Release Notes for 1600.20091102.0 - 11/04/09


Alef_infinity

 

Posted

I'd like to ask for /em walkposes, so that we can have Pimp Walks, George Jefferson Walks, tiptoes (preferably accompanied by the sound of pizzicatto violins) and the ever-popular wageslave waddle.


Siegel Industries is proud to present: And Spray Down!: the only aerosol guaranteed to prevent foes from being resurrected or splitting into smaller ones!

 

Posted

Quote:
Originally Posted by Niviene View Post
Release Notes for 1600.20091102.0

Wednesday, November 4, 2009




COMBINED



Powers
  • Walk Power - All characters will now have access to a new inherent power -- Walk! This toggle power enables characters to move at a comfortable walking pace.
But BaB said it would be impossible to add walking and would require completely changing the game engine and Paragon Studios would have to hire a team of a hundred and fifty Tirolian ski troopers to make it happen.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Keen Stronghold View Post
Haha! Nice video!

I'll check again, but it seemed like my Male character was doing the same style of walk.

EDIT: I checked again. Now that I've seen the female version, the male version doesn't look at "twisty".


 

Posted

When we get a pyramid-filled zone based on the ancient pharaohs, I'm gonna walk like an Egyptian!


 

Posted

It appears if you keep walk on while changing costumes from Male/Female/Huge, the walking animations sticks with what it was before you switched costumes, so you can have hip swinging huge characters, or Female chars doing the huge walk.


 

Posted

Quote:
Originally Posted by BayBlast View Post
NPC's have had the walk animation all along, so I have no idea why it took five years to finally give it to players. Nonetheless, I'm happy to see this addition!
Well, I haven't been working on this game for 5 years...so I'll only accept responsibility for the inability to walk since about May of 2006. I'd like to get a buy for being the only VFX artist/animator on both CoH/CoV up until about 2 years ago as well...most of which was eaten up with power customization, training our new employees, and working on other stuff for the game.

This has taken a long time simply because it's never been deemed important enough to be actually scheduled...instead it's been put together kind of piecemeal over time.


 

Posted

Quote:
Originally Posted by Goliath Bird Eater View Post
Quote:
Originally Posted by Dr. Strangelove

MEIN FÜHRER, I CAN WALK!
This^^^.


There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.

 

Posted

Almost everyone was showing 3.09 walking speed on test, but we had two people reporting 1.4 and 1.8 walking speed. Both were showing no debuffs in combat attributes or buff bar. Both were bot MMs, but different secondaries. But none of us were able to reproduce it, even by logging on with other bot MMs or making new ones. Just those two people were walking slower, for no reason that we could discern. They both sent bug reports.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

I also noticed that while in Walk, instead of walking backward (and facing the same direction), you now turn around and start walking toward the camera (or the opposite direction of whatever foward is for you, if the camera isn't at default). Is this WAI? Strafing still works the same.


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

 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Well, I haven't been working on this game for 5 years...so I'll only accept responsibility for the inability to walk since about May of 2006. I'd like to get a buy for being the only VFX artist/animator on both CoH/CoV up until about 2 years ago as well...most of which was eaten up with power customization, training our new employees, and working on other stuff for the game.

This has taken a long time simply because it's never been deemed important enough to be actually scheduled...instead it's been put together kind of piecemeal over time.
I don't think anyone is seriously complaining about how long it's taken - we know the Freem 15 had a lot of work to do just to keep pace with a playerbase who thought there were more of you than there were


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Dispari View Post
Almost everyone was showing 3.09 walking speed on test, but we had two people reporting 1.4 and 1.8 walking speed. Both were showing no debuffs in combat attributes or buff bar. Both were bot MMs, but different secondaries. But none of us were able to reproduce it, even by logging on with other bot MMs or making new ones. Just those two people were walking slower, for no reason that we could discern. They both sent bug reports.
I checked Power Numbers for Walk and level 50's get slower than level 1's, as the movement debuff seems to scale with level. Maybe it shouldn't?


