Vanden

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  1. [ QUOTE ]
    PS---This was the note from Statesman about a 13 months ago. It's pretty succinct but it basically explains what I was trying to say above.

    "Hey - my brother served in Korea (10th Mountain). Career military. Coming up on 18 yrs.

    Anyway, we can't use volunteers. Remember the nasty lawsuits with EA and Ultima Online? Very problematic.

    I'd love to have a proofreader - trying to get a fulltime editor/writer hired, in fact. There's SO much text!

    I agree on the interactitivity 100%. Stuff to engage people. "

    [/ QUOTE ]
    Yeah, that's why they can't make my power icon fix official.

    [ QUOTE ]
    BaB's its the weekend! Go home or something!

    [/ QUOTE ]
    What are you, his mother?
  2. No, bad! You do not quote a 2 page post for a three-line response!
  3. No matter how much time you spend telling me how much work it is, I will still want power customization more than any other feature. I appreciate you putting so much time into this FAQ, though.
  4. This. If any art guys are reading, it was very easy to make by putting the Eye of the Magus icon into Photoshop and taking the Hue/Saturation tool to it!
  5. I could, but it would change the icon for PvP zone resistance buffs, too. In fact I do have it changed on my machine, but I hardly go into PvP zones so it doesn't bother me. I don't want to put changes into my "official" pack that fix one thing but break another.
  6. You mean as in different from the new icon I already gave it? No, all the patron shields point to the same icon file. Besides, typed defense shields tend to use the same icon symbols as resistance shields.
  7. [ QUOTE ]
    I still long to see this for my Corr.

    [/ QUOTE ]
    You're preaching to the choir here, buddy.
  8. [ QUOTE ]
    I wonder, is there any way you could create an interface for this whole process? Like, a screen with a list of all game powers and their icons so someone could easily mix and match them as they pleased.

    Or even...
    An icon-creating toolbox program that would put icons together from scratch. It would have 3 columns:
    Powerset (icon color scheme)
    Target (icon border)
    and Effect (center icon image)

    [/ QUOTE ]
    It could probably be done, but not by me. I just don't have the knowledge or skills for such a thing. What I do boils down to making pictures in Photoshop and then putting them in the right folder. Also, I'm pretty sure the use of a program that can open and change the all the icons in the game would be against the EULA.

    [ QUOTE ]
    Is there any way you can redress the mouse pointer? I'd like something more ... visible.

    I am using the "Ctrl highlights the mouse pointer" feature in Windows but it doesn't work well.

    [/ QUOTE ]
    I could ostensibly change the cursor's appearance, but not its size, so I don't think I could help you there. Happy Birthday!
  9. I think the total effects you could expect the power to do is more important for an icon to describe than how it looks or feels while doing it. That's why I didn't change Alkaloid's symbol to a picture of a piece of poo. Seriously though, Alkaloid sucks.

    Anyway, I knew I wasn't going to be able to please everyone with these changes, that's why I included the info on how to revert my changes. I could try giving it the "damage over time" symbol, that way it would match the icon for Sands of Mu, if you'd like that better.
  10. That happens when you delete a modified icon file while the game is running. Just restart the game without the modified files in place.
  11. Just posting to let everyone know that I am still making more fixes and consistency changes, and also to bump this thread to keep it from getting purged.
  12. I can't fix Howling Twilight or Blaster Burn because the game is showing the wrong icons. In fact I shouldn't have to; the proper icons exist and are already in game, but it's not using them. Fixing them would break the power it stole the icon from.

    I'm mulling over what to do with Glue Arrow. On the one hand, it does need a target to be used, but on the other hand it also leaves a pseudo-pet with a persistent AoE effect like other location AoE powers. I could try combining the borders, but since there's no precedent for that sort of thing in the dev-made icons...
  13. I just tried it myself, both the Map Pack and the standalone installer for the Icon Pack, and it worked fine. I don't know what to tell you.
  14. Hm, I'll talk to Sapph. That's his department.
  15. The question comes up a lot whether this is allowed by the EULA. I'll let Sapph explain why we believe it is:


    Quote:
    Originally Posted by Sapph
    Speaking in my official capacity of a co-owner and the technical administrator of Badge-Hunter.com and VidiotMaps.com, and the current distributor of Vanden's Power Icon Correction Pack:

    We believe the EULA permits the use of the VidiotMaps map pack and other graphical modifications. Specifically, section 6 ("CONTENT AND MEMBER CONDUCT"), paragraph b states (emphasis added):

    [ QUOTE ]
    (b) Rights in Content. You acknowledge that NC Interactive and its related Game Content Providers (“Game Content Providers”) have rights in their respective Game Content under copyright and other applicable laws, and that you accept full responsibility and liability for your use of any Game Content in violation of any such rights. NC Interactive and its related Game Content Providers grant to Members the right to use the Game Content for noncommercial, personal purposes, including in connection with creating noncommercial fan fiction or fan web sites regarding the same. However, you acknowledge and agree that you shall not reproduce, prepare derivative works based upon, distribute, publicly perform, or transmit any Game Content for commercial uses without first obtaining the express written consent of NC Interactive.

