Release Notes for Build 19.20090716.0 7/20/09


Anaku

 

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City of Data does not list the damage of DS's Chill of the Night or Tenebrous Tentacles as unenhanceable. They definitely were enhanceable at one time for I used to put Damage enhancers in the DS.

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There is a difference in being able to put damage enhancers in him and having them do anything.

Slotting him for damage does nothing to Chill of the Night. Go test it if you don't believe me.

Edit: you did while I was verifying it.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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Well, we weren't truly sure. We had a crap ton of damage on that team and did everything we possibly could to minimize the power of the repairmen, since we figured it was still bugged. Whether the bug was fixed or we were proactive enough to counter the issue is unknown.

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The bug meant that damage was irrelevant. They healed the towers the instant they spawned. There was no way to stop them.

Edit: I realized you might have meant the damage you dealt the towers, not the repair dudes. Not sure. People were finishing it with teams based on +Dam and -DR, so enough raw DPS probably would do it too. If you had run it before, though, I think you would have probably noticed the difference.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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<ul type="square">[*]If you defeat someone who has recently defeated you, this will no longer restrict you from receiving rewards from the PvP defeat. The PvP reputation timer is now no longer reset from a defeat that doesn't earn reputation.[/list]
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what does this mean....please someone explain this to me.

The way I read this is Player A and Player B are the only players in a PvP zone. Player A kills Player B, rep is rewarded to Player A and the chance to roll for an IO. They fight again in 2min30secs. Player B wins this time and is rewarded no rep but still has the chance to rolls for a PvP IO? However Player A isn't eligible for the chance to roll for PvP IO until 5 minutes after he has killed Player B the first time?

Do I have this right?


 

Posted

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<ul type="square">[*]If you defeat someone who has recently defeated you, this will no longer restrict you from receiving rewards from the PvP defeat. The PvP reputation timer is now no longer reset from a defeat that doesn't earn reputation.[/list]
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what does this mean....please someone explain this to me.

The way I read this is Player A and Player B are the only players in a PvP zone. Player A kills Player B, rep is rewarded to Player A and the chance to roll for an IO. They fight again in 2min30secs. Player B wins this time and is rewarded no rep but still has the chance to rolls for a PvP IO? However Player A isn't eligible for the chance to roll for PvP IO until 5 minutes after he has killed Player B the first time?

Do I have this right?

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From my understanding, if Player A defeated Player B, B had to wait as if he had won to get a (chance at a) PvP IO from defeated Player A. That is no longer the case.


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Posted

Ty for this devs working on new build now hehe

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Fixed the bug where pets weren't phasing with their owners properly (with powers such as Phase Shift)

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[@Brewha] [Lv50-Necro/Dark][Lv50-Spines/SR][Lv50-Thug/Dark][Lv50-Martial arts/Shield] [Lv50-Sonic/Storm][Lv50-Rad/Rad][Lv50-War Mace/Granite][Lv50-Ice/Pain][Lv50-Fire/Psi] [Lv50-SS/Fire][Lv50-Granite/Energy][Lv50-Fort.][Lv50-Earth/Elec][Lv50-AR/Thermal] [Lv50-Energy/Will][Lv50-Energy/Kin][Lv50-Ninja Blade/Dark][Lv50-Crab][Lv50-Fire/Energy] [Lv50-Empathy/Energy][Lv50-Cold/Archery]

 

Posted

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Task Force
<ul type="square">[*]Manticore Task Force: 1st Mission no longer spawns level 40 Paragon Protector Elites (This is a level 30-35 Task Force)[/list]

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Mmm ... I just tried to do this TF on live the other day. There were level 40 Paragon Protectors in more than just the first mission. We defeated the ones in the first mission, but were unable to complete the TF due to level 40 PPs with difficult power combinations in a later mission (in KR).

We also noticed that the bugged PPs developed a stutter where they would wiggle back and forth. When in this state they would not attack player characters except in response to an attack. This wiggle or stutter did not appear related to map geometry or power effects. We decided Crey had made a bad batch.


 

Posted

&lt;QR&gt;

Love the new quick chat layout ! It's so much better organized.