 

Posted

Quote:
Originally Posted by Dispari View Post
Almost everyone was showing 3.09 walking speed on test, but we had two people reporting 1.4 and 1.8 walking speed. Both were showing no debuffs in combat attributes or buff bar. Both were bot MMs, but different secondaries. But none of us were able to reproduce it, even by logging on with other bot MMs or making new ones. Just those two people were walking slower, for no reason that we could discern. They both sent bug reports.
I had the same issue with BABs. Something was causing me to cap out at 1.4...we're not sure what the culprit is right now, but we're aware that something is inconsistent with the way Walk currently works.


 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
I had the same issue with BABs. Something was causing me to cap out at 1.4...we're not sure what the culprit is right now, but we're aware that something is inconsistent with the way Walk currently works.
Obviously it's the Blue Steel Factor, the cooler you are the more nonchalantly you walk!


K5K - The Killbot 5000
A Spanner In The Works Part One, ArcID: 336662, A Spanner In The Works Part Two, ArcID: 336665, Enter Japes, ArcID: 96001
In The Darkness Creeping, ArcID: 347709, When Dimensions Collide, ArcID: 412416.

 

Posted

Bugs with newest patch and BS/Shield

1) Walking: can only have shield or sword active when walking. Really want to walk around with both out.

2) Walking: can't draw weapons of any type when walking, yet can on other AT's.

3) Walking: drawn weapons clip into the leg a bit. I'd rather keep the ability to have a weapon out if this can't be fixed as other things clip in the game that can't be fixed.

3) Hovering: Hover/Fly stutter/spazz (as mentioned)

4) Hovering: Hover + headsplitter = air sup animation. I can't get any other animation but this.

5) Hovering: Nemesis/Blackwand Staff plays the hand thrust forward to blast animation which holds the staff sideways and looks weird.

don't have whirling sword on this build so can't test the wonder woman spin while hovering/flying.


The walks looks really great!.


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

I can't believe this. I just patched to check it out, and it's a colossal difference (for me, at least). There's kind of that same giddy sense I felt when I used Fly for the first time. Whole city looks different, I guess, when you're not rushing through it.

Walk.

Looks just GREAT!!!


There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.

 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
I had the same issue with BABs. Something was causing me to cap out at 1.4...we're not sure what the culprit is right now, but we're aware that something is inconsistent with the way Walk currently works.
As long as the devs are aware of the situation.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

=_= Screw any minor bugs, send it to live NAOW.



D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.

 

Posted

Most of my characters were able to force a weapon draw while Walking. Specifically tested: patron mace powers, veteran Nemesis Staff and Ghost Killing Axe (or whatever it's called) on a male robotics mastermind; dual blades and Blackwand on a female dual blades stalker; claws and Blackwand on a huge claws brute.

However, once I added devil wings to the huge claws brute, it could no longer draw weapons while Walk was active. (Weapons already drawn when Walk was active stayed active until he or it stopped moving forward.)

Also, both the dual blades and the blackwand clipped horribly with the female stalker's legs.


 

Posted

Walks look great! Female walk looks pleasingly feminine, male walk looks male. Nice suprise out of the blue.


 

Posted

Quote:
Originally Posted by Cybermancer View Post
I'd like to ask for /em walkposes, so that we can have Pimp Walks, George Jefferson Walks, tiptoes (preferably accompanied by the sound of pizzicatto violins) and the ever-popular wageslave waddle.
You forgot the classic 70s "Keep On Trucking" walk, as demonstrated at the beginning and end of this little clip...

http://www.youtube.com/watch?v=dzYpf...eature=related


 

Posted

walking.. its unexpected but very nice.


LvL 50's Inv/Em Tank, Katana/Regen Scrapper, Merc/Traps MM, Ninja/Dark MM, Crab
@Torell Guardian, Liberty & Freedom

 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
I had the same issue with BABs. Something was causing me to cap out at 1.4...we're not sure what the culprit is right now, but we're aware that something is inconsistent with the way Walk currently works.

I just logged in and tested the walk animation/power with 2 characters. My first one I tested with was my main (Energizing Ion, Kinetics/Rad. Blast Defender) and he was capped at 1.79 walking speed as well.

The second character I tried it with was my Willpower/Ice Melee Tanker (Luthien), she was not capped at 1.79, but at the 3.09.


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
I had the same issue with BABs. Something was causing me to cap out at 1.4...we're not sure what the culprit is right now, but we're aware that something is inconsistent with the way Walk currently works.
Any chance we could get a different power icon for walk? Using the same one as sprint seems kinda silly.