Patch Notes for Live Servers - 10/28/09


Ashlocke

 

Posted

Patch Notes for Live Servers

Wednesday, October 28, 2009




COMBINED


Arenas

  • If any player in an Arena queue is attacked during the arena countdown period, the match will not start. A message will be sent to all participants with the name of the character that prevented the match from starting.


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


Global Chat
  • Fixed a bug that would prevent another player from being added to your Global Friends list if the invitation was sent while both characters were in the same zone.


Halloween Event
  • Increased the frequency of Zombie Apocalypse and Deadly Apocalypse events.
  • Fixed a bug that was sometimes causing the Greater Aspect to spawn in inaccessible locations in some zones (Founder’s Falls, Faultline, Cap au Diable)
  • Fix to Halloween choice table allowing you to take an inspiration even though your inspiration inventory is full.
  • Implemented code to prevent an edge-case map crash that occasionally occurs during the Deadly Apocalypse Event.


Merit Rewards
  • To avoid inconsistencies, merits are now awarded at the moment the final objective of a mission is completed instead of the moment the leader exits the mission map


Mission Architect
  • Fixed a bug that could cause freeing captives in timed architect missions to cause the mission to immediately fail.
  • Snaptooth is now available for use in the Mission Architect.

Powers


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


Tasks
  • Task Forces that are not Flashback or Architect are now level locked at the time the Task Force is created.
  • When your character leaves / quits a team, the character always leaves the Task / Strike Force (s)he is on.

Trial Accounts
  • Fixed a crash that could occur when a player with a trial account attempted to upgrade their account while logged into the game.

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


Masterminds
  • Fixed a bug that sometimes caused Giant Monsters to flee from Mastermind pets


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


 

Posted

Like the Arena, Merit and TF changes.

One question about the TF change though, does this mean if we start a Task Force and mobs are level 31-32 they always stay at this level?


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Posted

Thank you for the bug fixes devs.


 

Posted

Quote:
Originally Posted by Niviene View Post
  • When your character leaves / quits a team, the character always leaves the Task / Strike Force (s)he is on.
(emphasis mine)

This is a bit unclear to me. "Leave" as in how exactly? It can be taken in more than one way. A player can quit the GAME without quitting the team. Is that considered as "leaving the team/TF" as well? That would be bad, because characters that get mapserved or forcibly disconnected would no longer be able to continue the TF.

Otherwise, that item makes no sense, because quitting the team has always been equal to quitting the TF. In other words, you can't "quit the team without quitting the TF" as the description suggests as a prior behavior.


 

Posted

Thanks for the fixes, especially putting to rest some of the outstanding UI bugs.

That mastermind bug would've been quite funny to see in action.


 

Posted

Quote:
Originally Posted by Keen Stronghold View Post
(emphasis mine)

This is a bit unclear to me. "Leave" as in how exactly? It can be taken in more than one way. A player can quit the GAME without quitting the team. Is that considered as "leaving the team/TF" as well? That would be bad, because characters that get mapserved or forcibly disconnected would no longer be able to continue the TF.

Otherwise, that item makes no sense, because quitting the team has always been equal to quitting the TF. In other words, you can't "quit the team without quitting the TF" as the description suggests as a prior behavior.
Unless there's some sort of bug associated with quitting the game while still on a TF, I doubt they'd remove that feature, since mapserves and disconnects are commonplace. They probably just worded it poorly. Should have said "When a player quits a taskforce team" Getting disconnected is not the same as quitting the TF.


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Posted

Quote:
Originally Posted by Celestial_Lad View Post
That mastermind bug would've been quite funny to see in action.
If it's the bug I'm thinking of, it's actually been around quite a while. If it truly has been fixed, I'm very pleased.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

BIG PROBLEM WITH THE NEW PATCH

I have been working few some of the Flashback badges with a lot of characters recently, using the 1st hollows of officer wincott to get 1-14 badges.

I did one before the servers went down, and have just completed one now, and all the enemies were of the minimum level (5) available to the arc, not the usual lvl 14/15.