Kudos on the changes.

~MM


 

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PVP Changes
[*]you defeat someone who has recently defeated you, this will no longer restrict you from receiving rewards from the PvP defeat. The PvP reputation timer is now no longer reset from a defeat that doesn't earn reputation.



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Wow, you eliminated the farming of PvP IO, and then you give us a way to farm them again.

Thanks!

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No, they had made it harder NOT elimiated. In fact they only really eliminated those people actually getting a drop from playing PVP. Farmers were still able to obtain the PVP IOs.


 

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Task Force
<ul type="square">[*]Manticore Task Force: 1st Mission no longer spawns level 40 Paragon Protector Elites (This is a level 30-35 Task Force)[/list]

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Mmm ... I just tried to do this TF on live the other day. There were level 40 Paragon Protectors in more than just the first mission. We defeated the ones in the first mission, but were unable to complete the TF due to level 40 PPs with difficult power combinations in a later mission (in KR).


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This problem is not just on the TF. I've had to abandon two lvl 30-35 crey missions because a lvl 40 elite mysteriously spawned in them. If the fix was applied to crey in general, GREAT! If it was only that one mission, this probably needs more attention.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

Well the chat changes seem to be working Color stays on the global channel I tested with and there was no "aljsfidaojif2oHI" issues...

Juggle emotes seem to work while flying...only tested ';juggle' though.


Leader of The LEGION/Fallen LEGION on the Liberty server!
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MKW FC: 4167-4891-5991

 

Posted

thanks for the QoL fixes. much appreciated.


Kittens give Morbo gas.

 

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Juggle emotes seem to work while flying...only tested ';juggle' though.

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I know it's pretty minor but I'm looking forward to checking this out. The last patch caught the "basic juggle while Hovering" bug but left out the other juggles. It's good to see the rest of the juggles have now been accounted for.


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--{=====> Virtue ♀

 

Posted

Anyone know if "Neutral Stance" and/or "Center Stance" are new emotes or old emotes under a new name? I can't seem to find the slash commands for those stances listed under Idle. Nuetral stance animates a stance at a 45 degree angle with the left foot forward. Whereas Center Stance is just a straight stance.


My arcs: 402350


 

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Release Notes for Build 19.20090716.0

Monday, July 20th, 2009


Task Force
<ul type="square">[*]Manticore Task Force: 1st Mission no longer spawns level 40 Paragon Protector Elites (This is a level 30-35 Task Force)[/list]

This states that it only occurs in the first mission. Last week when I did a Manti, The Lvl 40 PP Elites spawned through out the TF, not just the FIrst Mish.

Anaku


 

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Edit: I realized you might have meant the damage you dealt the towers, not the repair dudes. Not sure. People were finishing it with teams based on +Dam and -DR, so enough raw DPS probably would do it too. If you had run it before, though, I think you would have probably noticed the difference.

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I ran the STF shortly after the bug went live when we were still unaware of its existence. I was tanking that run, so I was not at the towers to observe what was going on, but it was certainly noticeable that it was taking the team longer than expected to drop the towers. Complaints about the repairmen by the tower killers were made, but that occasionally happened before, so we just shrugged it off figuring the repairmen were getting lucky.

We've done the STF a few times with the bug, and I have observed the repairmen behavior closely since. While it is noticeable that they are getting more heals off than before, sometimes they still wouldn't, even without a KB effect. I have seen on live several examples of repairmen spawning, dying, and failing to get off a heal as well as them spawning, dying, and getting the heal off anyway.

While on the scrapper STF, we would drop the tower to half extremely fast and then slowly take down the 2nd half. At times, our damage output basically would get stalled, as we would damage it, and then it would be healed back up. Then something would happen and the repairmen would fail to get a heal in four / five / six spawns in a row, and we would work it down during those "lucky" periods. The behavior did not seem different than the bugged repairmen, but since it is inconsistent, I would not say either way conclusively.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

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Emotes
<ul type="square">[*]Quick-Chat Menu has gone through an overhaul and now includes all emotes available to all players.[/list]
[/ QUOTE ]This is the second time this issue where someone on the forums has made a suggestion, a dev has said "good idea" and the suggestion has made it exactly as suggested into the following Test patch... all within a few weeks.

