount" is greater than zero (lines 6404 onward). The kheldianCount is set on this file: https://git.ourodev.com/CoX/Source/src/branch/develop/MapServer/container/team.c When a player joins a team, teamAddMember is called which increases kheldianCount is the player is a Kheldian (line 283); when a player leaves the team, teamDelMember is called which decreases kheldianCount if the player is a Kheldian (line 405). The myth of a "Kheldian flag" exists because it never actually counts how many Kheldians are on the team, it just increases or decreases that count without any real consistency checks. Check the file that declares the flag: https://git.ourodev.com/CoX/Source/src/branch/develop/Common/entity/teamCommon.h Line 223 states "mapserver disconnects can cause this to be inaccurate". If a team has no Kheldians but is spawning Quantums, that's a bug. It's just an extremely low priority bug that nobody ever bothered to fix.
  25. The map fog data is stored locally in the folder %LOCALAPPDATA%\NCSoft\CoX\VisitedMaps; if anything happens to those files, or the client can't write there, the fog will reset.
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