    For clarification purposes only, “derivative works based upon” Game Content are works which are substantially similar, both in ideas and expression, to the Game Content. Similarity of ideas in the Game Content and derivative works concern similarities between things such as plot, theme, mood, setting, appearance, and character traits. Similarity of expression concerns the total concept and feel of the Game Content and the derivative works. Thus, if a work created by a Member or someone other than NC Interactive (or its related Game Content Providers) is likely to bring to mind the Game Content, then it is likely that such work is a derivative work of the Game Content, and as such may not be used for commercial purposes.

    [/ QUOTE ]

    Obviously, the map packs are a "derivative work". They are indeed, substantially similar, both in ideas and expression to NC Interactive Game Content. However, since this derivative work is used for noncommercial personal purposes in connection with the creation of a fan webs site regarding the same, it seems clear that this use is licensed.

    Additionally, we believe that users cannot be held liable due to section 3 ("LICENSE TO USE"). Section 3 states (emphasis added):

    [ QUOTE ]
    You may not (a) sublicense, rent, lease, loan or otherwise transfer the Software or the Service (or any part thereof), including without limitation serial codes; (b) modify, adapt, reverse engineer or decompile the Software, or otherwise attempt to derive source code from the Software; (c) create any derivative works in respect of the Software or the Service; or (d) otherwise use the Software or the Service except as expressly provided in this Agreement.
    We feel this section does not apply to the map pack or similar graphical modifcations. The section is specific to the use of the Software and the Service, not the Game Content. We believe that, as a legal agreement, the EULA cannot be viewed piecemeal, but as a unified whole. As such, the EULA implicitly defines Software and Game Content as seperate legal entities - the former that is protected from ALL changes and/or derivative works, and the latter that is not. The version of the EULA that is quoted here was dated November, 2007, and was found at http://www.plaync.com/help/eula_coh.html

    [/ QUOTE ]
  16. The icon pack has been updated, now for Issue 18! Thanks to Beef Cake at VidiotMaps for hosting it, and thanks to GuyPerfect for his very helpful icon tech. You can download it from the VidiotMaps.com download page. As always, here is a preview of some of the changes I've made. In addition to those ancient preview images, every icon in my signature image is an icon included in the pack.

    This latest version contains alterations for 257 icons.
    (Not including multiple powers that use the same file)

    Reverting icon changes
    If you don't like a change I made, the steps to revert it are simple. First, navigate to your City of Heroes/Villains installation folder. On most machines this is "C:\Program Files\City of Heroes" or "C:\Program Files\City of Villains". Then, navigate through the folders: Data -> texture_library -> GUI -> Icons -> Powers. Inside the Powers folder is where the changed icon files are stored. Then simply delete the file that corresponds to the icon that you want reverted. For example, to revert the icon for Unstoppable, delete the file "Invulnerability_Unstoppable.texture".


    Full list of changes
    • Patron Pets given proper "Pet power" border, inner symbol changed to normal pet summon symbol
      Arachnos_Patron_SummonOnePet.texture

    • Accolades/Crey CBX-9 Pistol (slash Stolen Immobilizer Ray) given proper single-target border
      BA_Crey_Pistol.texture

    • Accolades/Elusive Mind changed to have pink defense buff icon
      Temporary_PVP_BuffDefense.texture
      Note! This changes the defense buff icon in PvP zones too! I already know this, but people wanted the new icon for Elusive Mind. I'll let you decide which icon is more important to you.

    • Accolades/Geas of the Kind Ones and Force of Nature changed to have red endurance increase icon (for variety)
      BA_Geas_Of_Kind_Ones.texture

    • Archery/Rain of Arrows changed to have "extreme damage" symbol
      Archery_RainofArrows.texture

    • Bane Spider Soldier/Poisonous Ray changed to have defense debuff symbol
      BaneSpider_PoisonousRay.texture

    • Bane Spider Soldier/Shatter changed to have "extreme damage" symbol
      BaneSpider_Shatter.texture

    • Bane Spider Training/Cloaking Device changed to have "invisibility" inner symbol
      BaneSpiderTraining_CloakingDevice.texture

    • Bane Spider Training/Surveillance changed to have defense debuff symbol
      BaneSpiderTraining_Surveillance.texture

    • Battle Axe/Taunt given proper Targeted AoE border
      BattleAxe_Taunt.texture

    • Body Mastery/Energy Torrent given "knockdown" symbol
      BodyMastery_EnergyTorrent.texture

    • Broadsword/Hack and Broadsword/Slash icons swapped to properly reflect relative strength of powers
      Sword_Hack.texture
      Sword_Slash.texture

    • Claws/Swipe changed to have "melee minor damage" symbol
      Claws_ClawsSwipe.texture

    • Cold Domination/Heat Loss given "endurance drain" inner symbol
      ColdDomination_HeatLoss.texture

    • Cold Domination/Infrigidate inner symbol changed to indicate both -Speed and -Recharge
      ColdDomination_Infrigidate.texture

    • Cold Domination/Snow Storm inner symbol changed to indicate both -Speed and -Recharge
      ColdDomination_SnowStorm.texture

    • Cold Mastery/Flash Freeze given proper "sleep power" symbol
      ColdMastery_FlashFreeze.texture

    • Cold Mastery/Snow Storm changed to indicate both -Speed and -Recharge
      ColdMastery_SnowStorm.texture

