Release Notes for 1600.20091015.1T - 10/20/09


Anaku

 

Posted

Release Notes for 1600.20091015.1T

Tuesday, October 20th, 2009




COMBINED


Gameplay

  • Super Sidekicking: Exemplared characters (below Level 50) will now receive a notice when they increase in level.

Mission Architect
  • Snaptooth is now available for use in the Mission Architect.


Powers



General
  • Spines / Quills: Restored some of the visuals and sound for the hit effect.
  • Pain Domination / Nullify Pain: The Animation for Nullify Pain has been restored.
  • Stone Melee: The Visual effects for Stone Mallets and Stone Fists can no longer be hidden using the /suppressCloseFX command
  • Flight / Hover : Fixed a number of minor issues with Hover animations when using Shields and Weapons

User Interface:
  • Team Interface: Fixed a display issue where players on the same team would not be able to view other team member’s names if they were located in different zones.
  • Team Interface: Fixed a display issue where a player’s name was listed twice in the Team window when another teammate in another zone was promoted to Team Leader.
  • Navigation Window: Fixed an issue where Contact and Mission waypoints did not function correctly if teammates were located in different zones.


CITY OF HEROES
  • None


CITY OF VILLAINS

Powers

  • Broadsword / Placate: Placate will now root while activating and the animation will be interruptible by any self-activated attack animations.

Tasks
  • None


 

Posted

Quote:
snaptooth is now available for use in the mission architect.
dooooooooooom!


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

Looks like we're starting to get to the bottom of the barrel as far as bug fixes go. Does this mean that GR beta is Soon™?


 

Posted

Quote:
Originally Posted by Niviene View Post
  • Team Interface: Fixed a display issue where players on the same team would not be able to view other team member’s names if they were located in different zones.
  • Team Interface: Fixed a display issue where a player’s name was listed twice in the Team window when another teammate in another zone was promoted to Team Leader.
  • Navigation Window: Fixed an issue where Contact and Mission waypoints did not function correctly if teammates were located in different zones.
Hurrah! Thanks to whatever folks on the team are responsible for this fix! Now to go make sure it works. *dashes*


 

Posted

Quote:
Originally Posted by Obsidius View Post
Looks like we're starting to get to the bottom of the barrel as far as bug fixes go. Does this mean that GR beta is Soon™?
One can only hope, but I'd bet on Customization Round 2: Power Pools before we see GR hit the test server.


@Eisenzahn
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Posted

Quote:
Originally Posted by Eisenzahn View Post
One can only hope, but I'd bet on Customization Round 2: Power Pools before we see GR hit the test server.
This please.


Story arcs:
The Golden Scepter: #9852 [Winner of American Legion's July 2011 AE Author Contest]

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Posted

Quote:
Originally Posted by Eisenzahn View Post
One can only hope, but I'd bet on Customization Round 2: Power Pools before we see GR hit the test server.
And EATs.


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

Hopefully this issue was fixed since the team issue was fixed.

EDIT: Also this isn't the only case when this happened:

Quote:
Team Interface: Fixed a display issue where a player’s name was listed twice in the Team window when another teammate in another zone was promoted to Team Leader.


 

Posted

Everything that's been bothering me has been fixed. Happy, happy! Joy, joy! !


 

Posted

I was thinking about a comment made earlier in this thread about GR hitting the test servers. Would you think it would probably be on a stand alone server seperate from test? I was thinking they might need to run the Beta seperate since it kinda seperate from COH to a degree.
Just a thought.....

Anaku


 

Posted

Quote:
Originally Posted by Anaku View Post
I was thinking about a comment made earlier in this thread about GR hitting the test servers. Would you think it would probably be on a stand alone server seperate from test? I was thinking they might need to run the Beta seperate since it kinda seperate from COH to a degree.
Just a thought.....

Anaku
I think it will be separate. If I recall correctly, City of Villains had its own server.


@Demobot

Also on Steam

 

Posted

Quote:
Originally Posted by Demobot View Post
I think it will be separate. If I recall correctly, City of Villains had its own server.
It did. It had its own server, its own client (naturally), its own forum (where ED was unveiled for the first time... good times), and generally was set up to be completely separate from Live and Test CoH. I expect GR to do the same.


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"Bubble up for safety!"

 

Posted

/buy_coh still makes the game crash. But since I seem to be the only who actually use this command, I think I'll have to live without it...


 

Posted

Quote:
Originally Posted by Niviene View Post
Release Notes for 1600.20091015.1T



Gameplay
  • Super Sidekicking: Exemplared characters (below Level 50) will now receive a notice when they increase in level.
I cannot woot! wootily enough!


 

Posted

The ding and interface bugs are great news as the "silent dings" were really starting to get annoying, especially on level 50 dings, but please just hurry putting the difficulty sliders back into place on TF's and sorting the AV level issues next.


The pellet with the poisons in the Vessel with the Pessel, the Chalice from the Palace has the brew that is true...