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Focused Feedback: Travel Power Updates (Build 4)


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 This is a Focused Feedback Thread

  • Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic.
    • Any off-topic posts in these threads will be removed without warning.
    • The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread.
  • The most up-to-date version of the changes will be listed in the first post.
  • The changes in each build will be posted as replies.
    • Most changes from the previous beta build are listed in green.
      • Green text will become white text in the next set of patch notes.
    • Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue.
      • Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live.
    • Known issues are listed in purple.

 


 

Patch Notes for April 6th, 2021 - Issue 27: Second Chances, Page 2 (Build 4)
 

Travel Power Updates 

This update brings a wide range of buffs for travel pools, a brand new travel power (as part of an update to the Concealment pool), and some mechanical improvements to how travel powers work. Our goals with these changes were as follows:

  1. Real travel powers (ie: actual power picks) should always be a significant step up over the free options (free jet packs should not be almost the same speed as Fly at level 50)
  2. Real travel powers should never cause you to lose something you've already got (turning on Super Speed shouldn't cause you to lose Ninja Run's jump buff)
  3. Classic travel powers (Fly, Super Speed, etc) should be on even footing with Origin Pool travel powers - and ideally, be better at the core thing they do (running, flying,  jumping)
  4. Slotting travel powers for speed should actually matter (looking at you, Fly)
  5. Free (prestige / temporary) travel powers shouldn't be made any slower than they are currently, but the gap between free and real travel powers needs to be made clear - the result being that real travel powers are now much faster (by boosting you above the standard speed caps), and free travel powers now cost more endurance than real travel powers

The result of which is these key changes:

  • Real travel powers now increase your travel speed caps when they are toggled on
  • Multiple travel powers can be active at once, allowing you to mix and match the benefits
  • Classic travel powers have received a number of tweaks and improvements

Note: This pass is primarily aimed at the mobility of each set - other aspects (ie: the attacks) were not in the scope of these changes, but may be looked at in the future.

 

Check out Bopper's detailed breakdown of these changes here

 

image.png.dfa8f8c97c1e9c63e932439a0dd73c15.png

Gotta Go Fast

 

Travel Power Stacking

  • Almost all travel powers are no longer mutually exclusive and can be activated at the same time, but only the strongest buff of each type (run speed, jump speed, jump height, fly speed, air control) will apply
    • This ensures that every power you pick or activate will only ever improve your mobility
  • Examples:
    • SuperSpeed_SuperSpeed.png.c7b0740d9fa4bdf6622415eef245128d.png Super Speed + Inherent_NinjaRun.png.1e5da8a40f3a6968a733d32dd0ddbcad.png Ninja Run
      • Previously: These powers couldn't be used together - if you turned on Super Speed, you lost the jump buff from Ninja Run
      • Now: You'll gain the run speed bonus of Super Speed and the jump bonus of Ninja Run (along with the cool pose!)
    • ForceofWill_MightyLeap.png.68958a297bf392684d4f96375d0e0a27.png Mighty Leap + Inherent_BeastRun.png.3145e09edb391b7a7a018386b1fc0b3b.png Beast Run
      • Previously: These powers couldn't be used together - if you turned on Mighty Leap, you lost the run speed buff from Beast Run
      • Now: You'll gain the jump bonus of Mighty Leap and the run speed bonus of Beast Run (along with the cool pose!)
    • Jump_LongJump.png.965618363ac8f16e7cc32209f5ee6b1c.png Super Jump + jump_combatjump.png.4a6f49a8ce8b92f13594c0c742cf3ffd.png Combat Jumping
      • Previously: These powers couldn't be used together - you had to choose between Super Jump's speed and Combat Jumping's defensive buff
      • Now: You'll gain the jump bonus of Super Jump along with the defensive buffs of Combat Jumping
    • Flight_TravelFlight.png.74244b2f884386eb35f8ac9428278017.png Fly + flight_combatflight.png.c5103d219b0511d0703390a1030c9f32.png Hover
      • Previously: These powers couldn't be used together - you had to choose between Fly's speed and Hover's defensive buff
      • Now: You'll gain the fly speed of Fly, along with the air control and defensive bonus of Hover
    • Note that this is not an exhaustive list - everything not covered by the exceptions below will stack
  • Some exceptions:
    • Click buffs (eg: Inertial Reduction), external buffs (eg: Speed Boost), and auto powers (eg: Swift) still stack as they did before
    • Prestige Run powers (Ninja Run, Beast Run, Athletic Run) are still mutually exclusive with each other
    • Temporary jetpacks are still mutually exclusive with each other
    • Sprint powers still stack with other run speed buffs and are still mutually exclusive with each other
    • Some Peacebringer flight powers and effects are mutually exclusive with their vanilla counterparts

