Release Notes for 19.20090918.4T2 - 9/28/09
"Rewards
- Fixed bug was causing drop rates to be slightly too low."
Edit: "Slightly"?
I'm disturbed that there is no mention of a fix for the Ernesto Hess TF. We were told that it was a simple error for Hess but that they would have to "take a look" at the Katie TF. Yet the Katie TF is getting fixed already.
Paragon City Search And Rescue
The Mentor Project
I'm disturbed that there is no mention of a fix for the Ernesto Hess TF. We were told that it was a simple error for Hess but that they would have to "take a look" at the Katie TF. Yet the Katie TF is getting fixed already.
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The Hess Task Force was fixed in the prior build (published to Training Room last Friday - 1600.20090918.3T)
"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)."
"Rewards
Edit: "Slightly"? |
The slightly part is a bit worrisome.
Sounds like more testing is in order! |
If it said:
"Fixed a bug that's been in since I9, but don't worry...
It only very recently (with I16's release) sent the drop rate through the basement - and only for some players not everyone.
And we're sorry, But we can't explain why it was only affecting some players - or we'd be telling you too much about how drops are awarded, and people might figure out how to game the RNG or something..."
Yeah, see that would've sounded well - uhm, bad. So they didn't put it that way.
City of Heroes didn't fail, City of Heroes was killed. If a 747 dropped on your house, you'd say you were killed, not you failed to find a safer dwelling.
|
@Blood Beret(2)Twitter
I am a bad speeler, use poorer grammar, and am a frequent typoist.
MA ArcID: 1197
You have enemies? Good. That means you've stood up for something, sometime in your life. Winston Churchill
Good news on the Katie TF and the Drops! Now push it live!
ClintarCOH - Twitter
[/center]
Live is coming on Wednesday - thats already been announced
Now by my cut and pasting
Combined patch notes are
====================================
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
Badges
Corrected a typo in the Leader badges description.
The Demonic Accolade will now correctly grant to players who have the required badges.
Fixed a bug in the Celebrant badge that caused the description from another badge to be present in its description text.
General
Electrical Melee (all ATs) Jacobs Ladder should look correct on male, female, and huge models now
Fixes various issues with slide animations not playing consistently (includes sliding on snow/ice as well as Prestige Power Slide)
Archery (all ATs) - Snap Shot will play the attack animation again.
Flight animations should be reliably interrupted by attack animations.
The Day Job power Warden Baton should now play the correct draw animation consistently.
Invention
Obliteration will now sell for the proper amount of influence/infamy during a respec.
Mission Architect
Custom Critters - Earth Assault now available for primary and secondary selection. Due to stance issues it utilizes versions of Stone Fist animations instead of hammer animations.
Clockwork Kingdom map can be used once again within Architect.
Custom Critters - Claws and Stone Armor are now mutually exclusive at character creation due to animation issues
Custom Critters - Kinetics - Transference and Transfusion have switched availability. Transference is now a minion - hard ability, and Transfusion is a LT - standard ability.
Powers Customization
Corrected orientation of the crystal themes Stone Mallet.
Made Sonic Dispersions Clarity completely tintable. (The continuing effect on the head was previously the default orange.)
The Sound effect for Gravity Control - Wormhole has been restored for the Bright and Dark versions of the customizable
Cold Domination - Snow Storm (All ATs) should properly play on the target now, instead of the caster.
Dark Armor now has a No Fade or Pulse theme, which will allow players customizable FX without the dark light pulses of various powers or transparency in Cloak of Darkness
Pain Domination has been revised to better reflect selected colors.
The brown tints in customized Earth Control should now be gone.
Fixed the default Ice Weapon to call the default Ice Sword instead of the Greater Ice Sword. (Both swords are still options in all Ice Sword attacks.)
Effects on the default Ice Sword should now align properly.
The second Lava theme in the tailors dropdown menu should now be gone.
Plant Controls customized Spore Burst for the Controller AT should now reference the correct, tintable continuing effect.
