Patch Notes for Live Servers - 11/10/2009


Achilles6

 

Posted

Patch Notes for Live Servers

Tuesday, November 10, 2009




COMBINED


Macintosh Client

  • Fixed a mouse cursor issue that affected Macintosh users who had the Intel GMA x3100 video card.
  • The “Enter” key on the Macintosh Number keypad will no longer have the same functionality as the “Return” key on the keyboard.

Mission Architect
  • Arcs using high level bosses from villain groups with non-continuous level ranges (The Family, Banished Pantheon, etc), were being incorrectly detected as invalid when characters tried to enter the mission door, after the mission was accepted. These arcs are now playable again.


Powers


General

  • Fixed a bug where some powers (i.e. Healing Aura, Warmth) would occasionally root a character in place when the power was activated.
  • 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.
  • The “Walk” power is an Inherent toggle power given to all characters at Level 2.
  • Please Note that powers or jumping (i.e. pressing the Space Bar) cannot be used while walking.
  • This power is not intended for use in combat.
  • The Shivan Shard temp power now works correctly while exemplared. Previously, the summoning animation would play and a charge would be consumed, but nothing would be summoned.


Tailor
  • All references to ‘Talsorian’ in the game have been changed to ‘Vanguard’. Any character that currently uses any of these costume pieces or custom weapons will be required to change them when they make any changes at the Tailor/Facemaker. (Please Note that we will be granting a Costume token to players with the publish of this build on the Live servers).

Tasks
  • Fixed a bug where Task / Strike Forces with a Level range that includes Level 50 (in the TF/SF range) spawn at one level below the team’s level.

CITY OF HEROES


Tasks
  • Midnighter Club: Mercedes Sheldon’s story arc Crown of Glory was not giving out a story arc completion reward upon speaking to the contact. This has been fixed and the appropriate reward is now issued by the contact at story arc completion.


CITY OF VILLAINS


  • none


 

Posted

Thankyou, thankyou, thankyou!

The Walk anim is fantastic and a great little extra.

Brilliant stuff!



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

2nd


 

Posted

Quote:
Originally Posted by Niviene View Post
Fixed a bug where Task / Strike Forces with a Level range that includes Level 50 (in the TF/SF range) spawn at one level below the team’s level.
Thank god. Now we just need some harder difficulties available for TFs.


 

Posted

Quote:
Originally Posted by Niviene View Post
  • Fixed a bug where Task / Strike Forces with a Level range that includes Level 50 (in the TF/SF range) spawn at one level below the team’s level.
Wait...what?

We've been getting this on Citadel. Citadel is 25-30 level range; the team was all level 30 and the foes were all level 29.

Citadel has other problems as well, but that's immaterial to this bug.

It sounds like the patch notes indicate only TFs in the level 50 range have the "spawn at -1" problem, but I think lower level ones do too. At least Citadel did earlier this week.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Thanks for the update, Niv.

Curious, why the change from "Talsorian" to "Vanguard"? I've been out of the loop for a bit, so not sure if there's been a discussion on this (like, did Billy-Ray Talsorian sue for name infringement or something?).


 

Posted

Quote:
Originally Posted by Turgenev View Post
Thanks for the update, Niv.

Curious, why the change from "Talsorian" to "Vanguard"? I've been out of the loop for a bit, so not sure if there's been a discussion on this (like, did Billy-Ray Talsorian sue for name infringement or something?).
I'm guessing it was these guys.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Glad to see that pesky being able to play bug is fixed. Thanks to NCSofts 30 seconds to total mapserve internal countdown. Never have to see another Farm again.


 

Posted

Walk is LOL, and I'm glad it was only done in Brawler's free time, but that's not the issue at hand. This is:

Quote:
Originally Posted by Niviene View Post
  • The “Walk” power is an Inherent toggle power given to all characters at Level 2 (like Sprint).
Sprint is NOT given at Level 2. It comes at Level 1. REST comes as Level 2. This was pointed out in the initial Test Server Patch Notes thread. So, the question is: Do we get *snicker* Walk *guffaw* at Level 1 with Sprint or Level 2 with Rest?




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Posted

Woohoo for walk!!

And, just in case anyone missed this:

On jumping while walking:

Quote:
Originally Posted by BackAlleyBrawler View Post
That will be in a incremental build pretty soon.
(from this thread)

And yeah... fix those notes... I thought someone had clarified that it is supposed ot be granted at level 2 and the typo was with "sprint".

Now... why it is granted at level two... I can only imagine is to cut down on the amount of powers you get right off the bat??
I don't know... seems odd to me, but whatever! Makes little difference to me!

(Just means any "NPC"ish characters I make for a RP event/story will need one level if I want walk, hehe)

Thanks and great job!!


