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Delvkai

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Everything posted by Delvkai

  1. Cold Hand of Death is the power you "get" to tell you you are in the range to earn that day job power when you log off. The actual temp power that your get from that day job after logging off in DA is "Frozen Hand of Death", and it does appear to work.
  2. Supposedly, you can get it if you are quick enough after the Tuesday maintenance. All the Zones reset, and the Paladin event supposedly starts and works enough to get the badge.
  3. I made a quick(ish) base for the family Supergroup -- Located on Indomitable, Code: GNODAB-1808 The ideas I got from them were "Tree-house" and "Floating Islands", so here is what I came up with! The story of the base is basically a group of wizards ripped a chunk of Praetoria out and transported to a pocket dimension, after the fall of the world.
  4. I always explain it away with the hero/villain Doppelganger arcs. You may have thought they were all clones/ no one mentions they are from Praetoria, but you never know...
  5. Yup, Troo is right. After you place an object, you can then select it then hold Shift and drag to move it up and down. (Note, NPCs are particularly finicky.) Another way to get objects onto another is to go into "Surface" mode. When you select the item to drop in the base, you can press the F5 key (or there is an option in the little base menu) and cycle until the screen flashes SURFACE. Then, the object you are moving around will stick to whatever object your mouse is over. Useful for placing on tables, walls, ceilings, or even diagonally on a boulder!
  6. Finally completed my first base! Super fun time learning how to make a base, even if it look like 6 months, lol --- Welcome to the Devoured Company's base on Indom, DVRD-6427. Originally formed as a paramilitary force by former Praetorian Vets, we now jointly operate a base with the Vanguard in Boomtown, providing job opportunities to our fellow Praetorian refugees and a base of operation for our fellow wandering Heroes.
  7. Yeah, I always hope for more base items to come out; I don't think I've seen anything close to that in the editor. (On the Tech Side -- You will probably never get something exactly like that, those types of flat dirt paths are actually drawn on with a paint brush when the Atlas Park map was designed, so unless we somehow get that level of godly control in the bases, you may have to find some janky solutions)
  8. Sounded like a fun thing to try to experiment with. Here is my best attempt. The path is raised, couldn't think of any "flush with ground" options. The main parts are Leaf Piles (Tintable) & Dirt Mounds. Both were placed, sunken into the ground to semi-random heights, then spun to give a more organic feel. The little extras are the Rock X Tintable group and the Bush (X) props.
  9. I did a little differently, I made a Rad/Energy Sentinel that I role play as a Praetorian Peacebringer, with the different timelines, there are different powers and styles between the two realities. I made a macro so that when I pull my "oh shit" Overload power, it changes my costume into a spectrum version of myself with an intense aura to try to mimic the Light Form power.
  10. Still on the new side of base building, but love coming to this thread. I've found that the bathtubs make some pretty nice techie tables for my gun range, plus they are tint-able!
  11. Chiming in, the Blaster description for HoB includes: If you hit at least one target you will gain a moderate melee, ranged and AoE Defense bonus for a brief period So the desired effect is currently activ, if we are seeing no defense away from groups, and +defense in groups where a mob is hit.
  12. The secondary modifiers from ammo types for Dual Pistols appear to be bugged. All tests are conducted with the Pistols Power. Without any ammo types toggled, a -DEF effect should occur. This behavior is correct. With Cryo Ammo, the -DEF should not activate, and instead a movement and recharge slow should be applied. Currently, both the default and Cryo Ammo effect apply to the target. With Incendiary Ammo, the -DEF should not active, and instead a DoT should apply. Both the default and Incendiary Ammo effect apply to the target. With Chemical Ammo, the -DEF should not active, and instead a -DAM should. In this case, the -DAM does not apply nor does the Toxic damage, but the -DEF does. This pattern has followed for the special effects of all tested powers (all but Suppressive Fire), with the exception of Hail of Bullets. HoB has the above behavior for Cryo and Incendiary, and Chemical is the same with the exception of it adding the Toxic damage. Attached is a combat log and accompanying pictures. Swap_Ammo_Tests.txt
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