Go-live Known Issues list


Big_Daddy_Vio

 

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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.

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

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Do you have any more specific information than this?


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

The stuff I knew about that caused this was:

Hidden Level Range Invalid errors (Like, the one for having COT inside a mission with anything else, which was fixed itself I think).

Text overflow caused by HTML the user didn't enter themselves.

HTML errors caused by newlines in critter descriptions.

... I swear I had another one but I can't remember it at the moment.

But I haven't been active on test in a while so I haven't been rechecking all this stuff -- why I didn't mention specifics at first .


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

 

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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.

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I'm pretty certain this is fixed. I ran 2 full arcs today with my PB and didn't see a single Quantum or Void at all.


 

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[*] 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).


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Ah yes i ran into this...

To give an example of this.....

I made a Mission that had an object the player was to find and click.
This was then supposed to trigger the defeat boss thing.....as i didnt want to have a boss around all the time to make it so they could just be beaten up fast.

When you battle the boss as it loses health i was trying to make more guys appear to help the boss....but i was not allowed to do this....
I also wasnt allowed to put an ambush after the boss was defeated.

Thats what that means......as i said i had to change my misison......the actual mission architect logic is a bit messed up in that way.

I have had the other problems...like the emote problem...to give an example i set the main boss and her minions around her to be basically be asleep(at least thats what i was going for)...they where on the floor in unconcius emote mode.....
The effect when you play is that the minions are all in the unconscious emote but the main boss sits there their with the typical beat hand into fist pose.

I have text that comes of the encounter with the zzzz and purr purr...but since the architect is again bugged...it looks silly....i guess the boss must sleep standing up.....and instead of sleep walking....does a sleep beat hand into fist thing.

I dont think you mentioned this.....but there is a problem with ambushes in general...

If you create a custom group of one character and set the ambush up....multiple copies of that character will show up...not just one.....
This is no big problem with low level guys for the ambush....
But i did this with a single elite boss....
Set to the lowest level...and 6 of them show up to attack a single player on the heroic mission difficulty.....
Yah another great bug...

And the ones i am talking about are the ones i ran into from my very own mission on the test center right now....

In fact as sad as this might seam i think all your bugs you mentioned i have going in my mission or i ran into while making it.

I am glad someone else has run into this stuff and is listing it....

I had another realy weird issue happen...but that was becasue the term Ultimate Power Amulet was reserved by the developers 2 days after i already used it for a mission...and as i was edditing it to try and correct the ambush thing....the term couldnt be used anymore.

You do get an error message telling you why....when this happens...you have to edit alot of things.


 

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When you battle the boss as it loses health i was trying to make more guys appear to help the boss....but i was not allowed to do this....
I also wasnt allowed to put an ambush after the boss was defeated.

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That's odd, I've done exactly that in some of my missions and it worked fine. What I meant by the issue I outlined was that you couldn't have an ambush and something else trigger off the same event.

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I have had the other problems...like the emote problem...to give an example i set the main boss and her minions around her to be basically be asleep(at least thats what i was going for)...they where on the floor in unconcius emote mode.....
The effect when you play is that the minions are all in the unconscious emote but the main boss sits there their with the typical beat hand into fist pose.

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That one's already listed.

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I dont think you mentioned this.....but there is a problem with ambushes in general...

If you create a custom group of one character and set the ambush up....multiple copies of that character will show up...not just one.....
This is no big problem with low level guys for the ambush....
But i did this with a single elite boss....
Set to the lowest level...and 6 of them show up to attack a single player on the heroic mission difficulty.....
Yah another great bug...


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That's actually working as intended. What you want - to have a named boss spawn as an ambush, captive guard, or battle group - is not currently supported by the Mission Architect. Hopefully we'll get it at some point in the future.


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

 

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OP updated to here. I may need to reformat the OP to break issues into groups.


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

As an addition to the level spawning oddities, it seems that if I create a custom group and include the Banished Pantheon(40-54) "RandomMinion" option, it somehow changes them to the 20-29 range, and during the mission they won't spawn. Instead they're replaced by whatever else is available(all bosses if you have a boss and no LTs, for instance.. it can make the mission a lot more difficult than intended).

Putting all the different kinds of minions into the custom group list individually seems to work just fine, however. Unfortunately I didn't think to try it with RandomLieutenant or RandomBoss.


 

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Got another one for you -- 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. Kind of a pain.


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!

 

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Got another one for you -- 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. Kind of a pain.