The default themes for Electrical Melee and Electrical Armor for Scrappers and Tankers now have a consistent and thematically appropriate color.
No FX themes now available for all versions of Super Reflexes, Regeneration, Willpower and Dull Pain.
The Metal Spines on the lower left leg for female players now fits properly on the model
Stalker - Spines - Impale hit FX should tint properly
Tanker - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
Brute - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
Scrapper - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
PVP
Removed travel suppression from self buffing accolades. Including: Vanguard medal, Geas of the Kind Ones, Eye of the Magus, Demonic Aura, Megalomaniac, and Force of Nature.
Scrapper - Super Reflexes - Practiced Brawlers protection versus debuff effects should last the full 120 second duration.
Stalker - Willpower - Mind over Body should no longer suppress resistances while in PVP zones.
Stalker - Electric Armor - Charged Armor should no longer suppress resistances in PVP zones.
Stalker - Electric Armor - Conductive Shield should no longer suppress resistances in PVP zones.
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).
Added teleport protection to the Mitochondria in the Lady Grey Task Force.
Rewards
Fixed bug was causing drop rates to be slightly too low.
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).
Katie Hannon Task Force - Fixed a bug that would sometimes cause Katie to stop following players.
CITY OF VILLAINS
Powers
Brutes
Claws - Swipe: Decreased this powers damage scale from .89 to .83
Claws - Strike: Decreased this powers damage scale from 1.35 to 1.24
Claws - Slash: Decreased this powers damage scale from 1.64 to 1.48
Claws - Focus: Decreased this powers damage scale from 1.66 to 1.51
Claws - Eviscerate: Decreased this powers damage scale from 2.4 to 2.181
Claws - Shockwave: Decreased this powers damage scale from 1.25 to 1.13
Electric Armor - This power set's description should no longer state that it doesn't have any healing powers.
Corruptors
Trick Arrow - All powers in this set had their endurance cost decreased to correctly use Corruptor endurance cost modifiers instead of Mastermind costs.
Trick Arrow - Poison Gas Arrow: This power was incorrectly using melee tables, it will now correctly refer to ranged tables. The end result is that this powers damage debuff effect was increased slightly.
Dominators
Earth Assault - Seismic Smash: This powers hold effect is now enhanced by Domination. Corrected normal hold magnitude to 3.
Earth Assault - Fissure - This powers hold effect is now enhanced by Domination.
Plant Control - Fly Trap summon should play its spawn animation.
Masterminds
Pain Domination - Suppress Pain will no longer root the player while activating.
Soldiers of Arachnos and Widows
Mace Mastery - Shatter Armor - Added generic Resist Debuff visual effects.
Stalkers
Electric Melee - the Stalker version of Lightning Rod received a moderate damage increase.
Badges
Credit for the Untouchable badge should now be correctly earned for defeating all levels of Family Consiglieres in the Rogue Isles.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Sounds more like cautious, delicate, business-speak to me...
If it said: "Fixed a bug that's been in since I9, but don't worry... It only very recently (with I16's release) sent the drop rate through the basement - and only for some players not everyone. And we're sorry, But we can't explain why it was only affecting some players - or we'd be telling you too much about how drops are awarded, and people might figure out how to game the RNG or something..." Yeah, see that would've sounded well - uhm, bad. So they didn't put it that way. |
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)
I'm very disappointed that the TF change is apparently going live as-is.
I am in the process of patching to see if it still affects 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
But there's no way in hell they're gonna say "fixed a bug in the drop rate that's been in since I9 but only recently found - due to recent increased scrutiny... and we finally found it - but only after we called it just a "perception issue".
I was trying to be semi-nice about it, that's a long thread you linked to - and what it amounts to is there is apparently no way to know if it's been plaguing some people's characters' since day one of I9.
I just found it more than a little ironic that the patch note was worded:
Fixed bug was causing drop rates to be slightly too low.