That's really impressive.


All that is planned fails. All that is born dies.
All that is built crumbles. This will always be true.

But memories remain, And that is beautiful.

 

Posted

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[ QUOTE ]
Emotes
<ul type="square">[*]Quick-Chat Menu has gone through an overhaul and now includes all emotes available to all players.[/list]
[/ QUOTE ]This is the second time this issue where someone on the forums has made a suggestion, a dev has said "good idea" and the suggestion has made it exactly as suggested into the following Test patch... all within a few weeks.

That's really impressive.

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Probably because it didn't take much effort to implement. Those kind of suggestions usually find their way in if a Dev is aware of it and has time to poke around with it.

Hopefully the menu gets updated with new emotes as they come in from now on.


Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.

 

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Anyone know if "Neutral Stance" and/or "Center Stance" are new emotes or old emotes under a new name? I can't seem to find the slash commands for those stances listed under Idle. Nuetral stance animates a stance at a 45 degree angle with the left foot forward. Whereas Center Stance is just a straight stance.

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They're ;Idle1 and ;Idle2.


Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!

 

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Meanwhile, Corruptor and Controller Fulcrum Shift is still using the Defender version of the buff pets summoned at the targeted enemies (each enemy hit should be +20% Damage for them, not +25%, it was this way before and changed either in I14 or one of the patches before I15). Please fix! Before "fixing it" becomes "nerfing it".

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This didn't happen recently. I've been tracking it for about 3.5 years.

The cause seems to be something as simple as an incorrect text entry.
There's a _Controller version of all relevant sub-powers, but in one case the "wrong" entity is being created.


Pets_KineticTransferDebuff_Controller summons Pets_KineticTransferBuff instead of Pets_KineticTransferBuff_Controller.

(which means that Pets_KineticTransferBuff_Controller is never actually used, even though it exists)


 

Posted

Nice! We ONLY had to wait 3 issues for global color bug fix.


 

Posted

Now if they'd fix globals missing chat while you zone... (or have they fixed that?)


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"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

Yup, same thing here. I hope this was just an incomplete note, as those Elites show up throughout the ENTIRE Manticore TF, not just the first mission. I know one other group had them around Hopkins, and my team tonight had them throughout all the missions. Anyone know how to confirm whether this fix will fix the whole TF?


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
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Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

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Release Notes for Build 19.20090716.0

Monday, July 20th, 2009


Task Force
<ul type="square">[*]Manticore Task Force: 1st Mission no longer spawns level 40 Paragon Protector Elites (This is a level 30-35 Task Force)[/list]

This states that it only occurs in the first mission. Last week when I did a Manti, The Lvl 40 PP Elites spawned through out the TF, not just the FIrst Mish.

Anaku

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Reiterating this as I just completed the TF tonight on Live; missions 1 - 3 had a couple of groups with 2 or 3 in them. Another mission later on had them as well.

Them DoTs can be nasty


I've already forgotten about most of you

 

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Release Notes for Build 19.20090716.0

Monday, July 20th, 2009



COMBINED

[Power[*]Dark Miasma/Dark Servant (all versions): Fixed a bug that caused this power to state that it would except Recharge Intensive Pet enhancement sets. Since this pet cannot be slotted for damage, it should never have been able to accept these types of enhancements.


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So does this mean this pet is supposed to be a permanent pet?

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No, it means Dark Servant can't be slotted with any pet sets at all, recharge-intensive or not, because all pet sets focus on damage, and Dark Servant is designed to focus on support through control, debuffs and healing. However, it does take tohit debuff, healing, immobilize and hold sets, all of which can enhance the recharge. Again: Dark Servant's intended focus is primarily support, and pet sets focus on damage, so instead of damage/pet sets it takes debuff/control/healing sets. You can't even slot standard damage enhancers, unlike every other pet.
Get it?

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Crud, and I'd built Expedient Reinforcement, too...

*sighs and toddles off to the Black Market*

Michelle
aka
Samuraiko/Dark_Respite


Dark_Respite's Farewell Video: "One Last Day"
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