Release Notes for 19.20090918.3T - 9/24/09


3dent

 

Posted

Release Notes for 19.20090918.3T

Thursday, September 24, 2009



COMBINED



Tasks

  • Level 54 Archvillains / Heroes should now appear in Task / Strike Forces again.
  • Added restrictions to prevent player difficulty from affecting Task / Strike Forces

Zone Events
  • Zombie Apocalypse: Fixed a bug that caused the zombies to be too fragile. They are now back to their old selves again.



CITY OF HEROES

Powers


Scrappers
  • Darkness Mastery - Night Fall: This power should no longer state it accepts To Hit Buff enhancement sets and should correctly accept To Hit Debuff and Accuracy To Hit Debuff sets.

Tasks
  • Striga Isle: Fixed bug in Ernesto Hess Task Force that sometimes made the computers untargetable in missions 3, 4 and 5 or made them spawn inside geometry (walls).



CITY OF VILLAINS

Powers


Brutes
  • Electric Armor - This power set's description should no longer state that it doesn't have any healing powers.

Badges
  • Credit for the Untouchable badge should now be correctly earned for defeating all levels of Family Consiglieres in the Rogue Isles.


 

Posted

Quote:
Originally Posted by Niviene View Post
  • Added restrictions to prevent player difficulty from affecting Task / Strike Forces
Wow, not even upwards? Is this just a temporary fix to prevent people from using the -1 level setting on Master Of attempts until you can restrict that situation specifically? Or is this to solve a different problem?


Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)

 

Posted

gj peeps! Still waiting on my demonic badge, hopefully soon, but gj on all that stuffs!


 

Posted

Yay, i so hoped being able to run TFs an get the MO badge on -1 was a bug, it makes it way to easy.

Coulda fixed it earlier though, but nevermind.


@Effy
Effy On Hot Sauce Fire/Cold Corr
Effy On Hot Chilli Fire/Dark Corr
Effy On Heat FM/SD Before FoTM
Effy Unleashed DP/EN Blaster 1st 50 @ Union

 

Posted

Quote:
Originally Posted by Niviene View Post
  • Added restrictions to prevent player difficulty from affecting Task / Strike Forces
Nooooo, the riktispec is unplayable on any difficulty less than +1 as it insists on spawning -2s otherwise, meaning all your knockdown becomes knockback.

Also the -1 setting is extremely useful if you don't want the leader of the TF to be the highest level toon on it for travel power or stability of connection reasons, although I can see it makes the "Master of" badges too easy to obtain.

Please apply this change to "Master of" attempts only, or simply disallow the -1 setting on TFs, and exemp the party to the highest level member of the party regardless of who the leader is.

This change will also make Smurphy cry as he runs all his ITFs on invincible and they're fun.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

KInetics - Controllers/Corrupters - Siphon Power, Fulcrum Shift and Transference still have default colors on the effect that is on Friendsly/Self and isn't fully colorable like the Defenders set of Kinetics

New - Controllers - Kinetics - Fulcrumshift is missing now from the powers section where you can color them, its no longer in the list, but is still there for Defenders/Corrupters.


 

Posted

Quote:
Originally Posted by Minotaur View Post
Nooooo, the riktispec is unplayable on any difficulty less than +1 as it insists on spawning -2s otherwise, meaning all your knockdown becomes knockback.

Also the -1 setting is extremely useful if you don't want the leader of the TF to be the highest level toon on it for travel power or stability of connection reasons, although I can see it makes the "Master of" badges too easy to obtain.

Please apply this change to "Master of" attempts only, or simply disallow the -1 setting on TFs, and exemp the party to the highest level member of the party regardless of who the leader is.

This change will also make Smurphy cry as he runs all his ITFs on invincible and they're fun.

Of all the I16 changes, the -1 taskforces i've been running all week are the one thing i didn't like at all. I ran a LRSF at -1 just to see if the end av's were 49. They were. it was jokingly easy. After running that, i had a concern that most, if not all, TF's after that would be set to wussy. And, i wasn't let down... it's bad enough people always want to "speed" run everything, now they want to speed run it at -1. No challange, crappy XP... No thanks.

Personally, i'd just disable the -1 feature in general, having your basic solo +0 +0 setting, you know, normal mob, be the baseline, and only allow it to work UP from there. But that's me. This is, at least, a step in the right direction. IMO of course.


@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...

 

Posted

Quote:
Originally Posted by Niviene View Post
  • Added restrictions to prevent player difficulty from affecting Task / Strike Forces
Wait, what? We can't even adjust them upwards in level?

Please don't restrict that.


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

 

Posted

Quote:
Originally Posted by Niviene View Post
  • Added restrictions to prevent player difficulty from affecting Task / Strike Forces
Guys, no. Just say no.

You've made it so you can't change the difficulty in Ourobros. (Yes, I tested this.)