When it was a HUGE "perceived" disparity in the drop rate (at least for some folks) that caused the countless man-hours of players gathering drop rate data via the custom made chatlog parser and whatnot - aka the "increased scrutiny" - to get the Devs to look deep enough to believe it wasn't just "all in our heads".
Seems like the understatement of the century (IMHO), so far as post-I9 CoX is concerned!
"Color me" (I16) uber-cynical if you like, its no skin off my nose.
City of Heroes didn't fail, City of Heroes was killed. If a 747 dropped on your house, you'd say you were killed, not you failed to find a safer dwelling.
|
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
Sounds more like cautious, delicate, business-speak to me...
If it said: "Fixed a bug that's been in since I9, but don't worry... It only very recently (with I16's release) sent the drop rate through the basement - and only for some players not everyone. And we're sorry, But we can't explain why it was only affecting some players - or we'd be telling you too much about how drops are awarded, and people might figure out how to game the RNG or something..." |
For example, in the following code:
1: struct struct1 c; 2: int a, b; 3: sub1(&c); 4: b = a;
My copy of the Microsoft C compiler correctly flags the error on line 4, but lets the call on line 3 go by without a warning even on the maximum warning level.
The devs working on this code now probably didn't write the original code that had the problem, and probably didn't select the suite of tools used to develop the code.
The lesson I take away from this is that a huge project like this should be run through a hyper-sensitive version of LINT on a regular basis to catch bugs like this.
Yeah, I read that when he posted it.
But there's no way in hell they're gonna say "fixed a bug in the drop rate that's been in since I9 but only recently found - due to recent increased scrutiny... and we finally found it - but only after we called it just a "perception issue". I was trying to be semi-nice about it, that's a long thread you linked to - and what it amounts to is there is apparently no way to know if it's been plaguing some people's characters' since day one of I9. I just found it more than a little ironic that the patch note was worded: Fixed bug was causing drop rates to be slightly too low. When it was a HUGE "perceived" disparity in the drop rate (at least for some folks) that caused the countless man-hours of players gathering drop rate data via the custom made chatlog parser and whatnot - aka the "increased scrutiny" - to get the Devs to look deep enough to believe it wasn't just "all in our heads". Seems like the understatement of the century (IMHO), so far as post-I9 CoX is concerned! "Color me" (I16) uber-cynical if you like, its no skin off my nose. |
If not, the answer is in the patch notes.
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
Additional testing. I was able to summon an Ouroboros portal even when exemplared from level 50 to level 29.
I was still unable to summon a Shivan while exemplared. Or rather, nothing appeared when I cast the summons. I then dropped the Ouro TF I was using to force my level down, and the Shivan popped out of the ground at the spot where I'd summoned it, just as if I'd only summoned it just then.
I'm not concerned about Shivans specifically. They just are an example for a problem that seems to affect multiple pet-summoning temporary powers.
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
Dear Devs, can we please have some numbers on what the drop rates should be, just so we can actually test how drops are actually acting.
CHAMPION!
Salvage
Underling: never
Minion: 8%
Lieutenant/Sniper: 10.64%
Boss/Elite Boss: 25%
Archvillain: either never or 43.22%, depending on the AV
Recipe
Minion 2.666667%
Lieutenant/Sniper 5.333333%
Boss/Elite Boss 7.999999%
Archvillain either 100% or 0%, depending on the AV
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Guess I was unlucky.
Tested my Electric Armor Brute vs. 6-man, +2 level mobs. Killed roughly 6 dozen baddies and got lots of salvage, some inspirations, one level 51 Natural SO and zero recipes.
Take out Kryos mission. Sighs lol, I'll test more later.
Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.
Release Notes for 1600.20090918.4T2
Monday, September 28, 2009
COMBINED
Rewards
CITY OF HEROES
Tasks
CITY OF VILLAINS
Support Centre for our English European players
Support Centre for our North American players
Plateforme d'assistance pour les francophones
Support-Center f�r deutschsprachige Spieler