Go-live Known Issues list


Big_Daddy_Vio

 

Posted

As we approach the eve of issue 14 going live, there are still some bugs/gotchas that as far as I know were never addressed. I'd like to collect them in one thread. (The last "Known Issues" post in the Feedback forum contains issues that were fixed in subsequent patches, plus there were omissions.)

This list is intended to summarize issues introduced in I14, i.e. no long-standing bugs listed here, please. I'd also like us to refrain from listing missing features (such as the many missing maps, or missing Traps and Poison powersets) or features whose design we disagree with.

Here are the issues I know about:
<ul type="square">[*] Binds that open chat on a specific channel insert the bind's keystroke into the chat context. For example, if you use 'q' to activate team chat, a 'q' is inserted at the front of your comments to the team (when you use that bind).
[*] Critters using Ninjitsu as a secondary get large damage buffs on every attack. Presumably this buff is supposed to simulate criticals and therefore was intended only to buff the first strike out of Hide, but currently it affects every attack the critter makes.
[*] Critter AI is still problematic, particularly for allies with melee attacks. Critters tend to stand just outside their optimal melee range and cycle their one slightly longer-range attack, such as Dark Melee cycling on Soul Drain.
[*] Ally ambushes do not work properly. The ambush group will mostly stay rooted to the spawn location, while one critter from the group will properly run to the trigger location.
[*] MA Souvenirs are awarded on a per-installation basis, meaning they appear for every character on an account once awarded to any character on that account, and even appear for characters on other accounts if they happen to share the same install location.
[*] Cyclical dependencies among triggered details are not correctly detected; the validator will sometimes reject perfectly valid missions. There is a workaround in that you can edit the mission in a text editor and re-order the mission details so that triggered details always appear after the detail that triggers them, and then the validator doesn't get confused.
[*] The real-time mission validator seems to have inconsistencies with the validator run prior to testing, as occasionally a mission will be unplayable even though the validator shows no errors. More information on this problem would be welcome, but possible causes include text field overflow and "invisible" level range errors.
[*] Many valid animations for captives and allies are not listed in the animation selection menu. Such animations can be added manually via editing the mission in a text editor, but the animation will be dropped again the next time the mission is edited and saved through the MA interface.
[*] Bosses in boss details will not perform assigned emotes, and instead will always do the "punch fist into palm" emote.
[*] If you trigger one detail off another detail, you cannot also trigger an ambush off that second detail (I'm a little hazy on this one, maybe someone can clarify/correct it).
[*] There are some level spawning oddities that are surely not intentional.
- The Family faction listed as existing from levels 5 to 40 don't spawn between 29 and 39 if the mission holder is a hero.
- The Lost/Rikti transition isn't handled correctly for missions around 29; level 29 Rikti appear instead of desired Lost.
- Including the Banished Pantheon (40-54) "RandomMinion" option in a custom group doesn't work; they become 20-29 range, and during the mission they won't spawn, instead replaced by whatever else is available.
[*] Lots of missing faction and level range errors (too numerous to list here; see this post for a full list).
[*] Exiting an MA mission with a click effect active up will cause the power's effects to drop prematurely. In the case of Domination, the Domination bar will still be full, but the Domination power will not automatically recharge.
[*] Choosing "Random" for an escort detail will choose a random member of the guard faction rather than a random member of the escort's faction or NPC group.
[*] Editing things (be it story arcs or custom critters) in the Mission Architect may make your cape or cape-like costume pieces (e.g. trenchcoat bottoms) disappear on your screen. They will still be visible on other people's screens.
[*] Faces in the custom critter editor have their scale sliders reset every time you open them up to make changes, even if it's just changes to powersets.[/list]
Edited to add list tags.


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

[ QUOTE ][*] Masterminds can no longer give inspirations to their henchmen.

[/ QUOTE ]

This one's fixed.


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

Bosses in a "defeat boss" objective will not perform assigned emotes, and instead continuously do the "bring it on, watch me punch my palm" thing.


