Training Room Release Notes for Build 1600.20091106.3T - 11/11/09


Arcanaville

 

Posted



Training Room Release Notes for Build 1600.20091106.3T

Wednesday, November 11, 2009


COMBINED


Powers


General

  • Flight - Fixed a bug with windup animations while flying. (They were being interrupted by pre-flight animations, which were then interrupted by the windup animation, etc.)
  • Shield Defense (All) – Fixed a bug that made leaping animations and sounds stutter while a character had a shield out.
  • Walk - The Walk Power now has a new Icon.
  • Walk - The Walk power is now interrupted by falling, swimming and sliding.
  • Walk - Fixed a bug with Walk where Increase Slow IO set bonuses were affecting walking speed
  • Fixed a bug with stunned enemies playing the Walk animation rather than the normal dizzy walk


CITY OF HEROES
  • none

CITY OF VILLAINS

  • none


 

Posted

And this, presumably, includes the fix to the server instability as well? Or is that going to be subsequent to this patch?


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Posted

Quote:
Originally Posted by Niviene View Post

CITY OF HEROES

  • none

CITY OF VILLAINS

  • none

The devs hate everyone

But more seriously, I hope this fixes the mapserver problems of the previous Walk patch.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Golden Girl View Post
The devs hate everyone

But more seriously, I hope this fixes the mapserver problems of the previous Walk patch.
While I cannot say definitely that the previous patch's server stability issues were not caused by the new Walk toggle, I can't conceive of any possible way that they could have been...and I would think that if they had, someone would have mentioned it to me.

I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside.

Should also mention that this:
Quote:
Fixed a bug with stunned enemies playing the Walk animation rather than the normal dizzy walk
Also had nothing to do with the Walk toggle, but actually traces it's roots back to trying to make emotes work in combat mode. Try wrappin your noggin around that. Hah!


 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside.
That's an instant classic


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside.

THAT'S OUR BABS!


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Posted

I see that power description of Walk says, "Activating this power enables you to walk at a relaxed pace. You will not be able to activate most powers while walking."

  • What are the powers you can use?
  • Also, we canz have low jumps while walking nao...awesomes!
  • Transition to Falling animation mucho better than the speed-pedalling of last patch! Somehow I'll kinda miss it for the lols.
  • Jumping while in Walk mode (Walk + Forward or R + tap Space don't hold) from water to land results in a little 'walking on air'.
  • Jumping from land to water (actually occurs with any jump) while Walking backwards (Walk + S + Space) results in character spinning to face backwards as they go through the air, looks weird.
  • Can still get targetting reticle for Assemble the Team in Walk mode, although actual power isn't executable.


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Posted

Quote:
Quote:
Fixed a bug with stunned enemies playing the Walk animation rather than the normal dizzy walk
Also had nothing to do with the Walk toggle, but actually traces it's roots back to trying to make emotes work in combat mode. Try wrappin your noggin around that. Hah!
give me a moment...

yup, almost there...

*SQUISH*

*Drops limply to floor*


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
While I cannot say definitely that the previous patch's server stability issues were not caused by the new Walk toggle, I can't conceive of any possible way that they could have been...and I would think that if they had, someone would have mentioned it to me.
I think it was possibly the servers not being able to handle that new level of awesome on player avatars - it's the reason why I think animated hair hasn't been added to the game yet

Quote:
I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside.
6 months? I think it'll only take until the next mapserver problems show up - when some people try and work out what's causing them, they'll think back to the last time it happened


@Golden Girl

City of Heroes comics and artwork

 

Posted

So, fix for -1 TFs is posponed?


 

Posted

Quote:
Originally Posted by Niviene View Post
  • Fixed a bug with stunned enemies playing the Walk animation rather than the normal dizzy walk
Does that by-chance, fix the issue of Hold animations being replaced by Stun animations? Specifically in the "arms in air, frozen" type of hold? Or is that completely unrelated?