    • Crab Spider Soldier/Longfang and Crab Spider Soldier/Channelgun icons swapped to properly reflect relative strengths of powers.
      CrabSpider_Channelgun.texture
      CrabSpider_Longfang.texture

    • Dark Armor/Cloak of Darkness changed to accurately indicate the level of stealth it gives
      DarkArmor_CloakOfDarkness.texture

    • Dark Armor/Dark Embrace changed to have "smashing/lethal resistance" inner symbol
      DarkArmor_DarkEmbrace.texture

    • Dark Armor/Death Shroud changed to have "damage over time" inner symbol
      DarkArmor_TouchOfDeath.texture

    • Dark Armor/Hide inner symbol changed to "invisibility" symbol
      DarkArmor_Stealth.texture

    • Dark Armor/Obsidian Shield changed to have "mez protection power" symbol
      DarkArmor_ObsidianShield.texture

    • Dark Armor/Murky Cloud tweaked so icon indicates protection from both energy and negative energy
      DarkArmor_DefractingCloud.texture

    • Dark Blast/Dark Blast and Dark Blast/Gloom icons swapped to propery reflect relative strength of powers
      DarkCast_DarkBlast.texture
      DarkCast_SoulDrain.texture

    • Dark Mastery/Dark Embrace changed to have "smashing/lethal protection" inner symbol
      DarkMastery_DarkEmbrace.texture

    • Dark Melee/Dark Consumption inner symbol changed to "boost endurance" symbol
      ShadowFighting_DarkConsumption.texture

    • Dark Melee/Shadow Maul changed to have "high damage" symbol
      ShadowFighting_ShadowMaul.texture

    • Dark Miasma/Shadow Fall inner symbol changed to more accurately indicate the level of stealth it grants
      DarkMiasma_ShadowFall.texture

    • Dark Miasma/Tar Patch given proper location AoE border
      DarkMiasma_TarPatch.texture

    • Day Jobs/Clubber changed to have proper "recovery boost" inner symbol
      DayJob_RecoveryBoost.texture

    • Day Jobs/Duelist changed to have "max endurance increase" inner symbol
      DayJob_EnduranceBoost.texture

    • Demon Summoning/Hell on Earth given combination single-target/summon border
      DemonSummoning_HellonEarth.texture

    • Dual Pistols/Piercing Rounds changed to have single-target border with custom "shield-piercing" symbol
      DualPistols_PiercingRounds.texture

    • Earth Assault/Tremor given "knockdown" symbol
      EarthAssault_Tremor.texture

    • Earth Control/Animate Stone changed to have proper "pet summon" border
      EarthGrasp_AnimateStone.texture

    • Earth Control/Earthquake given "knockdown" symbol
      EarthGrasp_Earthquake.texture

    • Earth Control/Quicksand change to indicate -Speed instead of -Recharge
      EarthGrasp_Quicksand.texture

    • Electric Armor/Lightning Field given "damage over time" symbol
      ElectricArmor_PBAoEMinorDamage.texture

    • Electric Armor/Power Sink given "endurance drain" inner symbol
      ElectricArmor_PBAoEEnduranceDrain.texture

    • Electricity Assault/Charged Brawl given "moderate-damage melee" inner symbol
      ElectricalAssault_ChargedBrawl.texture

    • Electricity Assault/Havoc Punch given "high-damage melee" inner symbol
      ElectricalAssault_HavocPunch.texture

    • Electricity Assault/Thunder Strike given targeted AoE border
      ElectricalAssault_Thunderstrike.texture

    • Electric Control (all powers) changed from having the same color scheme as Electricity Assault to have its own unique purple and pink scheme. Also changed symbol of Jolting Chain to "chain" symbol, and symbol of Conductive Aura to "end drain" symbol.
      ElectricControl_ChainFences.texture
      ElectricControl_ElectricFence.texture
      ElectricControl_Gremlins.texture
      ElectricControl_JoltingChain.texture
      ElectricControl_ParalyzingBlast.texture
      ElectricControl_StaticField.texture
      ElectricControl_StunningAura.texture
      ElectricControl_SynapticOverload.texture
      ElectricControl_TeslaCage.texture


    • Electricity Manipulation/Charged Brawl given "moderate-damage melee" symbol
      ElectricityManipulation_ChargedBrawl.texture

    • Electricity Manipulation/Havok Punch given "high-damage melee" symbol
      ElectricityManipulation_HavokPunch.texture

    • Electricity Manipulation/Lightning Field given "damage over time" inner symbol
      ElectricityManipulation_LightningField.texture

    • Electricity Manipulation/Power Sink given "endurance drain" inner symbol
      ElectricityManipulation_PowerSink.texture

    • Electricity Manipulation/Thunderstrike changed to have proper targeted AoE border
      ElectricityManipulation_ThunderStrike.texture

    • Electric Melee/Lightning Rod given more descriptive "location AoE knockdown" icon
      ElectricMelee_PBAoETeleport.texture

    • Electric Melee/Taunt changed to have proper targeted AoE border
      ElectricMelee_TargetedTaunt.texture

    • Empathy/Adrenalin Boost inner symbol changed to "recharge buff" symbol
      Empathy_AdrenalinBoost.texture