No XP was awarded, but merits and fb badge was awarded.

As I like to go over old missed arcs besides the badge ones, for merits and xp since exemp xp was implimented I see this as a big problem, Especially if this will also extend to TF/SF's.

I have bugged this as well, just thought that this would be best place to post this as it relates to the last patch.


 

Posted

BIG PROBLEM WITH THE NEW PATCH

I have been working few some of the Flashback badges with a lot of characters recently, using the 1st hollows of officer wincott to get 1-14 badges.

I did one before the servers went down, and have just completed one now, and all the enemies were of the minimum level (5) available to the arc, not the usual lvl 14/15.

No XP was awarded, but merits and fb badge was awarded.

As I like to go over old missed arcs besides the badge ones, for merits and xp since exemp xp was implimented I see this as a big problem, Especially if this will also extend to TF/SF's.

I have bugged this as well, just thought that this would be best place to post this as it relates to the last patch.


 

Posted

Quote:
Originally Posted by Lemur Lad View Post
If it's the bug I'm thinking of, it's actually been around quite a while. If it truly has been fixed, I'm very pleased.
Yeeaaah.. This is an oooold bug, and if it's fixed, that would be really awesome.

I have always hated it when the GMs would start running.. I did not realize it was because of my own pets.

Does this apply to Bat'Zul too? I'd be doubly happy.


 

Posted

Quote:
Originally Posted by British Battler View Post
BIG PROBLEM WITH THE NEW PATCH

I have been working few some of the Flashback badges with a lot of characters recently, using the 1st hollows of officer wincott to get 1-14 badges.

I did one before the servers went down, and have just completed one now, and all the enemies were of the minimum level (5) available to the arc, not the usual lvl 14/15.

No XP was awarded, but merits and fb badge was awarded.

As I like to go over old missed arcs besides the badge ones, for merits and xp since exemp xp was implimented I see this as a big problem, Especially if this will also extend to TF/SF's.

I have bugged this as well, just thought that this would be best place to post this as it relates to the last patch.
I've bugged it too. Tried level 1-15 and 45-50 arcs and always the same thing, they spawn at the minimum levels of enemy groups. Fro example on red side, Code Merlin is level 45-50. I start one with my level 50 and the Possessed Scientists are all level 40 in the mission. Even if I upped my difficulty to +4 my level, they will still be level 40.

So with all those gray conning enemies, people can zip through the arcs and get Reward Merits at the end.


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Posted

And I like my xp, drops , inf and badges the proper way myself...grr, they're all I do now really in between the Arcs as I lvl normally and TF's. I don't mind exemping and it's nice getting recipies drop that are out of my normal lvl range.


 

Posted

Quote:
Originally Posted by Niviene View Post
  • Snaptooth is now available for use in the Mission Architect.
Woot!

Quote:
Stalkers
  • Broadsword / Placate: Placate will now root while activating and the animation will be interruptible by any self-activated attack animations
See, now this falls under the "I wish I had paid more attention" category, as I could have sworn placate never rooted any of my stalkers. I really wish I could test that out now, but since I'm at work I'll just have to risk looking like an idiot.

BUT if the other powersets don't root placate (and it's entirely possible they do - the old neurons ain't what they use to be) then all I can say is: buh? Is broadsword's placate that much different from the others (I have too many stalkers to start a broadsword) or is this a truncated list of changes and that's how placate will behave from now on across the board?

Or, you know - do I have a mind like a steel sieve and that's how it's been all along?


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Posted

Quote:
Originally Posted by Niviene View Post
Masterminds
  • Fixed a bug that sometimes caused Giant Monsters to flee from Mastermind pets
Excellent! Now, come back here Scrapyard! *bwahahahah*


Quote:
Originally Posted by Niviene View Post
Mission Architect
  • Fixed a bug that could cause freeing captives in timed architect missions to cause the mission to immediately fail.