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Argh, really? That is pretty bad - it's essentially data loss. If I were NCNC I'd hold up the release to get that fixed, but maybe I'm a perfectionist.


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

 

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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.

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

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Do you have any more specific information than this?

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The devs changed something. Missions were no longer valid and the error thing in the corner didn't say what was wrong. So you have to hunt and fish for what's causing it blind in the dark with no blind-person cane basically.


 

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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.

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Remember that Lost and Rikti are kinda the same group, as (spoiler alert) Lost are humans being turned into Rikti.


 

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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.

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Remember that Lost and Rikti are (yeah we know)

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But that's just it, the Rikti and Lost are separately listed factions in the MA, but the Rikti will show up at the level the Lost are supposed to be capped at regardless. I think this is even with a Flat level distribution.

It can be a bit disrupting to be fighting a bunch of Lost, only to turn a corner and run into a Headman Gunman. Yeah, they probably care about what happens to the Lost, but that much?


 

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You can get the same mix of Lost/Rikti if, for instance, you're level 29 and run a Lost newspaper/radio mission. The 29s will usually be Lost, and the 30s will be Rikti. Seems like it's WAI to me, at least in accordance with the rest of the game.


 

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Got another one for you -- 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. Kind of a pain.

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Argh, really? That is pretty bad - it's essentially data loss. If I were NCNC I'd hold up the release to get that fixed, but maybe I'm a perfectionist.

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laughed so hard lucas pooped alittle.


The Kronos has a hold n00b!

 

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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.

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Remember that Lost and Rikti are (yeah we know)

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But that's just it, the Rikti and Lost are separately listed factions in the MA, but the Rikti will show up at the level the Lost are supposed to be capped at regardless. I think this is even with a Flat level distribution.

It can be a bit disrupting to be fighting a bunch of Lost, only to turn a corner and run into a Headman Gunman. Yeah, they probably care about what happens to the Lost, but that much?

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It wasn't that it was unexpected, it was that these Rikti were spawning at "+1 to the mission" but because the mission was capped at 29, they were showing up at 29. In that overflow group, Comms Officers are still genuine minions, among other things.

Also see the SECOND part of that, where the enemy group that's just made up of the Lost with the random spawner taken out doesn't spawn AT ALL when they're supposed to be "+1 to the mission". I know this because I would enter a mission with multiple hostages and half of them would be rescued already, waiting around in giant empty rooms with nobody there.


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)

 

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I think the expression is, "Ready or not, here it comes."

Still, good list to have. I imagine most of these will be fixed a week or two into live because this list exists.


 

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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.

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

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I usually click "Save and Test" before leaving the MA editor, as this will show you errors that do not appear in the 'Show Errors' box. If the 'Accept' and 'Cancel' buttons show up after you hit "Save and Test" you can go ahead and hit 'Cancel', then "Save and Exit", as your mission is valid and will publish. If the 'Accept' and 'Cancel' buttons do not show up, then there is usually a popup that provides some information as to what may be keeping the arc from being valid.


 

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I did notice the version number change when I downloaded the live patch this morning. I wonder if that fixed any of these.


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

 

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Some wall glowies don't appear.

I discovered this using the Bulletin Board glowie on the cargo ship map. I put up an arc on test to demonstrate the bug. My suspicion is that the thin glowies are hidden inside the wall.


 

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[*] 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.

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Had a teammate run surveillance on a /nin enemy today:
Hide is giving +2000% damage
Kuji-in Rin is giving 2500 Mag of status protection


 

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A couple more I think:

1) As I mentioned in another thread, if you get an AE Soevenir without opening the Soevenir window (or possibly just the badge window in general) first that session, it will wipe out all previous text in the Souvenir file.

2) Escort rescues seem to always say the unaware text at the same time as the aware text (I've walked right up to them with stalkers to test this).


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Remember: Guns don't kill people; Meerkats kill people.

 

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Allies set to Melee with melee power sets will often try to attack enemies from outside their melee range. I'm not sure if this was an issue before i14 or not, but if it was, I've never noticed. With all the arcs that include allies with melee attacks, it's definitely a more apparent bug now.


 

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2) Escort rescues seem to always say the unaware text at the same time as the aware text (I've walked right up to them with stalkers to test this).

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I had one actually work properly in test mode for me today. One, since it went live.


Dec out.

 

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2) Escort rescues seem to always say the unaware text at the same time as the aware text (I've walked right up to them with stalkers to test this).

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I had one actually work properly in test mode for me today. One, since it went live.

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Wow, really? Could you tell what was different about it? Were they behind a wall or something?


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ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!