Undocumented changes / fixes?


Amberyl

 

Posted

It would, I think, be useful to start a list of the undocumented changes / fixes from the last patch. Some of these break missions, while others make things work that didn't work before, i.e.:

Breaks:

<ul type="square">[*] Crey Hero Lab map has been removed[*] Burning Forest map has been removed[/list]
Fixes:

<ul type="square">[*] Choosing "Random" when picking a critter from a standard group to use as a captive, now correctly chooses the critter from that group, rather than from the surrounding enemy group.[/list]
What else have you noticed?


 

Posted

Terrific. My arc wasn't invalidated, so I wasn't aware of this change. It would really be nice if they'd tell us about these things. I had NO IDEA that my arc now makes now sense.

Thanks, guys.


 

Posted

[ QUOTE ]
Terrific. My arc wasn't invalidated,

[/ QUOTE ]

It might be. You get no warning if the arc is now invalid. It's just that nothing happens when you click "play."

That being the case, THEY REALLY NEED TO TELL YOU WHEN THEY ARE REMOVING A MAP!


 

Posted

Unless I'm doing something wrong with my mission, they made a change to the way Force Field (and maybe Sonic Resonance) allies act. I have an FF ally in an arc I'm testing which is supposed to follow you around with the big bubble on to provide some semblance of mez protection for squishies (since the enemies are mez-heavy). However, when I rescue the ally, they turn the bubble off. When I move away from them, it comes back on - but turns off again as soon as I get close.

Am I doing something wrong, or is this a new "feature?"


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Posted

Burning Forest map, nooo


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Posted

If they're removing maps, why is that darned destroyed Atlas Park map without the minimap still in?


 

Posted

The "original" version of that map doesn't have a minimap for thematic or story purposes, I suppose. They never added one for the MA version


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Posted

Wow, I was using both of those maps in one arc.


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Originally Posted by PRAF68_EU View Post
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Posted

They didn't want to say, but it's the Anti-Dispari patch.

Blast you!!


 

Posted

[ QUOTE ]
It would, I think, be useful to start a list of the undocumented changes / fixes from the last patch. Some of these break missions, while others make things work that didn't work before, i.e.:

Breaks:

<ul type="square">[*] Crey Hero Lab map has been removed[/list]
[/ QUOTE ]
That one's been needing to go for a while. I reported in open beta that the non-standard setup of the last room was leading to glowies spawning inside walls. Heck, it was in Arcanaville's arc, so I even sent her a message since I figured she might be able to get more notice than the standard bug report I'd already submitted.

I'm guessing it'll be back when they can fix that problem.


My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

[ QUOTE ]
[ QUOTE ]
It would, I think, be useful to start a list of the undocumented changes / fixes from the last patch. Some of these break missions, while others make things work that didn't work before, i.e.:

Breaks:

<ul type="square">[*] Crey Hero Lab map has been removed[/list]
[/ QUOTE ]
That one's been needing to go for a while. I reported in open beta that the non-standard setup of the last room was leading to glowies spawning inside walls. Heck, it was in Arcanaville's arc, so I even sent her a message since I figured she might be able to get more notice than the standard bug report I'd already submitted.

I'm guessing it'll be back when they can fix that problem.

[/ QUOTE ]

I /bugged it, reported it, reported it, and reported it again. And then it got pulled the patch before last, sigh. However, the good news is that War Witch tells me its on the list of maps to fix so they can be put back. Bad news is I have no idea how long that will take. If there are as many people helping War Witch with maps as there are helping BaB with animations, by the time the map reappears Cloning could be a technology available at Walmart.

I'll check on it periodically, but I can't speed the process by annoying the devs about it.


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Posted

[ QUOTE ]

Breaks:

<ul type="square">[*] Crey Hero Lab map has been removed[/list]

[/ QUOTE ]

Oh joy! The final mission of the arc I planned out since I first heard about Architect is now invalidated. And said room has no problems as the mission has no glowies. This is wonderful.

Really, I mean that. Because there's now NO reason to go in MA again.


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Posted

The annoying part is that the problem with the map is very minor. The glowie spawn points are all standard for that type of end room, but the geometry is slightly different.

