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The Curator

Patch Notes for October 29th, 2019

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Powers

  • Fixed transparency values of Stealth and Invisibility.

 

Stability & Performance

  • The PhysX simulation thread is now completely decoupled from the main thread and should not cause lag or frame rate slowdown even if it is extremely overloaded and falling behind.
  • PhysX is now more aggressive about dynamically removing debris if it detects the simulation is running too slowly.
  • Fixed an issue with the particles generated by certain powers taking much more processing power than they should. Stone Cages was the worst offender.

 

UI

  • Fixed the Auction House search box not responding to input at very high (>2.5) UI scales common on 4k and UHD monitors.
  • Fixed text of Auction House "Make Offer" button not scaling with UI.
Edited by The Curator
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My thanks for the efforts!


What was no more, is REBORN!

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Woo!

Although we ARE still going to be intermittently flinging fugitive felons with such force that they fall foully far through the facing of the walls and floors, right?

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My Earth/Storm Controller will shed a single tear for the "such powerful control, he can stop his teammates' computers" factor, but overall, move on with a better quality of life.

Will this fix Nega-Pendragon's ability to instantly wipe a Magisterium trial, too?

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Thank you very much. Although the stone cages weren't game breaking for me, it did cause my FPS to shoot way down. Awesome job, guys!

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I knew my combat attributes showed me as stealthed! That explains a lot! 

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I noticed this morning an intermittent sound effect glitch on a couple of my ice/storm controller powers that I don’t ever recall  hearing before.  Freezing Rain and Frostbite.   I’m not quite sure how to describe it but there is a noticably wrong repeating or reverb on their sound f/x.

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This game gets more patches and fixes than some top developer games ( :cough EA cough:)

Edited by Lunchmoney
  • Like 5

I used to play under the handle @Purple Clown.

I'm in the UK.

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OMG i've noticed and said this a lot. Tremor on my stone/rad brute is also a very big offender. Generally any rock particles.

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So, uh . . . my in-game font changed slightly with this latest patch, and the spacing especially so.

Prior to patch:

95135485_Fontpriorto2019-10-29Patch.jPg.efdbd0fd959d9449823fe3ff322faf5e.jPg

 

After patch:

1635673283_Fontafter2019-10-29Patch.jPg.624c49f2e12bb6b06feb3dcc5a3a3578.jPg

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Font doesn't do exclamation marks well. Otherwise it seems great.

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Not included in my sample images, since I didn't want to use any part of the chat with had other people's names and messages, but the @ symbol is now so thin as to be basically invisible with the current font I've been changed to, as well as some other non-letter non-number characters being messed up.

 

But, really, my biggest concern is that the new font has fuzzy edges for blue'ish coloured text and other cool colours, and isn't crisp and clear like the old font was.

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Btw: after this update gmotd seems to got reverted to last week version, so it shows that WST is Legend of Ruladak, while actually WST is Saga of Faathim.


To keep this game safe, We have to give it to the world. Here you can download your own Private Server and other files. No moneybags're gonna put this genie back in a bottle!

http://ourowiki.ouro-comdev.com/

 

Arc ID #13097 - Archvillain Beatdown, try it out!

Make Energy Aura available for Tankers plz, Munitions Mastery (Epic) for Masterminds, Temporal Manipulation (attacks) for Dominators, buff somehow underperforming Lore pets (Robotic Drones, Demons, Seers).

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@MetaVileTerror here's what Number Six said in the beta discord about font changes:

 

@Replacement There has been some more work on scaling things up for high DPI (i.e. 4K and/or UHD) displays. Some text was already being scaled but on beta the outline size also gets scaled up along with it.

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Minor font rendering differences are probably a result of upgrading the FreeType library the game uses from some ancient version that was last updated right around never ago to the current version. But that wasn't in this patch, it's been out since at least the one prior to it.

 

IIRC FreeType changed at some point to autohint (snap to pixel boundaries) vertically but not horizontally, similar to ClearType and other technologies that take advantage of subpixel rendering.

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I am finding myself (ironically) more confident in the current dev team's talents and decision making then I ever was in the live team ...or really 90% of other games I've played.

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In game on Excelsior:

Shred Monkey - Claws / Super Reflexes Stalker

Action Monkey - Dual Pistols / Devices Blaster 

Sewer Monkey - Street Justice / Bio Armor Stalker

Hyperdrive Monkey - Beam Rifle / Devices Blaster

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Thunderous Blast?
According to ParagonWiki, it should not deal Knockback.

According to Pineapple, the Power Info says it does not deal Knockback.
Testing it on Pineapple against level 1 enemies while level 32, I observed no Knockback.

 

Do you have a spare Build available on your character which you can experiment on with no Enhancements to potentially clutter up the test results?

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