 

Posted

Quote:
Originally Posted by Thirty_Seven View Post
Does that by-chance, fix the issue of Hold animations being replaced by Stun animations? Specifically in the "arms in air, frozen" type of hold? Or is that completely unrelated?
It does not...but turns out, that bug is due to power customization and should be fixed 'soon'


 

Posted

But when are we going to get a Truckin' toggle?


 

Posted

Quote:
Originally Posted by NordBlast View Post
So, fix for -1 TFs is posponed?
The fix for that is in the 1600.20091102.3T build, and that will be published to all Live Servers (in North America and Europe) tomorrow morning (Thursday, November 12th).

I'll make sure that the Release Notes for 1600.20091102.3T include Release Notes for both 1600.20091102.1T and 1600.20091102.3T for clarity.


 

Posted

Quote:
Originally Posted by Ghost Falcon View Post
The fix for that is in the 1600.20091102.3T build, and that will be published to all Live Servers (in North America and Europe) tomorrow morning (Thursday, November 12th).

I'll make sure that the Release Notes for 1600.20091102.3T include Release Notes for both 1600.20091102.1T and 1600.20091102.3T for clarity.
Nice! Thanks for clarification.


 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Should also mention that this:

Quote:
Fixed a bug with stunned enemies playing the Walk animation rather than the normal dizzy walk
Also had nothing to do with the Walk toggle, but actually traces it's roots back to trying to make emotes work in combat mode. Try wrappin your noggin around that. Hah!
For a long, long, long time I noticed that critters that were simultaneously feared and stunned would very often play the walk animation rather than either terrorize or stunned. I'm not sure if the patch note above is referencing the same problem as the one I'm thinking of, but I used to say (jokingly) that Fear + Stun equaled a different mez state I called "Oblivious." The critters would simply walk away from you.

Dark Armor players that used both Opressive Gloom and Cloak of Fear simultaneously would see this quite often under the right conditions.


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Posted

Quote:
Originally Posted by Ghost Falcon View Post
The fix for that is in the 1600.20091102.3T build, and that will be published to all Live Servers (in North America and Europe) tomorrow morning (Thursday, November 12th).

I'll make sure that the Release Notes for 1600.20091102.3T include Release Notes for both 1600.20091102.1T and 1600.20091102.3T for clarity.
[Walk] and TF difficulty fix in one patch? I may need to sit down.


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

With all these changes to the walk power it seems like its more trouble than its worth. Now I can see why they didnt want to put it in.


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Posted

Quote:
Originally Posted by EvilRyu View Post
With all these changes to the walk power it seems like its more trouble than its worth. Now I can see why they didnt want to put it in.
Obviously something being "more trouble than it was worth" is a subjective point of view, especially where we players are concerned.

For example I could understand why the Devs maybe didn't want to put in the mission architect, power customization and side crossovers (in Going Rogue) because to some people those things might seem like more trouble than they were worth as well. I could see why the Devs might not have wanted to waste the time to put those things in either. In any event the time and effort to get this Walk power working was still clearly trivial compared to those other arguably "optional" features I just mentioned.

Let's just say one player's opinions on what goes into this game (including yours and mine) don't really count for much. *shrugs*


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside.
Thanks BABs, I've been looking for a new signature.

Gaheris


"I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside." - BABs

 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside.
If only there were a facepalm emote...


 

Posted

Seriously, I'd have thought it would be in the Natural Superbooster pack.

Or added in with Walk.


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
While I cannot say definitely that the previous patch's server stability issues were not caused by the new Walk toggle, I can't conceive of any possible way that they could have been...and I would think that if they had, someone would have mentioned it to me.
If the new Walk power and animation increase the frequency at which the client and server chatter back and forth regarding position and current state, then I could see that as a potential for mapserver issues. Too many network packets bombarding the network by all of the clients simply updating that "I've walked two feet, Walk power still enabled, still moving, update and sync please."

Quote:
Originally Posted by BackAlleyBrawler View Post
I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside.
Someone should write a BABs quote database!


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