The glowies don't so much spawn inside the wall as they do the raised flooring. It's really "just" a matter of raising a few of them up about a foot and removing one (that spawns the glowie inside/around one of the examination tables).

Not to mention that it only drastically affects smaller glowies...


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Posted

[ QUOTE ]
The annoying part is that the problem with the map is very minor. The glowie spawn points are all standard for that type of end room, but the geometry is slightly different.

The glowies don't so much spawn inside the wall as they do the raised flooring. It's really "just" a matter of raising a few of them up about a foot and removing one (that spawns the glowie inside/around one of the examination tables).

Not to mention that it only drastically affects smaller glowies...

[/ QUOTE ]

There's two problems with that map, and the problem isn't unique. The uneven flooring in the tank room is one problem. The other problem seems to be a more generic one: the spawn "points" appear, at least from my testing, to cause the MA to spawn the collection objects by placing their *anchor* at the point, and then picking a random orientation for the object.

If the anchor point was at the bottom-center of the objects, then all that would mean is occasionally objects would be turned funny *towards* the wall. But the anchor points aren't at bottom-center: they appear to be floating far in "front" of the object. Notice when you rotate an object in the MA's preview display the object appears to revolve about a point a few feet in front of the object. I think that is the anchor point.

The problem seems to be that whatever safeguards (if any) that exist to prevent objects from spawning in walls fails, and then the MA picks a random orientation in which the object is rotated *into* the wall. In fact, generic warehouse maps exhibit this behavior: when collections are scattered in them, you can often see things like crates half-stuck into those raised platform-things in the hallways. Its apparent that the object was intended to spawn in the walkway area between platforms, but the object was displaced by rotation into the platform.

Some maps are much worse than others in this regard, and the Lab map seems to be one of them: there are several points where objects seem to spawn partially or totally in walls by virtue of random chance where the object's orientation places them inside a wall rather than outside it.


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Posted

I have 1 arc where in the custom group i only had Council Werewolf boss. It was intended to only see puppies. But on same custom group had 1 Custom EB wich was suppose to be sapwned only once, with a Boss Objective. Somehow all the spawn had that EB's in it. after latest patch.

I havent tested it further, i simply removed my Custom group as teh default and replaced with Reg Council.


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Posted

Mac- I noticed change in FF and Sonic bubbles too. Funny thing is, it seems to behave differently depending on which toon I'm running the mish with. With my 50 brute, the big bubbles behave as you describe (turning off/on). But when I run same mish with some of my littler toons, the big bubbles stay on.... Strange! Have you learned anything else about this change?


 

Posted

I haven't had a chance to test it more extensively, I've only tried on my Brute. I may have to take some of my squishier toons (or lower-level toons) through to see if the behavior persists.


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

[ QUOTE ]
The glowies don't so much spawn inside the wall as they do the raised flooring. It's really "just" a matter of raising a few of them up about a foot and removing one (that spawns the glowie inside/around one of the examination tables).

Not to mention that it only drastically affects smaller glowies...

[/ QUOTE ]

I had a safe spawn inside the wall in the last room, the curved wall to the right of the room. Not once, but 6 out of 7 times.


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Posted

Okay, I can see that the Crey Lab was broken, but why the burning forest?
And for that matter, why is Forest 01 and Forest 03 the SAME map- wheres the barren forest?

With no Shadow Shard maps, and now the burning forest gone, I'm running out of places to set stories in other dimensions. Is Eden next on the list to go?


 

Posted

[ QUOTE ]
I /bugged it, reported it, reported it, and reported it again.

[/ QUOTE ]
I hadn't meant to imply that you hadn't done any of the above. Quite to the contrary, my point (overly subtle) was that they've been so busy that not even something that you were likely to have reported was able to be pulled in a timely fashion, because it wasn't immediately game-breaking.


My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

[ QUOTE ]
Mac- I noticed change in FF and Sonic bubbles too. Funny thing is, it seems to behave differently depending on which toon I'm running the mish with. With my 50 brute, the big bubbles behave as you describe (turning off/on). But when I run same mish with some of my littler toons, the big bubbles stay on.... Strange! Have you learned anything else about this change?