    • Energy Assault/Total Focus changed to have more appropriate "extreme damage" symbol
      EnergyAssault_TotalFocus.texture

    • Energy Aura/Conserve Power given "endurance boost" inner symbol
      EnergyAura_ConservePower.texture

    • Energy Aura/Energy Drain given "endurance drain" inner symbol
      EnergyAura_Drain.texture

    • Energy Aura/Hide changed to have "invisibility" inner symbol
      EnergyAura_Cloak.texture

    • Energy Blast/Energy Torrent given "damage" symbol
      PowerBlast_EnergyTorrent.texture

    • Energy Mastery/Energy Torrent given "damage" symbol
      PowerBlast_EnergyTorrent.texture

    • Energy Melee/Total Focus changed to have more appropriate "extreme damage" symbol
      PowerPunch_TotalFocus.texture

    • Energy Melee/Taunt changed to have proper targeted AoE border
      PowerPunch_Taunt.texture

    • Energy Manipulation/Stun given proper Disorient icon
      EnergyManipulation_Stun.texture

    • Energy Manipulation/Total Focus changed to have more appropriate more appropriate "Extreme Damage" symbol
      EnergyManipulation_TotalFocus.texture

    • Fiery Aura/Blazing Aura changed to have "damage over time" inner symbol
      FlamingShield_FieryAura.texture

    • Fiery Aura/Fire Shield changed to have "smashing/lethal protection" inner symbol
      FlamingShield_FlamingShield.texture

    • Fiery Melee/Taunt given proper Targeted AoE border
      FieryFray_WillOWisp.texture

    • Fire Blast/Rain of Fire given proper location AoE border
      FireBlast_RainOfFire.texture

    • Fire Control/Bonfire given proper location AoE border
      FireTrap_Bonfire.texture

    • Fire Control/Fire Imps given 3 pet summon symbol
      FireTrap_FireImps.texture

    • Fire Manipulation/Blazing Aura changed to have "damage over time" symbol
      FireManipulation_BlazingAura.texture

    • Fire Manipulation/Combustion given Fire Manipulation/Blazing Aura's old icon
      FireManipulation_Combustion.texture

    • Fire Manipulation/Fire Sword Circle given Fire Manpulation/Combustion's old icon
      FireManipulation_FireSwordCircle.texture

    • Fire Mastery/Fire Shield changed to have "smashing/lethal protection" inner symbol
      FireMastery_FlamingShield.texture

    • Flame Mastery/Bonfire given proper location AoE border
      FlameMastery_Bonfire.texture

    • Flame Mastery/Fire Shield changed to have "smashing/lethal protection" inner symbol
      FlamingShield_FlamingShield.texture

    • Flight/Air Superiority given "knockup" symbol, colors changed to match rest of pool
      Flight_ArialAssault.texture

    • Force Field/Detention Field changed to have "single-target phase shift" icon
      ForceField_RefractionShield.texture

    • Force Field/Repulsion Bomb given "knockdown" inner symbol
      ForceField_RepulsionBomb.texture

    • Force Mastery/Force of Nature changed to have "tier-9 defense power" symbol
      ForceMastery_Unstoppable.texture

    • Force Mastery/Repulsion Bomb given "knockdown" inner symbol
      ForceField_RepulsionBomb.texture

    • Fortunata Teamwork/Aura of Confusion given proper PBAoE border
      FortunataTeamwork_AuraOfConfusion.texture

    • Fortunata Teamwork/Mask Presence changed to have "invisibility" inner symbol
      FortunataTeamwork_MaskPresence.texture

    • Fortunata Teamwork/Tactical Training: Vengeance given "targeted AoE that only affects teammates" border
      FortunataTeamwork_TacticalTrainingVengeance.textur e

    • Fortunata Training/Psychic Wail given "extreme damage" symbol
      FortunataTraining_PsychicWail.texture

    • Gravity Control/Dimension Shift given proper targeted AoE border
      GravityControl_DimensionShift.texture

    • Gravity Control/Wormhole given proper targeted AoE border, inner symbol changed to "teleport foe" symbol
      GravityControl_Wormhole.texture

    • Ice Armor/Chilling Embrace inner symbol changed to indicate both -Speed and -Recharge
      IceArmor_ChillingEmbrace.texture

    • Ice Armor/Glacial Armor tweaked so icon indicates defense to both energy and negative energy
      IceArmor_GlacialArmor.texture

    • Ice Armor/Hoarfrost changed to have same symbol as other HP-boosting powers
      IceArmor_Hoarfrost.texture

    • Ice Armor/Icicles given "damage over time" inner symbol
      IceArmor_Icicles.texture

    • Ice Blast/Blizzard given proper location AoE border
      IceBlast_Blizzard.texture

    • Ice Blast/Aim changed to have normal "Aim" icon to match Aim in other blast sets
      IceBlast_Buildup.texture

    • Ice Blast/Frost Breath inner symbol changed to indicate both -Speed and -Recharge
      IceBlast_FrostBreath.texture

    • Ice Blast/Ice Storm changed to have proper location AoE border and to have more appropriate "damage" icon
      IceBlast_FreezingRain.texture

    • Ice Control/Arctic Air icon changed to accurately reflect the effects of the power
      IceFormation_ArticAir.texture