Level Scaling

  • Travel powers no longer increase in strength as you level up, the previous level 50 values now apply at all levels
  • Travel speed caps no longer increase in strength as you level up, the previous level 50 values now apply at all levels

Inherent Fitness

  • All Inherent Fitness powers are now gained at level 1 rather than level 2

Travel Stances

  • Inherent_Stance.png.bff60c9e229a9535f3c9d586a1f53e24.png Inherent > Stance
    • Added Ninja, Beast and Slide Travel Power Only customization options
    • Selecting one of these options will cause the stance to only become active if any of the following powers are active:
      • SuperSpeed_SuperSpeed.png.c7b0740d9fa4bdf6622415eef245128d.png Super Speed
      • Experimentation_SpeedofSound.png.b0a70628ecee418730de416ea7fe7fd1.png Speed of Sound
      • Jump_LongJump.png.965618363ac8f16e7cc32209f5ee6b1c.png Super Jump
      • ForceofWill_MightyLeap.png.68958a297bf392684d4f96375d0e0a27.png Mighty Leap
      • Infiltration.png.b5c57bbeaf9ea728fcbbc5b151e63f44.png Infiltration

Pool Powerset Update: Concealment

  • Concealment has been updated to include a new sneaky & versatile travel power: Infiltration
    • Concealment is now classed as a travel pool - the first 3 powers in the pool are available immediately instead of just the first 2
    • Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth
    • Infiltration now sits where Invisibility used to be in the T3 slot
  • Invisibility_Stealth.png.104f33f2f11bf3378ee0ba5b0fa04d5a.png Stealth
    • Stealth radius increased to match the numbers Invisibility had before this patch
      • PvE radius has increased from 36ft to 55ft
      • PvP radius has increased from 389ft to 611ft
    • Out of combat defense increased from 3.5% to 7%
      • The defense bonuses suppression in this power has been cleaned up, and will now suppress if the user attacks, heals or buffs an ally, commands a pet, is hit by a foe or the user attacks or interacts with a mission objective
      • In-combat defence is unchanged
      • Summoning non-targetable pets (eg: Tornado) will now correctly suppress stealth and defence
    • Added a new 'Invisible' customization theme that makes the player barely visible when active
      • Fixed Invisible theme not being quite invisible enough
  • Infiltration.png.b5c57bbeaf9ea728fcbbc5b151e63f44.png Infiltration
    • Grants a run and jump bonus similar to Ninja Run
    • Grants out-of-combat stealth
      • 36ft in PvE, 389ft in PvP (the same values as Stealth before this patch)
    • Grants 1.75% out of combat defense

Pool: Sorcery

  • SorceryPool_MysticFlight.png.3c6f2d0385535a1e3b309b5542f2c605.png Mystic Flight
    • Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph)
      • See Fly above for more information on this speed cap increase
      • This increased cap doesn't apply in PvP
    • Base flight speed has been increased slightly (matching Fly)
    • Fixed Mystic Flight not being suppressed by Granite Armor
    • SorceryPool_Translocation.png.acd807b4b949c7684267c11fb7cda7bb.png Mystic Flight > Translocation
      • Range increased from 300ft to 350ft
      • Cast time reduced from 2.07s to 1.57s
      • Endurance cost reduced from 13 to 9.75
  • Note: The rest of Sorcery has received an overhaul, see "Pool Powerset Revamp: Sorcery" for more details

Pool: Speed

  • SuperSpeed_SuperSpeed.png.c7b0740d9fa4bdf6622415eef245128d.png Super Speed
    • Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph)
      • This increased cap doesn't apply in PvP
    • Now has a new momentum leap mechanic
      • Running will build up momentum, allowing you to perform a single very high, very long jump after approximately 4 seconds of running
      • Jumping will cause you to expend your momentum - after landing, you'll need to remain grounded and running in order to perform another momentum jump
      • Super Speed's icon will gain a yellow ring when you are at maximum momentum
    • SuperSpeed_SpeedPhase.png.be2bac846fa85fc6ccc538976819a9c0.png Super Speed > Speed Phase
      • New free secondary (server tray) power that doesn't require a power pick
      • Toggle, moderate endurance cost
      • Removes collision with characters (ie: phase shift without being untargetable), and sets you to Only Affect Self
        • This allows you to pass through enemies, allies, civilians, cars, and even the Atlas Park blimp!
        • The effects of this power (including the OAS component) will suppress if you are attacked or damaged by an enemy
        • Note: as this power doesn't actually make you intangible, it doesn't trigger (and isn't affected by) the No Phase timer
      • Null the Gull will allow you to hide Speed Phase's pop-up tray