It is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring.
-- Carl Sagan, The Demon-Haunted World

 

Posted

[ QUOTE ]
[ QUOTE ][*] Masterminds can no longer give inspirations to their henchmen.

[/ QUOTE ]

This one's fixed.

[/ QUOTE ]

OK, updated OP. Thanks.


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

[ QUOTE ]
Many valid animations for captives and allies are not listed in the animation selection menu. Such animations can be added manually via editing the mission in a text editor, but the animation will be dropped again the next time the mission is edited and saved through the MA interface.

[/ QUOTE ]

Sometimes the select list for animations doesn't seem to be consistent, either, and you can lose an animation that you had selected on the next time you enter into the MA interface.


@Mindshadow

 

Posted

[ QUOTE ]
Bosses in a "defeat boss" objective will not perform assigned emotes, and instead continuously do the "bring it on, watch me punch my palm" thing.

[/ QUOTE ]

Added, thanks.


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

[ QUOTE ]
[ QUOTE ]
Many valid animations for captives and allies are not listed in the animation selection menu. Such animations can be added manually via editing the mission in a text editor, but the animation will be dropped again the next time the mission is edited and saved through the MA interface.

[/ QUOTE ]

Sometimes the select list for animations doesn't seem to be consistent, either, and you can lose an animation that you had selected on the next time you enter into the MA interface.

[/ QUOTE ]

Are you sure this isn't due to new patches? I haven't run into that one except when a new patch came down.


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

[ QUOTE ]
Bosses in a "defeat boss" objective will not perform assigned emotes, and instead continuously do the "bring it on, watch me punch my palm" thing.

[/ QUOTE ]

In my experience, it depends on whether the boss has activated a power or not. If they've got a power they'll activate without provocation, such as an armor toggle, they won't go back to the designated animation, getting stuck in the fist-punch. If they don't have anything they'll activate without a target, they'll stay in the animation the creator selects.


We'll always have Paragon.

 

Posted

[ QUOTE ]
[ QUOTE ]
Bosses in a "defeat boss" objective will not perform assigned emotes, and instead continuously do the "bring it on, watch me punch my palm" thing.

[/ QUOTE ]

In my experience, it depends on whether the boss has activated a power or not. If they've got a power they'll activate without provocation, such as an armor toggle, they won't go back to the designated animation, getting stuck in the fist-punch. If they don't have anything they'll activate without a target, they'll stay in the animation the creator selects.

[/ QUOTE ]

Nah, I tried that. Still doesn't work with bosses in "defeat boss" objectives, even without toggles.


It is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring.
-- Carl Sagan, The Demon-Haunted World

 

Posted

[ QUOTE ]
Did they ever fix Ninjitsu?

[/ QUOTE ]

Nope, as far as I know it's still broken - good catch. OP updated.


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

&lt;QR&gt;

When running a mission, level capped at 29:

The Lost are replaced by Rikti who still spawn at level 29, presumably because they "would be" 30 but are being scaled down.

Creating an enemy group made up of just the Lost, with no random 5-30 spawners, instead results in NO Lost spawning when they "would be" level 30.


Up with the overworld! Up with exploration! | Want a review of your arc?

My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)

 

Posted

OK, I got that one (though I'm not entirely sure I described it correctly).

Also added some that people gave me in-game on global chat.


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

[ QUOTE ]
[*] Exiting an MA mission with Domination up will cause Domination to drop. The Domination bar will still be full, but the Domination power will not automatically recharge.

[/ QUOTE ]

This occurs for all click powers. When they fixed the toggle-drop on MA mission exit bug, they neglected to do the same for clicks. Easy check to confirm the bug: enter a MA mission, activate Hasten, exit mission. Hasten will no longer be active, and you will have to wait through the entire recharge time again. The same thing occurs for Group Invisibility, AM, any tier 9 armor like Unstoppable, click-based mez protections, etc.