    • Ice Control/Flash Freeze changed to have "sleep power" symbol
      IceFormation_FlashFreeze.texture

    • Ice Control/Ice Slick changed to have proper location AoE border, given "knockdown" symbol
      IceFormation_IceSlick.texture

    • Ice Manipulation/Chilling Embrace inner symbol changed to more appropriate -Speed/-Recharge symbol
      IceManipulation_ChillingEmbrace.texture

    • Ice Manipulation/Frozen Aura changed to have "sleep power" symbol
      IceManipulation_FrozenAura.texture

    • Ice Manipulation/Ice Patch changed to have proper location AoE border, given "knockdown" symbol
      IceManipulation_IcePatch.texture

    • Ice Mastery/Ice Storm changed to have proper location AoE border and given "damage" symbol
      IceMastery_FreezingRain.texture

    • Ice Melee/Frozen Aura changed to have "sleep power" symbol
      IcyOnslaught_FrozenAura.texture

    • Ice Melee/Ice Patch changed to have proper location AoE border, given "knockdown" symbol
      IcyOnslaught_IcePatch.texture

    • Icy Assault/Chilling Embrace icon changed to indicate both -Speed and -Recharge
      IceAssault_ChillingEmbrace.texture

    • Inherent/Brawl changed to have "minor damage melee" inner symbol
      Inherent_Brawl.texture

    • Inherent/Mission Transporter changed to unique amber color
      MissionTeleporter.texture

    • Inherent/Mystic Fortune and all fortune icons change to unique amber color; Mystic Fortune icon also given custom "tarot cards" inner symbol
      MysticFortune.texture
      TheSunFortune.texture
      TheTowerFortune.texture
      TheFoolFortune.texture
      TheHermitFortune.texture
      TheLoversFortune.texture
      TheMagicianFortune.texture
      TheMoonFortune.texture
      WheelofFortuneFortune.texture
      DeathFortune.texture

    • Inherent/Ninja Run inner symbol changed to Sprint symbol, and color changed to unique amber color
      Temporary_JumpPack.texture
      [i][b]Note! This changes the icon for the Low-G Pack temp power too! This change is included for players who would rather have all the Booster Pack powers have the same color scheme; players who consider the Low-G Pack's icon's accuracy more important can revert the icon with the steps from the beginning of the post.

    • Inherent/Self Destruction changed to unique amber color and given "extreme damage" symbol
      CyborgSelfDestruct.texture

    • Inherent/Shadow Recall changed to have proper single-target border, given "teleport teammate" inner symbol
      InherentWarshade_ShadowRecall.texture

    • Inherent/Shadowy Presence icon changed to uniqe amber color
      Inherent_SelfStealth.texture

    • Inherent/Walk icon inner symbol switched with less pixelated one
      Inherent_Walk.texture

    • Invulnerability/Unstoppable changed to have same icon as other defensive "tier 9" powers
      Invulnerability_Unstoppable.texture

    • Katana/Gambler's Cut and Katana/Sting of the Wasp icons swapped to properly reflect relative strength of powers
      Katana_Hack.texture
      Katana_Slash.texture

    • Kinetic Melee (all powers) changed from having same color scheme as Kinetics to having their own, unique yellow scheme. Also changed the symbols of the ST attacks to be more in line with other sets.
      KineticAttack_AssassinsStrike.texture
      KineticAttack_BodyBlow.texture
      KineticAttack_Burst.texture
      KineticAttack_Confront.texture
      KineticAttack_FocusedBurst.texture
      KineticAttack_Placate.texture
      KineticAttack_PowerSiphon.texture
      KineticAttack_QuickStrike.texture
      KineticAttack_RepulsingTorrent.texture
      KineticAttack_SmashingBlow.texture
      KineticAttack_Taunt.texture
      KineticAttack_TotalFocus.texture

    • Kinetics/Increase Density given "grant ally mez protection" inner symbol
      KineticBoost_IncreaseDensity.texture

    • Kinetics/Inertial Reduction changed to have proper PBAoE border
      KineticBoost_InitialReductions.texture

    • Kinetics/Transference changed to have targeted AoE border and to have "endurance boost" inner symbol to more closely communicate the effects of the power
      KineticBoost_Transferance.texture

    • Kinetics/Transfusion changed to have targeted AoE border to more closely communicate the effects of the power
      KineticBoost_Transfusion.texture

    • Leadership/Vengeance changed to have "targeted AoE that only works on teammates" border
      Leadership_Vengence.texture

    • Leviathan Mastery/Water Spout changed to have proper location AoE border
      Arachnos_Patron_DropKnockback.texture

    • Luminous Aura/Conserve Energy changed to have "boost endurance" inner symbol
      LuminousAura_ConserveEnergy.texture

    • Luminous Aura/Light Form changed to have same symbol as other "tier 9 defense" powers
      LuminousAura_LightForm.texture

    • Luminous Blast/Photon Seekers changed to have "summon 3 pets" inner symbol
      LuminousBlast_PhotonSeekers.texture

    • Medicine/Stimulant changed to have "grant ally mez protection" inner symbol
      Medicine_Stimulant.texture

    • Mercenaries/Burst changed to have "light damage ranged" inner symbol
      Paramilitary_AssaultRifleBurst.texture