Edit: It does still work in the AE, despite it being similar to "TF mode"


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

 

Posted

"Added restrictions to prevent player difficulty from affecting Task / Strike Forces" says to me that they removed 'Some' features otherwise it would have been worded "Removed the ability for player difficulty to affect Task / Strike Forces. Ie the ability to run -1. Just my opinion anyway Has anyone tested it yet?

kind


 

Posted

Quote:
Originally Posted by Kindeller View Post
"Added restrictions to prevent player difficulty from affecting Task / Strike Forces" says to me that they removed 'Some' features otherwise it would have been worded "Removed the ability for player difficulty to affect Task / Strike Forces. Ie the ability to run -1. Just my opinion anyway Has anyone tested it yet?
Yes. You cannot change the level or number of foes in either direction.

I really don't understand why we can't increase the setting for TFs, and Ouro needs to allow the full range of settings, including -1s.

I really, really hope this is updated before it goes live.


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

 

Posted

Quote:
Darkness Mastery - Night Fall: This power should no longer state it accepts To Hit Buff enhancement sets and should correctly accept To Hit Debuff and Accuracy To Hit Debuff sets.
Does it now use the melee damage modifier instead of the range damage modifier?

Quote:
Added restrictions to prevent player difficulty from affecting Task / Strike Forces
If this means that we have to run TF/SFs at low difficulty, then TF/SFs won't be run by me. Bad move.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
If this means that we have to run TF/SFs at low difficulty, then TF/SFs won't be run by me. Bad move.
I don't think that's what it means. I think they just mistyped what they meant. They probably are just eliminating the stupid -1 TF stuff and making stuff like the end STF AVs spawn at the right level.


 

Posted

Quote:
Originally Posted by Kahlan_ View Post
I don't think that's what it means. I think they just mistyped what they meant. They probably are just eliminating the stupid -1 TF stuff and making stuff like the end STF AVs spawn at the right level.
Please read where I tested it and posted that, indeed, you cannot increase the difficulty. Including in Ouroboros.


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

 

Posted

Quote:
Originally Posted by UberGuy View Post
Please read where I tested it and posted that, indeed, you cannot increase the difficulty. Including in Ouroboros.
Wow, that sucks bigtime.


 

Posted

Quote:
Originally Posted by UberGuy View Post
Please read where I tested it and posted that, indeed, you cannot increase the difficulty. Including in Ouroboros.

You tried this on a TF on the test server or only in Ouroboros?


 

Posted

Quote:
Originally Posted by Niviene View Post
Release Notes for 19.20090918.3T

Thursday, September 24, 2009



COMBINED

Badges
  • Credit for the Untouchable badge should now be correctly earned for defeating all levels of Family Consiglieres in the Rogue Isles.
Yay! I have a character that went to Nerva Archapelago (sp?) and worked the CoH Family badge, and he wasn't going anywhere. Tg it's fixed


 

Posted

Quote:
Originally Posted by KingSnake View Post
Personally, i'd just disable the -1 feature in general, having your basic solo +0 +0 setting, you know, normal mob, be the baseline, and only allow it to work UP from there. But that's me. This is, at least, a step in the right direction. IMO of course.
I think the -1 feature should remain for solo content, primarily for low damage/defense types like some defender builds. I have no problem with it being ignored and treated as +0 if you have more than one person on the team, or are on an actual TF (I think it should be available for Ouroboros content).


Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)

 

Posted

Quote:
Originally Posted by Clouded View Post
You tried this on a TF on the test server or only in Ouroboros?
With the help of the one person I could find on test logged in as a hero, I tested this on the Synapse TF. My settings were +2 foes set for a team of 6. What I saw (after the other chap dropped) were +0 and +1 foes spawned for what I would expect for a team of two characters.


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

 

Posted

I wonder if it was unintentional or not. Since AE isn't affected I have to think it was intentional.

If so, I don't like it. Less options = less good.


 

Posted

Quote:
Originally Posted by Clouded View Post
I wonder if it was unintentional or not. Since AE isn't affected I have to think it was intentional.
Bear in mind that the AE may use a separate set of similar-seeming rules. Remember, when the new settings first came out in beta, the AE ignored them completely.


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

 

Posted

Well, I would suggest leaving TF/SFs unaffected by the difficulty contacts, as they are with this new patch, but adding the ability to increase the difficulty of them (in the same X number of players and Plus X level, but without the -1option) to the "Set Challenges" screen you get when starting them or flashbacks.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Quote:
Originally Posted by Trickshooter View Post
Well, I would suggest leaving TF/SFs unaffected by the difficulty contacts, as they are with this new patch, but adding the ability to increase the difficulty of them (in the same X number of players and Plus X level, but without the -1option) to the "Set Challenges" screen you get when starting them or flashbacks.
That would be fine with me. I'm hopeful that, if this isn't some sort of brain fart, it's actually a precursor to a change of that sort.


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

 

Posted

Quote:
Originally Posted by Trickshooter View Post
Well, I would suggest leaving TF/SFs unaffected by the difficulty contacts, as they are with this new patch, but adding the ability to increase the difficulty of them (in the same X number of players and Plus X level, but without the -1option) to the "Set Challenges" screen you get when starting them or flashbacks.
I agree: lets put all difficulty settings for a TF into the Set Challenges screen......also an option to shut off cut scenes would be great too.