[/ QUOTE ]

Er, I think that's what might be happening with one of my allies as well. She uses Shield Defense, and when testing with my 50, she wasn't running her toggles, but when I run the mission with my lower level characters she does. I didn't really see if she turned them back on when I moved away, I'll have to test that.


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Posted

[ QUOTE ]
Unless I'm doing something wrong with my mission, they made a change to the way Force Field (and maybe Sonic Resonance) allies act. I have an FF ally in an arc I'm testing which is supposed to follow you around with the big bubble on to provide some semblance of mez protection for squishies (since the enemies are mez-heavy). However, when I rescue the ally, they turn the bubble off. When I move away from them, it comes back on - but turns off again as soon as I get close.

Am I doing something wrong, or is this a new "feature?"

[/ QUOTE ]

That was an exploit that has been fixed. While a few poeple were using it correctly and only haveing one helper with the bubble, others would have multiple spawn and after you rescue a few of them you did not have to worry about petty things like getting hit.


 

Posted

[ QUOTE ]
[ QUOTE ]
Unless I'm doing something wrong with my mission, they made a change to the way Force Field (and maybe Sonic Resonance) allies act. I have an FF ally in an arc I'm testing which is supposed to follow you around with the big bubble on to provide some semblance of mez protection for squishies (since the enemies are mez-heavy). However, when I rescue the ally, they turn the bubble off. When I move away from them, it comes back on - but turns off again as soon as I get close.

Am I doing something wrong, or is this a new "feature?"

[/ QUOTE ]

That was an exploit that has been fixed. While a few poeple were using it correctly and only haveing one helper with the bubble, others would have multiple spawn and after you rescue a few of them you did not have to worry about petty things like getting hit.

[/ QUOTE ]

This is getting really annoying. In order to gain a few quick levels, the nitwits are doing everything they can to make the MA completely worthless. MA had the potential for being a fabulous addition to the game, but these jerks are forcing the devs to make it worthless and bland.

These guys complain bitterly about how there's no new content, and then when the devs provide a mechanism to produce an infinite amount of new content, they run the same stupid exploit map over and over again, ignoring the thousands of missions of new content that has been added in just the last month.

With luck this change is only temporary till I15. The FF defenders should work normally if there's just one, but if there's more than one only one should have the FF up at once. Or allow only one ally with FF/Sonic Res to be added to a mission. Or something like that.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Unless I'm doing something wrong with my mission, they made a change to the way Force Field (and maybe Sonic Resonance) allies act. I have an FF ally in an arc I'm testing which is supposed to follow you around with the big bubble on to provide some semblance of mez protection for squishies (since the enemies are mez-heavy). However, when I rescue the ally, they turn the bubble off. When I move away from them, it comes back on - but turns off again as soon as I get close.

Am I doing something wrong, or is this a new "feature?"

[/ QUOTE ]

That was an exploit that has been fixed. While a few poeple were using it correctly and only haveing one helper with the bubble, others would have multiple spawn and after you rescue a few of them you did not have to worry about petty things like getting hit.

[/ QUOTE ]

This is getting really annoying. In order to gain a few quick levels, the nitwits are doing everything they can to make the MA completely worthless. MA had the potential for being a fabulous addition to the game, but these jerks are forcing the devs to make it worthless and bland.

These guys complain bitterly about how there's no new content, and then when the devs provide a mechanism to produce an infinite amount of new content, they run the same stupid exploit map over and over again, ignoring the thousands of missions of new content that has been added in just the last month.

With luck this change is only temporary till I15. The FF defenders should work normally if there's just one, but if there's more than one only one should have the FF up at once. Or allow only one ally with FF/Sonic Res to be added to a mission. Or something like that.

[/ QUOTE ]

That last line SHOULD have been how it worked from the beginning.

it's looking more and more like possible exploits were not even thought of before this thing hit live.

I don't blame the players for that. it isn't like this is a new dev team or something.


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Posted

What was broken about Burning Forest? I needed it for my arc.