Pool: Experimentation

  • Experimentation_SpeedofSound.png.b0a70628ecee418730de416ea7fe7fd1.png Speed of Sound
    • Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph)
      • This increased cap doesn't apply in PvP

Pool: Leaping

  • Jump_LongJump.png.965618363ac8f16e7cc32209f5ee6b1c.png Super Jump
    • Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph)
      • This increased cap doesn't apply in PvP
    • Jump_HighJump.png.864db247afae2249525adce6d03d45ea.png Super Jump > Double Jump
      • New free secondary (server tray) power that doesn't require a power pick
      • Timed toggle, 30 second duration (10s in PvP), 30 second cooldown shared with Jump Pack and Steam Jump
      • Allows you to jump to an unlimited height and jump again mid-air
      • Null the Gull will allow you to hide Double Jump's pop-up tray

Pool: Force of Will

  • ForceofWill_MightyLeap.png.68958a297bf392684d4f96375d0e0a27.png Mighty Leap
    • Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph)
      • This increased cap doesn't apply in PvP
    • ForceofWill_Stomp.png.d2ed9aec030afaa6250005e989685a11.png Mighty Leap > Takeoff
      • Now increases jump speed cap by a further 10% (to 110.39mph) and boosts Mighty Leap to put you at the jump speed cap for 30 seconds
        • Previously this bonus was just under 20%, but it now stacks with the 30% bonus from Mighty Leap

Pool: Teleportation

  • Teleportation_RecallTeleport1.png.e272eacb06c73f3f512fc27ef8e5249b.png Teleport Target
    • The following changes have been made when teleporting allies only (the teleport foe component remains unchanged);
      • Removed the 4s interrupt window, significantly speeding up the activation time
      • Increased the recharge by 4s
      • These two changes combined result in the total time between teleports being the same if you have no recharge buffs or enhancements - but it will much faster if you slot for (or are buffed for) recharge
  • Teleportation_Teleport.png.819d87e01d817f62694b6effd01c3432.png Teleport
    • Base range increased from 300ft to 350ft
      • Enhanced range (2x level 50 IOs) increased from 449.1ft to 523.95ft
    • The post-teleport hover buff has been adjusted
      • Now lasts up to 15s, rather than 6s
      • The hover buff will cancel if you move, interact with an objective, attack a foe or are attacked by a foe
      • Teleport's endurance cost is reduced by 50% while this hover buff is active, allowing you to use much less endurance when chaining teleports over long distances
    • Activation time reduced from 2s to 1.5s
    • The actual teleport now happens at 0.6s into the activation, rather than 1.17s into the 2s
      • This allows you slightly more time to select the location of your next teleport
    • Location targeting has also received some improvements which also affect Teleport, see "Teleportation Targeting & /powexec_location" in the Miscellaneous section 

Warshade

  • umbralaura_shadowrecall.png.b3b743e06e3bcd26969d48eb21c106a1.png Shadow Recall
    • Mirrored all i27, Page 2 changes for Teleport Target
  • UmbralAura_TeleportSelf.png.c57485a971688f67d6903d312cea2ef8.png Shadow Step
    • Mirrored all i27, Page 2 changes for Teleport apart from the animation time adjustment
      • Shadow Step already has a 1.67s activation time
  • UmbralAura_NebulousForm.png.138d577b99fe354891093fc6f60ef97c.png Nebulous Form
    • Endurance cost reduced from 2.6/s to 0.65/s
    • This puts the endurance cost in line with Phase Shift

Prestige & Temporary Powers

  • Inherent_NinjaRun.png.1e5da8a40f3a6968a733d32dd0ddbcad.png Ninja Run + Inherent_BeastRun.png.3145e09edb391b7a7a018386b1fc0b3b.png Beast Run + Inherent_AthleticRun.png.21dd485cd3d8e51152ae33a4c1a86489.png Athletic Run + temporary_mayhem_selfflight.png.4b3bb802b2c42437cbbb12a087fe9131.png Temporary Jetpacks
    • All travel speeds remain unchanged
    • Normalized endurance costs to 0.57/s (slightly higher than Fly at 0.46/s)
      • These weren't consistent before - most were lower, some were higher
      • The PvP jetpack has not been modified and still has a 2.0/s endurance cost
    • These powers no longer benefit from global endurance discounts
  • temporary_antigravitymatrix.png.4540d057c761ff3bf1a7d3ccc39da0af.png Rocket Board + temporary_antigravitymatrix.png.4540d057c761ff3bf1a7d3ccc39da0af.png Magic Carpet + temporary_antigravitymatrix.png.4540d057c761ff3bf1a7d3ccc39da0af.png Void Skiff 
    • No longer disables all other powers
    • Now applies Only Affecting Self
    • Fly speed reduced to match unslotted Fly
      • Previously you couldn't use anything (even Swift) to increase your fly speed using these powers, so they had a slightly increased speed by default
      • This is no longer the case, you can now stack them with other flight powers to fly at high speeds in style!
    • Can no longer be used in the Arena
  • inherent_panther.png.fef7e49db313da95fcc9cd1d33080a3b.png Panther Travel Power
    • Jump height and speed increased to match Coyote Travel Power
Edited by GM Arcanum
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41 minutes ago, GM Arcanum said:

Teleportation_Teleport.png.819d87e01d817f62694b6effd01c3432.png Teleport

  • Base range increased from 300ft to 350ft
    • Enhanced range (2x level 50 IOs) increased from 449.1ft to 523.95ft
  • The post-teleport hover buff has been adjusted
    • Now lasts up to 15s, rather than 6s
    • The hover buff will cancel if you move, interact with an objective, attack a foe or are attacked by a foe
    • Teleport's endurance cost is reduced by 50% while this hover buff is active, allowing you to use much less endurance when chaining teleports over long distances
  • Activation time reduced from 2s to 1.5s
  • The actual teleport now happens at 0.6s into the activation, rather than 1.17s into the 2s
    • This allows you slightly more time to select the location of your next teleport
  • Location targeting has also received some improvements which also affect Teleport, see "Teleportation Targeting & /powexec_location" in the Miscellaneous section 

 

These are nice. Teleports reduced end cost after initial use & activation time. Does Translocation get the same benefit?

 

These are AWESOME

  • temporary_antigravitymatrix.png.4540d057c761ff3bf1a7d3ccc39da0af.png Rocket Board + temporary_antigravitymatrix.png.4540d057c761ff3bf1a7d3ccc39da0af.png Magic Carpet + temporary_antigravitymatrix.png.4540d057c761ff3bf1a7d3ccc39da0af.png Void Skiff 
    • No longer disables all other powers <<---
    • ..you can now stack them with other flight powers to fly at high speeds in style!

 

 

 

Edited by Troo
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46 minutes ago, GM Arcanum said:

UmbralAura_TeleportSelf.png.c57485a971688f67d6903d312cea2ef8.png Shadow Step

  • Mirrored all i27, Page 2 changes for Teleport apart from the animation time adjustment
    • Shadow Step already has a 1.67s activation time

 

Insanely minor issue, but I'd like the 1.50s activation to match here. The speed difference is roughly 11% because of the shades slightly higher activation time.

 

The pool power feels a lot snappier despite the very minor difference, when your travel is instant relocation, it makes it a lot more noticable than say, 2mph slapped on to super speed or fly.

 

No big deal if it can't be done for whatever reason, the teleport change is amazing for both shades and everyone else.

Edited by ScarySai
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Experienced a very strange bug.

 

Trying to test teleport. The first few times I clicked it the animation processed but I didn't go anywhere, I teleported in place.

 

After a couple more attempts it started working normally and now I can't replicate the bug.

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1 minute ago, Wavicle said:

Experienced a very strange bug.

 

Trying to test teleport. The first few times I clicked it the animation processed but I didn't go anywhere, I teleported in place.

 

After a couple more attempts it started working normally and now I can't replicate the bug.

 

Where were you? Sometimes this happens to me on my teleporter, it at least predates the initial teleport changes. I don't know the trigger.

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12 minutes ago, ScarySai said:

 

Where were you? Sometimes this happens to me on my teleporter, it at least predates the initial teleport changes. I don't know the trigger.

It happened when I was trying to teleport AWAY from the Black Market (Krazy Mark) in St. Marts. Once the bug stopped I was able to teleport without issue from the same location.

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I'd like to make one suggestion for Super Jump/Mighty Leap.

 

I would love a Costume option that lets us always jump in the "arms and legs spinning" animation.

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2 minutes ago, Wavicle said:

It happened when I was trying to teleport AWAY from the Black Market (Krazy Mark) in St. Marts. Once the bug stopped I was able to teleport without issue from the same location.

Yeah, I think that's lag or some kind of server-side weirdness. It's an old bug(?) that occasionally happens.

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These tests measure travel with identical slotting.

 

Each travel power has 1 SO (Run, Fly, Jump, and Range). Swift has 1 Run and 1 Fly SO. Hurdle has 1 Jump SO.