    • Mercenaries/Equip Mercenary given targeted AoE border
      Paramilitary_EquipSoldier.texture

    • Mercenaries/Slug changed to have "moderate damage ranged" inner symbol
      Paramilitary_AssaultRifleSlug.texture

    • Mercenaries/Tactical Upgrade given targeted AoE border
      Paramilitary_TacticalUpgrade.texture

    • Mind Control/Telekinesis changed to have proper targeted AoE border, and given "repel power" symbol
      MentalControl_Telekinesis.texture

    • Munitions Mastery/Body Armor changed to have "smashing/lethal protection" inner symbol
      MunitionsMastery_BodyArmor.texture

    • Munitions Mastery/Surveillance changed to have defense debuff symbol
      MunitionsMastery_Surveillance.texture

    • Necromancy/Dark Blast icon changed to have "light damage ranged" symbol
      Necromancy_DarkBlast.texture

    • Necromancy/Dark Empowerment given targeted AoE border
      Necromancy_DarkEmpowerment.texture

    • Necromancy/Enchant Undead givent targeted AoE border
      Necromancy_EnchantUndead.texture

    • Necromancy/Gloom changed to have "moderate damage ranged" symbol
      Necromancy_Gloom.texture

    • Night Widow Training/Slash changed to have "extreme damage" symbol
      NightWidowTraining_Slash.texture

    • Ninjas/Aimed Shot changed to have "moderate damage ranged" inner symbol
      Ninjas_StandardShot.texture

    • Ninjas/Kuji-In Zen given targeted AoE border
      Ninjas_UpgradeEquipment.texture

    • Ninjas/Snap Shot icon changed to have "light damage ranged" inner symbol
      Ninjas_QuickShot.texture

    • Ninjas/Train Ninjas given targeted AoE border
      Ninjas_TrainNinjas.texture

    • Ninjitsu/Hide inner symbol changed to "invisibility" symbol
      Ninjitsu_Hide.texture

    • Pain Domination/Painbringer inner symbol changed to "damage buff" symbol
      PainDomination_Painbringer.texture

    • Pain Domination/Soothing Aura changed to have "PBAoE regeneration increase" icon (not perfectly accurate, but accurate 3 times out of 4 when you include the next power on the list)
      PainDomination_SoothingAura.texture

    • Pain Domination/Suppress Pain changed to have "PBAoE regeneration increase" icon
      PainDomination_SoothingAura.texture

    • Pain Domination/World of Pain changed to have "only affects teammates" border, given "offense and defense buff" inner symbol
      PainDomination_WorldOfPain.texture

    • Plant Control/Carrion Creepers changed to have proper location AoE border, inner symbol changed to "many pets" symbol
      PlantControl_CarrionCreeper.texture

    • Plant Control/Spirit Tree changed to have proper "regeneration buff" inner symbol
      PlantControl_SpiritTree.texture

    • Poison/Antidote changed to have proper single-target border and given "grant ally mez protection" symbol
      Poison_Antidote.texture

    • Poison/Envenom changed to indicate a defense debuff rather than a defense buff
      Poison_Envenom.texture

    • Poison/Neurotoxic Breath changed to indicate both -Speed and -Recharge
      Poison_NeurotoxicBreath.texture

    • Poison/Noxious Gas colors changed to match rest of set
      Poison_NoxiousGas.texture

    • Presence/Provoke changed to have proper targeted AoE border
      Manipulation_Provoke.texture

    • Psychic Blast/Psychic Wail changed to have same symbol as other nukes
      PsychicBlast_PsychicWail.texture

    • Radiation Emission/EM Pulse given "endurance drain" inner symbol
      RadiationPoisoning_EMPPulse.texture

    • Radiation Emission/Fallout changed to have proper targeted AoE border and have "corpse bomb" symbol
      RadiationPoisoning_Fallout.texture

    • Radiation Emission/Mutation changed to have proper single-target border
      RadiationPoisoning_Mutation.texture

    • Radiation Emission/Radiation Infection and Radiation Emission/Enervating Field icons swapped (they erroneously described each other's effects rather than their own)
      RadiationPoisoning_RadiationInfection.texture
      RadiationPoisoning_EnervatingField.texture

    • Regeneration/Hide inner symbol changed to "invisibility" symbol
      Regeneration_Hide.texture

    • Robotics/Equip Robot given targeted AoE border
      Robotics_EquipRobot.texture

    • Robotics/Pulse Rifle Blast changed to have "light damage ranged" inner symbol
      Robotics_LaserRifleBurst.texture

    • Robotics/Pulse Rifle Burst changed to have "moderate damage ranged" inner symbol
      Robotics_LaserRifleBlast.texture

    • Robotics/Upgrade Robot given targeted AoE border
      Robotics_UpgradeRobot.texture

    • Shield Defense/Shield Charge changed to more descriptive "location AoE knockdown" icon
      ShieldDefense_ShieldCharge.texture

    • Sonic Resonance/Liquefy given "knockdown" symbol
      SonicDebuff_DropKnockback.texture

    • Sonic Resonance/Sonic Cage given "phase shift" inner symbol
      SonicDebuff_Hold.texture

    • Sonic Resonance/Sonic Dispersion given "damage resistance" inner symbol
      SonicDebuff_BuffDamageRes.texture