@Zethustra
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and round up everyone that knows more than they do"
-Dylan

 

Posted

Quote:
Originally Posted by Kheldarn View Post
Walk is LOL, and I'm glad it was only done in Brawler's free time, but that's not the issue at hand. This is:

Sprint is NOT given at Level 2. It comes at Level 1. REST comes as Level 2. This was pointed out in the initial Test Server Patch Notes thread. So, the question is: Do we get *snicker* Walk *guffaw* at Level 1 with Sprint or Level 2 with Rest?
Yes, this is a very serious issue that must be dealt with immediately!!!

>.>


 

Posted

Quote:
Originally Posted by Electric-Knight View Post
Now... why it is granted at level two... I can only imagine is to cut down on the amount of powers you get right off the bat??
I don't know... seems odd to me, but whatever! Makes little difference to me!
Only in CoX do you have to run before you can walk.


 

Posted

With this patch, when I make a character in AE (I use my character with all the costume parts to test build future playable characters) Dual Blades AND Broadsword have access to the Vanguard "Blade" (from dual blades) "sword" (from BS) and "katana" (from katana) as costume options. Katana correctly just has the katana (the other swords wouldn't fit in the hands) so it makes me wonder if this is a glitch in AE or WAI and player characters can access them.

Can anyone with Vanguard weapons on Dual Blades or BS confirm these being accessible to players?


 

Posted

and over 5 years later...

We walk.


 

Posted

Quote:
Originally Posted by Kheldarn View Post
What needs to be dealt with immediatly is making sure the Patch Notes are correct. There's no real reason for them to constantly have errors like this.
I dunno. I'd rather the errors be in the patch notes than the patch itself. If there are errors. Which should be rare.

*shrug*


 

Posted

Quote:
Originally Posted by Liberty_Paradox View Post
With this patch, when I make a character in AE (I use my character with all the costume parts to test build future playable characters) Dual Blades AND Broadsword have access to the Vanguard "Blade" (from dual blades) "sword" (from BS) and "katana" (from katana) as costume options. Katana correctly just has the katana (the other swords wouldn't fit in the hands) so it makes me wonder if this is a glitch in AE or WAI and player characters can access them.

Can anyone with Vanguard weapons on Dual Blades or BS confirm these being accessible to players?
Did you previously unlock the AE Vanguard Armor And Weapons on any of your characters? Those unlocks are account-wide.




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Posted

Quote:
Originally Posted by Kheldarn View Post
What needs to be dealt with immediatly is making sure the Patch Notes are correct. There's no real reason for them to constantly have errors like this.

My apologies for not catching this massive error before hitting "post".
What would I do without players like you to point out such mistakes promptly?


 

Posted

Quote:
Originally Posted by Kheldarn View Post
Did you previously unlock the AE Vanguard Armor And Weapons on any of your characters? Those unlocks are account-wide.
That's not really the issue, before if I made a broadsword character for AE, I could only choose the broadsword variant of the Talsorian.

With this patch I can choose from the Blade, Sword, or Katana all on the broadsword character in AE. The same applies to dual blades. IE: A broadsword powerset AE minion can use the Vanguard katana in one hand.

I'm wondering if this applies to playable characters, I have no broadsword or dual blades characters that high to test it.


 

Posted

Quote:
Originally Posted by Niviene View Post
My apologies for not catching this massive error before hitting "post".
What would I do without players like you to point out such mistakes promptly?
*snicker*


 

Posted

Could we maybe, just once, get a patch that does NOT break MM pets, again? Logged in today and now my pets disappear everytime I zone or enter/exit a message. I realize it was tricky getting pets to zone in the first place but MAN, why does it seem that every other patch or so breaks them yet again? A couple of patches ago my pets started getting "stuck" in elevators, again. Now this.

Please, please, PLEASE lets get on the bug fixing patches rather than bringing new shinies to break old content.

/rantoff


 

Posted

Quote:
Originally Posted by Kheldarn View Post
What needs to be dealt with immediatly is making sure the Patch Notes are correct. There's no real reason for them to constantly have errors like this.
Relax, mistakes happen and this is pretty low on the omgwthbbq scale of things. Its only a game


 

Posted

Quote:
Originally Posted by Liberty_Paradox View Post
That's not really the issue, before if I made a broadsword character for AE, I could only choose the broadsword variant of the Talsorian.

With this patch I can choose from the Blade, Sword, or Katana all on the broadsword character in AE. The same applies to dual blades. IE: A broadsword powerset AE minion can use the Vanguard katana in one hand.

I'm wondering if this applies to playable characters, I have no broadsword or dual blades characters that high to test it.
Just checked my Broadsword Scrapper: I only have the broadsword in my list at the tailor, and there are no additional weapons available at the Vanguard terminal. Looks like this is AE only.