Stamina has 3 lvl 50 IOs. No other global buffs of any kind.

 

Tested in St. Martial, from Krazy Mark in the southeast to Dead Man's Tree in the northwest.

 

Teleport took 30 seconds
SJ took 55 seconds
Fly took 58 seconds
SS took 1 minute, 3 seconds


was going to test in other zones, but I kept encountering bugs with SS Momentum so now I'm working on that.

Edited by Wavicle
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1 minute ago, Wavicle said:

These tests measure travel with identical slotting.

 

Each travel power has 1 SO (Run, Fly, Jump, and Range). Swift has 1 Run and 1 Fly SO. Hurdle has 1 Jump SO.

Stamina has 3 lvl 50 IOs. No other global buffs of any kind.

 

Tested in St. Martial, from Krazy Mark in the southeast to Dead Man's Tree in the northwest.

 

Teleport took 30 seconds
SJ took 55 seconds
Fly took 58 seconds
SS took 1 minute, 3 seconds


was going to test in other zones, but I kept encountering bugs with SS Momentum so now I'm working on that.

Ha! Good follow up, thank you. Now did you see the skeleton on the tree during any of these runs? 😁

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Created a bug thread for this:

 

SS Momentum seems to only work intermittently or partially in some zones.

So far:

Works fine in St. Martial and Skyway City.

 

Works intermittently or partially or not at all in Talos Island and Independence Port.

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I really do love these changes to teleport now. The 1/2 off end cost means that even teleport 3.5 miles and back in the Storm Palace means I do not run out of End anymore, even with all of my armor toggles (including tough/weave!)

 

I clocked my teleport at about 170mph (but I have a global range buff of 25% on top of 2xIO+5s ranges). So that's about as fast as I think you can go without power boost, which is too short to really impact long range travel too much.

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1 minute ago, arthurh35353 said:

I really do love these changes to teleport now. The 1/2 off end cost means that even teleport 3.5 miles and back in the Storm Palace means I do not run out of End anymore, even with all of my armor toggles (including tough/weave!)

 

I clocked my teleport at about 170mph (but I have a global range buff of 25% on top of 2xIO+5s ranges). So that's about as fast as I think you can go without power boost, which is too short to really impact long range travel too much.


Boost Range is easily permaable. Clarion Radial I’m not sure.

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20 minutes ago, Wavicle said:


Boost Range is easily permaable. Clarion Radial I’m not sure.

Boost range? I don't play blasters much due to mezz (I don't play nearly as much squishies really because of it.)

 

Huh, totally missed that before. My only recent energy has been Sentinel and most Sents get kind of hosed on regular range powers.

 

 

 

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2 hours ago, Troo said:

These are nice. Teleports reduced end cost after initial use & activation time. Does Translocation get the same benefit?

No, but note that it does have a hefty endurance reduction baked in (13>9.75).

 

Which makes sense - if you don't have the Michael Phelps to translocate continuously, you can still... Fly.

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2 hours ago, Wavicle said:

These tests measure travel with identical slotting.

 

Each travel power has 1 SO (Run, Fly, Jump, and Range). Swift has 1 Run and 1 Fly SO. Hurdle has 1 Jump SO.

Stamina has 3 lvl 50 IOs. No other global buffs of any kind.

 

Tested in St. Martial, from Krazy Mark in the southeast to Dead Man's Tree in the northwest.

 

Teleport took 30 seconds
SJ took 55 seconds
Fly took 58 seconds
SS took 1 minute, 3 seconds


was going to test in other zones, but I kept encountering bugs with SS Momentum so now I'm working on that.

Great test. May I make a request for a 3 SO slotting in TP, SJ, Fly, and SS? Since TP uses a schedule B enhancement buff while the others use shedule A, I am curious how numbers shake out when at their ED cap (57% and 95%, iirc).

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4 hours ago, Wavicle said:

Experienced a very strange bug.

 

Trying to test teleport. The first few times I clicked it the animation processed but I didn't go anywhere, I teleported in place.

 

After a couple more attempts it started working normally and now I can't replicate the bug.

I just had it happen on Mercy Isle, I tried to activate the power 8 times and animated but didn't move (and target was up in the sky, lateral distance, as well as ground).  It finally started working again, but after zoning into a mission and out again, the bug repeated.

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4 hours ago, Wavicle said:

Experienced a very strange bug.

 

Trying to test teleport. The first few times I clicked it the animation processed but I didn't go anywhere, I teleported in place.

 

After a couple more attempts it started working normally and now I can't replicate the bug.


I haven’t seen this bug with Translocation, so that’s promising.

Playing CoX is it’s own reward

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