    • Spines/Quills given a symbol that more accurately reflects the amount of damage it does
      Quills_Quills.texture

    • Stone Armor/Crystal Armor tweaked so icon indicates defense to both energy and negative energy damage
      StoneArmor_CrystalArmor.texture

    • Stone Armor/Rooted changed to remove the PBAoE border
      StoneArmor_Rooted.texture

    • Stone Armor/Mudpots changed so icon indicates -Spd instead of -Recharge
      StoneArmor_Clay.texture

    • Stone Melee/Fault given "knockdown" symbol
      StoneMelee_Fault.texture

    • Stone Melee/Taunt changed to have proper targeted AoE border
      StoneMelee_Taunt.texture

    • Stone Melee/Tremor given "knockdown" symbol
      StoneMelee_Tremor.texture

    • Storm Summoning/Freezing Rain given location AoE border
      StormSummoning_FreezingRain.texture

    • Storm Summoning/Snow Storm changed to indicate both -Speed and -Recharge
      StormSummoning_SnowStorm.texture

    • Storm Summoning/Steamy Mist changed to have proper PBAoE border
      StormSummoning_Fog.texture

    • Storm Summoning/Tornado changed to have knockback icon
      StormSummoning_Tornado.texture

    • Super Reflexes/Hide inner symbol changed to "invisibility" symbol
      SuperReflexes_Hide.texture

    • Super Speed/Whirlwind changed to have appropriate knockback symbol
      SuperSpeed_Whirlwind.texture

    • Super Strength/Foot Stomp given "knockdown" symbol
      SuperStrength_FootStomp.texture

    • Super Strength/Hurl icon changed to properly show the amount of range the power has
      SuperStrength_Hurl.texture

    • Super Strength/Jab inner symbol changed to "light damage melee" symbol
      SuperStrength_Jab.texture

    • Super Strength/Taunt changed to have proper targeted AoE border
      SuperStrength_Taunt.texture

    • Teamwork/Indomitable Will changed to have "mez protection" symbol
      Teamwork_IndomitableWill.texture

    • Teleportation/Team Teleport changed to have proper teammate-only PBAoE border
      Teleportation_GroupTeleport.texture

    • Temporary Pet Powers (all of them; Warwolf, Shivan, Vial of Bees, etc.) given standard pet summon inner symbol
      Temporary_WarWolfWhistle.texture

    • Temporray Powers/Apprentice Charm color changed to "inherent powers" color scheme
      Temporary_TargetedDebuffDefense.texture

    • Temporary Powers/Chemical Burn changed to have proper location AoE border
      Temporary_Warburg_DebuffDefense.texture

    • Temporary Powers/Endurance Increase changed to have "max endurance increase" inner symbol
      Temporary_Mayhem_SelfBuffEnd.texture

    • Temporary Powers/Ghostslayer Bomb given proper targeted AoE border
      Temporary_GhostlayerBomb.texture

    • Temporary Powers/Health Increase changed to have "max HP increase" inner symbol
      Temporary_Mayhem_SelfHeal.texture

    • Temporary Powers/Mutagen color changed to "inherent powers" color scheme
      Temporary_TargetedDebuffDamage.texture

    • Temporary Powers/Nuclear Blast changed to have proper location AoE border
      Temporary_Warburg_MassiveDamage.texture

    • Temporary Powers/Power Analyzer (all "marks") changed to have "reticle" inner symbol
      Temporary_PowerAnalyzer.texture

    • Temporary Powers/Recovery Serum changed to have "recovery buff" symbol
      Temporary_SelfRecoveryBuff.texture

    • Temporary Powers/Taser Dart color changed to "inherent powers" color scheme
      Temporary_TargetedHold.texture

    • Temporary Powers/Throwing Knives color changed to "inherent powers" color scheme
      Temporary_TargetedDoT.texture
      Note! This changes the icon for the Envenomed Dagger temporary power too!

    • Temporary Powers/Tranq Dart color changed to "inherent powers" color scheme
      Temporary_TargetedSleep.texture

    • Temporary Powers/Summon Teammates given teammate-only PBAoE border
      Temporary_Mayhem_TargetAoETeleportTeamToCaster.tex ture

    • Temporary Powers/Web Grenade (and Fettering Nimbus) given proper single-target border
      Temporary_FetteringNimbus.texture

    • Thermal Radiation/Thaw inner symbol changed to "grant ally mez protection" symbol
      ThermalRadiation_Thaw.texture

    • Thugs/Dual Wield changed to have "moderate damage ranged" inner symbol
      Thugs_TargetedRangedHeavyDmg.texture

    • Thugs/Equip Thugs given targeted AoE border
      Thugs_EquipThugs.texture

    • Thugs/Upgrade Equipment given targeted AoE border
      Thugs_UpgradeEquipment.texture

    • Training and Gadgets/Combat Training: Defensive change to have ranged defense symbol
      TrainingandGadgets_CombatTrainingDefensive.texture

    • Traps/Detonator changed to have more appropriate targeted AoE border
      Traps_AoEMassiveDamage.texture

    • Trick Arrow/EMP Arrow colors changed to match rest of set and to have appropriate "hold" symbol
      TrickArrow_Stun.texture