 

Posted

[ QUOTE ]
[ QUOTE ]
Many valid animations for captives and allies are not listed in the animation selection menu. Such animations can be added manually via editing the mission in a text editor, but the animation will be dropped again the next time the mission is edited and saved through the MA interface.

[/ QUOTE ]

Sometimes the select list for animations doesn't seem to be consistent, either, and you can lose an animation that you had selected on the next time you enter into the MA interface.

[/ QUOTE ]
Last I looked (after the last patch, I think), animation availablility varied depending on the type of the objective strangely. For example I could choose some animations (WalkieTalkie) on an enemy that are unavailable on an captive using the same model.

For a while I was just editing the .storyarc, but couldn't be bothered after a while and set it back as my second choice animation.


 

Posted

If you set an escort to be a random civilian the MA randomly picks one of the custom group guarding the escort as the escort instead


 

Posted

OP updated to here


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

When a Kheldian above level 30 is playing, mob groups will contain level 30 Warrior Quantum Gunners, regardless of the group's level or composition.


 

Posted

Editing things (be it story arcs or custom critters) in the Mission Architect may make your cape or cape-like costume pieces (eg trenchcoat bottoms) disappear on your screen. They will still be visible on other people's screens.


Current main:
Schrodinger's Gun, Dual Pistols/Mental Blaster, Virtue

Avatar: Becky Miyamoto from Pani Poni Dash. Roulette roulette~

 

Posted

Did they fix the bug where you can't edit and republish any missions once you have three published missions? Maybe I missed it in the patch notes.


Avatar: "Cheeky Jack O Lantern" by dimarie

 

Posted

[ QUOTE ]
[ QUOTE ]
[*] Exiting an MA mission with Domination up will cause Domination to drop. The Domination bar will still be full, but the Domination power will not automatically recharge.

[/ QUOTE ]

This occurs for all click powers. When they fixed the toggle-drop on MA mission exit bug, they neglected to do the same for clicks. Easy check to confirm the bug: enter a MA mission, activate Hasten, exit mission. Hasten will no longer be active, and you will have to wait through the entire recharge time again. The same thing occurs for Group Invisibility, AM, any tier 9 armor like Unstoppable, click-based mez protections, etc.

[/ QUOTE ]

This is really killing me on my MA scrapper. Multiple times I've gone into a mission and had no status protection. It doesn't happen every time, just most times. I haven't found a pattern to when it does/doesn't work correctly, yet.


 

Posted

I haven't had the oomph to test much lately. Are we still getting errors that don't show up in the real-time checker but prevent you from playing the arcs anyway? I'd mark that inconsistancy in the interface as a glitch in itself, apt to confuse and frustrate people.


"I think you're confused. This is /b, not /b/."

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[*] Exiting an MA mission with Domination up will cause Domination to drop. The Domination bar will still be full, but the Domination power will not automatically recharge.

[/ QUOTE ]

This occurs for all click powers. When they fixed the toggle-drop on MA mission exit bug, they neglected to do the same for clicks. Easy check to confirm the bug: enter a MA mission, activate Hasten, exit mission. Hasten will no longer be active, and you will have to wait through the entire recharge time again. The same thing occurs for Group Invisibility, AM, any tier 9 armor like Unstoppable, click-based mez protections, etc.

[/ QUOTE ]

This is really killing me on my MA scrapper. Multiple times I've gone into a mission and had no status protection. It doesn't happen every time, just most times. I haven't found a pattern to when it does/doesn't work correctly, yet.

[/ QUOTE ]
It eats my perma Mind Link too. Ouch.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

[ QUOTE ]
I haven't had the oomph to test much lately. Are we still getting errors that don't show up in the real-time checker but prevent you from playing the arcs anyway? I'd mark that inconsistancy in the interface as a glitch in itself, apt to confuse and frustrate people.

[/ QUOTE ]

Last time I was on test, yes it still does that. Kind of annoying to not know what's causing it to be broken.