And joy! I can restore my arc back to its former glory


 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
Woot!
See, now this falls under the "I wish I had paid more attention" category, as I could have sworn placate never rooted any of my stalkers. I really wish I could test that out now, but since I'm at work I'll just have to risk looking like an idiot.

BUT if the other powersets don't root placate (and it's entirely possible they do - the old neurons ain't what they use to be) then all I can say is: buh? Is broadsword's placate that much different from the others (I have too many stalkers to start a broadsword) or is this a truncated list of changes and that's how placate will behave from now on across the board?

Or, you know - do I have a mind like a steel sieve and that's how it's been all along?
Isn't BS a new power set for stalkers? If so, it's a fairly recent change to have (or have not) noticed...


 

Posted

Quote:
Originally Posted by Spear0 View Post
Isn't BS a new power set for stalkers? If so, it's a fairly recent change to have (or have not) noticed...
I believe that he was questioning whether or not placate roots for all stalker powersets, and if it does not, why is broadsword's placate being treated differently ...

Storm


Serenity is not freedom from the storm, but peace amid the storm ...

 

Posted

I know Placate roots for energy melee. I hates it


I've already forgotten about most of you

 

Posted

My Dual Blades and Martial Arts Stalkers both get rooted when they Placate.


The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.

Q: How do you wreck an Abrams?

A: You crash into another one.

 

Posted

No stability fix ?!?!?!?


Consciousness: that annoying time between naps.

 

Posted

Quote:
Originally Posted by Niviene View Post
  • Task Forces that are not Flashback or Architect are now level locked at the time the Task Force is created.
I would like to know the reason, why this was changed? Or was it never intended that we should have this option?
I really liked the option to change the difficulty, if you see that the team doesn´t work well.
Or if you see, that it could easy handle higher enemies.

Quote:
Originally Posted by Niviene View Post
  • When your character leaves / quits a team, the character always leaves the Task / Strike Force (s)he is on.
Wasn´t this always the case?
If it´s really the case, that you leave the TF/SF when you have a crash oder log out...facepalm


 

Posted

Quote:
Originally Posted by Niviene View Post
If any player in an Arena queue is attacked during the arena countdown period, the match will not start. A message will be sent to all participants with the name of the character that prevented the match from starting.
...What?


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Posted

Noticed a problem with team member names still not showing up in the team window.

I was on an 8-person team in AP doing the banner event.

  • All the other players but one (the first person I invited) quit the team. The team window was normal.
  • I opened an Ouroboros portal and zoned there.
  • Once in the zone my name displayed correctly, but the other team member's name was not displayed. The zone for that player was still dislayed, however (Atlas Park).
  • The other member went to Steel Canyon. After he zoned his name and zone displayed properly for me.
  • However, when he arrived in Steel, my name was no longer displayed in the team window for him (but my zone, Ouroboros, was).


 

Posted

Quote:
Originally Posted by X_the_Gambler View Post
I would like to know the reason, why this was changed? Or was it never intended that we should have this option?
I really liked the option to change the difficulty, if you see that the team doesn´t work well.
Or if you see, that it could easy handle higher enemies.
I believe this is more targeted at the times when the leader DCs and the new leader is a lower level. For example if the lvl 50 leader DCed on a Posi and the new leader was lvl10 then the rest of the team would be dropped but the rest of the mission would still spawn at 15 (Possibly the entire TF). Which now that I think about could probably work in reverse. Doing a Master ITF with everything spawned at 35 but the team at 50 comes to mind.


 

Posted

Quote:
Originally Posted by British Battler View Post
I did one before the servers went down, and have just completed one now, and all the enemies were of the minimum level (5) available to the arc, not the usual lvl 14/15.

No XP was awarded, but merits and fb badge was awarded.
I need to get in and rescue the fortune teller on all the characters that need it, it looks like.

EDIT: Bug confirmed here. All enemies that spawned in an Ouro mission in the 5-15 band were level 5. Player character entered at level 15 with powers to 20. No XP awarded for defeats.



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