    • Trick Arrow/Glue Arrow changed to have combination "location AoE"/targeted AoE border, and inner symbol changed to indicate -Speed
      TrickArrow_Slow.texture

    • Trick Arrow/Oil Slick Arrow colors changed to match rest of set and given location AoE border
      TrickArrow_Knockdown.texture

    • Umbral Aura/Eclipse given "endurance drain" inner symbol
      UmbralAura_Eclipse.texture

    • Umbral Aura/Orbiting Death changed to have "damage over time" inner symbol
      UmbralAura_OrbitingDeath.texture

    • Umbral Aura/Stygian Return PBAoE border removed
      UmbralAura_StygianReturn.texture

    • Umbral Blast/Dark Extraction changed to have "recycle corpse to make new pet" inner symbol
      UmbralBlast_DarkExtraction.texture

    • Veteran/Assemble the Team given "teammate-only PBAoE" border
      Veteran_TargetAoETeleportTeamToCaster.texture

    • Veteran/Base Transporter colors changed to match the rest of the Veteran Power icons
      Veteran_TeleportBase.texture

    • Veteran/Reveal inner symbol changed to VidiotMaps logo in an appropriate nod to my VidiotMaps.com overlords
      Veteran_Reveal.texture

    • War Mace/Taunt changed to have proper targeted AoE border
      Mace_Taunt.texture

    • Widow Teamwork/Mask Presence changed to have "invisibility" inner symbol
      WidowTeamwork_MaskPresence.texture

    • Widow Teamwork/Tactical Training: Vengeance given "targeted AoE that only affects teammates" border
      WidowTeamwork_TacticalTrainingVengeance.texture

    • Widow Training/Dart Burst given ranged attack symbol
      WidowTraining_DartBurst.texture

    • Widow Training/Strike given "moderate damage melee" symbol
      WidowTraining_Strike.texture

    • Widow Training/Lunge given "damage" symbol
      WidowTraining_Lunge.texture

    • Willpower/Heightened Senses given general "defense" symbol
      Willpower_HeightenedSenses.texture

    • Willpower/Hide inner symbol changed to "invisibility" symbol
      Willpower_Hide.texture

    • Willpower/High Pain Tolerance changed to have "HP buff" icon
      Willpower_HighPainTolerance.texture

    • Willpower/Indomitable Will changed to have "mez protection power" icon
      Willpower_IndomitableWill.texture

    • Willpower/Strength of Will changed to have same symbol as other defensive "tier 9" powers
      Willpower_StrengthOfWill.texture

    Changes new to this update:
    • Kinetic Melee and Electric Control have been given their own unique color schemes.

    Currently unfixable (by me) icons:
    • Energy Aura/Dampening Field (doesn't have its own icon, is pointing to Power Shield's icon)
    • Energy Aura/Energy Cloak (uses the same file as Energy Aura/Hide; the two powers provide differing levels of stealth, but by default they use the Phase Shift symbol. I fixed it to be accurate for Hide)
    • Dual Blades's, Fire Melee's, and Electrical Melee's taunt powers are single target when used by Scrappers and targeted AoE when used by Brutes and Tanks, but all versions use the same icon, so there's no way to make it accurate in all cases. (Wouldn't you know it, there's separate icons for Dual Blades Build Up and Blinding Feint, which have the exact same symbol, but not for Taunt and Confront?)
    • Freeze Ray (It's a single-target hold that's in a set with 2 single-target holds. Not technically unfixable, but I can't for the life of me come up with a better icon for it or Bitter Freeze Ray than the sleep symbol in lieu of the Hold symbol)
    • Zero-G Pack (a proper icon exists, but the game is pointing at the Raptor Pack icon)
    • Vial of Bees and Clockwork Connection both summon 3 underling pets, but since all the temp pet powers use the same icon, I can't give them the three pet symbol.
    • Same story with the Summon Spiderlings power in Mace Mastery for Stalkers
    • Vigilance (has "damage increase" symbol because it's pointing at the Defiance icon)
    • Gauntlet (ditto)
    • Conditioning (ditto)
    • Traps/Time Bomb (both Traps/Time Bomb and Traps/Detonator point to the same icon; the icon isn't accurate for either of them, so I fixed it to be accurate for Detonator, since more people took that power)
    • Villain Ancillary Power Pools: several of the pools have a mishmash of color schemes because of using shared icons.
  17. Reminds me of this video. It's hard to see, but basically it's a crab that gets sucked through a 3 millimeter crack.
  18. Woo! I finally got in someone's sig with only one degree of separation!
  19. You know, Posi, you never told me what "E3 2004 Screenshot Mode" is.
  20. Great, you just had to go muddle up this lovely dev dialogue by trying to talk about issues with the GAME. Sheesh.
  21. Now why would someone one-star this thread? They must be jealous of my uncanny ability to get multiple redname posts in one thread by unabashedly asking for them.
  22. [ QUOTE ]
    Issue 11 has them all changed to their desks, sorry!

    [/ QUOTE ]
    So many ways to misinterpret that, and I can't think of one.
  23. [ QUOTE ]
    Do I want dev posts or new game content/fixes? Yeah, I'll take the devs actually working on the game, if one must choose.

    [/ QUOTE ]
    Slave driver.